


Army of the Potomac - Campaigns of 1862 and 1864
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Two generals, one map, history repeating itself — or being rewritten. The bloodiest battles of the American Civil War in board game format.
What it's about
Command of the Army of the Potomac is yours. Don't make a mistake.
It's 1862. McClellan advances towards Richmond, Lee awaits him. Two years later, Grant takes command and unleashes the Overland Campaign — Spotsylvania, North Anna River, Cold Harbor. Army of the Potomac: Campaigns of 1862 and 1864 puts you in the shoes of the commanding general, with all the decisions that responsibility entails.
The second volume in the Civil War Heritage series, designed by Mark Herman and published by GMT Games, takes the innovative Rebel Fury system and applies it to even more complex and layered battles. Quick setup, deep gameplay. Divisions move freely — until they come into contact with the enemy, where marching formation gives way to combat formation naturally and automatically.
Those who have already played Rebel Fury can start immediately. Newcomers will find rules that aren't intimidating, but tactical depth that continues to reveal new layers with each game.
The Secret of Army of the Potomac
The Zone of Influence system doesn't tell you where to move — it tells you how to move. Formation changes automatically as you approach the enemy: it's the game that tells the story, not the other way around.
The secret of the Civil War Heritage system
Each scenario has a unique character. The same map, two different campaigns, two different generals. History doesn't repeat itself — but at the table, you can rewrite it.
From the game experience
Army of the Potomac: Campaigns 1862 & 1864
Playable solo by managing both armies — a reflective mode that transforms each game into a historiographical exercise.
Your arsenal
What you control in each game
Infantry and cavalry divisions
Divisional units with quality, artillery support, and terrain values. Each counter represents the potential and limitations of the unit.
5 historical battle maps
Spotsylvania, North Anna River, Cold Harbor, Seven Days, Seven Pines. Each map is a distinct operational theater with its own tactical logic.
Dynamic ZOI / ZOC system
Zones of Influence and Zones of Control that automatically change unit formation — from march column to combat line — based on proximity to the enemy.
Artillery duels with Exploding Caisson
Artillery is not a passive bonus. Duels change the tactical balance — and an Exploding Caisson result can turn an entire phase in one turn.
The most decisive battles of the American Civil War await you. Not all stories end as they did in history.
🎲Components11 types · everything you need to fight
A game in five moments
What happens on the table
Not the rules. The experience.
Troops deploy on the map
You place divisions on historical starting positions. Read the terrain — where are the roads, woods, fords. Your opponent does the same. You both know these initial positions won't hold. Someone will have to move first.
The flanking maneuver
You move divisions in march column towards the enemy's exposed flank. As long as you're far away, you can sweep freely across the map. Then enemy units enter your range — and automatically, silently, your troops deploy into combat formation. The system tells you this without you having to do anything.
The artillery duel
Before the assault, there's the cannon. You commit your batteries — choose where to concentrate fire, which position you want to wear down. Your opponent responds. The dice roll, and there's always that moment when the table falls silent — an Exploding Caisson might come up, and everything changes.
The assault you can't stop
Divisions advance towards the enemy line. Combat isn't a single clash — the system allows you to launch successive waves on the same objective, just as happened at Cold Harbor. Sometimes you break through. Sometimes you get bogged down in front of a counter that won't yield. History repeats itself.
The campaign decides everything
You won the battle. But supplies are scarce, attrition wears down the best divisions. The campaign from Spotsylvania to Cold Harbor isn't a sequence of victories — it's a war of attrition. In the end, it's not about who won more, but who lost less.
How to play
The flow of each turn
Four phases that replicate the logic of historical command — from planning to tactics to logistics.
Units in march formation move freely in any order, even multiple times in the same turn. Until they enter the enemy's Zone of Influence — there, the formation changes automatically.
Units entering the enemy's zone of influence deploy into combat formation. The transition is automatic — reflecting the historical reality where columns spread out upon contact with the enemy.
Few factors, all significant: unit quality, artillery support, adjacent supporting units, terrain. The system allows successive waves on the same hex — like the repeated charges at Cold Harbor.
In campaign mode, supplies come into play. Divisions wear down, lines of communication matter, and strategic decisions weigh as much as tactical ones.
Why it's different from others
Six mechanics that make a difference
Multiple and free movement
Unlike almost all hex & counter wargames, you can move units in any order and even multiple times. No activation order that stiffens tactics — maneuver is truly free.
Automatic ZOI formation
When your divisions approach the enemy, they automatically enter combat formation. You don't have to declare it — it happens. The game dictates the tactics, not the rulebook.
Artillery duels with Exploding Caisson
The cannon is a real tactical variable. Duels alter the field before the assault. An Exploding Caisson result can wipe out an entire battery in one turn — those dice aren't rolled indifferently.
Successive attack waves
The combat system allows multiple waves to be launched at the same objective in the same turn. As happened historically: when Lee resisted, Grant attacked again. The mechanic accurately reproduces this logic.
Six distinct historical scenarios
Spotsylvania II, North Anna River, Cold Harbor, Seven Days, Seven Pines, plus the full campaign. Each scenario has a unique tactical character — they are not variations of the same game but distinct experiences.
Compatibility with Rebel Fury
Owners of Rebel Fury will find two bonus scenarios and can link the two campaigns to fight from the Wilderness Overland to Cold Harbor in one large chained campaign.
How it ends
Two ways to win, one to lose
Each scenario has specific tactical objectives — key positions, elimination of divisions, control of the field. The campaign adds victory through attrition and logistics.
Victory
- Control the tactical objectives specified in the scenario at the end of the time limit
- In campaign: maintain logistical superiority over the opponent until the end
- Eliminate enough enemy divisions to render them incapable of resistance
Defeat
- Lose control of strategic objectives at the final check
- Your divisions are rendered helpless before the opponent's
- In campaign: run out of supplies or suffer unsustainable attrition
Army of the Potomac brings the historical complexity of the Civil War into an accessible tactical format. A wargame that respects both history and your time.
Frequently Asked Questions
FAQ about Army of the Potomac
Do I need to know Civil War history to play?
No, but historical knowledge greatly enhances the experience. The game system is self-contained — the mechanics teach you tactics as you play. Those familiar with the 1862 and 1864 campaigns will find that the game reflects them with surprising fidelity.
How does it compare to other hex & counter wargames?
The Civil War Heritage system is less constrained than traditional hex & counter games: free multiple movement and automatic ZOI formation are real differentiators. Those coming from classic wargames will find less procedural rigidity — and more room for authentic tactics.
Is Rebel Fury (Vol. 1) required to play?
No. Army of the Potomac is complete in itself and includes everything needed for its six scenarios. The two bonus scenarios and the extended campaign also require Rebel Fury, but they are additional content — not the core of the game.
How long does a game last?
Short scenarios are completed in about 90 minutes. Larger scenarios like Seven Days can take 2-3 hours. The full campaign is a multi-session commitment. The quick setup — a hallmark of the system — reduces actual playtime compared to nominal duration.
Can it be played solo?
Yes. Playing both factions solo is an explicit and appreciated option by players of the series. It becomes an exercise in historical reconstruction — you try to understand the generals' decisions, not beat them. A different but genuinely valid experience.
Is the game available in Italian?
This is the original English edition from GMT Games. Tactical terms are standard in the wargaming hobby — those who play historical wargames will find the vocabulary familiar. For those new to it, a military terms dictionary is sufficient.
Army of the Potomac: Campaigns of 1862 and 1864 is a historical tactical wargame for 2 players (ages 14+, duration 90–240 min). Second volume of the Civil War Heritage series, published by GMT Games. Hex & counter system with dynamic Zone of Influence/Zone of Control, free multiple movement, and differential combat. Scenarios: Spotsylvania II, North Anna River, Cold Harbor, Seven Days (McClellan vs Lee), Seven Pines (McClellan vs Johnston). Includes campaign rules with logistics and attrition for the 1864 Overland Campaign. Two bonus scenarios compatible with Rebel Fury Vol.1. Three counter sheets, five paper maps, two 10-sided dice, custom 6-sided die. English edition. Available at FroGames.it.

Army of the Potomac - Campaigns of 1862 and 1864
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