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

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

Players

2

Time

?-?

Age

12+

Weight

3.67

Rating

7.17

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The Army of the Heartland: The Army of Tennessee's Campaigns, 1861-1863 has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, the game does not emphasize cooperation as much.

Replay value

The Army of the Heartland: The Army of Tennessee's Campaigns, 1861-1863 has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The presence of expansions and moderate player interaction also contribute to its replay value. While it may take some time to learn, the game offers a rewarding and fresh experience each time it is played.

Luck profile

The Army of the Heartland: The Army of Tennessee's Campaigns, 1861-1863 has a moderate level of luck influence. Random elements, such as dice rolls and card draws, have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

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

Editions

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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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