within 200 yards the command was ordered to charge at a double-quick.
The whole line now moved forward with great rapidity. Officers and
men all seemed eager to be foremost in reaching the fortifications,
but it was a hard road to travel, climbing over logs, brush, and
fallen timber, while masked batteries of the enemy opened upon us
at almost every step with great slaughter, but, nothing daunted,
the division pressed forward."
Brig. Gen. Martin E. Green, CSA at the
Battle of Corinth (OR)
Charles S. Roberts Award Nominee for Best DTP Produced Boardgame
in Mississippi covers the American Civil War battle of
Corinth, October 3-4, 1862.
is one of the lesser known battles from the western theater
of the war. Confederate Generals Earl Van Dorn and Sterling
Price sought to capture Corinth (a vital railroad junction)
before sweeping north into Middle Tennessee. Approaching the
town from the northwest, the Confederates tangled with elements
of Union General William Rosecran's army that had occupied
old Rebel fortifications constructed earlier that summer.
As Rosecrans concentrated his forces and struggled with command
problems, the Confederate tide rolled forward toward Corinth.
in Mississippi is a tactical, brigade-level simulation of low
complexity with an emphasis on command and control. A unique "army
posture" matrix determines the sequence of play each turn,
and leader effectiveness is governed by a combination of momentum,
luck, and resource management. Additional features of the system
include unit effectiveness and random events.
in Mississippi is of high DTP quality with an 11x17 color map,
140 two-sided, color counters (that must be mounted and cut apart),
a rules booklet, and player charts and cards. The game includes
rules for two optional setups.
as a PDF file (142K)
Map and Counters
people are saying about Fire in Mississippi:
innovative design. . . the desktop publishing effort is outstanding.
. . you couldn't ask for a better value." Walt O'Hara in
fine game. . . if you are looking for something fast and replayable,
pick up a copy. This is a high end production, and if you didn't
know it was DTP, you might think there was a large box lying around
somewhere." Christopher Hall
physical production qualities of the game are excellent, the best
by far of any DTP game I have seen to date." Alan Poulter
game is quick, challenging to both players, and offers a unique
insight into the art of command during the American Civil War. And
it's well priced as well. Run, don't walk to get a hold of this
one." John Nebauer
chime in with the praise for FiM both as a game AND a system. There
are some new (at least I've never been exposed to them) and, I think
terrific, systems here. The posture cards and variable turn-sequences
alone make the game unique. Spice it all up with random events,
leaders and plenty of optionals and you've got a pretty robust game
(great situation too!). I found in playtesting that the game plays
well and quickly without being simple and the componentry is top-notch.
To sum it up: you should buy this game." Lance Weller
can put FIRE IN MISSISSIPPI on your list of ACW games that plays
quick, with innovative rules that concentrate on playability, and
feature an elegant command system. In short, a heck of a lot of
fun to game. Highly recommended." Stan Grossman