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Cardboard Mountain Games
United States
เข้าร่วมเมื่อ 28 ก.ค. 2016
Reviews, rules explanations, and play throughs of modern board games.
GMT's US Civil War Play through - 1861 Fall Phase 4
Confederate forces invade Kentucky, bringing it into the war. Union troops in Indiana cross the Ohio, and the main body of Union troops in SE Missouri march toward the Mississippi.
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GMT's US Civil War Play through - 1861 Fall Phase 3
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The Union digs in, in SE Missouri and sends Ohio reinforcements east to protect Western Pennsylvania Northern West Virginia. Meanwhile, the Confederates also dig in, in SE Missouri and move to protect North Carolina from Union incursions from the coast.
GMT's US Civil War Play through - 1861 Fall Phase 2
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Pope's troops in Virginia rally and receive reinforcements from DC. Burnside pursues Bragg into West Virginia. Meanwhile, confederate river forces engage union flotillas in Cairo and clash with Union forces in the marshes of southeastern Missouri. In Virginia, with Burnside occupied, Longstreet rushes toward Harper's Ferry to relieve J. Johnston.
GMT's US Civil War Play through - 1861 Fall Phase 1b
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The Confederate Army of the Tennessee chases the Union into SE Missouri while Bragg outflanks Burnside's forces in Virginia.
GMT's US Civil War Play through - 1861 Fall Phase 1a
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The Union reinforces the army of the Tennessee and, with Buell in command, charges into northwestern Tennessee. Meanwhile, Pope attempts to push southwest, behind the Blue Ridge mountains.
GMT's US Civil War Play through - 1861 Fall Strategic Movements
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The north draws reinforcements from the Army of the Potomac for Patterson in Harper's Ferry and Burnside in the mountains of Virginia. Reinforcements are also sent down the Ohio River to Cairo, Ill. On the Atlantic coast, Union troops mass at Roanoke Island. The rebels send Arkansas reinforcements to Springfield, MO, and begin to mass in NW Tennessee. On the east coast, a new force is formed in...
GMT's US Civil War Play through - 1861 Fall Reinforcements
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Union recruits arrive in StL, Cairo, Ohio and Indiana, and the district, while Burnside constructs fortifications outside Staunton, VA. Meanwhile, confederate war production expands in Tennessee, southern recruitment matches that of northern forces, and the confederates supplement their ironclad in Memphis with a river flotilla.
GMT's US Civil War Play through - 1861 Summer 2 End Phase
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Rebel naval power on the Mississippi grows at the end of the Summer of 1861.
GMT's US Civil War Play through - 1861 Summer 2 Phase 4
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The rebels expand their defenses while also investing some energy into recruiting more soldiers. Union troops are dealt major setbacks, but Union naval forces expand their control of North Atlantic shipping.
GMT's US Civil War Play through - 1861 Summer 2 Phase 3
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The rebels cover Proctorville, LA, Port Royal SC, and attempt to dislodge Patterson from Harper's Ferry. Meanwhile, federal forces prepare for an assault on Springfield, MO, mobilize naval forces, and McClellan attempts to cross the Potomac into VA.
GMT's US Civil War Play through - 1861 Summer 2 Phase 2
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A short activation phase sees the rebels reinforce Staunton, VA and move to cover southern ports from potential Federal invasions. Meanwhile, Federal troops attempt unsuccessfully to eject Gov. Price from Springfield, MO and begin their march into VA from the west.
GMT's US Civil War Play through - 1861 Summer 2 Phase 1b
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The rebels reinforce positions along the Mississippi and in Western (not West) Virginia.
GMT's US Civil War Play though -1861 Summer 2 Phase 1a
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The Union has the initiative and 5 activations. This phase marked by maneuvers in SW Missouri and a small victory in West Virginia.
GMT's US Civil War Playthrough 1861 Summer 1 Review
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GMT's US Civil War Playthrough 1861 Summer 1 Review
GMT's US Civil War Playthrough - Introduction
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GMT's US Civil War Playthrough - Introduction
According to my long experience in 19th Century warfare, it is impossible not to say highly improbable that a 100% Cavalry unit ( JEB Stuart's in this case ) would have been brought to battle by a Foot Division ...so, the house rule here is that Cavalry has no obligation to roll for retreat before battle at all , but only in front of an enemy cavalry or an Army with its inherent cavalry troops...
Why did you stop making videos? :( they are all good
Great videos
On my table that original Union “1” for Patterson would have counted 😊
This version sucks.
Quick question, I know the video is 5 years old, but at 0:52, when the army of the Tennessee enters the New Madrid hex on the river, shouldn't this not be allowed? According to Rule 17.1.3, while Kentucky is neutral, nothing may enter the New Madrid hex, so it seems like this is an illegal move unless Kentucky wasn't neutral. Thanks, enjoyed watching the video!
You can't transfer cavalry leaders or army leaders during the leader phase of the strategic turn.
Idk what happened to this channel, but after happening across it while deciding whether to p500 order the upcoming 2nd printing, I’ve watched half the videos in one sitting. I didn’t even intend to. I do intend to watch the rest, but I checked to see what other videos had been done. I was saddened to find only the one. I hope all is well with you, friend. If you ever contemplate coming back to covering things on video, I hope you do. This was a useful and enjoyable time that I spent watching you play. Solidarity.
You don't understand the on to Richmond rule. The rule states that you have to activate a force that will attack or take control of a hex in Virginia, Maryland, or Pennsylvania, (not West Virginia), that contains a confederate strength point, fort, or resource center. It also states that if a battle does not occur because the confederate force retreats before combat you have still satisfied the rule. Also Stuart would be able to add 4 to his reaction move die roll. 2 for his defense rating and 2 because he is a cavalry leader. (By the way, with the exception of Price and Sheridan all cavalry leaders can only lead 1 strength point).
It isn't that easy for the north to win. The north has to get 3 to 4 victory points per turn and not lose them back to the south to win. Also the south can negate 2 or more northern victory points per turn with successful cavalry raids in the spring, summer and fall turns. A successful southern strategy is to hang on to the edges of their territory for as long as possible without losing too many troops. Attack with Lee in the east to pin federal troops in Virginia and to keep them from being used in amphibious assaults. And always send Forrest north to raid union cities. If you do it right and are lucky those raid victory points will pile up faster than they fade away. If you're lucky and do this right you will lose Tennessee, most of Arkansas and Louisiana and Mississippi and northern Virginia but you will still hold the southern heartland when it's time for Lincoln's election. That and the cavalry raid points will lose it for him.
“Stanton,” Virginia. I know it looks like Staunton, but if you find yourself there, pronounce it “Stanton,” and things will go easier for you.
And check out their Shakespeare theater, the Blackfriars Theater.
At 6:45, what sort of die rolls did you make to determine if the 1SP unit got intercepted? IOW, what's your system for when playing solo?
Why do you have plexi over a mounted map?
mounted maps sometimes rise up so the plexi acts as a weight to flatten it. and the plexi can save counters from displacing when its knocked better than the board can.
@@keithjohnston4488 This. Especially true with GMT boards, as the back paper is often too damn tight, so they never settle, unless you crack or damn near crack, the paper over the hinges.
Is this game playable? More comments please.
tanks so much
Nice series! It was very helpful in learning the game. Hope you can complete at some point.
I will ask the question that others might be afraid to ask: Is the system of this game maybe just too complicated?
Does your game balance complaint reflect the newest set of rules? I’ve yet to play, but I’ve read that the changes do effect game balance.
I doubt it. He published this video before the new rules had even been revealed. The new rules (May '17) fixes all the imbalance issues. The most recent rules are Aug '17, which only clarifies two paragraphs.
Did this game continue? I learned a lot from this and was able to play my first game; 1862 scenario. I had a lot of fun and enjoyed the videos.
Great Introduction!! Love Ken Burns' series
Good videos! I know it's been a while since you did this video, but even though Bragg avoided battle, the On to Richmond rule was satisfied and the AoP did not need to lose an SP.
I'm a Hoosier in South eastern Indiana. Just sayin' . . . I am enjoying your videos on this game and am about to pull the trigger on purchasing it. Love the map.
If Johnston successfully intercepted the 1 SP moving into Strasburg, that should mean that Johnston got there first. So the 1 SP is attacking Johnston in Strasburg. After the tied result, the 1 SP must stop outside of Strasburg in Winchester and Johnston remains in Strasburg. Johnston would be in Limited Supply since his rail connection is cut by the enemy ZOI, so he should have been DM'd. The Union 1 SP was in Full Supply though as they attacked via Winchester and has a rail line.
Of course you are right! Very good catch!
Great presentation -- keep it coming! Watching these bold offensives by sizeable forces under Halleck, Buell, Pope & co. in 1861 makes me seriously doubt that this game is trying to model the historical abilities of commanders -- if the only difference between Lee and Pope is 1 or 2 command points then something is seriously amiss. And there were reasons why both sides basically sat tight at this stage of the war.
Well done, very clear and crisp video. There are too many shaky cameras out there! I like the way you explain the thinking behind your actions.
those are my neck of the woods, west ky. good job on the research of the names.
Yeah, they're my neck of the woods, too, so I'm sure I'll be mispronouncing southern and eastern town names!