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Lee's Greatest Victory: Chancellorsville 1863

Lee's Greatest Victory: Chancellorsville 1863

2022·Michael Rinella

2 players
180 min
Medium weight: Teach it in one sitting

From BoardGameGeek

“My God! What will the Country say?" -- President A. Lincoln The Chancellorsville campaign, which took place in and around Virginia's Wilderness in May 1863, is considered by many to be Robert E. Lee's masterpiece, a true triumph “against the odds.” Opposing Lee was Union commander Joseph “Fighting Joe” Hooker, who had devised a plan that seemed assured of success. His cavalry would raid deep behind Confederate lines, cutting Lee's supplies, while Hooker and four of his seven infantry corps would march west, then south, and appear behind the Confederate defenses opposite the city of Fredericksburg. Lee would be compelled to withdraw south, in which case he would be pursued, or he would be compelled to attack with his numerically inferior army to avoid being crushed between the hammer and anvil of Hooker's forces. “May God have mercy on General Lee, for I will have none,” Hooker declared. No plan, however, survives first contact with enemy. With the advantage of interior lines and a great deal of audacity Lee would confound his opponent by continually bringing more rifles to the critical place at the critical time. And it didn't' hurt that Lee's largest corps was commanded by one “Stonewall” Jackson. . . . Lee's Greatest Victory is an area-impulse game but one unlike anything seen before. Since the appearance of the “sunset die roll” nearly three decades ago players have alternated activating a single area, with variation coming in the form of an uncertain turn length. Play has a chess-like feel, with players able to act and react with a great deal of prior calculation. Short turns could be frustrating for one or both players. In this revolutionary development of the genre players no longer know how many impulses they, or their opponent, will have, creating both opportunities and crises that cannot be anticipated in advance-just like real combat. The “momentum” swings back and forth but rarely the same way twice. At the same time, each turn lasts as long as the players wish it to last, ensuring something will happen every turn. Units of maneuver are Union divisions and Confederate brigades for the most part, with historical leaders present to provide a combat boost though at the risk of being wounded or KIA. Pontoon bridges and entrenchments are part of the basic rules while optional rules incorporate weather and optional units for both sides. Best of all, it's just six turns long and very playable in one sitting. Content: Map - One full color 22"x34" mapsheet Counters - 176 full color 5/8" die-cut pieces Rules length - 12 pages Charts and tables - 2 pages Complexity - Medium Playing time - Up to 3 hours How challenging is it solitaire? - Poor Design - Michael Rinella Development - Paul Rohrbaugh Graphics - Mark Mahaffey (from the publisher's website)

Lee's Greatest Victory: Chancellorsville 1863

Watch first

Learn to play

Let's Play! Tutorial Playthrough of Lee's Greatest Victory1:02:18

Let's Play! Tutorial Playthrough of Lee's Greatest Victory

Wayne Hansen

Wayne Hansen

Review

Verdict! Overview & Review of Lee's Greatest Victory22:01

Verdict! Overview & Review of Lee's Greatest Victory

Wayne Hansen

Wayne Hansen

Which Lee's Greatest Victory: Chancellorsville 1863 video should I watch?

Lee's Greatest Victory: Chancellorsville 1863 has 4 videos from 2 creators: 1 review, 1 how-to-play guide and 2 unboxings. They date from February to April 2022.

To learn the rules, start with "Let's Play! Tutorial Playthrough of Lee's Greatest Victory" by Wayne Hansen, which runs 1 h 2 min.

For an opinion before you buy, start with "Verdict! Overview & Review of Lee's Greatest Victory" by Wayne Hansen.

If you like it, try Stalingrad: Advance to the Volga, 1942, Manila: The Savage Streets, 1945, Cities of the Damned: Aachen and Cassino and Four Roads to Paris, also by Michael Rinella.

All videos

Verdict! Overview & Review of Lee's Greatest VictoryReview22:01

Verdict! Overview & Review of Lee's Greatest Victory

Wayne Hansen

Wayne Hansen

Let's Play! Tutorial Playthrough of Lee's Greatest VictoryHow to play1:02:18

Let's Play! Tutorial Playthrough of Lee's Greatest Victory

Wayne Hansen

Wayne Hansen

Recon! Unboxing of Lee's Greatest VictoryUnboxing13:07

Recon! Unboxing of Lee's Greatest Victory

Wayne Hansen

Wayne Hansen

Against the Odds #55 : Lee's Greatest Victory - Chancellorsville 1863Unboxing6:07

Against the Odds #55 : Lee's Greatest Victory - Chancellorsville 1863

Hissy Cat

Hissy Cat

Creators who cover this

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Wayne Hansen
Wayne Hansen
3 videos of this game
Hissy Cat
Hissy Cat
1 video of this game

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About Lee's Greatest Victory: Chancellorsville 1863

From BoardGameGeek:

“My God! What will the Country say?" -- President A. Lincoln The Chancellorsville campaign, which took place in and around Virginia's Wilderness in May 1863, is considered by many to be Robert E. Lee's masterpiece, a true triumph “against the odds.” Opposing Lee was Union commander Joseph “Fighting Joe” Hooker, who had devised a plan that seemed assured of success. His cavalry would raid deep behind Confederate lines, cutting Lee's supplies, while Hooker and four of his seven infantry corps would march west, then south, and appear behind the Confederate defenses opposite the city of Fredericksburg. Lee would be compelled to withdraw south, in which case he would be pursued, or he would be compelled to attack with his numerically inferior army to avoid being crushed between the hammer and anvil of Hooker's forces. “May God have mercy on General Lee, for I will have none,” Hooker declared. No plan, however, survives first contact with enemy. With the advantage of interior lines and a great deal of audacity Lee would confound his opponent by continually bringing more rifles to the critical place at the critical time. And it didn't' hurt that Lee's largest corps was commanded by one “Stonewall” Jackson. . . . Lee's Greatest Victory is an area-impulse game but one unlike anything seen before. Since the appearance of the “sunset die roll” nearly three decades ago players have alternated activating a single area, with variation coming in the form of an uncertain turn length. Play has a chess-like feel, with players able to act and react with a great deal of prior calculation. Short turns could be frustrating for one or both players. In this revolutionary development of the genre players no longer know how many impulses they, or their opponent, will have, creating both opportunities and crises that cannot be anticipated in advance-just like real combat. The “momentum” swings back and forth but rarely the same way twice. At the same time, each turn lasts as long as the players wish it to last, ensuring something will happen every turn. Units of maneuver are Union divisions and Confederate brigades for the most part, with historical leaders present to provide a combat boost though at the risk of being wounded or KIA. Pontoon bridges and entrenchments are part of the basic rules while optional rules incorporate weather and optional units for both sides. Best of all, it's just six turns long and very playable in one sitting. Content: Map - One full color 22"x34" mapsheet Counters - 176 full color 5/8" die-cut pieces Rules length - 12 pages Charts and tables - 2 pages Complexity - Medium Playing time - Up to 3 hours How challenging is it solitaire? - Poor Design - Michael Rinella Development - Paul Rohrbaugh Graphics - Mark Mahaffey (from the publisher's website)

Designer

Michael Rinella

Artist

Mark Mahaffey

Publisher

Against the Odds

Categories

American Civil WarPost-NapoleonicWargame

Mechanics

Area MovementDice Rolling
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