Stonewall: Battle of Kernstown – A Quick Review of GBACW – Mk 1

This is a quick review of Kernstown and the (almost) first iteration of the GBACW series.  While there were some minor changes moving forward through the next several games, the basic rules were used for at least five games.

Decisions: Plenty for both commanders.  For the Confederates, it’s where to attack and with what.   For the Union commander, how to react and with what.

History: Both commanders are faced with the same operational problems as their historical counterparts. Both commanders have to “do a lot” with very little.

Luck: The ammunition depletion roll is a real problem.  It severely hampered the Union brigade fighting Garnett just east of town.

Atmosphere: Really good, with lots of moving parts.  The Pin result while undergoing defensive fire can really upset your tactical plan.

Mastery:  Can’t quite answer this now.  Will have to wait until I play the next few games in the series.  I had to read the rules quite a few times before playing.

Tweaks: Right now I can’t think of any reason to tweak it.

Abstraction: Command and control (including rally) might be a little too easy and flexible.

Clarity: Good.

Comprehensive: An excellent introduction to grand tactical battle in the Civil War.

Speed: A little fiddly, especially with all the markers.  Playing one of the monster games would be something.

Scenarios: None for this game, but not really necessary given Confederate entrance and flanking possibilities.

Summary: Fun, and a challenge.  Once I got the hang of the turn sequence, it moved quickly, with lots of action.  One complaint I have is that the marker chits detract from the aesthetics of the game.  Small complaint.

Now Who's Who?
Now Who’s Who?  Final Dispositions.  Pritchard’s Hill In Center.  Garnett Bottom Right.  Jackson Upper Right.

Component quality is SPI early 80’s.  I’ve always liked their maps.  The counters……..mmmmmmm….let’s just say they are functional.

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