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Wednesday, February 17, 2016

Champion Hill (1996)

Champion Hill (1996)

Ratings

7.19725 out of 10 with 91 ratings
Board Game Rank: 4909
War Game Rank: 789

Description

Champion Hill - May 16th, 1863: The Road to Vicksburg, is the tenth game in the Civil War Brigade (CWB) Series.

Nominee for the 1996 Charles S. Roberts awards for Best Pre-World War II Boardgame (Charles S. Roberts Awards).

  • Designer: Dean Essig, Ken Jacobsen
  • Publisher: The Gamers
  • Year Published: 1996
  • Number of Players: 1 - 2
  • Manufacturer Suggested Ages: 12
  • Playing Time: 240
  • Honors: 1996 Charles S. Roberts Best Pre-World War II Board Game Nominee
  • Subdomain: Wargames
  • Category: American Civil War, Wargame
  • Mechanic: Hex-and-Counter
  • Family: Civil War, Brigade (CWB) Series
  • Alternate Names: Champion Hill

Reviews

8 out of 10
By
Good game. One map. Rebels need to play very good to be able to win here

8 out of 10
By
The size of this game (one map, fairly small OOB) make this a good candidate for an introduction to the CWBS.

By
To John Bourn as gift.

By
Waiting to get a game in before I rate it. This is part of the Civil War Brigade System (CWBS) series of games, a system that I am slowly falling in love with.

By
Part of Gamers CWB collection.

8 out of 10
By
Another game of the CWB series. I really like this system and find them interesting and usually good representations of the actual battle. This one of the CWB series I rate a tad lower as the victory conditions for the Union simply a bit to out of reach. We've played this game several times and while all players felt we had Union victories, the VP's just didn't add up that way. Having read the battle our games didn't seem that off the mark so again, I feel the VP conditions need a review to better balance this one.

By
I have two copies and would trade one of them.

8 out of 10
By
Period: American Civil War Scale: Tactical Battle Event: Vicksburg Publisher: The Gamers CWB Series LOve the Civil War Brigade Series.

By
UP

By
N

9 out of 10
By
I agree with those who state that this game, while small is a great addition for those looking to learn the system. Note to Lawrence Hung: Have you actually tried to play the game, or are your comments just another of your off-the-cuff commentaries that you feel compelled to write w/o the actual experience of playing the game. Note to Chris Farrell: With your complaints about Thunder at the Crossroads, one should think you'd actually want to learn the system on a smallish game like this.

7 out of 10
By
Good entry to the CWB series. Tough if not impossible for CSA to win in historical scenario. Game is all about the what-if variants.

8 out of 10
By
compact, quick to play, and a good sampler of the Civil War Brigade series

8.5 out of 10
By
My favorite single map CWB Series game. The entry rolls make for a tense and enjoyable game. Also, no two games are alike.

By
No Vassal Module

8 out of 10
By
The CWB system is one of the best for Civil war combat, combining an eleagant command system with a combat system that captures the essence of Civil War combat. It's only draw back is that tracking loses, stragglers, morale states etc...takes time, something that this smallish battle alleviates .

7 out of 10
By
May go up to 8 with a different scenario than I played.

6 out of 10
By
Miniatures put to table top on a flat surface. I always suspect the Gamer's series on ACW is driven by minitaurists rather than war boardgamer. A die-hard war boardgamer, I am surely not interested in this game.

3 out of 10
By
Given Away

7 out of 10
By
5 Scenarios. Turn=30 Minutes.

6 out of 10
By
The system is my favourite for ACW battles, but unfortunately the battle, while showing off the command system to good advantage, is not one that invites replaying. This was a battle that had already been won on the operational level... This used to be the best starter game, but nowadays I would probably take one of the Seven Days trilogy.Comment on the Lawrence Hung note: It's been pretty well established on consimworld that he has not played most of the games he rates.

By
The attempt to relieve Vicksburg. Yet to be played.

7.5 out of 10
By
I like series games and I like the CWB. The combat system is too dice-roll-, table-, and bookeeping- heavy and the order system has still loopholes and can be misunderstood or abused. But this games tell a great narrative, are immersive, great on historicity and good fun if played in the right mood.

By
Unplayed; in shrink.

By
Never played.

9 out of 10
By
Civil War Brigade series provides a good picture of the difficulties of a Civil war battle. Commanders not quite doing what you want, taking their sweet time, attacks failing right at the moment of success, units breaking ... Is it frustrating yes, but it was a fact of life. The system does provide some fog of war since you don't really know the status of the enemy units. This has some of the best scenarios of the series

7.5 out of 10
By
If you love NBS you love CWBS. This title plays very well and easy with new graphics and 3.0 rules. Union player face two problems: forest and McClernand that cannot accept orders until late, too late and has an -1 anti-initiative and a command value of "0". Rebels have low chances anyway, just trying to hold positions as much as they can taking anvantage from terrain and trying to do as much casualties to the Union as they can. Several scenarios. Ideal as an introductory game for the series. Fun after all even with the command system that makes it accurate but tedious. Too much die roll that makes games of the series too long to play, but, despite of all, I cannot stop playing!!! do not miss it

5 out of 10
By
Not one of the best of the civil war system, but a good one to get into the system.

8 out of 10
By
A great intro game for players new to the CWB series. The numerous "what-if" scenarios help counter the "why bother?" factors present given the limits of the historical engagement and the limitations of Pemberton as a commander. The command rules bring to the fore the difficulty the historical commanders faced that most game systems struggle so badly with. Pemberton couldn't manage to get more than half of his command into heavy fighting -- with large portions of the rebel army still stuck (figuratively and soon to be literally) within Vicksburg. Some may prefer to game their Civil War battles with "boardgame classics" like the "Blue Gray Quad". In my ACW library I struggle to find references to clever soak-off attacks that freed up the Union "11i" for "that big 3-1 attack". Or perhaps you steer away from the ACW entirely -- the choice is yours. Fire levels rather elegantly handle the limitations of a unit to project it's entire firepower on a single point. The loss charts limit battlefield intelligence with minimal complexity. Things go wrong, key attacks grind to a halt, the grand attack in CWB games doesn't always start at first light with everyone falling into synchronous step. Great fun -- good history.

By
Never played. Still in shrink!

8 out of 10
By
Probably my favaourite game in the "Civil War Brigade Series". It's not too large or too long to play, and has a few interesting "what if" options. The CWBS revolves around the concept of command and control, such as it was in the Am. Civ. War, and involves a simple written order system plus lots of uncertainty as to whether those orders will be follwed. This leads to some interesting game situations that mimic history more so than other games.

8 out of 10
By
A nice sized game to get into this system with.

6 out of 10
By
Another entry into the CWBS field. In some ways, this is more a "battle construction kit" than anything else. The historical battle didn't involve many troops, but there are enough scenarios included to keep things interesting.

By
Mike

By
American Civil War > Western Theater > Battles

9 out of 10
By
I'm discovering the CWBS and it's great ! Order system is quite good and seems to be the most realistic way to manage troops. Enthusiastic ! And the overall is quite fluid...

8 out of 10
By
Good small battle. The best to learn the system.

10 out of 10
By
Grant kicks butt here. Refreshing after playing many other civil war battles where the Conf units are better led and push the Union where ever they want. This is the opposite - the order system really makes this game because it reflects what really went on. The South was poorly led here and the system accurately replays this play after play. The South can win due to some Union commanders sitting on their hands too long though. But once McClernand gets going they drive the south into the river.

6 out of 10
By
Civil War Brigade Series

By
NIS

8 out of 10
By
Not sure why I have 4 copies; my book keeping is clearly inadequate.

By
Purchased at Dice Tower Con 2017
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