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Chickamauga: The Last Victory, 20 September 1863 [SPI - Collector's Edition] - Front Box Cover
Chickamauga: The Last Victory, 20 September 1863
SPI - Chickamauga - Moment in Conflict #1 - Folio Capsule Full Cover
SPI - Chickamauga - Moment in Conflict #1 - Folio Capsule Front Cover
SPI - Chickamauga - Moment in Conflict #1 - Folio Capsule Rear Cover

Chickamauga: The Last Victory, 20 September 1863 (1975)

Players
2
Best: 2
Playing time
120–120 min
Age
12+
7.05
Average rating
121
Ratings
2.06/5
Weight
#11408
BGG rank
Outside top 5,000
Designer:Redmond Aksel Simonsen, Irad B. Hardy, John Young
Artist:Redmond Aksel Simonsen
Publisher:SPI (Simulations Publications, Inc.)
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 7, Interaction 5, Complexity 4.1, Theme 5
Strategy7.0
Luck7.0
Interaction5.0
Complexity4.1
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

WargameAmerican Civil WarPost-NapoleonicHexagon GridSimulationDice RollingGrid MovementMovement PointsZone of Control

Overview

"Chickamauga is a simulation on a Grand Tactical level of the battle which took place between the Union Army of the Cumberland and the Confederate Army of the Tennessee in September, 1863. The battle occurred around Chickamauga Creek, a tributary of the Tennessee River, in Norhern Georgia." (from the Chickamauga rules folder.)

Chickamauga is one of four games included in the Blue & Gray Quadrigame set. The game includes a 17" x 22" three-color map, 100 counters and an Exclusive rules folder. A Standard rules folder, containing rules common to all four games included in the Quadrigame, is also included.

Scale is 400 meters/hex. 1-2 hours per Game Turn. Game mechanics are a simple movement-combat system with rigid zones of control. Sequential Player Turns, retreat and advance after combat are common to these games and surrounding to cut off retreat is a major strategy.

A new concept, "Attack Effectiveness" is introduced in this set of games. Essentially, attacking units that receive an "Attacker Retreat" result in combat are rendered "ineffective" (may not make further attacks, but still defend normally) for the rest of the day. This restriction is removed once a Night turn occurs. This makes "what the heck" type attacks very risky as one's army can be rendered quickly "ineffective" through a series of low-odd attacks.

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