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Many people have looked over the chapter list for Twenty Decisive Battles and challenged some of the “selections.” How could they choose Vicksburg as the single most important campaign of the American Civil War over the larger, better known Gettysburg, or the final round-up that lead to Appomattox? But remember, the book's focus is on DECISIVE battles... on key actions which made all the difference to the final outcome, even if years away from the end.
By that standard, Vicksburg is an easy choice... as the words of both presidents indicate. Vicksburg was the key. Holding it meant "holding the South together," with access to all the western men, food, horses, supplies... and Mexican ports. Holding it also meant the Mississippi River could not be freely used by the North, for transporting troops and supplies, not by Midwestern farmers, for shipping exported goods (a problem both economic and political).
Can you, as the Federal forces, match U.S. Grant's finest campaign? He crossed a major river, marched without supply lines winning five battles, sacked a state capital, and then captured one of the best-defended spots on earth. Can you commanding the theatre forces for the Confederacy gather your scattered troops and create a force strong enough to punish Grant for his audacity? Can you make it appear that Pemberton and Johnston are fighting for the same side?
You decide, in this great new game from veteran designer Paul Rohrbaugh. The sweep and scope of the campaign are included from Grant's crossing at Bruinsburg to the finale (or not), interesting side stories are included, like Grierson's Raid, the CSS Arkansas, and "that devil Forrest" and his part – or not – in the grand campaign. Can you put "the Key" in your pocket, or deny it to the enemy?
Contents:
- 140 cull-colour playing pieces
- Mounted full-colour map
- 12 pages of full-colour rules
- 1 full-colour cardstock player aid
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