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Field Commander: Robert E. Lee
Field Commander: Robert E. Lee
by Dan Verssen Games (DVG) (2024)
Player Count
1

Player Ages
14+
Categories
  • Wargame
  • American Civil War
  • Civil War
  • Mechanisms
  • Area Movement
  • Simulation
  • Dice Rolling
  • STR-04 Solo Game
  • Multiple Maps
  • Family
  • Field Commander Series
  • Crowdfunding: Kickstarter
  • Admin: Unreleased Games
  • Rating: 8.2/10 from 5 users

    Description

    Field Commander - Robert E. Lee builds on the design and gameplay of Field Commander - Napoleon to put the player firmly in control of the Army of Northern Virginia during the American Civil War, with the Union forces controlled by an AI.

    Fight in 5 Campaigns

    • Seven Days Battles
    • Second Manassas
    • Antietam
    • Chancellorsville
    • Gettysburg

    Field Commander - Robert E. Lee is based on the Field Commander - Napoleon design, with some important differences and developments.

    Difficulty Levels: The player may choose to tailor his experience of Field Commander Robert E. Lee by modifying the Difficulty Level between Regular, Hard and Veteran. There are various ways the difficulty level can affect the game and the player can choose one or more effects, or mix different Difficulty Levels to produce different effects. For example, the player could choose to use the Regular Fog of War table, combined with the Hard Command Points option and the Veteran Special Rules of a particular campaign.

    Scout Counters: Greater availability and use of Scout counters to create decision-heavy gameplay and the manner in which cavalry were employed on the battlefield during the American Civil War as compared to the Napoleonic era.

    Command Points: Command Points replace Supply Points. Command Points are used in a similar manner however, but represent reforming broken Forces or calling to arms odd Brigades and Regiments that are marching on different roads. Command Points can also be accumulated when a Force reaches certain Regions on the Battlefield Sheet and reflect greater morale.

    Union Orders: Each Campaign map includes a Battle Area, which is distinct from the rest of the game board (you can see it described with red borders on the sample map art). Union Forces follow Campaign Map Orders until they enter the Battle Area, at which point the Battle Area Orders table is followed. This simulates more carefully the Union actions once battle commenced properly.

    Union Tactics: Aggressive vs Defensive. No more sitting at the back of the Battlefield sheet blasting the advancing enemy. The Union AI will only attack when the odds are in its favor.

    Special Battle Plans: An expanded range of Special Battle Plans for the Union AI to use that simulate combat in the ACW. The Union AI will now only charge en masse, while Flanking Fire and Hidden March threaten the rear of the Confederate army. No place on the battlefield is safe!

    Capturing Artillery: Rather than Destroy artillery, both the Confederate player and the Union AI will instead capture 'abandoned' artillery and use the cannon to their own advantage. Historically this was especially important to the Confederates who suffered at the hands of superior Union guns and ammunition.

    Artillery Range Attenuation: The further away the target, the less effective the artillery!

    Each Campaign introduces detailed Special Rules that highlight the key events, features and commander personalities of each battle.

    —description from the publisher

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