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Civil War Campaigns: Vicksburg
 

Civil War Campaigns: Vicksburg
Studio : HPS Simulation
by HPS Simulation
Brand : HPS Simulation
Platform : Windows XP Home Edition
Publisher : HPS Simulation
Availability : Usually ships in 1-2 business days
EAN : 0713061000567
UPC : 713061000567
Avg. Customer Rating:(based on 3 reviews)

Our Price : $29.99


Features Of  'Civil War Campaigns: Vicksburg'
 
  • Fifty-seven scenarios - Chickasaw Bayou, Port Gibson, Raymond, Jackson, Champion Hill, Big Black Bridge and more
  • Multiple what-if battle scenarios - Grant Assaults on Snyder's Bluffs, Redbone Church, Grindstone Ford, Ingraham Heights & the July 6 Final Assault on Vicksburg
Editorial Reviews for  'Civil War Campaigns: Vicksburg'
 
Product Description
Civil War Campaigns: Vicksburg gives you a chance to refight one of the American Civil War's most crucial battles. It's April of 1863, and General U.S. Grant has led his men to the banks of the Mississippi River. After disastrous Union campaigns at Chickasaw Bayou, Steele Bayou and Greenville, Grant elects to bypass the Confederate fortress city of Vicksburg. Instead, he will take his Army of the Tennessee and march down the Louisiana side of the Mississippi River. But Confederate general John C. Pemberton and his Confederate army occupies the area both north and south of Vicksburg. With Grant's crossing of the mighty river there will be no turning back... for either side.
 
Customer Reviews for  'Civil War Campaigns: Vicksburg'
 
Another Installment
Another great installment in John Tiller's American Civil War series. Covers a little known campaign extremely well. Takes what could have been a very one-sided game and makes it interesting.
 
Grant's great victory
The HPS Civil War Campaign Windows games are the best games available for both the gamer and historian. Each game covers one campaign or area, providing a series of historical and hypothetical battles. The battles are played as single games or linked into a campaign with losses and advantages carried forward. In campaign mode, players have to consider "tomorrow" and cannot just attack everything in sight. In campaign mode, decision points determine the direction the campaign takes, while battles determine the decision points. This provides for almost unlimited replay ability as no one campaign will ever match the last one.

Game scale is set to the pace and command abilities of the 19th Century. Each turns is twenty minutes during the day and one hour at night, about 120 yards per hex. Units are regiments, very large regiments can be two counters, artillery units are two gun sections, leaders and supply wagons.

Formations are critical and leaders exist starting at brigade level. Brigade leaders benefit by being in the command range of their division leader, who benefit by being in the command range of their corps commander. These rules, force command cohesion by penalizing players that break up commands. Line, column, limbered, unlimbered, mounted or dismounted enhance movement or combat and require planning and preparation. Having a regiment in the wrong formation will mean you cannot fire, take more casualties or move slowly.

Movement starts at about two miles an hour for an infantry regiment. Terrain, roads and formation increase or decrease this rate.

Combat results in losses and fatigue. Fatigue makes units susceptible to disorganization or route. Disorganized units are less effective and more likely to route. Routed units run from battle and will not fight until rallied. Leaders can rally units and have the best chance of doing so within their command.

While this may sound complicated, it isn't and one set of rules is used in all the games. This is not to say that the games are the same and one approach works in every game. The experienced armies of the Gettysburg and Atlanta games are very different from the green armies at Shiloh. The more open area in Vicksburg presents cavalry opportunities that do not exist in Atlanta.

Campaign Vicksburg has 57 battles, including the historical battles of
Chickasaw Bayou
Port Gibson
Raymond
Jackson
Champion Hill
Big Black Bridge
Milliken's Bend and the
Vicksburg Assaults of 19 and 22 May 19

What-if" battles include Grant Assaults on Snyder's Bluffs
Redbone Church
Grindstone Ford
Ingraham Heights
July 6 Final Assault on Vicksburg

 
Another Great HPS Game
This is a great game like all HPS games. In terms of detailed, historically accurate wargames, HPS stands at the head of the class. I have been a long time fan of the Civil War Battles series. The Order of Battles are always precise and accurate. The maps are wonderful. The scenarios plentiful. I unhesitatingly recommend any HPS Civil War Battle game. That said, these games are designed for hard core grognards (dedicated wargamers). People who are interested in the topic but have little wargaming experience should probably look elsewhere before attempting an HPS game.

In terms of Campaign Vicksburg: This is a complete rendering of the series of battles in the 1863 Vicksburg campaign. Scenarios include battles of maneuver, assaults on fortified lines, and probes. The scenarios range in lengths from several turns to over 200. Before I purchased the game I was somewhat worried about the relatively low number of scenarios (57 compared to say HPS Gettysburg with 100's), but they cover a wide variety of situations and each one has a very different feel. This is unlike Peninsula which, while fun, all the scenarios take place in the same general location and seem like minor variations on the same theme. The maps are wonderful - better than average, and that's saying a lot because the HPS maps are uniformly superb. You can't get a better game than this.
 
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