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A Gleam Of Bayonets: The Battle Of Antietam box art

A Gleam Of Bayonets: The Battle Of Antietam

Players

2-6

Time

?-?

Age

12+

Weight

3.72

Rating

7.30

Fit

Teach 2.3

Teaching signal

Replay 4.0

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

A Gleam of Bayonets: The Battle of Antietam 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, there is less emphasis on cooperation in the game.

Replay value

A Gleam of Bayonets: The Battle of Antietam has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for improvement in player strategy. The player interaction score is moderate. The game scales well with different numbers of players without compromising its appeal or balance. It has a moderate easiness to learn score, offering a balance between accessibility and depth. Overall, it has a strong replayability score of 7.92 out of 10.

Luck profile

The final luck score for A Gleam of Bayonets: The Battle of Antietam is 7. This indicates that the game has a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and 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

"EVERY STALK OF CORN IN THE NORTHERN AND GREATER PART OF THE FIELD WAS CUT AS CLOSELY AS COULD HAVE BEEN DONE WITH A KNIFE, AND THE SLAIN LAY IN ROWS PRECISELY AS THEY HAD STOOD IN THEIR RANKS A FEW MOMENTS BEFORE." General Hooker commenting on the cannister fire of six Union batteries The summer of 1862 was a time of peril for the Union. The Army of the Potomac and its generals had failed the test of battle again and again. In September, Robert E. Lee invaded the North. One more victory might have turned the war in favor of the Confederacy. In desperation, Lincoln placed George B. Mc-Clellan in command. The pursuing Union army caught up to the Confederates at Antietam Creek. With the Confederates outnumbered 2 to 1, and on Union soil, McClellan had the chance to end the war in a single day. It was the bloodiest day in the history of America. In A GLEAM OF BAYONETS, the map illustrates the orchards, corn and wheat fields, as well as the ‘Bloody Lane’, which were bitterly fought over. Colorful counters represent the actual units — the infantry regiments, artillery batteries, supply wagons and historical commanders. Additional counters represent the strength and status of the units. Simple probability charts determine each exciting confrontation’s outcome. Detailed, regimental-level recreation of the Battle of Antietam/Sharpsburg. Each hex covers 120 yards, while each strength point is the equivilent of 50 men or 1 artillery gun. Each game turn represents 20 minutes of time. This is Volume 7 of the original SPI / TSR Great Battles of the American Civil War series. COMPONENTS (2) 22"x34" maps (2) rules booklets (2) six sided dice (2) plastic counter trays 1600 counters (from the back of the box and user's description)

Editions

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Credits

Designers

1
Richard H. Berg

Artists

2
Ivor M. Janci Kitty Thompson

Publishers

1
Tactical Studies Rules (TSR)

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