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Pensacola box art
2010 Ranked #8,607

Pensacola

A siege wargame has Spanish and British commanders contest Pensacola through fortifications, raids, and bombardment. Spain must build and protect siege works, while Britain’s smaller force delays them through relentless harassment.

Wargames American Revolutionary War Wargame Hexagon Grid Players: Two-Player Only Games

Players

2

Play time

Not listed

Age

?+

Complexity

3.3/5

Rating

7.47

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 2.4/5

Harder to teach

Replay value 3.8/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 3.9/5

Scales well

Strategic depth 4.6/5

Deep strategy

See all 4 specifications

How it plays

How does it play?

Battles of the American Revolution Series: The Siege of Pensacola pits a numerically large but fragile Spanish army, supported by a small corps of French allies against a smaller, feistier British army enjoying strong fortifications and highly mobile Indian allies.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Battles of the American Revolution Series: The Siege of Pensacola pits a numerically large but fragile Spanish army, supported by a small corps of French allies against a smaller, feistier British army enjoying strong fortifications and highly mobile Indian allies. As the Spanish player you will need to determine where you will build your siege gun redoubts and will then have to protect your soldiers from raiding British units to finish the works in time to mount an effective bombardment. As the British player, you have far fewer forces, but armed with special raiding rules, your Regulars, Tories and Indian allies must harass and erode Spanish morale, while delaying the construction of Spanish siege works for as long as possible in the hope of keeping your three forts intact to face the coming coup de main. The game begins with Don Bernardo de Galvez’s army of 5,000 having just landed on the mainland. How many forces actually are present is decided in a special phase during the initial set-up wherein that portion of the Spanish army that sailed from Havana must run the gauntlet of the Red Cliffs Fort guns. Hence, the starting forces for Spain are likely to be different for each game played as units and leaders are eliminated or delayed in their arrival. Once these forces are ashore, the Spanish player faces some hard choices. Does he send forces to take out the Red Cliffs Fort, to protect his turn 7 Spanish and French reinforcements from having to run the same gauntlet, or does the Spanish player immediately begin construction of the siege works, to achieve the longest possible bombardment before the coup de main? The British player is outnumbered, but must employ his small forces in aggressive and often risky raids to slow down siege construction, wear down Spanish morale and worry the Spanish lines of supply. Getting a small force into one of two Spanish stockades can be devastating for the Spanish. Thus, though numerically superior, the Spanish player has much to do and protect, and will often be spread thin by a well-conceived series of raids. Giving the Spanish too many siege turns to bombard your three forts and/or permitting the Spanish to launch the coup de main with high army morale is likely to spell disaster for the British player.

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Editions

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Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (4)

Play and group

Players
2
Best with
1–2
Play time
360 min
Complexity
3.3/5
Credits and catalog connections

Credits

Designers

2
Don Hanle Mark Miklos

Artists

3
Charles Kibler Rodger B. MacGowan H. Charles McBarron, Jr.

Publishers

1
GMT Games

Linked items

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