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  Napoleon 1807 La Campagne de Pologne by Shakos Games  In 1806 Napoleon crushed Prussia in a campaign that looked pretty much like a 19th c...

Napoleon 1807 La Campagne de Pologne by Shakos Games Napoleon 1807 La Campagne de Pologne by Shakos Games

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

Napoleonic Wars





 Napoleon 1807 La Campagne de Pologne


by


Shakos Games





 In 1806 Napoleon crushed Prussia in a campaign that looked pretty much like a 19th century blitzkrieg. He had beaten an Austro-Russian Army in 1805 at Austerlitz, but just as Frederick the Great learned, the Russian Army was a lot like the Energizer Bunny. The Russians had pulled back into Poland to reorganize. This led to the Grande Armee's first taste of campaigning in eastern Europe. The French Army did not like it at all. The roads were dirt tracks, and the poor villages were nothing like what they had found in what would become the Germany we know. Instead of glory and march on, Napoleon often heard his grognards (grumblers) yell 'peace' at him as he rode by. The campaign in Poland was two phased. First, at the beginning of 1807, Marshal Ney had disturbed a hornet's nest by disturbing the Russians, when the French Army was in winter quarters. This led to the brutal, and inconclusive Battle of Eylau on February 7th and 8th. This was the first real check Napoleon had ever received on the battlefield, and had not come out with a clear cut victory. It was also one of the bloodiest. Marshal Ney observed "What a massacre! And without result". Napoleon told Marshal Soult "The Russians have done us great harm," to which Soult replied "And we them, our bullets were not made of cotton". Later that year in June, General Benningsen (commander of the Russian Army) seems to have had a momentary attack of lunacy at Friedland. He had thought to defeat Marshal Lannes, before the rest of the Grande Armee came to the rescue. Benningsen decided to cross a river and trap himself right in front of Napoleon. It would have been wiser to jump into a lion's den. The Battle of Friedland led directly to the Peace of Tilsit. So let us see what Shakos Games has given us:


1 mounted game board 90 x 60 cm

1 rulebook

1 scenarios booklet

1 quickstart booklet

3 player aids (orders of battle)

2 player screens

2 sets of 48 cards

6 additional cards for Napoléon 1806

2 sticker sheets (100)

More than 250 wooden pieces

10 combat dice

2 cloth bags




 This list is very much akin to someone saying they bought you a diamond and they hand you the Star of Africa. Opening the box, you are presented with something new in the wargaming world. This is a wargame that is the offspring of a Euro game and a normal wargame. So, it has the beauty of a Euro game, and it is also an in depth wargame. This is about the third game I have seen with this kind of pedigree, but this game by far has the best looking components. The mounted game board is a beauty to behold. From the picture of a flintlock pistol along one side, to the Victory Point Tables, it is wonderfully done. The wooden pieces are among some of the best I have ever seen. They were cut precisely, and there are no extra flanges, etc. The stickers are either pictures of the actual Marshal/General or a Cossack and a French light cavalry. These represent vedettes, and are used in the optional rules. In a change from most block games the side that faces your opponent actually has a sticker to denote which side it belongs to. So many little things like this are added to the game. There are two screens to hide your opponent and your Order of Battle Aids showing your forces strength and amount of fatigue. The French one has a golden eagle and the Russian shows a golden double-headed eagle. On the inside of both screens are various aids, done in wonderful color, to help with the play sequence and other rules. There are three double-sided Orders of Battle Player Aids. These show the setups for the Pultusk, Eylau, and Friedland battles. There is one very large Player Aid that is four pages long. The middle two pages are a fold out showing exactly how to set up the map and the various Player Aids. There are two cloth bags that also have the French and Russian eagles on them. These epitomize the care and sheer artistry of the game's components. There are two sets of cards (Russian, French) that are on par with the rest of the components as far as looks. They are also easy to read and understand. I cannot say enough about how wonderful the game looks. The Rulebook is in large print and full beautiful color. The actual rules, with examples of play, are fourteen pages long. There are 'Rules of the Grognard' that can be used to enhance the game. The last four pages explain each Playing Card in detail. The Scenario Booklet is just as sumptuous as the rest of the game's components. There are thirteen scenarios in all. These are the scenarios:


1-7 are Campaign Scenarios

1 - Pultusk Scenario Historical Placement

2 - Pultusk Scenario Free Placement

3 - In the Mud of Poland Free Placement

4 - Eylau Campaign Historical placement

5 - Eylau Campaign Open Placement

6 - Friedland Campaign Historical Placement

7 - Friedland Campaign Open Placement

8-10 are Battle scenarios

8 - The Russian Offensive Historical Placement

9 - Battle of Eylau Historical Placement

10 - Battle of Friedland Historical Placement

Scenario 11 is the Grand Campaign

11 - From Pultusk to Friedland

Scenarios 12 and 13 are for use with the 1806 game from Shakos

12 - The Russians Come to the aid of the Prussians in Saxony

13 - From Napoleon 1806 to Napoleon 1807





 This is the sequence of play:


"Operations

 Pass: If a player passes, they can no longer

perform operations, but can still play 1 card

with its name on a green background in order to

apply events to the operations of their opponent.

The opponent continues operations until they also

pass. If both players have passed, the operations

phase is over. A player who has activated all their

corps is forced to pass.

• Perform an operation: During an

operation the active player selects a stack where

each corps has to be Activated status – i.e., face

up. The player is not required to select all the corps

present in an area. Activated corps will be able to:

 move

 initiate combat

 or both by performing a moving attack

At the end of an operation, flip the activated corps

flag up on its has been Activated side, even if the

corps did not actually move. Also, activate all

other corps that have participated in a combat,

attacking or defending.

During an operation, each player may play a single

card from their hand with the name of the event on

a green background. The card is placed in the

player’s discard pile once the effect is resolved.


Recovery

During the recovery phase, players perform the

following actions in order:

1) Each corps that is still on its to be Activated side

removes all its fatigue points.

2) For each of their other corps, the player can

play 1 card from their hand, and only 1, and

remove the number of fatigue points indicated in

the recovery box located bottom right.

3) All corps that still have between 5 and 8 fatigue

points then lose 1 strength point immediately.

4) Flip all corps face up to indicate that they are to

be Activated for the next turn.

5) Advance the Turn marker and repeat the game

sequence.


Very important: at any point in the game when a

corps has no strength points or more than 8 fatigue

points, it is immediately and permanently removed

from the game.

Remember that strength points lost due to fatigue

award victory points to your opponent."





 As you can see, the game is relatively simple in its actual rules. However, do not be fooled by the dearth of the rules. This is a medium complexity wargame from the ground up. You will find no 'Beer & Pretzels' in this box. The main rules that makes this game so very good is the rules on fatigue. Some Napoleonic games allow the player to march, attack etc. with no penalties whatsoever. In this game EVERY action causes fatigue. This is as it should be, and is historically accurate. You can only ask so much of real troops before their cohesion breaks. From the beginning, the designers were predicated on making a historically accurate game that is also easy to get into, and to easily remember the rules. In this they have succeeded, probably far beyond their expectations. After one play through you should have no reason the look up anything in the rulebook. The amount of excellent Player's Aids also help in this regard. The game has been set up so that you can use either the cards or the dice included to decide combat. You can either look at three cards or roll three die. The Rulebook is written as if you are using the cards.




 The game has another interesting rule up its sleeve. This is the 'Axis of Retreat' rule. When a stack moves into an area occupied by an enemy force, the force moving into the occupied area places an Axis of Retreat symbol toward the area it just moved from. If a new enemy force is able to move through the connection that has the Axis of Retreat on it, then the force that had the Axis of Retreat loses 2 fatigue points. This is just another example of the ingenuity of the rules and the designers' ideas to make the game as historically accurate as possible.


 To achieve victory, you must:

Eliminate opponent's strength points

Control fortified towns

Protect your citadels

Besiege you opponent's citadels


The Fatigue markers are the Round Red Ones


 Bottom line? It is a game that is on another level of beauty of its components. From the moment you see the box to when you start opening it up you will be amazed. The whole ensemble is a sight to behold. Do not think that Shakos Games have shirked on the game play. This is not the case of something beautiful but shallow. The way fatigue is handled really makes the game seem historically accurate. If you march and fight willy-nilly about the board like some games allow, you will pay for it. Thank you so much, Shakos Games, for letting me review this wonderful beauty. From what I can tell their Napoleon 1806 is just as beautiful.

Robert

Shakos Games:

Shakos | Historical board games 

Napoleon 1807:

Napoléon 1807 | Shakos



 Moravian Sun December 2nd, 1805 Battle of Austerlitz by Acies Edizioni   The Battle of Austerlitz has a lot of games based on it. Not as ma...

Moravian Sun: December 2nd, 1805 Battle of Austerlitz by Acies Edizioni Moravian Sun: December 2nd, 1805 Battle of Austerlitz by Acies Edizioni

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

Napoleonic Wars




 Moravian Sun


December 2nd, 1805 Battle of Austerlitz


by


Acies Edizioni





 The Battle of Austerlitz has a lot of games based on it. Not as many as Waterloo as far as Napoleonic games (The Bulge of Napoleonic games), but a still a good number of them have been made. Even the newest of tyros to Napoleonic warfare knows at least something about it. It was nicknamed 'The Battle of the Three Emperors" (Napoleon, Francis I of Austria, and Alexander I of Russia). In reality it was not that much of a battle. Napoleon's Grande Armee was honed to a fine point, and his way of warfare was still unknown to most of Europe. On the French side, there was some doubt about Davout (The Iron Marshal) being to able to march his troops fast enough to be present for the start of the battle. Besides that fact, the French had everything in their favor. The Allied Coalition, number 3 out of 7, attempted to do a mirror image oblique attack of what Frederick the Great used in his battles. In reality, it became a parody of an attack by Frederick, much like the French at Rossbach. The Allies leisurely set up their attack, and slowly marched to attack Napoleon's right flank. Davout having appeared on time due to the incredible marching power of his 3rd Corps, 68 miles in 48 hours, was able to fend off the attacking Allies. Marshal Soult was then commanded to take the Pratzen Heights in the Allies' center, which they had thoughtfully left almost empty of troops. The battle was a foregone conclusion. Napoleon's Grande Armee destroyed the Allies, and the history of Europe was changed for the next nine years. So, let us see what Acies Edizioni has done with this famous battle.




 Here is what comes with the game:

One Game Map - 85 x 60 cm.

216 Counters  - 5/8" Sized

280 Counters - 1/2" Sized

Five Player Aid Cards

One Rule and Scenario Manual

Two Six-sided Die




 The game is designed by Enrico Acerbi. The game system is called "Vive La France - Empire", and has been used in the games 'Massena at Loano, and Wise Bayonets. I did a review earlier of Wise Bayonets, and the link will be below. Hexes are meant to be 450-500 meters and the turns represent one hour of time. 




 The components are well done as a whole. The map is a colorful, much like a traveler's map, representation of just the main area of the battlefield. The different terrain is easy to distinguish for the player. The unit counters are the 1/2" sized ones. They use the normal NATO designations, are easy to read, and the colors are pleasing, at least to my eyes. The 5/8" counters are used for the commanders and the administrative counters. The commander counters have a small picture of the commander in question on them. The administrative, rout, force march etc., counters are small, but still easily readable. All of the counters are easily disconnected from the cardboard sprue. As a matter of fact, most of them had popped out during shipping. The Rule Manual is in color and is done in large print, thank you. It is twenty pages long, but pages 16-20 are the scenario rules and a concise but well written Historical Background. The five player aid cards are full sized and in color. Four of them are double-sided with the fifth being a single page. All in all, the production quality is right up to par for what I expect of Acies Edizioni games. 






 The game comes with two scenarios:

Campaign Game - Begins at 07:00 on the 1st of December and ends at 18:00 of December 2nd

Battle game: Begins at 06:00 of December 2nd and ends at 16:00 at the same day 

In the Campaign Game scenario there is a Night Turn


 This is the Sequence of Play:

A. Command Phase

 1. Weather

 2. Orders

 3. Initiative and Priority

 3.1. Initiative Test Die Rolls to Change Orders

B. Action Phase

 1. Rally

 2. Reinforcements and Reconstituted Units

 3. Movement

 4. Bombardment

 5. Combat

 6. End of Phase

c. End of Turn Phase

 The game uses the term Efficiency in the rules, roughly the same way other games use the term Morale.




 Austerlitz is a hard game for a designer to make a game out of, simply because the two sides are so disparate in terms of efficiency, morale, and generalship. The Allies attack on his right flank, which is exactly what Napoleon wanted the Allies to do. It is almost as if Napoleon were in the Allied late night commanders meeting of December 2nd. This was the Napoleon of old with an undiluted and fully trained Grande Armee at his back. No one could have withstood the Grande Armee that day. The designer has made the game as historically accurate as possible. Therein lies the crux. How to make the game enjoyable for two players. The first obvious choice is for the players themselves to pick the less skillful of them to play the French. The Battle Scenario pretty much forces the Allied Player's hand as far as following the historical plan. However the addition of the Campaign Scenario mitigates the uneven playing field a bit. The Campaign Scenario does not force the Allied Player to do anything and so they are given a clean slate. It is true that the Allies are marching to the battlefield, and not set up and ready to attack. They are, however, given a full day without the French Player having Davout's Corps and some other troops. The Allied Player must use this extra day to its full advantage. How does the game play? In my eyes it shows exactly what the Allies were up against going at France's First Team. In some ways the Allied Player is really just trying to do better than his historical counterparts. The French Player can win, but should in my mind at least try to do as well as Napoleon or better to really consider the game 'won'.


 The game system does a good job of showing how Napoleonic battles were actually fought. They have been described as 'Rock, Paper, and Scissors' on a grand scale. The play centers around you giving 'Orders' to your different organizations, and how that either helps you or hampers you to deal with the developing battle. The chance to change or ignore the order originally given at the beginning of each turn gives a player the ability to possibly pull his irons from the fire. The game shows that command and control was not only the key to Napoleonic warfare, but could be the weak link in the chain during it. As the Allies, your Generals are pretty much 'fire and forget' weapons. They will usually not be able to adjust on the fly. The French Generals mostly have the ability to adjust to new situations and exploit them.





Thank you Acies Edizioni for letting me review this very good game about a battle that before this I had no real interest in. As usual, with a game about a battle or campaign I do not know enough about, I was forced to hit the books. This is the wonderful part of games that try to give the player exactly as it was historically, and not try to skew everything so that it is 'gamey'. 


Robert

Acies Edizioni:

https://en.edizioniacies.com/

Moravian Sun:

https://en.edizioniacies.com/para-bellum/moravian-sun

AWNT review of Wise Bayonets:

https://www.awargamersneedfulthings.co.uk/2020/07/wise-bayonets-17-june-19-june-1799.html





Wise Bayonets 17 June - 19 June 1799 Suvorov at the Trebbia by Acies Edizioni   Alexander Suvorov (the last...

Wise Bayonets: 17 June - 19 June 1799 Suvorov at the Trebbia Wise Bayonets: 17 June - 19 June 1799 Suvorov at the Trebbia

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

Napoleonic Wars






Wise Bayonets

17 June - 19 June 1799 Suvorov at the Trebbia

by

Acies Edizioni








  Alexander Suvorov (the last Generalissimo of the Russian Empire) is supposed to have fought sixty-three main engagements and won them all. Some military historians wish that he and Napoleon had been matched against each other during Wars of Revolutionary France. Some of the maxims that are attributed to him sound almost like they came from Napoleon's mouth:

"A strong pursuit, give no time for the enemy to think, take advantage of victory, uproot him, cut off his escape route."

"When the enemy is driven back, we have failed, and when he is cut off, encircled and dispersed, we have succeeded."

"One minute decides the outcome of a battle, one hour the success of a campaign, one day the fate of empires."

 In one way his views differed entirely from Napoleon's. Suvorov is often quoted as saying:

"The bullet is foolish, the bayonet wise."

 However, another saying attributed to him is more in sync with Napoleon's view of firepower:

"Fire opens the gates of victory."





 In 1799, while Napoleon had his hands full in Egypt, Suvorov was given the onus of reconquering Italy from France. In this he was matched against the French Generals Moreau and Macdonald. Moreau's part in this campaign is slight. Macdonald, on the other hand, was to feel the full fury of Suvorov and his Russians and Allies at the two day Battle of the Trebbia. Macdonald also had a storied career and was made a Marshal Of France. However, he was not in the same class of generals as Suvorov. So, this is the backdrop to Acies Edizioni's game about this battle. This is what comes with the game:

One Game Map 84x60cm.
216 5/8" counters and 140 1/2" counters
Four Player Aid Cards
One Rules and Scenarios Manual
Two six sided die

 The game uses these charts and tables:

Terrain Effects Chart
Combat Table
Initiative Track
Casualty Table & Losses Box (on the map)
Turn Record Track (on the map)

The game scale is:

1 turn: 1 hour (2 hours turns 1 and 12).
1 hex: 300 m (about 328 yards).
1 strength point: 2-300 men for infantry, 150-200 men for cavalry, and 2-3 guns.





 The rulebook is in full color and in large print. It is thirty-five pages long. The English translation of the Italian rules is very well done and there is no discernable Yoda speech. The designer, Enrico Acerbi, has included an excellent eight page historical commentary on the campaign and battle of the Trebbia at the end of the rulebook. The rulebook does not include samples of play. The map is well done, and shows the mostly open terrain dominated by the Tidone creek and Trebbia river. There are some higher elevations at the lower edge of the map, but the terrain is mostly clear, except for the marsh hexes next to both the river and creek. The fords and wooden bridges over both river and creek are the salient points to be aware of. The unit counters are 1/2" in size, and are very colorful, but easy to read. The general counters are 5/8", and come with well done small portraits of them. The marker counters (square, charge, etc.) are also well done. It comes with four separate paper like Player's Aids. Three are double-sided and one is single-sided. They are Initiative Track and Losses, Combat Tables and Terrain effect Chart, and the French and Russian setup pages. While not being of hard stock, they are printed in large type and are easy to read. The game itself comes with four scenarios, these are:

Scenario 1: The Battle of Tidone Creek - June 17th, 1799
Scenario 2: The Second Day - June 18th, 1799
Scenario 3: The Last Attack - June 19th, 1799
Scenario 4: The Campaign Game - June 17th-19th,1799

 The victory conditions for all of the scenarios is a combination of controlling hexes and inflicting Strength Point losses on your enemy.





 The game has a few nuances that you normally do not find in most tactical games. One of these is the ability of some artillery units to fire cannister. The weather plays no part in the game; during the battle it was hot and sunny. The games I have played have been touch and go affairs just like the actual battle. This is the Sequence of Play during the Command Phase:


"A. Command Phase
This phase is divided into four segments:
1. Command Segment
Units which are within the radius of their commanding officers are considered to be in command. The units beyond this radius are out-of-command (Place an Out of Command "OOC" marker on top of the out of command units).
2. Orders Segment
The Players check their Chains of Command. In this segment, it is possible to change old orders for new ones (5.3). The player may also declare "independent" brigade (s) in command (5.4).
Out of command officers maintain the order they had in the proceeding game turn, but they can try to change it in their activation (5.5)
3. Initiative Segment
The players roll a die to decide who goes first (7.0), and organize their formations on the Initiative Track (7.1).
4. Reorganization Segment
Players can try to reorganize their Disordered or Routed units if the type of order they received allows for it (19.0)."



Austro-Russian Counters

French Counters


 The game continues with an Action Phase in which Bombardment, Combat, Movement, and Attacking all take place. It might seem a little deep, but it is no harder to play than any other Tactical Napoleonic game, and a lot easier than some I own. The rules work on a tactical scale, and seem to allow, or force the player to use their units in a historical manner. The game does not feel like you are moving generic anytime units across the map. In some games you can substitute Heavy Cavalry for tanks and the action plays out like a WWII game. This is not one of those games. It plays out as a Napoleonic warfare game. As mentioned, it is not as deep as some tactical Napoleonic games, but it has enough bells and whistles to make a grognard happy, and not make a newbie run from the table screaming. 



1st Turn Setup, North and South are switched


 As far as the actual gameplay, this is a battle that should not have been fought. Macdonald was outmatched in wits and soldiers. He believed that help would come from Moreau that never appeared. In truth, Macdonald's force could very well have been wiped out or mauled much more severely than it was. The French can credit their soldiers' tenacity in saving their army. Playing as the French on the first day scenario or the campaign scenario, your first order should be to march quickly and grab all of the passages across the Tidone. Then you have to hold onto them no matter what. The French have more troops than the Allies early in the day. However, the tide changes with each passing turn. Playing as the Allies you can either try to hang onto at least one of the fords or the bridge over the Tidone, or wait until more of your force arrives during the day. For the second day and the campaign scenario, at least the French have the Trebbia River line to fall back on.



game in play shot


 Thank you Acies Edizioni for allowing me to review another of your fine games. My next review from them will take us to the Battle of Austerlitz for their game 'Moravian Sun'. These two games, and a third earlier one 'Massena at Loano', are based on the Vive la France: Empire rules system. The system is of medium complexity and is solitaire friendly.

The photos are from Adriano Visconti; many thanks.

Acies Edizioni:
https://www.edizioniacies.com

Wise Bayonets:
https://www.edizioniacies.com/para-bellum/wise-bayonets

My review of their game 'Durchbruch':
https://www.awargamersneedfulthings.co.uk/2020/02/durchbruch-austro-german-attack-at.html

Robert




hpssims.com