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The Army Of The Heartland: The Army Of Tennessee's Campaigns, 1861-1863 box art
1996 Ranked #11,256

The Army Of The Heartland: The Army Of Tennessee's Campaigns, 1861-1863

This strategic-operational Civil War wargame has commanders explore campaigns in Kentucky, Tennessee, and northern Georgia. Rated leaders, multiple scenarios, and a full campaign examine choices available to both sides.

Wargames American Civil War Wargame Hexagon Grid Simulation

Players

2

Play time

Not listed

Age

12+

Complexity

3.67/5

Rating

7.17

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

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How it plays

How does it play?

From the back of the game box: The Army of the Heartland is a strategic-operational simulation of the rebel Army of Tennessee's campaigns during the Civil War.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

From the back of the game box: The Army of the Heartland is a strategic-operational simulation of the rebel Army of Tennessee's campaigns during the Civil War. Created by award-winning designer John Prados, and using the same scale and game system as his earlier Campaigns of Robert E. Lee, this game focuses on the critical, but largely ignored actions in Kentucky, Tennessee and northern Georgia between 1861 and 1863. The game includes 560 die-cut counters and two stunning maps depicting the 'heartland.' You also get two army display sheets, a 32 page rulebook with 8 pages of charts and tables and 9 scenarios covering the major engagements. A campaign game scenario covering the whole crucial year of 1863 is also included to allow players to explore the options available to both sides." Game Scale Units: Divisions, brigades and regiments Ground: One hex = roughly 5 1/4 miles Time: One turn = 5 days (in Winter, 10 days) Contents 560 Die-Cut Counters Two 34 inch by 22 inch Game Maps Rulebook with Scenarios, Historical Analysis, plus Charts and Tables Two Army Organization Displays Nine scenarios plus an 1863 Campaign scenario Two Dice Over 90 Leaders, each individually rated for his Initiative, Administrative, and Tactical Abilities

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (4)

Play and group

Players
2
Best with
1
Age
12+
Complexity
3.7/5
Credits and catalog connections

Credits

Designers

1
John Prados

Artists

4
Rick Barber Paul Dangel Tom Hannah John Paul Strain

Publishers

1
Clash of Arms Games

Linked items

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