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To Take Washington: Jubal Early's Summer 1864 Campaign

To Take Washington: Jubal Early's Summer 1864 Campaign

Multi-Man Publishing · 2019
1–6120–3600 min14+ yrs4.4/5 complexity8.2 BGG#11.143 BGG557Strategy
short answer

How do you play To Take Washington: Jubal Early's Summer 1864 Campaign?

To Take Washington: Jubal Early’s Summer 1864 Campaign is the third game in the Series: Line of Battle (MMP) series and covers Jubal Early’s campaign during the summer of 1864.

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To Take Washington: Jubal Early's Summer 1864 Campaign box art
official art · Multi-Man Publishing

To Take Washington: Jubal Early’s Summer 1864 Campaign is the third game in the Series: Line of Battle (MMP) series and covers Jubal Early’s campaign during the summer of 1864. From June into July, Old Jube swept out of the Shenandoah Valley and across the Potomac River to advance on Washington DC. By threatening the Federal capital, Early and the Confederate command hoped to divert forces from Grant’s Overland Campaign, relieving the pressure on Richmond.

Historically, Early narrowly defeated Lew Wallace on the Monocacy River, outside of Frederick, MD. However, this ‘victory’ cost him precious time and manpower. Though he went on to test the outer forts protecting Washington itself (mainly at Fort Stevens), Early was too weak and too late to take advantage of the once-denuded nature of the fortress garrisons.

As Abraham Lincoln quipped, “Mr. Early, you are late.”

In To Take Washington, players first fight the Battle of Monocacy. Their relative success or failure there, as well as their raw efficiency, determines when the Confederates show up on the separate Fort Stevens map. An arrival mere hours earlier than their historical appearance makes an enormous difference in the strength of Union forces manning the defenses, since they had been stripped bare prior to Early’s advance. Conversely, a mediocre showing at Monocacy will present the Confederate player with a very difficult problem at Fort Stevens. Jubal Early couldn’t solve it – can you?

To Take Washington covers these two related actions on two separate map areas. One (with two map sheets) covers the Monocacy battlefield while the other (with one map sheet) shows the area around Fort Stevens and a portion of Washington itself.

The Series: Line of Battle (MMP) series premiered with None But Heroes, covering the Battle of Antietam, and went on to set a new standard of excellence with its presentation of Gettysburg in Last Chance for Victory: The Battle of Gettysburg. The LoB series rules are the pinnacle of over 30 years of development starting with the Civil War Brigade (CWB) Series and its follow-on Series: Civil War Regimental Sub-Series (MMP). The LoB system and battle-specific rules incorporate fresh research while discarding the mistaken assumptions and false impressions that have crept into ACW games of the past forty years. Above all, Line of Battle is designed to capture the free-for-all nature of an American Civil War battle in a fun, fast, and very playable format.

Scenarios: To Take Washington includes twelve scenarios, with one entry point for the full two-battle Campaign Game. Ten of the scenarios use only one map (either a portion of the Monocacy map set, or the single Fort Stevens map).

Game Scale: Game Turn: 15-30 minutes Hex: 110 yards / 100 meters Units: Batteries to Regiments

Components:

    Line of Battle rulebook (v2.0) - 36 pages
    Two Line of Battle Charts and Tables (v2.0) booklets - Two 6-page dual-side
    To Take Washington game-specific rulebook - 20 pages
    Three 22”x34” full color game maps
    840 counters 1/2" (3 countersheets with 280 counters - 267 combat units/leaders on one countersheet, more than two full countersheets of  markers)
    Two full color play aid cards
     One single-side printed Terrain Key
     One single-side printed Turn Record Track chart

    Box and dice
 Two 6-sided die

Solitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 4-15 hours

(from MMP website, back of the box and user's description)

game anatomy
Complexity4.4 / 5
BGG rating8.2 / 10
Vibe
Strategy
Language dependence
Moderate text — a crib sheet helps
Play time
120–3600 min
Players
1–6
Recommended age
14+ yrs
BGG rank
#11.143
from Trișache · verified

Frequently asked questions

Q1How much does To Take Washington: Jubal Early's Summer 1864 Campaign cost?
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Q2Where can I buy To Take Washington: Jubal Early's Summer 1864 Campaign cheapest?
Check the Prices tab — howtoplay.ro aggregates offers from 7+ Romanian board-game stores and tracks price history.
Q3How do you play To Take Washington: Jubal Early's Summer 1864 Campaign?
To Take Washington: Jubal Early's Summer 1864 Campaign is a american civil war game, for 1–6 players, taking ~120–3600 minutes, featuring dice rolling. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about To Take Washington: Jubal Early's Summer 1864 Campaign — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q4How many players does To Take Washington: Jubal Early's Summer 1864 Campaign support?
To Take Washington: Jubal Early's Summer 1864 Campaign is played by 1–6 players.
Q5How long does a game of To Take Washington: Jubal Early's Summer 1864 Campaign take?
A game of To Take Washington: Jubal Early's Summer 1864 Campaign takes about 120–3600 minutes. (The first game doesn't count. It never counts.)
Q6What age is To Take Washington: Jubal Early's Summer 1864 Campaign for?
To Take Washington: Jubal Early's Summer 1864 Campaign is recommended from age 14.
Q7How complex is To Take Washington: Jubal Early's Summer 1864 Campaign?
To Take Washington: Jubal Early's Summer 1864 Campaign has a BoardGameGeek complexity of 4.4 out of 5.
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