Retro Replay Review
Gameplay
The first few turns have the pull of a historical thought experiment: can you make the decisions around Little Bighorn go differently? Custer’s Last Command does not need a sprawling campaign to create tension. It takes one battle with an enormous reputation and asks you to live with the consequences of each move across a hex grid.
Turn-based play is a natural fit for this material. You have time to consider position rather than simply react, and the hex layout gives the conflict a deliberate, board-wargame rhythm. That will be the hook if you enjoy studying a battlefield and committing to a plan; if you want constant motion or a broad strategy sandbox, the narrow focus may feel restrictive.
Being able to play either Custer’s side or the Indians’ side gives the scenario real replay value. The sides are not interchangeable in historical weight or perspective, and switching commands changes the question you are asking of the battle. One session can be about trying to avert a disaster; another can be about preserving the decisive Native American victory history records.
The alternate set-ups are the smartest part of the package. The option involving Gatling-gun backup, which Custer historically refused, is exactly the kind of counterfactual wrinkle a wargame should explore. It turns the game from a static reenactment into an argument with history, and that is more compelling than merely repeating the known outcome.

Graphics
The view is top-down and built around the hex battlefield, so you are looking at a functional map rather than cinematic scenes. That is appropriate for a 1995 DOS wargame: the important picture is where units sit in relation to one another and the ground they must cross.

Story
The story here is history, not a character-driven campaign. The game centers on the Battle of the Little Bighorn on June 25–26, 1876, during the Great Sioux War, with its decisive Native American victory over the U.S. Army as the defining context.
That historical outcome gives every command decision a charge that many abstract wargames lack. You are not fighting over a generic map; you are revisiting a battle whose name already carries the sense that something went terribly wrong for Custer’s command. Even a simple change in starting conditions gains significance because you know what happened without it.
The counterfactual options keep the game from treating history as inevitable. They invite you to ask whether better support or different choices could have shifted the battle, while still keeping the real conflict at the center. That is a thoughtful use of the subject, especially for a game focused on a single engagement.
Overall Experience
Custer’s Last Command is a focused historical wargame, and its focus is its strength. Rather than burying Little Bighorn inside a huge war, it lets you spend your attention on one famous battle, its opposing commands, and the small decisions that might alter its course.
Frustration can set in if you come in expecting modern polish or a long sequence of different scenarios. This is an old DOS game built around hexes, turns, and a specific event. But that concentration also means it gets to the point quickly: study the situation, choose a side, and see whether your judgment holds up.
Give it a chance if the Battle of the Little Bighorn interests you and you enjoy traditional turn-based wargames more than spectacle. The payoff is not a surprise-filled adventure; it is the satisfaction of revisiting a pivotal battle from both sides and finding out how much one altered assumption can matter.
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