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GGWBS
Gary Grigsby's War Between the States (2008)
Designer Gary Grigsby
Type Historical computer wargame
Level Grand strategy
Scale Units are division to corps size
Tempo Turn-based
Setting American Civil War
Players 1-2
Time ??? hours
Gary Grigsby's War Between The States was

Basic setup and factionsEdit

Write

Turn orderEdit

The

Rules MechanicsEdit

The

Advanced RulesEdit

Optional

ScenariosEdit

The

MiscellaneousEdit

Political Points: Both sides start with roughly 1000 political points each and are required to spend them to remove generals or promote untested ones.  Points are also gained or lost based on specific battles, regions controlled, and for political activities (specifically Emancipation and the Draft).  The game officially ends when one side runs out of points, but in practice ends shortly after November 1864, when the Union player must possess 1000 political points to see Lincoln reelected.  Depending on the election result, the 'loser' will immediately lose 100 political points per turn for the remainder of the game.

Evaluation as Warfighting ModelEdit

Fog of War: Moderate.  If the Fog of War rule is turned on, units can be 'spotted' or 'hidden'.  A silhouette can also be visible, indicating to the opponent that one or more units are in the zone without providing details.  If 'hidden', units receive bonuses to attack and defend due to the surprise of encountering them on the battlefield.  Proper scouting by friendly cavalry will reveal units, but opposing cavalry can prevent this.

Friction: High.  Because the game requires initiative to attack, and initiative is dependant on a host of factors including the specific commander, attacks typically have to be mounted piecemeal or when a specific commander is ready.  While commanders' personal statistics are visible by default, the game provides options to both randomize and hide them.  This forces the player to try and include commanders in as many battles as possible to get a 'feel' for their abilities, which become visible over time and are affected by their success / loss rate.  In addition, the combat reaction phase frequently means a slew of previously unaccounted-for enemy units marching in to reinforce the defender right before a battle.

Fluidity: Low.  Players move in an "I-Go/U-Go" sequence, although the defender also has a 'combat reaction' phase before engagements are decided.

Combat Power:

Physical:
Mental:
Moral

Disorder:

Complexity:

Where to get itEdit

Matrix Games (manufacturer)
Amazon.com

Related booksEdit

Atlas of the Civil War: A Complete Guide to the Tactics and Terrain of Battle by Stephen Hysop, Neil Kagan, and Harris Andrews

Related linksEdit

2by3 Games

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