Designer's Notes
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dedication
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To
my father, Samuel Lee Smith, and to my uncle, John Eugene
Smith, who taught me to love American history.
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THE ORIGINS OF ACROSS FIVE APRILS
This
game system had its genesis way back in the early 1980's.
At that time, I was a staff game designer for SPI (Simulations
Publications, Inc.) in New York City and was developing A Gleam of Bayonets,
Rich Berg's game on the Battle of Antietam.
In order to test that game's command control
system, I went back to the old SPI Blue and Gray quad-game, Antietam. Using
the smaller game I was able to test the command system over and over again
because it played so quickly. Out of this experience grew the idea of creating
my own Civil War "quad" game.
I
grew up on SPI quad games, especially Blue and Gray and the Napoleonic series.
I and a group of friends played them consistently and enjoyed them a great
deal. They played very quickly, were easy to learn, and allowed you to play a
wide variety of battles without having to go through the hassle of learning a
whole new set of rules. Across Five Aprils is a game in that spirit.
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THE GAME SYSTEM
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Across
Five Aprils is a simple game, but nonetheless has a number of novel features.
The most important of these is the Phase Marker system, which portrays a
fundamental truth about the nature of Civil War battles (and, indeed, about
the battles of any era).
Battles
are, by their very nature, highly confusing, chaotic affairs that make it
difficult for even the most able of commanders to keep track of everything
that's going on, and to maintain effective control of their troops. March
delays, misunderstood orders, and lost or delayed messengers all conspire to
ruin a commander's best-laid plans, making it particularly difficult to
coordinate
maneuvers
and attacks involving multiple formations. Typically, the units engaged in a
battle will spend the most of their time out of combat, either marching from
one place to another or Just sitting around
awaiting orders. Thus, most battles are characterized by periods of fierce
combat interspersed with long lulls during which relatively little fighting
takes place.
Traditionally,
wargames have ignored these facts and given
players a highly unrealistic degree of control over their units. Maneuvers
involving multiple formations are coordinated perfectly 100% of the time,
attacks can be planned down to the last combat factor, and, in general, the
tempo of combat is simply much too fast. Across Five Aprils avoids this
pitfall by means of its semi-random sequence of movement and combat, which
better simulates the fundamentally chaotic nature of battle. A fortunate
side-effect is that Across Five Aprils plays very well as a solitaire game.
The
other rules systems are fairly traditional, but some have important twists.
The combat resolution system, for example, uses traditional odds columns, but
both players roll a die, which creates 36 possible combinations. Add in the
morale modifications and you have a combat system that generates a broad range
of outcomes. Note, however, that regardless of the dice combination, the
result is usually a step loss or two and a retreat. The results are attritional,
not decisive, which reflects the actual results of Civil War combat—lots of
casualties, but few decisive engagements.
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THE BATTLES
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In
deciding which battles to include in Across Five Aprils,
I looked for balanced situations that would make good, fun games without
requiring lots of Exclusive Rules. For the sake of variety, I wanted to
include both large and small battles, with the additional motive of offering players
a broad range of playing times bull
run and ben-tonville were
chosen because they were—respectively— the Civil War's first and last
"gameable" major battles (The Battle of Five Forks occurred after bentonville,
but the Confederates had little chance of winning)
gettysburg and shiloh
were natural choices because they are
perhaps the two most famous battles of the entire
war pea ridge stands out as the
most important battle fought west of the Mississippi
River Ironically,
I had designed the Across
Five Aprils system
to simulate battles with
communications and
leadership breakdowns,
such as occurred at Antietam and Chancelorsville,
yet we only included battles that did
not require such rules.
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THE FUTURE
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On
the bull run map you may
have noticed that there is
a second Retreat Compass, and a number of Entry Hexes that are not used in
this, the first
battle of Bull Run These have been included in
anticipation
of a future expansion of the Across Five
Aprils system Assuming
that Across Five
Aprils is
successful, we will publish
a second series of battle games that will
include the Second Battle of Bull Run, which
will be played on the same map
At
present, the only battles that we know for certain
will be in the
projected second installment of Across Five
Aprils are 2nd Bull Run and Antietam,
the other three have not yet been determined
However, we will include
several battles (such as Antietam) that had
communications
and/or
leadership
failures in order
to exploit fully
the capabilities
of the Phase Marker system Once you've played
Across Five Aprils,
you can just imagine
the possibilities,
give Stonewall Jackson a separate combat phase
marker to allow him to attack twice
per turn, have certain movement phase markers
"activate"
only on a die roll, and so forth The possibilities
are many and they will be simple,
realistic and fun
Of course we'll also include
some battles which don't require
such rules—as long as they make for a good game
If
you've enjoyed Across Five Aprils
and would like to see a second series
of games, drop us a letter and let us know Feel free to comment on the five
games in this series,
and make suggestions as to those battles you
would like to see in
the next series Send your replies
to the same address given for rules questions
on page #2 of the Basic Rules Booklet.
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IN CONCLUSION
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We hope you enjoy Across Five Aprils If you do, much of the credit goes to Kevin Boylan, the game's developer, and to the corps of playtesters who have spent so many hours tweaking each game.

(c)
1992 by Eric Lee Smith