This game provides huge memories and very little game play from my past. Do you remember playing this Battle of Little Big Horn game? I played with my eldest brother whose game it was but I never won,I barely understood what I was supposed to do and much preferred Battling Tops. I was around 10 years old,I think. Yes I remeber it well! Still have my original game. Great memories on a great game — good to know others enjoyed the Battle of Little Big Horn game.
Great game still got it. Unfortunately lost a few pieces. The Indians had to prevent the cavalry getting their flag to the blue flags safety in the corner, or kill custer and one of his lieutenants.
The Calvary had to kill 3 Chiefs, or get to the blue flags. You used a dice to decide the number of solders to move. Custer expected to encounter several villages, and was probably hoping to round up two or three of them at most, declaring victory and escorting the captured tribes to the nearest reservation. The Indian player determines prior to the game how many tribes will be present, and where. For their part, the Sioux cannot move until turn 4, and must exit their noncombatants off the board through two exit points on the northern downstream map edge.
Since the cavalry enter from the south upstream edge of the map, the cavalry player must be able to get a force north of the village before the Sioux can get rolling after turn 4 to have any chance of victory. Rules are simple and easy to apply, making for fast moving games that are easily completed in the advertised 1 to 1.
The Army only can attempt to pre-empt the Indians in the movement phase, either by forcing Indian units to move first, or by moving first with one of the cavalry battalions. This last point makes positioning cavalry units in mutually supporting positions — too close for Indians to engage with more than one warrior unit — a key Army tactic.
It also makes open flanks potentially fatal for the Army. Tactically, the overwhelming numerical superiority usually enjoyed by the Sioux can be deceptive. A careless Indian player who cedes the initiative to the Army can find himself severely punished over the course of two or three turns, reducing his ability to successfully screen the withdrawal of his non-combatants.
This requires the Indian player to maintain a layered defense at all times, as the Army can and will punch through outer layers in the combat phase, then seize the initiative to move immediately in the following turn, again led by the Custer unit. Once a single Army unit contacts by being fully adjacent to any noncombatant unit, the game ends immediately before the ensuing combat phase.
Victory conditions for the game are variable, depending on how many cavalry battalions and tribes are present. Generally, more tribes or fewer battalions makes it easier for the cavalry to win, while fewer tribes or more battalions make Sioux victory conditions easier to achieve. The key to winning for the cavalry is early reconnaissance to determine how many tribes are present, combined with a flexible strategy to accommodate the level of Indian superiority in numbers, once it becomes apparent.
Small numbers of tribes require highly aggressive Army play, while large villages will force a much more cautious approach. Even with most tribes present, the Army has a chance for victory. An additional — and significant — advantage for the Army is in mobility. This advantage is fleeting, however. Once a cavalry company has engaged in combat, it moves dismounted for the remainder of the fight the Indians have run off its horses.
This feature, besides simplifying play, makes it wise for the Sioux player to engage cavalry units early, even with single warrior attacks. The cavalry will almost always win these initial engagements, but will be deprived of their mobility advantage for the remainder of the game.
The mix of Tribes and the varying configuration of the villages makes each game different. The action can shift rapidly from daring cavalry attacks to seize noncombatants and end the game, to desperate fights for survival by encircled Army battalions on isolated hill tops. It is a fun game to play, easy to learn but difficult to master.
Robert Caplinger — November 15, Excellent game on Custers last stand. Map, pieces great, rules simple, tactics and strategy needed by you yourself.
Game is excellent against an opponent. Very well used, but complete and useable. May have flaws such as tears, pen marks or highlighting, large creases, stains, marks, a loose map, etc. If you have any questions or comments regarding grading or anything else, please send e-mail to contact nobleknight. Share This: Link Copied! Out of Stock. Add to Want List. Sell Us Yours. Product Info Title. Board Games Waddingtons.
Three columns of US cavalry were dispatched to subdue the Indians. Now you can relive this historic battle but plan your own strategy. Can you find a way to get Custer, or at least his flag, clear of the battlefield? Just added to your cart. View Cart 0. Continue Shopping. Just added to your want list. View List.
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