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Grant Takes Command box art
2001 Ranked #4,446

Grant Takes Command

This Civil War operational game has Union and Confederate commanders fight Grant's 1864 advance on Richmond. Daily turns link marches, assaults, and defenses across an extended campaign.

Wargames American Civil War Civil War Grid Movement Hexagon Grid

Players

2

Play time

Not listed

Age

12+

Complexity

3.7/5

Rating

7.93

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 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

(from the back of the box:) Grant Takes Command simulates all the action of this pivotal campaign.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

(from the back of the box:) Grant Takes Command simulates all the action of this pivotal campaign. This sev­enth volume in the Great Campaigns of the American Civil War series recreates the marches, assaults, and defensive stratagems of these months using the series' interactive game system. As a player, you control either the Union or Confederate forces in turns representing one day of real time. The game's map is drawn exclusively from Civil War period maps from state and county archives. Twelve scenarios are provided, ranging in scope from one-day battles and cavalry raids that can be played in an hour to a grand campaign game that links in maps from other games in the series. The game focuses on Grant's Overland Campaign to Richmond with the Army of the Potomac but also captures the action in the Bermuda Hundred and Shenandoah Valley side theaters. Grant Takes Command is sure to appeal to anyone with an interest in this decisive chapter of the American Civil War. Contents: 2 22"x32" Mapsheets 3 Countersheets 2 Rule and Scenario Booklets 1 Off-Map Display Card 2 Charts and Tables Cards 2 6-sided dice Time Scale: One day per tum Map Scale: 2,000 yards per hex Unit Scale: Division, Brigade, and Regiment Players: One, two, or teams Playing Time: 1 to 24 hours depending on scenario (BGG description:) The seventh installment in the acclaimed Great Campaigns of the American Civil War series, Grant Takes Command covers Grant's overland campaign to Richmond in 1864. Grant Takes Command features the long-awaited GCACW standard rulebook (so now you can play all the games in the series from one set of rules), a by-now standard beautiful map by Rick Barber, a series of small tournament-style scenarios as well as campaign games ranging from really big to monster, and - for those with plenty of time - two scenarios linking the map areas of Grant Takes Command, Stonewall in the Valley, and On To Richmond.

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Editions

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Game and edition data

All specifications (5)

Play and group

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

Credits

Designers

2
Joseph M. Balkoski Ed Beach

Artists

2
Rick Barber Keith Rocco

Publishers

1
Multi-Man Publishing