Since the designer is not an SPI staff member, and unfamiliar with SPI procedures, Fredericksburg presented many problems in design. The number of units was the first problem that had to be solved. There were more than 100 brigades on the battlefield and only 99 unit counters available. Then there was a problem during research due to contradictions in source maps of the area, and a limit on the types of terrain that could be used in the game. How were the Combat Strengths to be determined and how could the impregnable Marye's Heights defense be recreated in the game? The Union Player has to be able to win, too, or what's the use of playing?
The Combat Strengths were determined by an in-depth study of the official records and army target practice reports adjusted for combat situations. Three hundred and fifty men with Springfield rifles have the same firepower as 466 cavalrymen with carbines, 21 Napoleons, 28 three-inch rifles, 18 three and one half inch rifles, or 9 four and one-half inch rifles, for the ranges used in this game. However, since rifled guns are more effective at distant ranges than Napoleons, they should have half the number of Combat Strength Points, when bombarding at four hexes, as they would when bombarding at three hexes. This rule was not consistent with the Blue & Gray Standard Rules, and was scrapped. Instead, the Combat Strengths of the immobile Union reserve artillery units were ignored, since almost all of the batteries were rifled.
To solve the problem of too many brigades, some were combined into divisions instead. This idea helped the game, giving each side three "monster" units with which to pounce on the Enemy line. The divisions with the best generals, highest morale, and best subordinates were given the distinction of becoming "monsters." On the Confederate side, these were Ransom's Division, Early's Division, and the famous "Stonewall" Division. On the Union side, they were Hancock's, Humphrey's and Meade's Divisions.
If the map board had come from source maps in the popular Civil War books, the game would have distorted the actual situation. Not only were the official records consulted, but I also made a personal visit to Fredericksburg to study the battlefield. All of the bridges across the Rappahannock had been burned by the Confederates, as had those across Deep Run and the water ditch above Fredericksburg. Due to heavy rains, Deep Run and Hazel Run were swollen and almost everywhere impassible. Furthermore, the water was icy cold that December day. One of my most interesting finds was a ford on hex 0412 that only the Confederates knew about and was only usable at low tide (as it was in the Chancellorsville Campaign).
By superimposing on a hexagon grid and turning them in various directions, I was able to come up with a map where the historically strong defensive lines matched up with strong defensive positions in the game. Using a broad interpretation, I determined that rough terrain should not double the defender on all sides.
Finally, the game length was extended beyond one day, because Burnside would have continued his attack if there were no objections from his subordinates. If the army had taken and held key terrain on the battlefield during the first day, there would have been no objections.
Starting the game early in the day also gives the Players more opportunity, and a reinforcement schedule which adds the effect of the cavalry coming to the rescue.
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