Shenandoah: a civil war game of the Valley Campaigns, 1862 and 1864 / D.I.A.Mack The writing of this review has been precipitated by the news in Phoenix 6 that Battleline, the publishers of "Shenandoah", are closing down (Please note that Battleline are to continue in business - Editor) and that therefore this unusual and interesting wargame may soon become difficult or impossible to obtain. As a result, this review is based on fewer game sessions than the author would have liked: however, a close study of the rules and scenario notes has been made and this study has been carried out in conjunction with a re-reading of G.F.R. Henderson's "Stonewall Jackson". The maps and the day-by-day narrative contained in this classic book make it a near-indispensable companion to the "Shenandoah" player. The game deals with the two campaigns fought in the Shenandoah Valley in North-West Virginia in 1862 and 1864, the first of these being dominanted by the drive and generalship of Jackson. Each campaign is presented as a succession of scenarios covering the various operations and encounters in chronological order plus a long scenario in which the players start the campaign on an historical set-up and take it from there over 45 and 32 turns respectively! The average length of the shorter scenarios is 6 turns but the nature of combat can spin out one turn for some little time. The mapsheet shows the Shenandoah Valley from Staunton in the south to Harper's Ferry in the North, superimposed on the usual hex-grid system at a scale of about 21/2 miles to the hex. The colour scheme is a light green with mountains and roads in various shades of brown, rivers in blue and place names boldly printed in black: though not as colourful as SPl's newer mapsheets it is nonetheless clear and quite pleasant to the eye. More important, the maps in ''Stonewall Jackson" indicate that it is accurate, especially as regards mountain ranges and the all-important passes. The only omission is a failure to show a bridge where the road from New Market to Luray crosses the South Fork of the Shenandoah and it is advisable to ink it in on one's map as it (White House Bridge) and its near neighbour, Columbia Bridge, were of importance at various stages of the 1862 campaign. The solidly made, rather thick, counters are on the strength-point principle: for example a 10 point infantry counter can be replaced by two 5's or ten 1 's or by any other breakdown to facilitate grouping and re-grouping. Infantry, cavalry and artillery are represented and the more important generals appear as leader counters whose command factor can boost the attack capability of the force they ccmmand as well as giving it the ability to force march and increasing its chances of recovering from a "disorder'' result in the CRT. Waggon and supply counters are also included. The rule book is well laid out, progressing from introduction and description through basic, advanced and optional rules to the various scenarios, each with a useful brief on the historical situation and followed by playtesters' comments.lt is strongly recommended that the game is played using the advanced rules plus the optional Cavalry Raid rule in order to get the best out of it. The emphasis of the game is very much on manoeuvre and deception, with clever placement of one's forces and care over one's supply lines being of vital importance. In most scenarios, especially in the 1862 campaign, a smaller but better-generalled and rather more mobile Confederate force confronts a stronger Union army, too much of which is tied down in semi-static garrisons and whose lines of communication are vulnerable to the hidden movement of Confederate irregular cavalry (partisans). To fight and march at their best, units must be within reach of their supplies, normally carried in rather slow-moving waggons; like Jackson, the bold commander must be prepared to outrun his supplies in order to gain an advantageous position while bringing them up in time before the fighting begins in earnest. Supply waggons are, of course, liable to capture and/or destruction by raiding cavalry and the question of an adequate escort must be considered: a well-chosen line of communications screened by an impassable mountain range such as the Massanuttons can be a very pleasant help in time of bad dice-throws. Combat is based on an unusual system which merits a brief description. To begin with each round of combat costs the phasing player one movement point, combat in each situation ending when either the action is broken off through retreat or when the phasing player expends all his attacking force's MP's: a combat of several rounds gives the attacker the opportunity to press home an advantage against a disordered stack of units. Furthermore the non phasing player has the opportunity to counter-attack in each round, without having to expend either MPs or supplies as the phasing player does, although frequently it is better to take no action and allow the phasing player to attack again. This is due to the advantage factored into the defence (a real advantage in the Civil War) whereby a small but strongly-positioned force can frequently give better than it takes, finishing up by successfully counterattacking a weakened and disordered assailant. The strength and formation (column or battle) of both forces indicate the combat tables on which they will fight; modifications for better or worse are caused by superior artillery, supply state, the terrain in which the defender is and so on. Both attacker and defender roll the die and the result, cross-indexed with the appropriate table, gives the effect on the enemy force. As indicated above, the defending force can usually count on a higher table, in proportion to its strength, than the attacker's. This means that battle should not be offered or sought lightly and that the Confederate player, who is usually weaker overall than the Union, must avoid prolonged stand-up fights in which he is the attacker. The best strategy is to bring about the division of the enemy's forces with a view to isolating and destroying his weaker stacks and capturing his supplies and waggons: this strategy can throw a powerful force so off-balance that the iniative is never gained, particularly if one can supply one's own attacks from captured enemy depots. Substitution of counter-stacks by single, lettered counters, the stacks themselves being held off board, adds a fog-of-war touch. The Confederate player, operating in Secesh territory, has the added advantage of being able to entirely conceal his off board stacks from the hapless Unionist, who can be left wondering if Force'C' is a detachment of two men and a boy or 'Old Jack' at the head of 12,000 greycoat infantry plus an unanswerable collection of artillery points. Whilst he ponders on the best way of sending his cavalry to probe (and possibly fight) for information, Dreadful Hanse McNeill and his irregular cavalry come a-whoopin' and a-hollerin' out of nowhere to tear up the Baltimore and Ohio Railroad yet again, gaining another two victory points for the Confederate..... `Shenandoah' is recommended as a rather unusual and highly interesting game with a particular appeal to the gamer who prefers fencing to slugging, who likes a reasonably detailed game and who has an interest in the American Civil War in general and the Valley Campaign in particular. The only criticism of the game as a simulation which I have is that the Confederates' generally superior marching powers do not receive enough emphasis. Both Confederate and Union infantry can march 6 hexes in column on a road in one turn (i.e. 15 miles in one day) whereas historically the Union forces in 1862 proved over and over again to be too slow-moving, with General Banks being regularly caught out due to the Confederates' astonishing (to Banks) ability to march at just that rate! That said, the type of gamer referred to above will not, in my opinion, be disappointed by acquiring a copy of this game. I have certainly found it a useful addition to my own games library.