Unboxing: SHILOH April 1862

Check out my unboxing of 𝐒𝐇𝐈𝐋𝐎𝐇: 𝐀𝐩𝐫𝐢𝐥 𝟏𝟖𝟔𝟐 (Deluxe Edition) from Columbia Games. This is a favorite of mine and one of Columbia’s best American Civil War games.

As I’ve written previously, Shiloh has three things going for it: 1) it’s a great battle, 2) it’s a fun game that requires serious strategy and tactics and yet it has only 8 pages of rules, and 3) it plays very well solo.

Check out the video, give SHILOH April 1862 a try, and leave your thoughts in the comments below.

Unboxing: WATERLOO 200

This month the Italian block wargame company VentoNuovo released the second edition of their 2015 Napoleonic game, Waterloo 200. This new edition updates the first with a glossy-compact-game box, matt laminated card stock map, improved rules, and enhanced graphics.

Those familiar with VentoNuovo’s outstanding World War One block game, 1914 Germany at War (reviewed here), will recognize much of the game play and dice less combat system from that title.

Having received a review copy from VentoNuovo, a video unboxing of Waterloo 200, 2nd Edition seemed in order.

Videographer & Editor: JP Williams

Here’s why Shiloh is my go-to Civil War Game

Certain games in a collection seem to find their way to the table more than others. Often these are games that either play fast, capture the imagination, or are simply great fun. For me, Shiloh April 1862 by Columbia Games is one of those games.

First, Shiloh was simply a great battle. A compelling theme is always a plus for me when playing a wargame. In this area Shiloh doesn’t disappoint. The history surrounding this epic clash of armies is worth reviewing.

No battle in the Western Theater of the American Civil War was more crucial to the life of the Confederacy than Shiloh (April 6-7, 1862). In addition, no battle out west featured a greater cast of legendary leaders than Shiloh did: from Albert Sidney Johnston, PGT Beauregard, Braxton Bragg, Leonidas Polk, and William Hardee for the Confederacy, to Ulysses S. Grant, Don Carlos Buell, William T. Sherman, John McClernand, WHL Wallace, and Lew Wallace for the Union,

Over those two bloody days in April nearly 100,000 soldiers (approximately 60,000 USA/ 40,000 CSA) would clash in the woods and fields between the little Methodist meeting house called Shiloh Church and Pittsburgh Landing along the Tennessee River.

Second, and most importantly, Shiloh April 1862 is a fun wargame to play because first & foremost it is a fun game to play. There are several reasons why.

At only 8 pages, the rules and game mechanics for Shiloh are simple and intuitive. They are also familiar to anyone who has played a Columbia block game in the past.

Game Turns are straightforward: Initiative, Movement, Battle, Supply.

Movement is kept simple in Shiloh as the map is divided into areas rather than hexes, and most are either clear or woods. These areas normally provide for terrain stacking limits of either 6 blocks (clear) or 4 (woods), with those halved when attacking.

The 100 blocks in Shiloh are roughly divided 60/40 between USA and CSA units, with labels clearly distinguishing between HQs, Artillery, Cavalry, and Infantry units. As with other Columbia games, block strength, step reduction, and firepower are all visible and consistent for the various units.

The game does a nice job of simulating the difficulty and chaos encountered by both sides during day one of Shiloh, as HQ activation and command is needed for units to attack or reinforce. This can be difficult at times if an HQs steps have previously been exhausted, or if one of the blocks in their division or corps is outside of command range.

Victory points are only scored for eliminated enemy units. This is bloody Shiloh. The CSA player can make a strong push on the USA player, but unless enough Union blocks are eliminated on day one (a net 10+) there will be a day two.

Ultimately it is the simplicity of rules and game play that also make this a good intro game for those new to either wargames or the ACW.

Thirdly, and this may surprise some folks (though not readers of this blog), Shiloh is a great game to play solo.

Much like the actual battle, the game Shiloh isn’t one of great nuance or clever strategic moves. The terrain restrictions, coupled with the sheer number of blocks and healthy stacking limits, means that many epic combat rounds featuring artillery, cavalry and infantry will be played. There will be a good deal of dice rolling.

For this reason alone, the fog of war isn’t quite as necessary as might be the case in other block games.

The strategy here for the Union player is really based on when to hold ground (to slow down the confederate forces), and when to retreat and prevent units from being (permanently) eliminated.

Likewise, the Confederates have to always press the action and try to attack with numeric superiority, particularly early on. Once the Union falls back to the Hornets Nest and the Peach Orchard, and with the inevitable (albeit tardy) arrival of General Lew Wallace’s lost division, the confederate chances for a day one victory are slim.

But neither of these strategies rely upon surprise per se. And that makes this game very solitaire friendly.

If you’re looking for another solid ACW addition to your game shelf, consider giving Shiloh April 1862 a look. As I do every year, I’ll be commemorating the anniversary of the battle by getting Shiloh back on the table for yet another play through.

[Photo credit: Brian Williams]

Block Wargame Strategic Principles

[Pictured: Eastfront by Columbia Games]

For those new to block wargames the challenge of achieving victory might seem at first a bit daunting or even downright elusive. From the scale and scope of the mapboard, to the sheer number of blocks in play, to the luck (or sometimes bad luck) of the dice rolls, new players-and even a few not so new ones-might question just how much a part strategy plays in winning.

Recently I came across an older article which speaks to this very question. Writing at the Columbia Games website, the late Seth Owens spoke of five strategic principles for block wargaming. They are:

  1. Patience. When the back of the box says 1-3 hours, that’s exactly what it means. When playing a block wargame it’s important to understand that you cannot rush your offensive. Some scenarios do require one particular player to be more aggressive earlier in the game, but this isn’t the same as being impatient or careless. As Owens notes in his article, “Block wargame offensives typically require considerable preparation…and it may very well take several rounds of fighting, possibly spread over more than one turn…to get a result.
  2. Equanimity. Cool under fire. The great generals throughout history maintained their composure in battle. “The Fog of War in Block wargames inherently flusters many” says Owens, “US Grant had an epiphany early in his career when it dawned on him that his enemy was just as afraid of him as he was of them.” Recognizing this as well, players need to execute their plan of action and avoid predictability, never wavering despite the occasional setback.
  3. Know when to retreat from (losing) battles. Dice rolls will go against you. Troops will be depleted. Hanging in a skirmish too long, well after it is evident that the odds are against success, is a recipe for defeat. In many games supply points allow a compromised unit to be strengthened. However, lost blocks are often irreplaceable. Hoping for miraculous dice rolls to stave off likely defeat is a great way to lose a game.
  4. Economics. Owens notes, “Most of the block games involve some rudimentary economic considerations as damaged units are repaired and new units formed.” Often the availability of resources or supply points rely upon territorial control. What may seem a lower priority during earlier turns will likely increase as the game moves on.
  5. Principles of War. It’s important to note that this fifth principle was named by Owens in the first article but part 5 was never completed. For this final principle, however, we can deduce that he was referring to the same Principles of War that were written by Carl von Clausewitz in 1812 for his sixteen year old student the Crown Prince (and future King) of Prussia Friedrich Wilhelm IV. They are: concentration of force at decisive points with superior numbers; given the choice between being bold or prudent in War, choose the boldest course; and when the odds are against you rely upon equanimity and for best use of your available means for victory.

See if you remember to apply these strategic principles the next time you get your favorite block wargame on the table. Doing so may be the difference between victory and defeat.

An earlier version of this article appeared at my previous site on January 28, 2018.

REVIEW: Combat Infantry EastFront

Last year Columbia Games released the second installment in their World War II tactical series, Combat Infantry EastFront 1941-43. A follow up to the WestFront edition released in 2017, the two games together mark Columbia’s fore into platoon level block games.

Before continuing, a brief disclaimer: prior to its release, I assisted Columbia Games with scenario play testing and rules book editing. I also designed one of the six scenarios along with Tom Dalgliesh of Columbia. Finally, Columbia provided me with a review copy of the game. So to some degree, this may be as much a preview as it is a review.

Even with my involvement, it’s important to note that I was already a huge fan of the WestFront edition, having reviewed the game shortly after its release.

The rules set for EastFront is the same as WestFront. As Columbia notes on their site:

“The game system features innovative and interactive rules for Fire Combat, Close Combat, Morale, and Leaders. The game is sophisticated, yet very playable.”

Game turns are comprised of HQ activations, as command integrity is maintained within each company & platoon.

Activated units can choose to either Rally, Move, or Fire combat. If activated units move into an enemy controlled hex, a three round Assault sequence follows.

Most infantry blocks have an F2 or F3 firepower; with company assets such as mortars, machine guns, and anti tank guns having F4-F6 firepower.

There are also a good selection of battalion weapons such as Soviet T-34’s and German Tiger tanks.

Combat Infantry uses ten sided dice for both combat resolution and morale rolls.

Just like the WestFront edition, EastFront’s components include:

  • 2 geomorphic maps (16.5’’ x 22” each)
  • 132 Blocks: 66 red, 66 black
  • 22 yellow wooden markers
  • Unit Label sheet (1)
  • 6 scenarios
  • 4 x d10 dice

A brief comment about the rules: some have criticized Combat Infantry for terrain ambiguities and Line of Sight difficulties. There is merit to some of these complaints, many which come from veterans of tactical games such as ASL and Combat Commander.

EastFront largely avoids these occasional issues due to its two geomorphic maps; terrain has minimal elevation ambiguities and avoids the bocage/hedge features of the Westfront edition. In addition, several rules clarifications (as well as several BGG threads), have answered many questions about LOS.

Scenarios also play very smoothly as most avoid large block counts, rather opting for only one or two companies per side. This lower block count permits for more tactical decisions and maneuverability, which is further aided by stacking limitations and map scale (100 meters per hex).

In a previous post I discussed a few of the more unique features of the series:

There is no Opportunity Fire (this is handled through defender first fire in assault); Suppression Fire is represented by the step reduction mechanic common to block games; and status markers are eliminated, with units either upright, face-up, or face-down depending on status.

Due to its game turn sequence and required HQ activation, Combat Infantry lends itself well to solitaire play. Probably 50% of my gameplays are solo. The rulesbook provides optional instruction for solitaire play.

Most scenarios can be played in 1-2 hours, requiring 5-8 game turns. I have found them to be balanced overall, with most, however, providing a definite & difficult victory challenge for one side or the other.

In the coming years there is the promise of more expansions and stand alone games in the series.

From additional units for EastFront (possibly Panzergrenadiers), to possible stand alone games for other theaters (North Africa or the Pacific), Combat Infantry will only get better. In the meantime, Columbia continues to publish new WestFront scenarios several times a year, many designed by fans themselves.

For someone like myself, a fan of faster playing block games like Julius Caesar, Hammer of the Scots, and Columbia’s ACW games, a fast playing, tactical level, block wargame is a welcomed edition to my library.

Photo credit: Brian Williams/WarGame Blockhead