(from the back of the box:)
Grant Takes Command simulates all the action of this pivotal campaign. This seventh volume in the Great Campaigns of the American Civil War series recreates the marches, assaults, and defensive stratagems of these months using the series' interactive game system.
As a player, you control either the Union or Confederate forces in turns representing one day of real time. The game's map is drawn exclusively from Civil War period maps from state and county archives. Twelve scenarios are provided, ranging in scope from one-day battles and cavalry raids that can be played in an hour to a grand campaign game that links in maps from other games in the series.
The game focuses on Grant's Overland Campaign to Richmond with the Army of the Potomac but also captures the action in the Bermuda Hundred and Shenandoah Valley side theaters. Grant Takes Command is sure to appeal to anyone with an interest in this decisive chapter of the American Civil War.
- 2 22"x32" Mapsheets 3 Countersheets
- 2 Rule and Scenario Booklets
- 1 Off-Map Display Card
- 2 Charts and Tables Cards
- 2 6-sided dice
Time Scale: One day per tum
Map Scale: 2,000 yards per hex
Unit Scale: Division, Brigade, and Regiment
Players: One, two, or teams
Playing Time: 1 to 24 hours depending on scenario
The seventh installment in the acclaimed Great Campaigns of the American Civil War series, Grant Takes Command covers Grant's overland campaign to Richmond in 1864.
Grant Takes Command features the long-awaited GCACW standard rulebook (so now you can play all the games in the series from one set of rules), a by-now standard beautiful map by Rick Barber, a series of small tournament-style scenarios as well as campaign games ranging from really big to monster, and - for those with plenty of time - two scenarios linking the map areas of Grant Takes Command, Stonewall in the Valley, and On To Richmond.