May 29, 1999 - Game Review
FIRE IN MISSISSIPPI Advance Review

Blue Guidon Games is nearing the release date for the publication of its first game, FIRE IN MISSISSIPPI, that covers the American Civil War battle of Corinth, October 3-4, 1862. The following game preview is presented by John Nebauer, on the of playtesters of the game.

FIRE IN MISSISSIPPI
Game Designer
Scott Holmgren
Publisher
Blue Guidon Games
Pub Date
anticipated June '99
Base Price
$11 (US/domestic only)
Contents
• 11x17 color map
• 140 two-sided, color counters (that must be mounted and cut apart)
• rules booklet
• player charts and cards.
by John Nebauer

FIRE IN MISSISSIPPI (FiM) marks the debut of Blue Guidon Games, which joins the ranks of the DTP game companies that have flowered in the late '90's. FiM recreates the Battle of Corinth in October, 1862. This two day struggle came about as Confederate Generals Earl Van Dorn and Sterling Price, with 22,000 men, attempted to seize the city of Corinth, which was an important transport centre in northern Mississippi, then advance into central Tennessee. They were opposed by General William Rosecrans and 23,000 Federal troops.

As with most DTP games, the counters are printed on thick card, which can either folded in half or glued together, or mounted on thin card and trimmed. Visually, both mapsheet and counters are absolutely stunning. I was tempted to say that the artwork is superb for a DTP game. In fact, any professional game company would do well to emulate the visual quality of these components. Each unit has an appropriate flag icon; leaders are adorned with the appropriate number of stars according to their rank.

The game is brigade level, each counter representing a brigade, half-brigade and division-level artillery. Each turn represents ninety minutes, with terrain depicted at a scale of a quarter mile per hex. Each unit is rated for combat strength and effectiveness value (EV).

The terrain is largely wooded, with the town and its environs on a large plateau. The map also depicts important roads which assist movement. In addition, the Federals set-up in the old Confederate defensive works to the north of the town, and Corinth itself is surrounded by batteries which also confer advantages to the defender.

However, what the Confederates lack in terrain benefits they make up for in leadership. Confederate units tend to have larger EV's, which gives them more combat bonuses. Confederate leaders are more likely to be effective than their Union counterparts.

Leaders are represented down to division level. Generals are also rated for effectiveness. At the beginning of each turn, each general must roll 1D6. Those who roll less than or equal to their current effectiveness rating are effective for that turn. Generals who are ineffective are unable to move units or launch attacks, though they may defend normally. In addition, units which begin more then 3 hexes from a divisional general (and not stacked with an army commander) are reduced in movement points.

Both sides are allocated 10 Army Modifier points (AM's), with which players can cancel poor effectiveness dice rolls, or can be spent on choosing an 'Attack' posture for the turn without choosing 'Ready' on the previous turn. Given that the game is 10 or 11 turns (not counting the night turn), AM's are a precious resource. Players will be tempted to spend them early, but will also need to ensure that they have sufficient AM's for the end of the game.

The victory condition for the Confederate is to seize four or more hexes of the seven hexes of Corinth before the end of the game. The Federal player wins by avoiding the Confederate victory conditions. In addition, the Confederate player will win if Rosecrans is eliminated, or the Federals if Price is eliminated.

In avoiding the traditional move-fight sequence, the game has also avoided the randomness of a move sequence where a player draws a chit, which then allows a player to move all the units in a particular formation. Instead, the heart of each turn revolves around 'Army Posture', which governs the turn sequence. Each player has three posture cards: Attack, Defend and Ready. Each posture is most effective against a particular choice. For example, Attack is best countered by Defend, Defend by Ready, and Ready by Attack. At the beginning of each turn, both players choose a card. These are then cross-referenced on a chart, which gives one of four possible sequences. That sequence then determines the order of play for the turn.

However, the playing of a card is not a matter of pure guesswork. No Posture Card can be played more than twice in a row. In addition, an Attack Posture must have been preceded by a Ready Posture in the previous turn, otherwise the player has to spend a precious Army Modifier. A player not only has to analyse the battlefield situation but also has to 'read' his or her opponent. How likely is the Confederate player to play 2 Attack Posture cards in a row? A player has to assess the number of AM's the opposing army has, the battlefield situation, as well as the psychological make-up of their opponent.

While the Confederates are on the offensive, the situation offers both players the challenge of attack and dogged defence, particularly as the US player receives a division of reinforcements on turn 4. The US player will often have the chance to launch counterattacks against weary Confederate forces at the end of the 1st day.

Turn 7 is the night turn, which gives the US player the chance to reorganise their defences. The Confederates have the chance to launch an early morning attack, as they had planned historically, but weren't carried through because of the illness of General Hebert, who was to lead the attack. The Confederates get bonuses on all combat die rolls for the turn, but General Hebert must be in the game and effective for the early attack to be carried out. To compensate the Federal player, if an early morning attack is carried out the game is shortened by a turn (to simulate the physical and material exhaustion that would hit the Confederate army due to the early attack).

FiM offers 2 free set-up scenarios, one depicting an attack from the north, the other an assault from the west of the town. In addition, an optional rule decreases the effectiveness of Confederate troops at the end of the 1st day because the troops lacked sufficient water.

The game can be completed within 2-3 hours, and the well-written rules mean that there is little checking in the rulebook for clarification. This game is quick, challenging to both players, and offers a unique insight into the art of command during the American Civil War. And it's well priced as well. Run, don't walk to get a hold of this one. It is, to excuse an Australian-ism 'a real bottler'.

Placing Your Order
Fire in Mississippi costs $11 ($13 outside US). Send a check (US funds only, no credit cards) made payable to Scott Holmgren (not BGG) to:

Blue Guidon Games
Scott Holmgren
P.O. Box 513
Grand Haven, MI 49417

Or visit the website at http://members.tripod.com/blueguidon/index.html

Related Links
1. American Civil War Era Gaming Talk
2. Blue Guidon Games Company Talk
3. Battle of Shiloh
4. Shiloh Civil War Relics
5. Shiloh National Military Park



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Copyright © 1999-2002. ConsimWorld.COM. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission is prohibited. Web Masters are encouraged to link directly to this page, this URL is not subject to change. For general site information: kranz@consimworld.com


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Copyright © 1999-2002. ConsimWorld.COM. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission is prohibited. Web Masters are encouraged to link directly to this page, this URL is not subject to change. For general site information: kranz@consimworld.com


Headline News | Archives | New Products
Game Ratings | Clubs | Events | Discussion Board


Copyright © 1999, 2000 ConsimWorld.COM. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission is prohibited. Web Masters are encouraged to link directly to this page, this URL is not subject to change. For general site information: kranz@consimworld.com