A turn-based campaign · raids you ride yourself · in development
Mosby’s Rangers
Northern Virginia, 1863 to 1865. Plan the raid on the map, then ride it yourself.
Herndon Station, noon, 17 March 1863
A wooden depot beside a bare railroad bed. An old steam sawmill on the south side of the road, and a handful of houses. Bright sun on wet snow over mud. A picket of the 1st Vermont Cavalry is posted at the mill with its horses tied to a fence, and out on the Dranesville road a lone vidette is reading a newspaper. Down that road, about forty of John S. Mosby’s men are coming.
No photograph of the village survives from that time. So we rebuilt it from the record: who held each lot, from the deeds of the 1850s; where the mill stood, from an 1878 atlas plate; the lie of the ground, from modern lidar survey with the creek and the rail grade cut back in; and the day itself, from the letters, memoirs, official reports and newspapers of the period. The result is 223 statements about the place, each with its source and an evidence grade, and every invention declared.
Herndon Station is the first place we rebuilt. Every place in the game is built the same way.
Herndon, in development
Here is the place as it stands in the engine today, rebuilt from that record. These are frames captured from the game, not artwork, and they will change as the work goes on.
Who you are
You play a lieutenant you create, one of the partisan rangers of Mosby’s 43rd Battalion, Virginia Cavalry, rising from recruit to command a detachment of ten to fifteen men. Mosby gives broad orders. How you carry them out, who rides with you and what kind of man leads them are up to you.
That puts you on the Confederate side of a war fought to preserve slavery. The game treats that seriously rather than romantically: it is about irregular war and what it cost, and it ends in surrender. Read about the history and how we handle it.
Plan it, then ride it
The campaign
A turn-based campaign across a hex map of Northern Virginia, 1863 to 1865. Plan raids, manage safehouses, gather intel, recruit men and rest your horses, while weather and season change how far you can ride. Three acts follow real operations, from the Fairfax Court House raid and the Greenback Raid to the fight with Blazer’s Scouts.
The raids
Then you ride each raid yourself, in real time and in first person, from the saddle. Mounted combat runs on momentum: your aim drifts as your speed rises, turns widen at a gallop, and a wedge of riders hits like a battering ram.
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The six-shooter economy
No reloading in a fight. Fire one revolver dry, holster it, draw the next, and repack powder and caps by hand only once you have ridden clear. Fouling builds with every shot, and a neglected cylinder can chain-fire in your hand.
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A horse you name, and can lose
You name every horse. The bond grows over rides and campfires, and death is permanent. When a horse breaks a leg in a creek bed at night, you decide what happens to it, and the game remembers what you chose.
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An enemy that learns
The Federal response grows with your infamy: rear-echelon pickets who break at the yell, then veteran cavalry who hold formation and counter-charge, then Spencer repeaters that cancel your firepower, and finally Blazer’s Scouts, counter-guerrillas who fight like you and hunt your detachment across the map.
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Intel and disguise
Intel can be wrong. A scout’s report is reliable but costs you a veteran’s time, a sympathiser’s rumour is free but vague, and a prisoner might be lying. A stolen Federal overcoat can get you into a camp, and if you are caught wearing one, you are hanged as a spy.
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Honour with consequences
Every surrendered man is a choice. Parole prisoners and you keep safehouses and the hope of exchange if you are captured, but a paroled man can pick his gun back up. Execute them and you grow rich, and the enemy stops surrendering and fights to the death.
No victory screen
Everyone knows how this war ends. In April 1865 Lee has surrendered, and Mosby disbands his battalion at Salem rather than surrender it. The last mission is a retreat and a parting, not a triumph. Your score is a roll call: which men made it to Salem, which horses carried them, and what your name means in the counties you rode through.
Status In development.
The first level, Herndon Station, will be free on Steam. Follow the journal for news.