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 Caporetto 1917 by Europa Simulazioni  No one truly knows the actual casualty figures for the Italian Front in World War I. If you subscribe...

Caporetto 1917 by Europa Simulazioni Caporetto 1917 by Europa Simulazioni

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Europa Simulazioni




 Caporetto 1917


by


Europa Simulazioni






 No one truly knows the actual casualty figures for the Italian Front in World War I. If you subscribe to the "Lions led by Donkeys" idea of the English Army on the Western Front let me introduce you to the Italian High Command in World War I. I am not sure what you could call what the Italian Army was forced to do on this front. Field Marshal Luigi Cadorna, commander of the Italian Army, seems to have had no strategic, operational, or tactical thinking in his body. He seemed to believe that his plans were the greatest thing since sliced bread. The only reason the Italian Army was not in Vienna was because of useless subordinates and cowardly troops under his command. His plans consisted of charging straight ahead time after time. What is that old adage about the definition of insanity? Including the Battle of Caporetto, there are 12 Battles of the Isonzo River. Almost all of them were Italians attacking the Austro-Hungarians. Several times, by the sheer weight of numbers, the Austro-Hungarians' line came close to collapsing. Unfortunately, Cadorna would not change his plan of battle to take advantage of these moments. So, we come to 1917, and the Austro-Hungarian Empire is on the ropes. Their massive casualty lists from the Italian and Russian Fronts have just about finished them. Now with the Russians out of the war you would think that they had a chance for revenge against the Italians. Unfortunately for them, this is not true. The Hapsburg Emperor asks the Germans for another favor. He wants to have a joint German and Austro-Hungarian attack on the Italian Front to push back the Italians and give his Army some breathing room. So, the stage is set for the Battle of Caporetto. We do have to introduce a young German officer by the name of Rommel. He has been promised the 'Pour le Merite', the highest Prussian Medal, if he captures Monte Majur. He actually does so but gets semi-cheated out of the medal by another officer. The mistake is rectified eventually, and Rommel will be seen in his World War II pictures with the Blue Max firmly in place. Onto the game!



 This is what Europa Simulazioni has to say about the game:


"After Strafexpedition 1916, and Gorizia 1916, the third chapter is added to the Great War series: Caporetto 1917. Caporetto 1917 proposes the rules of the system in their updated version, to recreate, at battalion and company level, the most famous, tragic and controversial event of the Great War on the Italian Front.


Caporetto is a picturesque mountain village, located in the upper Soča valley. It has always been a border town; his German name is Karfreit, and its Slovenian name is Kobarid, but for the story he has the Italian name. Probably the most famous battle in Italian history, it is synonymous with "catastrophe", and in use in the Italian language with the same meaning. Also known as the Twelfth Battle of the Isonzo, the Battle of Caporetto was the aftermath of the Eleventh Battle of the Isonzo, which saw the Italian army advance across the Isonzo River, creating a dangerous salient for both Ljubljana and Trieste. To drive the Italians back and make them unable to carry out new offensives quickly, an offensive was needed, but the weakened Austro-Hungarian Empire lacked sufficient resources. German help was therefore needed. Aid materialized in the 14th Army, composed of some of the best German divisions, experienced in mountain warfare, and returning from successes in Riga and Romania. But above all that they employed unknown tactics and materials on the Italian front. Operation "Waffentreue " (Fedeltà d'Armi) was born, with the aim of pushing back the Italians to the Tagliamento. The results went beyond expectations. Recall the story of the first fateful days of that battle.


The game system has been updated and refined in version 2.0. It is based on the concept of action and reaction by the formations, typically brigades or regiments, which make up the opposing armies. It is a system that requires planning in the activation of formations, provides for a lot of interaction between them, and, at first glance, it may seem demanding. The use of artillery is greatly important, as it is the morale of the fighting troops, which can deteriorate as a result of fatigue or fighting.


The third volume of the series proposes, in turns of 12 hours each, the first four decisive days of the battle of Caporetto, in four scenarios:

1. The historical battle: The complete battle in the first four days, with the historical disposition of the Italian Army, in which the two players are both attacking and defending, respectively manoeuvering one wing of each side: attacking with an Austro-German wing, defending with the Italian one opposite the opponent. Each player, or team of players, will have to reach their goals faster than the opponent.

2. The battle that might have been: The battle as it might have been if the Italians had been better prepared. The clash is between the Italian player, who can arrange his troops more carefully and respond more quickly to the enemy manoeuvres, and the Austro-German player, however stronger, who must break through against a prepared enemy.

3. The Battle of Cividale: The final phase of the breakthrough on the Italian right flank. A short scenario, to learn the system, or commit a little time.

4. The Fall of Monte Maggiore: The final phase of the breakthrough on the Italian left flank. This is also a short and undemanding scenario." 

 I was lucky enough to do a review of Gorizia 1916 for Europa Simulazioni; links will be below. However, it took a long time to find a copy of Strafexpedition 1916, and it was worth its weight in hens' teeth.


Close-up of the map


 This is what comes with the game:


Two 22"x34" maps covering the battlefield area, from Monte Canin and Rombon in the West, to the bridgehead of Tolmino in the East, from Bovec and Monte Nero in the North to Cividale and the Friuli plain in the South

A reduced map of the Tolmin beachhead, for managing artillery in that congested sector

1400 counters

System rules and specific rules for the game, including Rommel Grouping ( Rommel Abteilung ), Stosstruppen, gas and mine attacks, the Fog of Caporetto, and more

Very detailed order of battle, the result of years of research and information gathering

Terrain Effects Chart, Assault and Bombardment Tables sheet; sheets to contain: German battalions, which can be divided into companies

Assignment sheet for Italian formations

Sheet for eliminated units, Turn Record Track and Logistics Points.

Boxed


 I was given a large coffee table book as a child about the great battles of history. For some unknown reason the Battle of Caporetto really stuck with me, and I have endeavored to get every book and game in English about this battle. While it is true that this game only shows us the first four days and a limited amount of the battle area on the map, it is by far the best representation I have found of the battle as of yet.






 Both maps are beauties. They have large hexes, instead of ones the same size as the counters. The Printing on the maps is also nice and large. The terrain and elevation is incredibly varied in the area, so Europa Simulazioni has done a great job in not making it busy looking. The hexes do have different terrain in most of them. The rulebook uses the expedient of whatever terrain the dot in the center of the hex is that hexes terrain. So, there should be no arguments between players. The one-page Tolmin beachhead is an elegant way to deal with the artillery in that area.


 The Rulebook is 28 pages long. It is in black and white and has two columns of type on each page. It does not have any examples of play, but it does have a few photos from the time. The actual length of the rules is about 21 pages. The reset of the rulebook is taken up by the different scenario information and historical notes along with design notes. The game comes with seven player aids. These are in full color and done in card stock. They are in both English and Italian. So, the player aids are either double-sided or separate sheets. The type on these is large and very easy to read. There is also a set of thick paper tear-off sheets for all for the different scenario setups and reinforcements, etc. 


 The counters are small at 1/2". As you can see below, the information on them is a bit busy. The leader counters have a small picture of the commander on them. This gives them a nice historical touch. I am on the fence about the counters. From a purely artwork point of view, they are excellent. It is just their size and the amount of information on them that gives me pause. However, I totally understand that to have around 1000 counters to show all of the troops involved, something had to give. As it is, the map does not show all of the area of the battle, just the main parts. To have larger counters would have caused the game to become a true monster wargame. Do I need to sometimes pick them up to read them, yes. Is this something I have been doing since the late 1960's, yes. So, my thoughts definitely fall onto the side of the counters are great, but I wish they were larger.


 Other than my hemming and hawing over the counter size the components of the game are excellent. The maps are worth the admission price by themselves. It is now so easy to understand all of the books about the battle and why the battle progressed in the way it did. This is something that you, unfortunately, only get with a wargame about a campaign or battle and I am eternally grateful to designers for them. If I cannot understand what a writer is trying to tell me about the terrain, or why things happened in wars, wargames always come to the rescue.



Counter samples including you know who.


 So, components be damned, how does this beautiful Italian car drive? The rules and the maps etc. give the player a real World War I battlefield to move your counters around on. This is not just a cut and paste set of rules that would be just at home with tanks or elephants. The troops that you can control are:

Infantry

Mountain Infantry

Bersaglieri

Bicycle

Cavalry

Machine Guns

Engineer

Flamethrowers

Infiltration Capable Infantry - The Italian Arditi and the Central Powers Stormtroops.

The artillery units you can control, after all artillery was the king in World War I:

Light Artillery

Medium Artillery

Heavy Artillery

Bombard/Minenwerfer


 The rules include Command Range, Stacking, Supply, Reaction, and yes, those horrific gas attacks. Playing as the Austro-Hungarian/German you need to act like water or oil. Do not attack needlessly and get bottled up against stiff Italian resistance. Flow like water trying to find the holes in a sieve. Press on for as fast and hard as you can. Once you have pierced the armor of the Italian crocodile, continue to surge forward into the Italian vitals. As the Italian player, play like you have played the Russians during Operation Barbarossa. Sacrifice your troops to gain time and space. You will be left reeling after the initial attack. However, try and make the A/H/G player dance to your tune. Try and channel them to where your reinforcements can stop them and then counterattack. Depending on the grognardness of the opposing player, this game can be a real nail biter. The first scenario has the interesting, but not unheard of, idea of one player controlling some troops from both sides during the battle. Therefore, you get to play as the attacker and defender at the same time but on different parts of the battlefield. Scenarios three and four are both two turn short ones. These both have a particularly important part of the battle but can also be used to learn the system before charging into the two larger scenarios. Scenario two is by far my favorite. This allows the Italian player to have either replaced Cadorna or given him something to turn his left lobe on. As the Italian player you can try and setup a defense against the A/H/G player. You are not left hanging out to dry when you realize that a hurricane is going to be let loose on you. This scenario represents most of the battles of World War I. Both sides know exactly where the other side is going to attack and take certain measures. I am not saying the A/H/G player cannot win but it is almost an entirely different game.


 Thank you, Europa Simulazioni, for allowing me to review this excellent portrayal of one of World War I's greatest battles. I have been looking for this game for a long time.


Robert Peterson

Caporetto 1917

Europa Simulazioni

Here are some of my Europa Simulations reviews:

Custoza Fields of Doom by Europa Simulazioni - A Wargamers Needful Things

Piacenza 1746 by Europa Simulazioni - A Wargamers Needful Things

Gorizia 1916 La Sesta Battaglia dell'Isonzo (The Sixth Battle of the Isonzo) by Europa Simulazioni - A Wargamers Needful Things

  This is about the wargaming company Europa Simulazioni This is their newest release   The following is in their own words:   "Eightee...

This is about the wargaming company Europa Simulazioni This is about the wargaming company Europa Simulazioni

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Europa Simulazioni




 This is about the wargaming company Europa Simulazioni



This is their newest release




 The following is in their own words:

  "Eighteen years have passed since 2006, when we founded Europa Simulazioni for the publication of the first game “All is lost save honour”. That game and the whole ES enterprise was a successful bet, we can say now. The Italian wargame market was languishing. The golden age of the 70s and 80s, when wargames were very popular in Italy, were far away. I myself was not sure that this hobby would last for many more years. I was colossally wrong!







I have been playing wargames since the late 80s, my first real wargame was AH War and Peace. A very sweet and indelible memory of passion for the Napoleonic epic and for that game, a great game still to this day to tell the truth.
But my viaticum towards simulation game design was the meeting with Kevin Zucker and his OSG. Napoleon at Bay changed my perception of how a historical simulation should be built. In short, the theme is to combine in-depth historical research and a game system that reflects as accurately as possible the dynamics and results of the campaign or battle you intend to simulate. It is a true art, of which Kevin is the undisputed master.





Added to this was my interest in a period of history that is very little covered in games: the early modern era and in particular the Renaissance period. The period is fascinating: it is mainly remembered, even in Italy, for the magnificent heights of artistic expression achieved by the greatest exponents of figurative art of all time. But from a military point of view, that era truly represented a turning point. Compared to the previous medieval period, armies began to grow, causing logistical and supply problems to grow out of all proportion. The ancient medieval way of conducting battles remained, but a new way of fighting soon emerged, bringing battle to the place and time deemed most suitable by the commander in chief. In the meantime, we see the use of firearms and the use of mercenary troops emerge. In short, a true revolution, which brought, it must be said, innovation, but also, unfortunately, greater destruction and death, for soldiers and for civilian populations.







Making a game, the first, about the campaigns in northern Italy in the early 1500s, the main phase of the so-called Italian Wars, yes, it was truly a gamble, also due to the serious problems of finding historical sources to draw on for the necessary research.




From there we moved on to build games set in different historical periods, always driven by a passion for History and the consequent desire to bring back to light pieces of our forgotten history. The soldiers, men and women of the past are our fathers and mothers, something of them is in us and we cannot forget them.




What are the “ingredients” of the recipe we use in ES to make a game? The first is a large dose of historical research. This starts first and never ends completely. On the contrary, after each prototype that leads to the final game, we go back and partially reread the sources to verify if they are respected with respect to the dynamics and results of the game. Then we need a system that is respectful of the historical period and the simulation that we want to create. How? A trivial example that I always give: there cannot be, in our opinion obviously, a game system based on the “fog of war” if in that historical period/moment the fog of war was not possible!






The beauty of the graphic components, the choice of materials and the ergonomics of the game are other determining elements. Finally, a monstrous dose of patience is needed: if you are a designer, you will have to put up with the requests of the publisher; if you are the graphic designer, you will have to put up with the requests of the designer and the developer; if you are the publisher, you will have to put up with everyone and everything. Step by step, over the years we have released a dozen games, and more will follow.




And here we are at Caporetto 1917, the last son of the family.
This is a game of considerable size, with a very detailed order of battle. The number of counters around a thousand and the detail of the maps included give an idea of the historical research that was done to complete it. But a game is not a treatise, and it is of no use to anyone if it remains gathering dust on a shelf. So, we have worked very hard in recent months to improve its usability and playability.





Caporetto is a challenge for a designer. This is the most catastrophic battle in Italian history, which has also entered common parlance, and given the initial historical conditions and with a good supporting game system, the Italians cannot win. So, the question arises spontaneously, why a game about this battle? We thought of a historical scenario with two paired players, each one holding a part of the Austro-German deployment and the opposite side to the Italian player's opponent. The player who does better wins. The historical scenario has the initial historical setup and this, as the player can easily understand, makes a big difference. In the free setup scenario we have given a limited possibility to deploy the Italian units in slightly different positions, at the player's choice. In this second scenario, things are completely different, and the German player will have to work hard and not a little to win the same battle!
In this way, players can follow step by step what happened. But also, they can verify that, with a few precautions and a more rational Italian defensive disposition, the battle would have had a very different outcome.


Caporetto setup



Caporetto Map close up



A true historical simulation must allow for historically reliable results. We think that Caporetto achieves this goal and really allows us to analyze in depth the real reasons for the greatest Italian military disaster, outside of any prejudice about the ability and commitment of our troops and finally looking at historical facts as they happened. And also, allow me, having fun, because this is still a game."

 Below are the links to their website and the Caporetto game itself. I have the game, and it is both big and beautiful. I will be posting a review of it in the future. While you are there, do yourself a favor and look at all of their other games.




  Europa Simulazioni Upcoming Games  Here is a look at the first game:  " The long-awaited "prequel" of All is lost save Hono...

Europa Simulazioni Upcoming Games Europa Simulazioni Upcoming Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Europa Simulazioni




 Europa Simulazioni


Upcoming Games





 Here is a look at the first game:

 "The long-awaited "prequel" of All is lost save Honour is finally here. A game about the campaigns fought during the Italian Wars (1494-1530), the long struggle for Italy between the Habsburgs (the Empire) and the French Crown. This second volume is centered about the wars in Southern Italy, from 1494 to 1503. Featuring also the unfortunate Lautrec's campaign of 1528"


The Campaigns

This second volume includes all the major campaigns fought in Southern Italy:

- Ferrandino’s War, 1495-96, the Aragonese, with the help of El Gran Capitán, retake the Kingdom of Naples to the French.

- The fight for the Kingdom of Naples, 1502-1503, the French and Spanish, led by El Gran Capitán, fight for the Kingdom of Naples. This campaign historically included the two most famous battles of Cerignola and Garigliano (1503), where Cordoba gained the title "El Gran Capitán".

- Lautrec’s last chance, 1528, the unfortunate campaign of Lautrec to conquer Naples once again

- The crusade of Charles VIII (a what-if scenario), 1495-96, what if Charles VIII would have not decided to come back to France soon after his conquer of the Kingdom of Naples ?


These were longer campaigns with respect to the first game, and fought on larger areas. Scale has been adapted to these facts (3x in space and time)


Map Sample


Highlights

* The game system of All is lost save Honour, scaled 3x to adapt it to campaigns which were longer and fought on much wider areas

* Operational-level warfare in the XVIth century

* Highly interactive sequence of play, focused on Manoeuvre and careful planning

* Various forms of combat: Major battles, Skirmishes, Sieges

* a 22" x 34" fine-art Map , reproducing all of XVIth southern Italy, based on an accurate study of ancient maps and sources

* Gorgeous iconic counters representing all the main Capitani who fought there and the different combat units

* Detailed (as it is possible) order of battle, with combat units differentiated by strength, maximum movement, quality and reliability

* Very low counter density and limited play time


Counters


Components:


22"x34" map of southern Italy, depicting the Kingdom of Naples

280 1/2" die-cut counters

Standard rules

Optional rules and Scenario Instructions for 4 campaigns

Charts, tables

Boxed

Designer: Nicola Contardi


Counter Samples

Historical introduction

"This game encompasses a long period of the Italian Wars when the two main European powers, France and Spain, confronted for the possession of Southern Italy. Both countries claimed their rights upon this part of Italy, for dynastic and religious motivations. But the true stake was political of course. Southern Italy at the end of Middle Ages was a rich and fertile countryside, within the parameters of the era. Furthermore it was in the center of the Mediterranean Sea, focal point of all sea trading routes for Spain towards Middle East. After the Angiovin domination, the Kingdom of Naples passed in the hands of the Aragonese Crown, a dynasty of Spanish origins. King Ferdinand of Spain and his wife Isabella, the catholic kings, appointed Gonzalo Fernández de Córdoba as commander in chief for the Spanish operations in Naples. Gonzalo gained his glory, and the name "El gran Capitán, while Ferdinand gained the south of Italy to Spain for centuries."


 The next game that is coming from Europa Simulazioni has me drooling.





 
The Great War Vol.III

Caporetto 1917

"After Strafexpedition 1916, and Gorizia 1916, the third chapter is added to the Great War series: Caporetto 1917. Caporetto 1917 proposes the rules of the system in their updated version, to recreate, at battalion and company level, the most famous, tragic and controversial event of the Great War on the Italian Front."

The Battle

"The third volume of the series proposes, in turns of 12 hours each, the first four decisive days of the battle of Caporetto, in four scenarios:
1. The historical battle: The complete battle in the first four days, with the historical disposition of the Italian Army, in which the two players are both attacking and defending, respectively manoeuvering one wing of each side: attacking with an Austro-German wing, defending with the Italian one opposite the opponent. Each player, or team of players, will have to reach their goals faster than the opponent.
2. The battle that might have been: The battle as it might have been if the Italians had been better prepared. The clash is between the Italian player, who can arrange his troops more carefully and respond more quickly to the enemy manoeuvres, and the Austro-German player, however stronger, who must break through against a prepared enemy.
3. The Battle of Cividale: The final phase of the breakthrough on the Italian right flank. A short scenario, to learn the system, or commit a little time.
4. The Fall of Monte Maggiore: The final phase of the breakthrough on the Italian left flank. This is also a short and undemanding scenario."


Counter Sample



Highlights

"The game system has been updated and refined in version 2.0. It is based on the concept of action and reaction by the formations, typically brigades or regiments, which make up the opposing armies. It is a system that requires planning in the activation of formations, provides for a lot of interaction between them, and, at first glance, it may seem demanding. The use of artillery is greatly important, as it is the morale of the fighting troops, which can deteriorate as a result of fatigue or fighting."


Map Sample


Components:

a 22"x34" map covering the battlefield area, from Monte Canin and Rombon in the West, to the bridgehead of Tolmino in the East, from Bovec and Monte Nero in the North to Cividale and the Friuli plain in the South
a reduced map of the Tolmin beachhead, for managing artillery in that congested sector
1400 counters
system rules and specific rules for the game, including Rommel Grouping ( Rommel Abteilung ), Stosstruppen, gas and mine attacks, the Fog of Caporetto, and more
very detailed order of battle, the result of years of research and information gathering
Terrain Effects Chart, Assault and Bombardment Tables sheet; sheets to contain: German battalions, which can be divided into companies
assignment sheet for Italian formations
sheet for eliminated units, Turn Record Track and Logistics Points.


Also included is the game " Fire & Water, 1918", which reproduces the Italian offensive in the Piave delta in July 1918, with the same system and scale, including:
a 11.7”x16.5”(A3) map, representing the area between the Venice Lagoon, the mouth of the Piave at Cortellazzo, and San Donà di Piave.
140 counters
Specific rules for the game
Designer: Andrea Brusati





Historical introduction

"Caporetto is a picturesque mountain village, located in the upper Soča valley. It has always been a border town; his German name is Karfreit, and its Slovenian name is Kobarid, but for the story he has the Italian name. Probably the most famous battle in Italian history, it is synonymous with "catastrophe", and in use in the Italian language with the same meaning. Also known as the Twelfth Battle of the Isonzo, the Battle of Caporetto was the aftermath of the Eleventh Battle of the Isonzo, which saw the Italian army advance across the Isonzo River, creating a dangerous salient for both Ljubljana and Trieste. To drive the Italians back and make them unable to carry out new offensives quickly, an offensive was needed, but the weakened Austro-Hungarian Empire lacked sufficient resources. German help was therefore needed. Aid materialized in the 14th Army, composed of some of the best German divisions, experienced in mountain warfare, and returning from successes in Riga and Romania. But above all that they employed unknown tactics and materials on the Italian front. Operation "Waffentreue " (Fedeltà d'Armi) was born, with the aim of pushing back the Italians to the Tagliamento. The results went beyond expectations. Recall the story of the first fateful days of that battle."

 I have done a few reviews of their games and they have always impressed me. Below are the Links:

Europa Simulazioni:

ES Preorders:

My Review of Gorizia 1916:

My Review of Custoza Fields of Doom:

My Review of Piacenza 1746:


  Piacenza 1746 by Europa Simulazioni  The War of the Austrian Succession engulfed Europe in 1740. The war was caused by many of the same ci...

Piacenza 1746 by Europa Simulazioni Piacenza 1746 by Europa Simulazioni

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Europa Simulazioni





 Piacenza 1746


by


Europa Simulazioni





 The War of the Austrian Succession engulfed Europe in 1740. The war was caused by many of the same circumstances as the War of the Spanish Succession. Before each of these wars all the European Powers were given a treaty to sign to stop any conflict that might arise from the succession in each country. The War of the Austrian Succession was preceded by the 'Pragmatic Sanction'. This was a law to allow a woman (shudder, gasp etc.) to inherit the Hapsburg lands. Every European power agreed with their fingers crossed behind their back, or with a stone in their hand (extra credit if you understood that last part). The minute Maria Theresa assumed power in the Hapsburg lands, the war drums in Europe started beating. Like buzzards around a dead body, the different Kings of Europe wanted their piece of the Hapsburg pie. The war pitted France, Prussia, Spain, and Bavaria on one side, while Great Britain, The Dutch Republic, and The Hapsburg Monarchy were allied on the other. There were numerous other small allies on both sides. Most people associate the war with the rise of Prussia and the start of the legend of Frederick the Great. The war was actually fought in many places in Europe. The Battle of Piacenza was part of the Spanish and French attempt to take some of the Hapsburg lands in Italy. 


 

Player Aid Cards


 This is what comes with the game:


One Map (roughly 23" x 25")

One Sheet of Counters

Rules Booklet

Complete OOB (Order of Battle) and Uniforms Booklet

Three Player's Aid Sheets

Two Die



Map and Rule Booklet


 I have a good number of games from Europa Simulazioni and I am always impressed by the components and work that goes into their games. The map looks a bit like a cross between a period piece and a new Euro one. The actual paper, or possibly a coating, feels much more resistant to normal wear and tear than normal maps. I believe it will hold up to many years of playing. The map is also easy to read, and the terrain is easily discernable. There are three hard stock Player Aid cards. They are double-sided and are in full color. Three of the pages are in Italian and three are in English. The first has the Terrain Effects Chart and the Turn Record Track on it. The second has all of the Combat Charts etc. on it. The third contains the map and has all of the setup hexes for the different units. The Rule Booklet is twenty-four pages long and is in full color. The actual rules take up just over eighteen pages. This is followed by a Historical Context essay which is about the whole war, but mostly about the Italian theater of operations. Then follows the scenarios and some Examples of Play. The OOB and Uniform Booklet adds a lot to the immersion of the game. It also acts as a manifest to check for missing counters if something untoward happens. I left the Counters for last. They are exceptionally well done. I know I have used the phrase before, but these are really little pieces of artwork. The Strength Points are easy to read, and they are color coded for which formation they belong to. Great Work Europa Simulazioni!



Full Battle Setup. The Wooden Pieces do not come with the Game.


 This is an abbreviated Sequence of Play:


"A) Wing Selection Phase

Each player must choose a Wing Commander. Whoever

wins the die roll (see below), may decide to go with his

Wing Commander OR let the other go. These two Wing

Commanders must activate, one in step A.1 and the other

one in step A.2. Exception: in the first game turn, the

Spanish left wing begins, followed by the Austrian right wing.

A.1) Activation of the first Wing. Activate one of the

two Wing Commanders (see Wing Activation, 3.1 or

below).

A.2) Activation of the second Wing. Same as point

A.1 above.

A.3) Repeat from A1 with other two Wing Commanders

until all WC have been activated.

B) Reorganization and End of Turn 

B.1) Reorganization. Both players may try to restore

units to Good Order. See Reorganization, Par.11.4

B.2) Markers removal. All “Smoke” and

“Changing” markers are removed. Feu de Billebaude

markers are not removed.

B.3) Turn. Advance the current game turn and start a

new game turn.

C) Proclamation of the Victor. If the Austrian

Player does not obtain an Automatic Victory (see 13.2)

before the end of the last game turn, check whether one

of the two players has reached his Victory Conditions. In

this case, he is proclaimed the Winner.


Wing Activation

 a) Removal of Feu de Billebaude markers

Units of the activated Wing Formations may try to

remove the Feu de Billebaude markers (see 9.1.2).

b) Movement

Move all, some or none of the units of the activated Wing

Formations. For details see par.5.

 c) Bombardment

Bombardment by artillery units, as described in par.8., is

performed

d) Combat

Fire, Melee or Charge combats as described in par.9. are

conducted by one Formation at a time for the activated

Wing, in the order chosen by the owning player."



Play Close up


 This is a pretty amazing game for its size and length of rules. It manages to catch the feel of 18th century warfare as has been described to us in books. It has many rules that you do not see in other games of the same era. These are a few:


Wing Movement and Activation

Commanders in Chief

Capture of Commanders

Line Formation

Cavalry Refusal to stay next to an infantry unit

Stacking

Presence of Smoke

Cannon Failure

Infantry Changing of Ranks 

First Volley

Second Volley

Feu de Billebaude - It means 'Firing at Will', which in 18th century warfare is not a good thing. The unit would be firing haphazardly in any direction.

 These really add to the immersion of the players. 


 The game comes with four scenarios of varying length:


Full Game - 12 Turns

Scenario One - 5 Turns

Scenario Two - 5 Turns

Scenario Three - 3 Turns

 The smaller scenarios take place on smaller portions of the map. 


 The game has a little twist to the victory conditions. The Franco-Spanish player has to choose four geographical locations out of a possible eight. The Austrian Player is not told which of the four he picked. So, he has to assume that everyone might be needed for victory. If the Franco-Spanish Player only holds onto one, it is an Austrian victory. If he manages to hold onto two, then it is a draw. Three or more of his chosen geographical locations means he has won.



Another Closeup


 I am very impressed with this game, really a simulation, of a battlefield from over 150 years ago. You can really see the change of warfare from the charge of the pike to Napoleonic warfare. The battlefield is now ruled by firearms and cannons, but not that much has changed since the Campaigns of Marlborough, etc. Playing this game is like gingerly strolling through a minefield. Will your commanders activate? What happens if some of your cannons are no longer usable? What happens to your well-made detailed plan after the smoke of an 18th century battle obscures everything? The Friction of War is here in droves. I absolutely love historical simulation type games. Oh sure, a pundit or two will argue about the finer points. Let them; I will be busy having a great time playing the game, not discussing it.




 Thank you very much Europa Simulazioni for letting me review this very good looking and playing game.


Robert

Europa Simulazioni:

Europa Simulazioni (italianwars.net)

Piacenza 1746:

Europa Simulazioni (italianwars.net)



  Custoza Fields of Doom by Europa Simulazioni  Custoza and its fields were a crossroad in Italy for a long time. It was also essential to a...

Custoza Fields of Doom by Europa Simulazioni Custoza Fields of Doom by Europa Simulazioni

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Europa Simulazioni





 Custoza Fields of Doom


by


Europa Simulazioni





 Custoza and its fields were a crossroad in Italy for a long time. It was also essential to attack or defend the fortress system called the 'Quadrilateral' (composed of the four fortresses Peschiera, Mantua, Legnago, and Verona). The first battle in 1848 was decisive in the First War of Independence of Italy. The third battle took place during the Third war for Independence in 1866. Both battles were fought because Austria-Hungary was trying to keep control of its possessions in Northern Italy. Like many areas in Europe, because of Custoza's geography many other armies have traversed its fields also. The year 1848 saw the Hapsburg monarchy of Austria-Hungary fight for its life against the tide of revolution flowing across Europe. The Hapsburgs were barely treading water, let alone able to deal with insurrections and invasions into the outer parts of the Empire. Finally with some semblance of calm in the inner empire Franz Joseph I, the new emperor, was able to send Field Marshal Radetzky to secure its Northern Italian provinces. Unbeknownst to many, the Austro-Prussian War in 1866 also saw Austria-Hungary fighting in Italy. Custoza was the scene of another battle in this war. Why do I mention two battles? Because the game allows the players to fight both of them. So, let us see what you get with this two for one deal. These are the contents:


Two 23"x34" maps

A rules booklet (the Italian version also contains a rule booklet in Italian)

3 sheets of large (5/8") counters

Charts and tables (both in Italian and English)

Two Dice

Boxed




  This will be my third review of a Europa Simulazioni wargame. I must tell you upfront that the game impresses me as visually as the first two did. Even the artwork on their game boxes are wonderfully done. The maps that come with the game are large and have big hexes to accommodate the large 5/8"counters. The maps are extremely well done. Another thing I like about Europa Simulazioni maps are that you do not have to guess what the terrain is in each hex. They make it very easy for the player that way. There is no need for quibbling if this hex is more forest or swamp etc. The counters are very colorful without being 'busy'. You get very nice looking counters, with small black and white portraits of the different generals. The two Player Aid cards are of thick paper and are done in large print. On one side of the first one is the terrain chart. The other side has the Assault Table and the Fire Table, along with the modifiers and the Cohesion Check Modifiers Table. The other Player Aid is 'The Objective Map'. This is used in the advanced game; more on this later. The Rules Booklet is thirty-two pages long and is in black and white. The rules only take up sixteen pages, and the rest is the different scenario setups, background history, and designer notes.




  The game actually comes with these scenarios:


Three smaller ones to learn the game (two from 1866, and one from 1848).

1848 Historical

1848 Free Set-Up

1848 Late Start

1866 Historical

1866 Free Set-up

So, you get eight scenarios from two different wars in one box. Not a bad package at all.




 The game allows a player to deal with almost every problem or tactical conundrum that faced all 19th century generals. The terrain helps with that, but the various scenarios really help to put you in their shoes. The Basic Game rules only take up twelve pages. There is enough in the rules for anyone who wants to play out a 19th century battle. Where the game really shines is with the addition of the Advanced Rules. These include:


Formation Status

On March Formations

In Reserve Formations

Fatigue

Command Collapse

Line of Communication 

Reinforcements

 There are also a few Special Rules that deal with Fortresses and Night turns etc.





 This is the Objective Map below.





 This is the Basic game Sequence of Play:

"1. Initiative Determination. Each Player rolls two dice,
 adding the Command Rating of the Overall
 Commander, if in play. The player with the highest
 total is the Initiative player. Re-roll on ties.
2. Engaged Formations Action Phase.
2.1 Command Step. Check the Command Status
 of all of the units, and mark the Out of Command
 ones (4.1).
2.2 Activation Step. Starting with the Initiative
 player, both sides alternate trying to activate one
 of their Formations (5.1). A failed attempt is
 considered an attempt. Both players can choose to
 pass, and to not try to activate a Formation, but if
 players pass three times in sequence (i.e. Player 1,
 Player 2, then again Player 1), the Phase ends and
 Formations which have not been activated cannot
 activate any more on the current GT.
 NOTE: Out of Command units can still move in
 their Phase (see Step 4.)
 Once activated, the Formation’s units that are In
 Command can act, Force by Force.
 NOTE: Remember, consider a single unit as a Force.
 For each Formation to activate, conduct the following
 steps:
2.2.a) Assault and Charge declarations
 Assaults and Charges must be declared at the
 beginning of the Activation, before any action,
 using the appropriate markers (see 6.1).
2.2.b) Forces perform Actions
 Each Force belonging to the Activated Formation
 can perform one Action, potentially causing
 Reactions (see 11) by enemy Forces. A Force can
 choose one action among:
- Movement (7.0) (including any Action implying
 expenditure of Movement Points)
- Fire (8.0) (Artillery or Light Infantry), including
 movement before firing, if Light Infantry (6.4)
- Charge/Assault, including the movement to
 perform it (9.0 and 10.0)
2.2.c) End of Activation
 Eligible Forces can Recover Status Levels and/or
 Exhaustion (see 13.6).
 Remove Assault/Charge markers.
3. Non Activated Formations Phase. In Command
 units of Non Activated Formations can Recover
 Status Levels and/or from Exhaustion (see 13.6).
 They must execute Withdrawal (see 12.0) if they are
 in a ZoR.
 The Initiative Player’s units move second.
4. Out of Command Units Phase. Out of Command
 units can move now, and Recover Status Levels
 and/or from Exhaustion (see 13.6).
 They must execute Withdrawal (see 12.0) if they are
 in a ZoR. If they are not in a ZoR and move, they
 must move closer to their Commander (4.1.1).
 Initiative Player units move second.
5. End of the the Game Turn Phase.
 Remove “Low Ammo/Out of Ammo” markers.
 Advance the GT marker one box on the Turn record
 Track."




  When using the above Objective Map in the Advanced Game, only the commander and his scout unit is shown on the large map face down. Every 'On March Formation' has it's marker placed on the above Objective map. One interesting rule is that at least half of his movement allowance must be on any type of road hex. The commander also has to be at least one hex closer to his destination after movement. The designer states that both "fair play and good sense" are to be used in conjunction with the above. They must grow grognards differently in Italy. 

 So, the game comes with eight scenarios and the inclusion of the Objective Map, and the free set-up scenarios mean that the gameplay in this box is almost limitless. 

 The designer states that at first the project was boring and predictable. Their answer: "Hence the radical decision: we reset everything and started gain with a completely new system. Without using predefined schemes,  and with the basic concepts of a) non-absolute control of formations and b) continuous action/reaction, the system that you find was born". Historically, in 1866 the cavalry of both sides were not used to their fullest advantage. Both sides groped about the battlefield trying to find each other. In these essentially Napoleonic battles I am sure that most grognards will do better. The games revolve around a unit's cohesion, and its ability to withstand the enemy fires and then use shock. In my eyes Europa Simulazioni has hit the mark with this game. As long as you are a fan of 19th century warfare, you should be a fan of this game. Thank you Europa Simulazioni for allowing me to review this unknown, but very welcome addition to battles of the 19th century.


This is the link to the English Rules:

Custoza-Rules-P1-2-Eng.pdf (italianwars.net)

This is the link to Europa Simulazioni:

Europa Simulazioni - Home (italianwars.net)

This is the Link to Custoza: Fields of Doom:

Europa Simulazioni - Custoza, fields of doom (italianwars.net)


Robert

hpssims.com