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]

Why the Last Spike is Perfect for Family Game Night

The Last Spike is a game that I never expected to like. While I’m always on the look out for a good family game for the non-gamers in my house, this railroad themed board game wasn’t on the radar.

Being a fan of Columbia Games in general, and a bigger fan of their block war games specifically, I was aware of this addition to their catalog (while an earlier version came out in 1976, the latest incarnation was just released in 2015). However, the Last Spike just seemed too…simple to warrant any serious consideration. Boy was I wrong!

So what is it about the Last Spike that has made it perfect for family game night and a hit with everyone in my house? (And that’s no exaggeration either).

The game is surprisingly simple. In fact, game turns are so simple that they fit in the bottom corner of the board. In addition, the rules are a mere 4 pages and can be explained to a newcomer in less than ten minutes.

The object of the game is simple as well: the players cooperate to build a railroad which connects Saint Louis with Sacramento. You accomplish this by laying down railroad tracks (Columbia’s famous wooden blocks). Each block costs a certain amount to play and has a designated spot on the board.

Players also speculate by purchasing property in towns on the mapboard. Payouts are collected when the railroad runs through a town in which you own property. There are five cards for each town; the first property being free, with each successive card increasing in cost.

The game ends when one continuous route is completed. The “last spike” (the final block placed) earns the player a $20,000 bonus. The winner is the player with the most money.

The components are nice without being overwhelming. The game board shows only 9 cities and the twelve routes that link them. Each route has 4 track spaces, keeping the board from being unnecessarily large. 48 wooden blocks represent the track sections. There are also 45 property cards, along with red, white, and blue currency chips.

The Last Spike is deceptively strategic. While the game can be played by 2-6 players, it works best with 3-5 according to the publisher. The average playing time seems to consistently fall between 45-60 minutes. Despite this modest scope and relatively quick play, the game truly challenges you.

The second half of the game sees the tension rise as players must carefully choose which tracks to play and which properties to purchase. Will that particular block you play complete a route which pays your rival better than you? Should you hold off on laying a track until you can purchase another property in a town about to be connected? Which brings us to the next secret for the Last Spike’s success.

The railroad theme is compelling and it permeates every aspect of the game. The map and blocks effectively reinforce this theme of the race to complete the transcontinental railroad. For example, track tiles which run through (or over) the Sierra Nevada Mountains can cost 5x more than one played between Omaha and Laramie

The Last Spike is educational without sacrificing fun. In 2016 the game was honored with the Mensa Select Award. From analytical thinking, to counting, to teaching basic economic principles, the Last Spike is a great choice for families looking for a game that challenges kids while keeping adults interested. Best of all it’s suitable for ages 8 and up, so younger kids can play too.

Consider making the Last Spike by Columbia Gamesyour choice for family game night. Let this little gem of a game surprise your family as it did mine.

Photo credit: Brian Williams

An earlier version of this article appeared at my previous site on March 10, 2018.

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.