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Trang chủ · Game hot · Wargames
Portion of the board at the initial set-up for the game.  I made my own game board to suit my particular aesthetic tastes.
Game's end
Opening positions of the US Army's 1876 campaign against the Sioux
Countersheet (Obverse)
Terry's and Crook's columns force surrender of the Cheyenne.  Lakota Tribes and their allies have lost 8 units to 3 for the US Army.  This is the only game out of 11 plays that did not end in a tie!

Custer's Final Campaign: 7th Cavalry at Little Bighorn (2012)

Số người chơi
2
Tốt nhất: 2 người
Thời gian chơi
30–30 phút
Độ tuổi
0+
6.38
Điểm trung bình
82
Lượt đánh giá
1.86/5
Độ phức tạp
#18445
Hạng BGG
Ngoài top 5.000
Tác giả:Joseph Miranda
Hoạ sĩ:Joe Youst, Brandon Pennington
Nhà phát hành:Decision Games (I)
Điểm trung bình, lượt đánh giá, độ phức tạp và hạng lấy từ BoardGameGeek (BGG).
Hồ sơ game
  • Game này: Chiến thuật 7, May rủi 7, Tương tác 5, Độ phức tạp 3.7, Chủ đề 5
Chiến thuật7.0
May rủi7.0
Tương tác5.0
Độ phức tạp3.7
Chủ đề5.0

Chiến thuật, may rủi, tương tác, độ phức tạp và chủ đề của game này.

WargameAmerican Indian WarsDice RollingPoint to Point Movement

Giới thiệu

From DecisionGames.com:

"7th Cavalry at Little Bighorn

In 1876 the US Army engaged the Indians of the northern Great Plains in a campaign that culminated in the destruction of Gen. George Armstrong Custer and most of his command at the Battle of the Little Bighorn. This two-player game covers that entire campaign.

One player commands Army forces, including the regiments and battalions forming the three commands that participated in the original campaign: Crook’s, Gibbon’s and Terry’s. The other player controls various Indian tribes, each rated for its fighting strength in warriors. The point-to-point map stretches from Fort Abraham Lincoln in the Dakotas to Helena, Montana. In between are famous historic battle sites such as Powder River, the Rosebud, and the Little Bighorn.

Custer’s Final Campaign is part of the Hand of Destiny mini-game series. Each player has a unique deck of Campaign Cards. They generate movement abilities, combat bonuses and historical events. Accessing the right card at the right time lets the player concentrate forces to win that great victory against all odds—or perhaps go down to inglorious defeat. Some of the cards include: Tribal Raiding, Indians Leave Reservation, and Gary Owen.

Combat is resolved via a quasi-tactical procedure. There are special rules for: Gatling guns, “dog soldiers,” Army riverboats, and leaders such as Crazy Horse, Nelson Miles, Sitting Bull and Custer himself.

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