Introducing Simple Great Battles of the American Civil War

GBACW

“The Great Battles of the American Civil War (GBACW) system allows gamers to simulate American Civil War era battles on a regimental level, using mechanics that concentrate on the use, effects and personalities of battlefield command, as well as the tactical difficulty in maneuvering such large numbers of troops and bringing them to bear on the enemy.”

-2025 GBACW Living Rules Introduction

GMT’s GBACW is an enduring system with roots back to Richard Berg’s Terrible Swift Sword, published by SPI in 1976. It has proven to be adaptable to many Civil War battles and contains tremendous historical details relevant to regimental combat in the American Civil War. Such detail provides explicit narratives to the player of the individual exploits of each regiment represented.

However, this level of gaming comes at a price, both in rules and in time to play. The Series Rules are rooted in history but there are a lot of nuances for a player to remember (or look up) in the heat of a game. GBACW games have often tended towards large scale battles, with plenty of two, three, and four map games available, some of them multi-day affairs. It takes a long time (and often a team of players) to play the large battles to decision.

Why Have a Simple Version of GBACW?

GBACW is a detailed system that requires dedication (and often a knowledgeable friend) to learn. Additionally, it requires a large time commitment to play anything but the smallest battles. While veterans of the system will certainly say it is worth the time and effort, not everyone either has the time or is so inclined to play such intricate games. Simple GBACW is aimed at new players who are looking for a less involved system and for grognards who would like to complete scenarios, especially larger ones, in a faster time.

Enter Simple GBACW

Simple GBACW, or the Simple Version (SV) not to be confused with the Series Rules (SR), has been floating around for over two decades since Richard Berg posted the draft rules on the GMT website, and later on Consimworld. Richard never finished them to his satisfaction, and they largely remained out of the public eye. In 2019, GBACW experienced a revival, spearheaded by Dick Whitaker, Bill Byrne, and Greg Laubach with the publishing of Greg’s game, Death Valley. After devoting their time to revisiting the Series Rules and working on Death Valley, Dick and Bill tightened the SGBACW rules that Richard had left. However, progress stalled again due the heavy demands of designing and developing Into the Woods and other GBACW titles. Not wanting SGBACW to languish any longer, in the summer of 2023 Dick asked if I would see SGBACW through to publication.

Dick and Bill’s approach to the Simple Version was to fill in any gaps or ambiguities in Richard’s version. They simply did not have the time to develop any radical changes to the system. However, Dick gave me free reign of the design so long as the game was fun, dynamic, and resembled how Civil War battles looked. I took Dick at his word and subjected every portion of the rules to rigorous testing and changes. My twin design goals were smooth and historical gameplay. In the interest of smooth gameplay, I grouped like concepts together and kept exceptions to rules to a minimum. The results encouraged historical tactics and gave an appropriate historical “feel” to players.

It was helpful to have Richard’s rules as a starting point and to be able to use the Series Rules as a reference. Through the extensive revisions, the SGBACW rules have been brought more in line with the Series Rules, although the two still differ in innumerable details. The goal was never to design the Simple Version as an introductory system to the Series Rules. Still, most higher-level concepts found in SGBACW will be familiar to a veteran of GBACW.

State of Affairs

The final rulebook is only sixteen pages of rules but offers great depth and decision space for players. Overall, the game flow of the Simple Version is similar to that of the Series Rules, with many of the same options being available to players in either system. SGBACW focuses on the brigade as the unit of maneuver so some of the regimental scale, tactical details are not explicitly modeled. Players will find the system closer in complexity to that of Terrible Swift Sword, but without disregarding advances in hex and counter gaming from the last fifty years. Simple GBACW is certainly not simplistic but allows players to concentrate on fighting the battle instead of the game.

The current ruleset for SGBACW is tight, in large part because of a dedicated core group of playtesters including Darryl Sims, Bruce Wilson, Dave Brunner, Mark Merritt, Merv Cross, and others. Collectively, they have kept me focused on the design’s goals and ensured the rules writing is as clear and precise as possible. I cannot give enough credit to them in helping shape SGBACW. I have sent and received numerous lengthy emails and have benefited greatly from their collective knowledge and astute testing.

The Simple Version rules will debut in the upcoming 3 Days of Gettysburg – Deluxe Edition but plans are already in place to move the system both forward and backwards through the GBACW series. Conversions for several existing games are well underway and should be up for P500 pre-order soon.

Future InsideGMT articles are planned to give an overview of the Simple Version rules and gameplay.


Nathan Mueller
Author: Nathan Mueller

8 thoughts on “Introducing Simple Great Battles of the American Civil War”

  1. For me game simplicity is much better served with brigade level units. Regiments just clutter and overwhelm the game board. Divisions are too large and too few. 19th century games at brigade level with simple rules are the best and most efficient and enjoyable alternative.

  2. Here is hoping that “Conversions for several existing games are well underway and should be up for P500 pre-order soon.” means some sort of multi-pack that contains what is needed to run a simple version of a game for multiple entries in the series. I like the idea of SV but don’t want to have to buy games again to play them in the SV model.

  3. That’s right, Steven. The rules are included with Three Days of Gettysburg Deluxe Edition. We’ll have a multi-pack up on P500 that includes rules and everything else you need for Simple to work with several other already-published relatively recent GBACW games from Dick’s team. I believe the intent going forward is to include the simple rules/components in each new game.

  4. John, Simple GBACW isn’t really a regimental level game. It does use the GBACW regiment unit counters, but they serve more as Strength Points for the brigade. There is fairly little detail at the regiment level. Simple GBACW does provide more options and flavor than a game with brigade unit counters.

  5. If we could eliminate all the Morale Checks if you even Think about doing something, that would help tremendously!

    I am not a fan of the orders system, either. All my soldiers are good little soldiers, they do as I intend. (does that remove some reality? Yes it does. Does it help play ability. Immensely!

    Frankly, I generally use the game rules from Rebel Sabers. (pre-turn continuation and pre-chit pull to determine who moves and when. I do try to keep as many of the “local” rules as I can on each game.) And I do the old you go, I go play system. I move, you shoot at me. I shoot at you. I charge you. Various units are pinned or routed as a result. Then you try to rally. Then you move. I shoot at you, you shoot at me. You charge me. Various units are pinned or routed. then I try to rally. Next turn.

    I realize this guts much of the system as it exists today. But it helps me keep track of everything in my solitaire games, which are All I play.

    Also 20 minute game turns. No one moves twice in a turn. Everyone can move every 20 minutes.

    I so much appreciate all the new battles you have brought into the GBACW universe. So excited to see the battle of the Wilderness come to this system.

    Unlike many gamers, I have plenty of time and space. I am Not looking for faster games. What I would really love to see is the Seven Days in all its glory. And Chancellorsville. Even if it requires some weird Gleam of Bayonets special rules to replicate Hooker’s failures.

    Looking forward to see what this “simple rules system brings. Again, thanks for all the new stuff. (just know I’m probably playing it using the 1986 version of the rules!)

  6. Is it fair to assume that Death Valley and Into the Woods will be included in the SV rules pack? I’ve been meaning to give the series a second chance after having sold DV due to time and energy constraints, and considered both DV (again) and ItW.

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