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Posted on Sep 18, 2007 in Boardgames, Front Page Features

Monmouth Review

By Larry Levandowski

The game also has several rules that are specific to Monmouth itself, and give players a feel for the real battle. The most important of these replicates the confused command and control in the American ranks. Each turn, the Continental player checks for confusion and random brigades of units are affected by the results. These effects could be; no movement, ½ movement, or even withdraw for the turn. The fact that whole sections of the line might freeze, or even spontaneously withdraw, gives players a great appreciation for what Washington was able to do in real life.

On the game board, the grand tactical situation that each player finds themselves in makes for interesting game play. The Continental Army must first push its brief advantage, and then hold off the inevitable counter-attack. The British on the other hand, must decide where to aim the counter-blow; with fast marches around the American flanks being one possibility. There is a great deal of variety in the possible choices for each side, and this fact makes the game very replayable.


The game components are all to the usual high standard of GMT Games. The map is printed on glossy stock, and has great artwork by Mark Simonitch that really brings the battlefield to life. Small details like the names of farms and fence lined fields add to the atmosphere. The great art work goes beyond the board, as many of the leader counters, like Cornwallis, Lee and Lafayette, have beautiful contemporary portraits printed on them. Likewise, regiment counters have a colorful picture of a soldier from the unit, in the correct uniform. The game also comes with a 12 page series, and 16 page exclusive rulebook for the battle itself. The game is rounded out with two four page player’s aid cards that put all of the rules critical information close at hand.

There really aren’t many issues with this great addition to the Battles of the American Revolution Series. Counter stacks can become a bit difficult to manage as they can grow quite large. Players may also find that the game is short of about half-a-dozen disruption markers, when the fighting gets heavy. But these are hardly major complaints and in no way affect overall enjoyment of the game.

The Battle of Monmouth may not be the most famous or important battle of the American Revolution, it certainly makes a great setting for a tactical wargame. GMT and Mark Miklos have given us another great game in the series, and it is recommended for anyone with interest in the period.


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