Dug in like an ox – my thoughts on a BGG variant for Chantilly: Jackson’s Missed Opportunity, 1 September 1962 (Decision Games, 2013). #coronapocalypse #wargame

Over on BoardGameGeek user Tom Krynicki (@krygfam) posted a set of variant rules for Chantilly: Jackson’s Missed Opportunity, 1 September 1862 (Decision Games, 2013). I have a soft spot in my heart for this Mini Series game not because of the game play (I rate it a 5 – Mediocre Take it or leave it on BGG) but because the battle took place not far from my home. The game uses a QuickPlay version of DG’s Musket & Saber rules. Personally, they are not for me. When I saw this variant pop up on BGG I was interested in trying to make the game better so I got it to the table.

Mr. Krynicki’s variant rules aren’t that long, only six rules actually, so I will post them in their entirety here:

What I find the most disheartening about DG’s Chantilly is that with just a little play-testing and thought, this could have been an excellent historical simulation AND game. Try these simple changes…I think you will find it makes for a much better historical simulation AND a much better game:

1) Make the Union player the FIRST player during every turn. Union forces showed more energy and seemed to have a clearer picture of what needed done….thus they had the initiative. This has the pleasant side effect of getting rid of the two free Confederate moves before the Union gets a chance to react, allowing the Union to get into position near to where the historical battle took place.

2) Get rid of the whole Confederate “Half/Full Movement” Initiative roll (Scenario rule 15.0). It’s gamey and has way to much impact on play balance. Reducing the Confederate’s infantry and artillery MA to “4” movement points is sufficient to show that the Confederate soldiers were “burned out.” Again, Union forces showed more “get-up-and-go,” mainly because they rightly perceived they were in eminent danger of being cut off and surrounded. Therefore, ALL Union infantry and artillery should keep the “normal” Musket & Saber MA of “6” movement points.

3) March Movement (QP rule 4.3) should not be allowed. It rained the entire night before the battle. During the battle it poured most of the day. The roads and the ground were a soupy mess, nobody was going to go anywhere quickly.

4) In keeping with the very poor ground conditions, the Terrain Costs should be modified:
ROAD:
1/2 MP
RR BED: 1 MP
CLEAR/LIGHT WOODS/DEEP WOODS: 2 MPs
(only infantry allowed in Deep Woods and must stop upon entering).

5) Initial Movement Restrictions:

UNION: Formation #1 (the two units which begin the game in Germantown hex 2208).
These units must remain within 3 hexes of Germantown (hex 2208) until:
a: A unit of Formation #1 is attacked.
b: An enemy unit moves adjacent to one of the units of Formation #1, or a unit of Formation #1 moves adjacent to an enemy unit.
c: An enemy unit moves to within three hexes of Germantown (hex 2208).
Should any one of these events occur, all movement restrictions on Union Formation #1 are lifted.
 The “task and purpose” given to this formation (a reinforced brigade from the AoV) was to secure Germantown and the road intersections around it, in order to allow Union freedom of movement along the Warrenton Turnpike. They would never have moved away from the vicinity of Germantown unless forced to do so (BTW these two units should have MAs of “6”).

CONFEDERATE: Formation #1 (the FLee cavalry brigade which begins the game in hex 1204).
At the beginning of Confederate Game Turn 1, the MA of the FLee cavalry brigade is determined by a special die roll, similar to a morale check.
The Confederate player rolls one die and compares the result to the FLee brigade’s morale rating of “3.”
If the FLee brigade “passes” its morale check (rolls a 1, 2, or 3), then the number rolled is its MA for that turn (i.e. 1, 2, or 3 movement points).
If the FLee brigade “fails” its morale check (rolls a 4, 5, or 6), then it must remain in hex 1204 for the turn.
The FLee brigade moves normally starting on Game Turn 2 and after.

Other than “scout for and screen Jackson’s movements” F. Lee really didn’t know what he was supposed to do that morning…He had attacked Germantown the previous evening where he had been chases off by the garrison stationed there (this had alerted Pope that something dangerous was amiss on his flank). Should he head back up the Little River Turnpike to Germantown, or should he head south toward the Warrenton Turnpike? After he found out that Jackson’s lead elements were going to bivouac at Ox Hill, he pushed further south and ran into Stevens’ Division coming hard up Ox Hill Road, and the fight was on.

6) Adjust the Union Major Victory conditions to read: At the end of Turn Six, the Union player wins a major victory if an undisrupted Union unit occupies a hex on the Little River Turnpike between hexes 0501 and 1204 (inclusive). Cutting off a portion of Jackson’s overstretched command would have been a huge coupe for the Union effort, coming close to erasing the Union defeat two days earlier. This entire stretch of road would have been critical, not just the crossroads at 1204.

With these changes I think you’ll find this a better historical simulation AND game. The fighting will usually start close to the location it did historically, with the historical outcome a distinct possibility. The Confederates can try to bludgeon their way down Ox Hill Road, in an attempt to cut the Warrenton Turnpike, or they can try to “stretch” the Union forces by leaving a holding force on Ox Hill Road and making a stab for Germantown. Be careful though, the Union forces are more agile, and if they cut the Little River Turnpike, all of the Confederate maneuvering will be for not.

As you can see, rules 1-4 have to do with movement. You can also see Mr. K focuses on initiative and movement in bad weather. My reactions after playing with the rules once are:

  1. Automatically allowing the Union to always move first is too rigid. Maybe historically the Union was a bit more spry than the Confederates, but to make that an automatic condition seems too favorable to the Union. Not to mention, it avoids many “what if” versions of the battle. This rule seems to be a matter of taste; if you want to be tightly bound by history then go ahead and use it!
  2. Mr. K seems to be of two minds here. On one hand he wants to reduce movement due to the weather but he ends up penalizing the Confederates because they were “burned out” while giving the Union full standard movement (extra in this game). What’s wrong with everybody being reduced to 4 from the standard Musket & Saber rules and keeping the Confederate half-moves? Of, see rule 1. Mr. K wants the battle to be where it historically happened.
  3. The weather made things miserable. No problem.
  4. The weather made things miserable. No problem again.
  5. I have to agree that the Union restrictions make sense. For the Confederates though, this seems like an awful lot of rules for one unit for one turn. I guess if one wants to surrender player agency to the randomness of the Dice Gods in the name of “historicism” than by all means, use this rule.
  6. Well, I think this new condition will only work if you give the Union the advantages of movement rules 1 & 2. Without those, no.

So…I guess if you want this small game to ‘recreate’ the Battle of Chantilly and be assured that the outcome will always be close to the historical then use of Mr. Krynicki’s variant rules. However, if you are like me and you want to use the game to experiment with the situation and explore potential “what-ifs,” then the rules as written are good enough.

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