Glory II: Across the Rappahannock

by Brett Schulte on July 19, 2006 · 0 comments

I managed to win Glory II: Across the Rappahannock this morning on eBay. The game, published by GMT Games, covers the battles of Fredericksburg and Chancellorsville at the brigade level. The Glory game series (two games with a third on the way) features a chit activiation system, so units will not always attack or move even if you have ordered it. I hope to do an After Action Report when the game arrives and after I have learned the system. The rules are supposed to be pretty simple, so I hope it doesn’t take long. Here are some screenshots of the actual game I’m getting along with a detailed summary from www.strategygames.com:

Glory II: Across the Rappahannock (AtR) is the second game in GMT’s acclaimed American Civil War series, Glory. Glory presents a brigade-level system that highlights ease and speed of play with solid historical insight. Across the Rappahannock revises the original design to make all of those features even better. And it is still a game that can be played, and played well, by solitaire gamers.

Across the Rappahannock still features GMT’s unique chit activation mechanic, which provides a great deal of play tension, as the commanders never quite know what is going to happen next. However, new command and combat mechanics make the game even more fun. Best of all, these new mechanics are not only retro-fitted to the original Glory, but Glory II: AtR provides all the counters necessary to play the battles in the original Glory game (Manassas and Chickamauga) with the new rules!

Across the Rappahannock brings you two of the biggest battles in the Civil War; battles that have received scant attention from the hobby: Fredericksburg, with Burnside’s frontal assault across the river against a heavily defended Confederate position, and Chancellorsville, the biggest battle in the entire war. And, while the full game of the latter battle uses 3 maps and a lot of your time, there are two standard one-map battles and three smaller scenarios highlighting engagements within the bigger battles that use few counters and take only a couple of hours to play!

Game Components
COUNTERS 3-1/2 full-color die-cut counter sheets.
MAP Three 22″x34″ full-color back-printed mapsheets
OTHER
* 16-page Rulebook
* 24-page Battle booklet
* 1 11×17″ Player Aid Card
* 2 10-sided dice

Game Features
Across the Rappahannock
* Updated rules system, highlighting Command and simplifying combat, that can be used for the original Glory, complete with all the counters needed to do this.
* Six different scenarios, ranging from small-action, one-map engagements that can be played in 2 hours, to the full panoply of the week long Chancellorsville!
* Special rules for pontoons, Burnside’s Grand Divisions, Hooker’s “accident,” weather and ground conditions, hidden off-map movement…even Observation balloons!

TIME SCALE 75 minutes per turn
MAP SCALE 250 yards per hex
UNIT SCALE Brigades
NUMBER OF PLAYERS One or two


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