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Supply Lines Of The American Revolution: The Southern Strategy box art
2018 Ranked #12,657

Supply Lines Of The American Revolution: The Southern Strategy

Operational Revolutionary War game has British and colonial forces maneuver, raid, siege, and contest Southern colonies through fragile supply lines. Partisans and Loyalists reshape logistics, making irregular warfare central to the campaign.

Wargames American Revolutionary War Wargame Point to Point Movement Dice Rolling

Players

2

Play time

Not listed

Age

?+

Complexity

2.5/5

Rating

7.28

Harder to teach Highly interactive Deep strategy

Overview

At a glance

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ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

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How it plays

How does it play?

Supply Lines of the American Revolution: The Northern Theater, 1775-1777 was a surprise hit for publisher Hollandspiele and designer Tom Russell. Popular with grognards and logistics nerds alike, it secured a nomination for the 2017 Golden Geek Award for Best Wargame.

Core mechanisms

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Read the full game description

Supply Lines of the American Revolution: The Northern Theater, 1775-1777 was a surprise hit for publisher Hollandspiele and designer Tom Russell. Popular with grognards and logistics nerds alike, it secured a nomination for the 2017 Golden Geek Award for Best Wargame. This hotly anticipated standalone sequel covers the second half of the American War of Independence, and shifts the scene to the Southern colonies of Virginia, Georgia, and the Carolinas. It's more than just a change in locale, however; this game has a very different feel and emphasis than its predecessor. Both sides have much smaller armies with far fewer resources. The South, after all, is really a very minor theater: the British are chiefly concerned with holding onto their Caribbean possessions, particularly with the French, Dutch, and Spanish circling around those profitable islands, while George Washington is obsessed with taking back New York. Unsupported, Cornwallis must attempt to pacify the southern colonies one at a time while coming to grips with the slippery colonials, while avoiding being trapped himself. Maneuver is central this time around, thanks to new and utterly unforgiving siege rules. And while this operational cat-and-mouse chase dances across the colonies, partisan warfare rages as both sides seek to win hearts and minds. Crown Loyalists can greatly extend Cornwallis's supply lines, while daring Patriot Militia can harass the redcoats with Raids. To win this game and the war itself, you'll need to master irregular warfare, operational maneuver, siegecraft, naval affairs, and, of course, and perhaps above all, logistics. —description from the publisher

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Editions

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Game and edition data

All specifications (4)

Play and group

Players
2
Best with
1–2
Play time
120 min
Complexity
2.5/5
Credits and catalog connections

Credits

Designers

1
Amabel Holland

Artists

2
Alexander Krumwiede Ania B. Ziolkowska

Publishers

1
Hollandspiele

Linked items

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