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Pleasant Hill: The Red River Campaign box art

Pleasant Hill: The Red River Campaign

Players

2

Time

?-?

Age

12+

Weight

3.29

Rating

6.69

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.2

Luck-sensitive

Table feel

Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to frequently pay attention to others' actions, but cooperation is not a significant aspect of the game.

Replay value

Pleasant Hill: The Red River Campaign has a high replayability score due to its high variability gameboard, the presence of expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played and allows players to improve their strategy over time. The player interaction score is average, and the game is relatively easy to learn with a moderate depth of gameplay. Overall, it provides a highly replayable and engaging experience.

Luck profile

The final luck score for Pleasant Hill: The Red River Campaign is 6.33 out of 10. The game has a notable but not exclusive impact of random elements on the 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 balanced mix of luck and strategy.

Overview

Pleasant Hill: The Red River Campaign was first published in Strategy & Tactics magazine #106. It is the seventh game of the Great Battles of the American Civil War series which includes Pea Ridge, Drive on Washington, Wilson's Creek, Cedar Mountain, and Jackson at the Crossroads/Corinth. The game is a simulation of the battle of Pleasant Hill, fought in Louisiana in April, 1864. The Union Army was attempting to move up the Red River valley to Shreveport where it was overrun by a small Confederate force at Mansfield. The Union Army then retreated to nearby Pleasant Hill and took a defensive posture... on April 9, the Confederates attacked. Each Game-Turn represents 20 minutes of real time, each hex covers about 125 yards from hexside to hexside, and each Strength Point is the equivalent of 100 men or 1 gun. Included are a 22"X34" mapsheet, 200 counters, standard rules for the 'Great Battles' series, exclusive rules, and player charts and tables. Not a simple game... there are more than 20 pages of rules which include extensive rules for cavalry, artillery and line-of-sight, morale, and fire and melee combat. Victory is based on points earned by eliminating or demoralizing units and through capture of certain geographical objectives. The difference in points between the Union and Confederate players determine the level of victory.

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Credits

Designers

2
David G. Martin Leonard Millman

Artists

1
Dave LaForce

Publishers

1
Tactical Studies Rules (TSR)

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