Mansfield:
Crisis in the Pine Barrens 8 April 1864 a game review
“We
should be most gloriously flogged”-
Brigadier General Albert L.
Lee, Cavalry Division Commander, the Union
Army of the Gulf, Mansfield Louisiana, April 8, 1864, replying
to Major General Nathaniel P. Banks’ order for
him to attack the
massed
Confederate Army of Western Louisiana
In
this review I give what I
think are the game’s good
and bad points plus some ways I think it can be improved.
Decision
Games Mansfield: Crisis in the Pine Barrens 8 April 1864
is part of Decision Games mini-folio series of games using the Musket
& Saber Quick Play
rules. It was originally
published in 2015.
The
game components are: a Ziploc bag which
includes cardstock front and
back game cover sheets, a countersheet with forty counters, a 11x17
inch map, a small plastic bag for counters when punched out, a
copy of the Musket & Saber Quick Play
mini game system rules and the Mansfield scenario
exclusive
rules.
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Game Components
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My
copy purchased in February 2024 came with 2013 dated series rules and
2015 dated scenario rules. There are updated series rules published
in 2021
available on the Decision Games website
https://decisiongames.com/wpsite/e-rules/mini-series-e-rules/.
I highly recommend downloading these rules and using them.
Two
differentiated (different
colored) six-sided dice not
supplied with the game are needed for play.
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Different Colored Dice
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I’m
going to start off with a pet peeve that is
totally irrelevant to the play of the game but
I think shows that a
bit more attention to detail would have helped this game.
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The Battle of Pleasant Hill
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Illustration
of the Battle of Pleasant Hill from Harper’s Weekly Vol.
VIII No. 384 p. 297 used as the game
cover illustration
While
this is a dramatic drawing, it is wrong. It is not an illustration
of the Battle of Mansfield. A bit more research and attention to
detail could have come up with the illustration below.
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The Battle of Mansfield |
Illustration
of the Battle of Mansfield
from Frank Leslie’s Illustrated Newspaper Vol. XVIII No. 450 p. 121
While
maybe not quite as dramatic as the Harper’s Weekly drawing, it has
the virtue of being an illustration of the correct battle.
I
know this is a very minor issue, but I think is emblematic of the
main problem with the game i.e. lack of attention to detail and
sloppy editing.
First
the good points:
Price/Value:
Overall I think the game is reasonably priced at sub $15 and the
components are of good quality. You get good value for your money.
The
Game
Counters:
They
do a good job in identifying
the two sides (Union – dark blue, Confederates – gray) and the
unit types (infantry,
leaders, artillery, and
cavalry) are
clearly shown.
While some reviews of the
game complain about how hard the counters are to remove from
the countersheet and that
they have chads and tags at the corners. I think this is total
nitpicking. Just carefully use a hobby knife with a sharp blade to
cut the counters off the frame and apart then clip the corners with
nail clippers. There are only forty counters. It’s not like you
bought World in Flames
with 1400+ counters.
You can do it and feel proud of
your craftsmanship and the
veteran grognard look of your game.
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Game Counters
Additional
counters are the Disrupted marker with a dismounted cavalry marker on
the back. Not pictured is the game turn record marker.
The
Map:
Done by
the prolific Joe Youst, it
is colorful and functional. Different
terrain types are clear and there is a terrain key on the map that
corresponds with a terrain effects chart on the last page of the
scenario rules sheet.  | Game Map
The
2021 Series Rules
Edition:
While not perfect, this
edition of the rules is
a vast improvement over the 2013 rules edition provided with the
game. Expanding from four pages to six, the rules generally
provide more clarity and
information than the previous rules edition. Some
of the notable changes are:
The
addition of a recovery phase between the movement phase and the
combat phase is useful. Previously this was done at the end of the
movement phase. Having a distinct recovery phase formalizes and
lends structure to this game function.
The
expansion of the rules on safe, unsafe, and no lines of retreat
provides better clarity on this subject.
In
my opinion, the greatest and
best change is the revised
combat procedure and Combat Results Table. To
resolve combat two different colored six-sided dice are rolled. One
die is identified as the combat die the other as the morale die. The
combat die result is used on the correct combat differential column
of the Combat Results Table to determine which side (Attacker or
Defender) is affected. Also it determines the type of combat result
(No Effect, Exchange, etc.) The morale die is used as a pass or fail
morale check for the primary unit of the affected side. This is used
to determine which column of the Combat Results to use. In general,
if a primary unit passes its morale check it stands in place and
takes a step loss. If it fails its morale check it disrupts or
becomes ineffective and retreats. This does take a little getting
used to, but I found it simple
and flowing smoothly before the end of my first game.  Musket
& Saber Quick Play Revised
Combat Results Table, Combat Results (note If primary
losing unit passes morale check and
If primary losing unit fails morale check
columns),
and the Artillery Bombardment Results Table
Some
have criticized the revised combat procedure as too complex for a
mini-folio game. I do not think so and find it a nice piece of
“chrome” that makes the
game feel more realistic and that it “punches above its weight.”
Finally,
the new leader check system is an
improvement. Previously, if a 4 was rolled on the Combat Results
Table then involved
leaders rolled a six-sided die. If
they rolled a 5 or 6, the
leader
was
eliminated. Now, leaders that
use their combat leadership factor to affect
a combat roll two six-sided dice. If
they roll of 2 or 12 they are
eliminated. Things
that need improvement:
No
examples of play: A
picture is worth a thousand words could not be truer statement than
for these
rules. I know that including them would probably add to the cost of
game but the series rules would benefit greatly if examples
were included. Perhaps on the reverse
of the front or back cover cards that are currently blank.
Scenario
Setup: The convoluted
two-step procedure rules for Confederate unit entry and Confederate
commitment sabotages the game. Others have offered valid criticism
that the scenario
rules as written preclude any chance of a Confederate victory. I
think including a historical scenario setup is
needed. Merv
Cross’ Alternative Setup and using 2021 Quick Play Rules
forum thread on the games Board Game Geek page
https://boardgamegeek.com/boardgame/187030/mansfield-crisis-pine-barrens-8-april-1864
points the way forward.
Historical
Accuracy/Time Scale:
Historically the Battle of Mansfield started at 4pm and lasted until
approximately 7pm when it got dark. Three hours from start to
finish. In game terms this equates
to two (ninety minute) turns. Reducing
turn length to 30 minutes and starting a historical scenario at 4pm
for six turns would go a long
way to fixing this problem. Some good playtesting to validate
solutions is needed.
Map
of the Battle of Mansfield (Sabine Crossroads) showing position of
Union and Confederate forces at 4pm April 8, 1864 Source:
The
War of the Rebellion: a Compilation of the Official Records of the
Union and Confederate armies;
Series 1 – Volume 34 (Part I)
page
227
Rules
Editing: While the 2021
edition rules are a big improvement, sloppy editing lets them down.
For example the 2021 rules introduces a Recovery phase and details it
in section 11.4. But rules section 11.3 states, A unit may
attempt to recover from disruption or ineffectiveness at the end of
any friendly movement phase.
This is just careless
and rightly or wrongly gives the impression that the editor did not
care. Additional examples of
poor editing can readly be
found. A good tightly
edited series rules
edition is needed. Discussion: The
Designer
Notes in
the scenario exclusive rules states
two
game design problems. First,
one of scale, the map covers an area of 3 by 5 miles at 440 yards per
hex. This
is a large battle area necessitating an increase in hex scale from
the usual 176-352 yards per hex in the Musket
& Saber
series games. I think the designers
efficiently addressed this issue. The
second, more
complex design
problem,
is
the fact that General Banks did not know what he was up against until
it was too late. Brigadier
General
Albert
Lee, his cavalry division commander leading
the advanced guard,
had perceived
that they were up against a large Confederate force hence his quote
at the start of this review. General
Banks did
not understand the size of the Confederate force he was up against
and wallowed in indecisiveness. Major
General
Richard Taylor, the Confederate commander had carefully chosen his
ground for battle and by mid-morning had his forces in position. He
waited most of the day on orders from his commander Leutenant General
Edmund Kirby Smith in Shreveport but eventually started his attack at
4pm to prevent
Union forces from bringing up more reinforcements.
I
disagree with the designer’s choices to try and address this issue
i.e.
the two-stage Confederate unit entry process and Confederate
Commitment rules. A
more interesting solution would be presenting
two setup scenarios with one being a historical setup like Merv
Cross’ offering and the other a free setup scenario
with
both sides on the map within defined areas and
rolling for
initative
on turn one to see which side goes first.
Perhaps
I will take my own advice and develop one and submit to the game page
on Board Game Geek. Conclusion: Despite
all of its issues I like this game. It is on a historical subject I
am interested in. I admit to being biased
on this since I live in Pineville Louisiana across the Red River from
Alexandria, one of the important locations in the 1864 Red River
Campaign that included the Battle of Mansfield as its key event. I
believe with some well thought out tinkering it can be developed into
a game that lives up to the mini-folio series motto of, Minutes
to learn. Quick to play. Historically Accurate. I
like the 2021 edition of the Musket
& Saber Quick Play
rules. I think they strike the right balance between playability and
complexity. I hope that Decision Games will continue to improve the
mini-folio series of games and offer new titles. They are an
affordable wargaming option for those with limited space/time.
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