Within the design space of both board games and war games, there are some mechanics which seem to be acknowledged as universally bad and that bring back memories of traditional board games such as Monopoly, The Game of Life or even Talisman. Many of the current modern design sensibilities seem to eschew them, and for good reasons, although some of them are still present within many games, especially the ones that don't strive for a competitive experience, or tightly designed, deterministic outcomes.
Amongst these, some of the ones that are held at the forefront of "bad mechanics", are the following:
- Random Movement Rolls: These are a staple of traditional designs, with Talisman/Monopoly being the most egregious examples. Instead of having an alloted movement allowance, players need to randomly determine how far they move, and sometimes they are forced to move the exact number of spaces that they roll. Games like Talisman usually just allow the choice of a direction to move in, but a 50/50 choice is usually no better than a forced move. This can be alleviated if the random movement is the maximum number of spaces you can move, but that still leaves the issue that higher rolls are naturally better than lower ones, leading to potential frustrations.
- Skipping Turns: There can be no higher frustration in a game than a situation where your opponent takes several turns in a row, and you are forced to just sit and wait for them, not being able to react and just becoming a spectator. This is even more frustrating when the loss of the turn is due to no fault of your own, and was randomly decided by the game. I tend to find that if the skipped turn is due to your own fault (you don't have the resources necessary or you didn't plan well in advance), then that feeling (at least for me) is somewhat alleviated.
- Random Events: This tends to be a lesser sin, but can be frustrating if the random events either don't affect all players, or the table/deck of random events is a mix of good/bad events that don't affect all players equally. The exception to this is within the sphere of co-op games, that almost always require some sort of random event in order to keep the players engaged and not able to fully work out the best way to win the game.
- Random Action Failure: Imagine a situation where, when you attempt to do an action, you have a random chance for it to fail, and if it does fail, you forgo your chance to act in that particular turn. I know that I've had situations such as the above occur to me in games, and they tend to be quite frustrating, both because you lost a turn through no fault of your own, and you always have the fear that any action you take will have a chance of failure in the future.
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| Road To Gettysburg set up and ready to play. |
Although many of the GCACW games revolve around specific important battles (Gettysburg, Antietam, Chattanooga et al), and there are scenarios within each game to refight those specific battles, the heart of the game (at least to me) is playing the wider, advanced campaign scenarios.These scenarios have a truly breathtaking level of freedom in terms of where you fight and how you use your forces, which means that a campaign can develop in a completely different way than it developed in real life: the major battles can be in completely different areas and the outcomes can vary dramatically. This is where the game really shines, in that alternative history space that is quite beloved by anyone that plays operational games: what if the Battle of Antietam was the Battle of Monocacy? What if the Battle of Gettysburg was the Battle of Chambersburg instead? The possibilities are endless.
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| The Army of the Potomac arrives in force |
This is where the introduction to this review comes in. The way that GCACW solves the issues imposed by the lack of certainty is by using the acknowledged "bad mechanics" that I outlined above. During the phase where you can move your units, you have to roll for initiative: a straight dice roll between you and your opponent, with special rules to resolve ties/add modifiers (depending on the campaign that you are simulating). This means that potentially your opponent can get several turns in a row if they get lucky, with you not being able to reply at all.
This, in the abstract, sounds bad, but what it aims to recreate is those situations in the ACW where one side seemed to just stand still while being obviously flanked by its opponent: if the game was modeled as a series of alternating turns, the above would be difficult to model without making the game much more complex than it is. The initiative roll thus becomes a nail-biting source of excitement, as you become more increasingly desperate for a turn in which you can block the movements of your opponent, as you watch them gradually get closer and closer to a position that will crush your armies.
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| The Union moves north to block the Rebs |
Movement in GCACW is always conducted by rolling one six-sided dice and applying modifiers, usually judged by which side you are playing and if you are activating leaders or single units. This is used in conjunction with a fatigue system, where each movement activation increases fatigue to a maximum of four; the higher fatigue levels also have a chance of disorganising your troops, or making you lose manpower altogether. This essentially means that (depending on luck and ignoring modifiers) a unit can move from four to twenty-four hexes, although the extremes of that range tend to be unlikely. Movement is also important in combat, because you can attack on the march and can spend more MPs to attack in order to have a better attack modifier.
So the situation is one in which you might finally get the initiative, but your unit's movement roll is poor, and you still can't get them to where you want, and have to hope to gain the initiative once again and get a better movement roll, or force march them to make them move faster, but that can potentially lose manpower, making your forces weaker if you absolutely need them to be in a specific spot.
This combination of mechanics is the heart of the game, and the initiative and movement rolls combined are what you will be rolling for 80% of the game: it makes the system an exciting, unpredictable game of maneuver and uncertainty, and forces the player into bad positions, bad situations, and unexpected attacks. By all rational thought and modern design sensibilities, the above should be a frustrating mess, but the carefully interwoven design really makes for a unique experience, and the sort of stories that you will endlessly be telling and retelling your gaming buddies in the future.
The blows don't stop there, however. Let's say you have managed to gain the initiative. Let's say your units managed to move where you wanted them to be. In order to attack with more than one unit at once, units need to be in the same hex, stacked with a leader, which can then announce an assault (this is crucial for the Union armies in the Gettysburg campaign, since they get more units of weaker manpower). You need to roll to see if the assault goes off, however, and this is based on the command rating of your leader: you roll a single die and subtract the rolled value from your command value, which is the number of units that actually take part. A roll of a 6, however, always cancels the assault, but a worse result might be that instead of your stack of three units attacking, only a single one attacks: your 1 to 1 odds attack is now 1 to 3.
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| The Confederate army is crushed and flees! |





