Antietam Reserves

We introduced our rules for HQ Reserve cards in Antietam.  It was a great rule that took things in a great direction.  This is my favorite rule of the whole system!

 

What you see on the board.

It was a great improvement and start.  Since then we have been able to use them in other battles.  This experience has given us a better understanding of exactly what they do and how the work the best.

Note other HQs and even whole Corps can be held in Reserve.

Given all this, we are altering our lineup for HQ Res cards in Antietam.  This update is easy to implement.  All you need to do is take out some of your cards and trash em!

 


The New games are going to come with only 3 cards per side as follows:

  • Lee, Longstreet, Jackson
  • McClellan, Hooker, Burnside

 


This is one of those strange cases where less is more.  Most of the Federal Corps are small.  Many only have a couple of divisions.  If every Corps has a Res card, they become diluted and ironically have less of an impact.  We have found that 3 per side here work much better. 

 

What the Feds see.

Note that you CAN put other Corps in Reserve!  So this makes it much harder for the ANV to read exactly where the Potomac is and what their true intention is.  Where are there reserve Corps?  How many left?  You don’t know until they march out. 

 

What the Rebs have.

Give it a try!  We think you’ll like the effect much better.   

2 thoughts on “Antietam Reserves”

  1. Managing combat is critical in Waterloo for the British. Historically, the British should have lost Waterloo. Why they didn’t has to do with French mistakes, mistakes that players, especially after numerous replays, shouldn’t make.

    This does not make the game unwinnable for the British! Successful British play requires managing combat and avoiding casualties.

    Victory requires reducing the enemy by eliminating units, not holding terrain. Successful British play requires making the French attack in unfavorable circumstances.

    Ordinarily, being the defensive player is pretty boring, sit there and take it. Not so, for Pub Battles: Waterloo! Winning requires finesse.

    • Very interesting point. I felt this at Antietam too. You don’t just sit there to defend. You have to launch vicious counter attacks. The problem is you have to know when and where. Sometimes you need to minimize casualties. Sometimes you need to hold the ground at all costs. Sometimes you have to fall back. Sometimes you have to counter attack like a rabid dog. It all depends on the situation. It is a tricky mix to employ.

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