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Compass Games Battle Hymn Volume One, Gettysburg & Pea Ridge
Compass Games Battle Hymn Volume One, Gettysburg & Pea Ridge
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Compass Games Battle Hymn Volume One, Gettysburg & Pea Ridge
Battle Hymn is a “player’s game” designed to play fast and provide lots of fun and historical insight. With scenarios taking as little as an hour, up to a full campaign taking eight hours, there is plenty of variety. The system is streamlined and does not have the complications seen in other games, such as logistics and leadership hierarchy. Here it is all about strategy, movement, and fighting.
Gettysburg: The Tide Turns needs no introduction as to subject, but the treatment is noteworthy. Using a graphics approach based upon the maps produced by the US Government after the war, the map is a pleasure to behold. There are six scenarios in the game, some of which have alternatives for additional variety.
Pea Ridge: The Struggle for Missouri simulates the decisive battle of Pea Ridge, which determined that Missouri would stay in the Union. It could have gone the other way. This is a classic meeting engagement with the Confederates on the offensive and outnumbering the Union for once. Optional rules include hidden movement and more randomization during combat (more historical and also simulates async computer play).
Product Information
Complexity: Medium (4 out of 10)
Playing Time: 45 minutes to 3 hours (scenarios), 5 to 8 hours (full campaigns)
Solitaire Suitability: High (due to variable activation system)
Time Scale: 1 turn = 60 to 90 minutes depending on the game and day
Map Scale: 1 hex = 300 yards across
Unit Scale: Brigades, strength point = 150-300 men (depending on the game & unity type)
Players: 2 (but far above average as a solitaire game)
Components: 4 10-sided dice of one color, 1 10-side die of another color, 2 39” x 25 maps – 5/8th inch hexes, period style, 2 identical 8 1/2 x 11 chart cards, printed front and back, Rule book – 32 pages, extensive examples, 3 5/8” Counter sheets, 176 counters each, Game box.
Battle Hymn is a “player’s game” designed to play fast and provide lots of fun and historical insight. With scenarios taking as little as an hour, up to a full campaign taking eight hours, there is plenty of variety. The system is streamlined and does not have the complications seen in other games, such as logistics and leadership hierarchy. Here it is all about strategy, movement, and fighting.
Gettysburg: The Tide Turns needs no introduction as to subject, but the treatment is noteworthy. Using a graphics approach based upon the maps produced by the US Government after the war, the map is a pleasure to behold. There are six scenarios in the game, some of which have alternatives for additional variety.
Pea Ridge: The Struggle for Missouri simulates the decisive battle of Pea Ridge, which determined that Missouri would stay in the Union. It could have gone the other way. This is a classic meeting engagement with the Confederates on the offensive and outnumbering the Union for once. Optional rules include hidden movement and more randomization during combat (more historical and also simulates async computer play).
Product Information
Complexity: Medium (4 out of 10)
Playing Time: 45 minutes to 3 hours (scenarios), 5 to 8 hours (full campaigns)
Solitaire Suitability: High (due to variable activation system)
Time Scale: 1 turn = 60 to 90 minutes depending on the game and day
Map Scale: 1 hex = 300 yards across
Unit Scale: Brigades, strength point = 150-300 men (depending on the game & unity type)
Players: 2 (but far above average as a solitaire game)
Components: 4 10-sided dice of one color, 1 10-side die of another color, 2 39” x 25 maps – 5/8th inch hexes, period style, 2 identical 8 1/2 x 11 chart cards, printed front and back, Rule book – 32 pages, extensive examples, 3 5/8” Counter sheets, 176 counters each, Game box.
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