As I seem to be on an ACW phase at the moment I thought I'd dig out my old copy of this:
The mighty 'A House Divided' by Frank Chadwick and published by GDW. Released in the era of mega games, this was heralded for its simplicity, yet it was very bold in covering the entire American Civil War in monthly (!) turns. It has subsequently been re-released a number of times and there is extensive coverage on Boardgame Geek of course: https://boardgamegeek.com/boardgame/701/a-house-divided-war-between-the-states-1861-65
According the the blurb, the full campaign takes four hours to play and the shorter one year campaigns just ninety minutes. I'll just play the introductory ten turn 1861/62 one for now which ends in June 1862.
Breaking it open again, it doesn't look that simple any more to my 21st century eyes. It is still a glorious thing to behold though.
The map is a joy of point to point movement. and many of the areas have very familiar names (Fredricksberg, Gettysberg etc). The areas are joined by roads, railways and rivers which have varying movement effects for different troop types and each side as the Union naval superiority affects riverine operations. There are also a number of port cities scattered around and the Union (only) can conduct naval invasions under certain circumstances.
The critical areas are the cities with recruitment numbers against them, as the sum total of these controlled determine the maximum army size each side can have. If the rebel total ever exceeds the Union, they win (along with capturing Washington which is an immediate victory), so there is an incentive for the South to conduct forays into the north to deny critical cities.
The blue squares are Union controlled at start and the the grey ones are Confederate. There are some white neutral ones in Kentucky (?) - sorry my US geography is terrible and unhelpfully the state boundaries are marked on the map but not their names.
The map itself in this edition is card mounted and has a strange 'jigsaw' type fixing system for its four sections rather than being hinged.
The counter mix is pleasingly small, a little heap of units of varying. quality (militia, veteran and crack) and types (infantry and cavalry) for each side with no attempt to identify specific real formations. Equally the rule book is nice and slim in a very pleasing large typeface. No telephone book sized rulebook here, and magnifying glasses are not required to read it.
The rules are pretty simple, in a very Frank Chadwick way, although there are rafts of optional rules to add some more realism. For this play through I just added in the optional supply and command limit rules as I think they are the bare minimum needed. While the rules are short, they are perhaps a bit DBA like and it is easy miss some stuff, and some sections aren't hugely clear particularly the critical rules on how units get upgraded. Naturally there are pages of clarifications on BGG.
The starting setup is pretty simple, the Union has 12 militia units and the CSA has 8, all with preset starting points. The Union troops are in an arc across the north in various cities with a concentration around Washington, while the CSA only has four units to start with in the north, three along the Potomac and one way out west.
These militia units are crucial as each side can recruit 1D6 worth per turn (up to the maximum army size) but the counter pool is limited to these 20 counters plus one militia cavalry unit each. To free up militia counters you need to get them upgraded to veteran units by winning battles or (as I interpret it) you can also upgrade one unit for free per month. Each April the Union gets another four militia units added to its pool as it drafts its immense manpower reserves, so by 1865 its manpower pool is going to be vast and deep. In this ten turn scenario the Union will get one draft of four more militia in April 1862.
The other four CSA militia are in the south, three of them are holding ports (Charlestone etc) but Wilmington is still unguarded. These are all 2 production cities so the CSA needs to defend them against Union naval invasions, but I can see significant forces being tied up for the whole war defending the coast. There is one unit available inland as a mobile reserve, but really it needs out head out west. As we know, the real war was won and lost along the Mississippi, whatever heroics Bobby Lee got up to in Virginia.
So, rather like chess or go, simple to learn, hard to master. On the first turn both sides can make two 'marches' (ie activate one stack) instead of rolling on the command table. Union to go first. My head promptly exploded at all the choices I could make.
Washington seemed well defended so instead I moved a couple of big (well, two unit) stacks down towards the Mississippi, partly looking at those nice neutral places in what I'm going to call Kentucky. We will see how that goes. The CSA moved its central reserve unit up towards Kentucky as well. Normally you roll 1D6 on the command table (optional rule) which allows you to activate from 2-4 stacks in 1861. The results improve as the war progresses. In the basic game it is like DBA, 1D6 activations per side with a minimum of 2.
The other CSA move was to attack the Union unit at Harpers Ferry! The rules have provision to reinforce from adjacent sectors, so I figured it was a low cost way to win a battle and upgrade the CSA units in the area.
You can just see the attack at Harpers Ferry west of Washington, the unit at Manassas (SW of Washington) can reinforce on the second round of combat.
Battles are a bit like Victory in the Pacific. Units line up and shoot at each other needing to roll equal to or less than their combat value (with a few simple modifiers). Both sides fight until one side is destroyed or one decides to retreat. The first couple of rounds went the Confederate way and two Union units are reduced (they take two hits each). Of course I hadn't calculated on the Union sending reinforcements from Washington, and each round more bluebellies turned up until the Confederates were heavily outnumbered.
Lee managed to rout one of the Union troops but both Confederates were now reduced...
And finally both rebel units were destroyed. Well that was a catastrophe! It did however put two rebel and one union militia unit into the reinforcement pool to be re-recruited. The Union also got to promote one of its units to Veteran as they'd won a battle.
The battle ended with Richmond looking rather vulnerable. The various roads and rivers preclude an early Union descent on the Confederate capital though. This is always one of the hardest things in ACW games, both sides capitals being just a few miles apart....
After that initial clash both sides focussed on defending Washington and Richmond in the east. I made heavy use of the rule which allows both sides to promote one unit for free per turn and recruited the militia cavalry units too so gradually both sides increased in size and quality. After the crapshoot of Harpers Ferry I didn't fight any more battles and focussed mainly on manouvre. There was some tussling in Kentucky over various resource cities but I must have made a mistake with the Confederates somewhere as suddenly the Union was piling down the Mississippi and took Memphis!
By this time I'd been going a couple of hours and frankly lost the will to live as I found the decisions every turn overwhelming and I didn't really know what I was doing, which didn't make the experience very enjoyable. Interestingly Captain Kobold had much the same experience a few years ago https://hordesofthethings.blogspot.com/2022/11/a-house-divided.html but stuck with it for rather more hours than I did. I cant see on what planet you'd get through ten turns in 90 minutes, let along all five years in four hours. There don't seem to be any useful strategy guides and I probably need to play it with someone who does actually know what they are doing. I dimly recall it taking ages to play back in the 80s too, but I had a sharper mind and more energy then. It may be something I get back out and try again, but I need to be in a more enthusiastic frame of mind I think.
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