by
I can hear the groans now. Playing a wargame about Waterloo is like
hearing 'Stairway to Heaven' on the radio in the 1970s. How many times
do we have to do this? Well, it looks like we are going down the rabbit
hole more time. This game from Vento Nuovo is just on the battle
itself. There is no chance to make different earlier decisions than the
principles already did. The ridge with the Anglo-Allied Army behind it
is awaiting the French attack, and the Prussians are coming. It is now
or never time. Napoleon had better forget about his piles and get this
battle won.
I have to mention the box art. It is one of the best ones I have seen. If he wasn't leaving a path in the flora, I would say it was the ghost of Napoleon walking the battlefield.
Let us look at the basics of the game:
Each turn is two hours long.
One cm is approximately seventy meters
A game lasts five turns; from 11:00AM to 9:00PM.
Playing time is from one to two hours.
These are the game components:
1x Mapboard 86 x 62 cm
1x 12 Page Rules Manual
121x PVC Stickers
116x Wooden Unit Blocks
30x Wooden Area Control Cubes
2x Rules Summary and Player Aids
1x Blue Wooden Initiative Disc
1x Yellow Wooden Turn Track Marker
1x 12 Page Rules Manual
121x PVC Stickers
116x Wooden Unit Blocks
30x Wooden Area Control Cubes
2x Rules Summary and Player Aids
1x Blue Wooden Initiative Disc
1x Yellow Wooden Turn Track Marker
The victory conditions are:
The death of Wellington/Napoleon.
Ten units of either side are eliminated.
One
side controls all seven victory areas (Mont St. Jean, La Haie Sainte,
Chateau de Goumont, Papelotte, La Belle Alliance, Placenoit, and
Rossome).
The rule book
is only twelve pages long. As with other block games from Vento Nuovo,
this does not mean it is a beer and pretzels game. The game is easy to
learn, but is full of Napoleonic flavor. You need to use the correct
tactics to win. The map is the standard Vento Nuovo: well done, colorful,
and easy to read. The blocks are small at 1.5cm. So this means that the
stickers are also small. They are very well done, but are too small. You
can see what you need to to play (the value). However, you cannot
really appreciate these little works of art. Maybe Vento Nuovo will
re-release the game with larger blocks and offer them for sale for
owners of the original.
How
does it play? In a word-great. The rules are easy to understand like
all of Vento Nuovo's games. However, they always leave you on the horns
of a dilemma. What do I do now, or do I do nothing and wait? As the
French Player you have three turns before the Prussians show up. So you
have to win the battle or put a hurting on the Anglo-Allied Army in a
hurry. Next question, do you go for the victory areas, or do you try to
destroy ten enemy units? As the Allied player, you have to hang onto
where you are, even by your fingernails if need be. Once the Prussians
show up you can start breathing again. The Napoleonic player will then
be placed between a rock and a hard place. Many historians believe that
without the Prussian assistance, the Anglo-Allied Army could not win the
Battle of Waterloo. The theme song for the Anglo-Allied Army should have
been 'Hang on Sloopy'. The Napoleonic one is 'Now or Never'. The Initiative and Tactical Action phases of the game are pretty standard. The Initiative Disc goes from player to player once used. Tactical Action totally depends on how well your Strategic Leader (Napoleon/Wellington/Blucher) is doing. Applying losses after a battle is a bit more complicated and seems to give some people trouble. This is the table to use to figure out your losses:
Black (Dots/Pawn/Cannonballs/Stars): 1 Hit
White (Dots): 2 Hits
Red (Dots/Leader Heart): 3 Hits
The strongest unit(s) must be reduced first.
The Leader's Heart and Red/White Dots may be used to shield other units of the same strength.
There are rules to show the different armies' use of artillery. The French can add any number of artillery units to each battle. The Anglo-Allied/Prussians can only add a maximum of one artillery to each battle. The game also comes with ten Optional Rules to make the game more historical. These include:
Free Setup
Cavalry Charge
Grand Batterie
Scouting
Combined Attack
Morale
etc.
Napoleonic warfare was a very large tactical game of Rock, Paper, Scissors. So a good Optional Rule to play with is Combined Attack. The attacker loss is decreased by one if he uses all three types of units (Artillery/Cavalry/Infantry) in an attack. Morale is also a large part of warfare in any age. So you can pick all ten to play with, or just your personal poison.
Black (Dots/Pawn/Cannonballs/Stars): 1 Hit
White (Dots): 2 Hits
Red (Dots/Leader Heart): 3 Hits
The strongest unit(s) must be reduced first.
The Leader's Heart and Red/White Dots may be used to shield other units of the same strength.
There are rules to show the different armies' use of artillery. The French can add any number of artillery units to each battle. The Anglo-Allied/Prussians can only add a maximum of one artillery to each battle. The game also comes with ten Optional Rules to make the game more historical. These include:
Free Setup
Cavalry Charge
Grand Batterie
Scouting
Combined Attack
Morale
etc.
Napoleonic warfare was a very large tactical game of Rock, Paper, Scissors. So a good Optional Rule to play with is Combined Attack. The attacker loss is decreased by one if he uses all three types of units (Artillery/Cavalry/Infantry) in an attack. Morale is also a large part of warfare in any age. So you can pick all ten to play with, or just your personal poison.
So,
even if it is a game about Waterloo it is still a good game. If you
like this game you will definitely want to check out 'Bloody Monday'
which is the Vento Nuovo game about the Battle of Borodino.
Robert
Robert
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