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Lee Takes Command box art

Lee Takes Command

Players

2

Time

?-?

Age

12+

Weight

2.78

Rating

6.50

Fit

Teach 3.1

Teaching signal

Replay 4.1

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.7

Deep strategy

Control 3.5

More strategic control

Table feel

Lee Takes Command has a high level of direct confrontation and strategic depth in confrontation. Players must frequently interact with and react to each other's strategies. However, the game does not emphasize cooperation as much.

Replay value

Lee Takes Command has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers different experiences each time it is played, allowing players to discover new tactics and strategies. The presence of expansions adds new content and gameplay elements, further enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.

Luck profile

The final luck score for Lee Takes Command is 7, indicating a moderate level of luck in the game. 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

Lee Takes Command, The Seven Days Campaign June - July 1862. In June, 1862 Robert E. Lee is chosen to command all Confederate forces defending Richmond against The Army of the Potomac under the command of George "Little Mac" McClellan. In the ensuing campaign, known as the Seven Days Battles, Lee flings his men into attack after attack, always threatening to, but never quite succeeding in, crush the federals. Yet so completely frustrated and demoralized is McClellan that he calls off the federal invasion that reached the very gates of Richmond. A Legend was born! The system presents a grand simulation of operational warfare during the age of rifled muskets. Using hidden movement, players must maneuver historic armies while seeking to discover which combinations of units and tactics lead to victory, or are formulas for defeat. Lee Takes Command is the forth of Clash of Arms Games' simulation of the great campaigns of the American Civil War. Lee Takes Command brings the struggle of the Seven Days campaign alive with a four color 34" x 22" map and 240 multi-color counters. The game features multiple scenarios, hidden movement and dummy units, gunboats and shore batteries, command and control complexities for both sides, historical commentary and more!

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