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The Wilderness Campaign: Lee Vs. Grant, 1864 box art

The Wilderness Campaign: Lee Vs. Grant, 1864

Players

2

Time

?-?

Age

12+

Weight

2.27

Rating

6.81

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 3.5

More strategic control

Table feel

The Wilderness Campaign: Lee vs. Grant, 1864 has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to be aware of and react to each other's strategies. However, there is limited emphasis on cooperation in the game.

Replay value

The Wilderness Campaign: Lee vs. Grant, 1864 has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic possibilities, and adaptability to different player counts. The game offers fresh experiences each time it is played and allows players to improve their strategies over time. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

The Wilderness Campaign: Lee vs. Grant, 1864 has a moderate level of luck involved in the game. Random elements, such as dice rolls and card draws, have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of luck through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, the game strikes a balanced mix of luck and strategy, making it suitable for players who enjoy a combination of chance and skill.

Overview

(from the rules:) The Wilderness Campaign is an historical simulation of the conflict between Robert E. Lee's Confederate Army of Northern Virginia and Ulysses S. Grant's Union Army of the Potomac, from May 3 through July 1, 1864. There are two historical scenarios that may be utilized. The initial stage of the actual campaign is portrayed in the May scenario, from the battle at the Wilderness to the battle at Cold Harbor. The June scenario portrays the campaign from Cold Harbor to the siege of Petersburg. Several optional scenarios permit the "what if?" possibilities of the campaign to be simulated. (from the Designer's Notes:) In a real sense neither side won the campaign since so little of either side's objectives was accomplished. But, strategically, Grant really won by allowing all the other Union commanders to successfully advance. He did it by pinning the Army of Northern Virginia every step back to Richmond and bleeding the South so dry that no assistance was possible. The cost was high (and many think higher than necessary), but it worked. Contents: 22" x 28" mapsheet 255 counters 1 rules folder (10 pages) 1 terrain effects chart 2 combat result/scenario sheets 1 6-sided die (originally published in the white box/tray format) Uses a system similar to SPI's Lee Moves North: The Confederate Summer Offensive, 1862 & 1863.

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Credits

Designers

2
Manfred F. Milkuhn John Young

Artists

1
Redmond A. Simonsen

Publishers

1
SPI (Simulations Publications, Inc.)

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