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GRANT: The Western Campaign of 1862 interview (part 3 of 3) with game designer, Jon Southard 

CompassGames
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(Part 3 of 3) Join us for our exclusive interview and closing segment with Jon Southard, where we dive deep into the making of GRANT: The Western Campaign of 1862! Share your thoughts below!
Enjoying the interview?... Place Your Pledge for GRANT on Kickstarter today!
www.kickstarte...
00:00 Introduction
00:27 Game Redesign
01:18 Map Features
01:43 Land and Naval Units
02:40 Game Mechanics
06:22 Combat System
09:22 Naval Focus
13:16 Final Remarks
Introduction and Designer's Background
- Introduction to Jon Southard: The video begins with a recap of parts one and two, introducing Jon Southard, the designer of "Grant: The Western Campaign of 1862," and discussing his background in war game design.
- Overview of Previous Segments: It covers the motivations behind the new redesign of the original game and teases the in-depth discussion of the game's components about to follow.
Game Components and Map Design
- Map Design: The new design features a single mounted full-size map as opposed to a paper map. The map differentiates between squares for land units and circles for naval units, with arrows to represent river currents.
- Change in Scale and Design: The game transitions from a hex-based game to a box-based game with a scale change from "four turns per day" to "four turns per month," altering the gameplay feel significantly.
Sequence of Play and Mechanics
- Chit-Based Sequence of Play: The game uses a chit-based sequence of play for Union and Confederate armies, with more chits for certain leaders like Grant and wild cards for leaders like Albert Sidney Johnson.
- Reaction and Interception Mechanics: New mechanics allow for forced marches and weather impacts. A reaction mechanic enables armies to intercept or withdraw, essential for a game where turns represent a week.
Leadership and Combat System
- Leadership Impact: The ability to move multiple units at once is contingent on having an army leader. Better leaders enhance reaction success rates.
- Combat System: The game uses a fire system instead of an odds ratio, emphasizing demoralization and morale over immediate casualties, reflecting historical realities.
Naval System and Redesign
- Initial Complexity and Redesign: The initial naval system was too detailed, so it was simplified to maintain essential dynamics like gunboats, forts, and troop transports.
- Importance of Naval Mechanics: Naval engagements play a crucial role, emphasizing the suppression of forts and the strategic movement of troops via transports.
Supplementary Materials and Playbook
- Playbook Overview: The playbook serves as a learning tool with comprehensive examples of play and introductory scenarios like the capture of Fort Donelson and Island Number Ten.
- Scenarios and Supplemental Articles: There are multiple scenarios, including what-if scenarios like Beauregard's hypothetical advance into Kentucky, along with supplementary articles and historical backgrounds.
Conclusion and Availability
- Final Thoughts: Jon emphasizes the uniqueness of the campaign and the new design's ability to capture it effectively. Missed opportunities by the Confederates and the beginning of Ulysses S. Grant's rise are underscored as major themes.
- Availability: The game is available on Kickstarter and the Compass Games website post-Kickstarter campaign.

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17 сен 2024

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