Objective Shreveport!
Products title that includes 'PRE-ORDER' is subject to our Pre-order Policy
Couldn't load pickup availability
Delivery and Shipping
Delivery and Shipping
For more details, please refer to our Shipping and Order Information.
Pre-Order Policy
- Pre-order items are charged at the time the order is placed.
- Prices for pre-order items are subject to change based on final landed costs.
- If the final price is lower, the difference will be refunded to the customer in the form of store credit.
- If the final price is higher, customers will be given the option to either:
- Pay the difference, or
- Cancel the item for a full refund.
- Orders containing pre-order items will be placed on hold until all items in the order are available.
- Once all items have arrived and pricing remains unchanged, the order will be automatically shipped.
- Pre-orders are fulfilled on a first-come, first-served basis.
- If a pre-ordered item becomes unavailable (e.g., the publisher cancels the product), a full refund will be issued.
- Pre-orders may be cancelled and refunded by customers or the store.
- For transactions that are no longer eligible for direct refunds due to payment processor limitations, a store credit will be issued instead.
Description
Description
| Designer |
John Theissen |
| Publisher | Hollandspiele |
| Players | 2 |
| Playtime | 90-120 mins |
| Suggested Age | 16 and up |
Description from the publisher:
Designer John Theissen has another compact operational sandbox for ACW gamers to play around in. While the game has some similarities to his MORE AGGRESSIVE ATTITUDES, important differences in scale and emphasis result in a unique experience that's specific to the factors that doomed the Union's 1864 Red River Campaign.
Each side has three Leaders whose presence is generally required to launch an attack, but there the similarities end. The Union army is larger but also more cumbersome, being dependent on slow-moving and vulnerable supply trains. A rigid leadership structure makes coordination difficult, and one of those leaders is going to sit on his hands in Alexandria for the first third of the game instead of advancing toward the Union objective: Shreveport.
The Confederates have less strength points to throw around, but they have a much more flexible command structure, and don't have to worry about their own supply. Slowing the Union advance (not that they need much help) and launching well-chosen attacks, supported by well-timed Special Events cards, is key for the beleaguered butternuts.
Within these parameters, there's ample room for players to experiment, with multiple ways to approach your objectives (and to frustrate your opponent's). There's only a handful of units on each side, but plenty of hexes to maneuver in. It's a challenging game, while remaining short enough to play in a single evening, and simple enough to serve as an excellent introduction to operational scale gaming.
