BONEY REDUX
NAPOLEON ON THE DANUBE: The Battle of Deutsch-Wagram,
by MARK HINKLE
from
New England Simulations
One
22"x33" unmounted map; 400 back printed counters; one 24 page rules
book; 2 two morale/reorganization charts; ziplocked. NES, 217 Depot Rd, Hollis
NH 03049 . $24
Review
by Paul Dangel
There's a
novel just published (1992), called "The Death of Napoleon", by Simon
Leys. In it, the author lets his fancy take flight to suppose that Napoleon
actually managed to escape from Helena by substituting a look-alike in his
place and then set sail for Europe, where some rather picaresque adventures
begin because his "sub" has actually passed away … and no one will
believe that he's really Napoleon!
(Paging Dr. Loutsch!!) Gamers
need not read this book, because they know full well that His Bonapartedness
never died; he keeps getting resurrected biannually in paper format. And each
time The Emperor arises, he seems to have acquired what his
"advisors" insist is a new set of clothes.
"A
few years ago, I was playing the Wagram folio game from the old Napoleon at
War Quad and found myself wanting a little more then it had to offer, like
some history. It is not to say that the game was bad, it's very good as a
matter of fact, but as a simulation, any resemblance to the battle of Wagram
was purely coincidental [sic]. I thought to myself, this could be better."
The opening
paragraph from Mark Hinkle's designer notes leaves no doubt as to his
motivation for producing this game. Certainly, all of us who have played
wargames over the years have felt the itch to "tinker" with existing
designs. For Mark Hinkle this itch clearly developed into dermatitis, because
be didn't stop with just tinkering. He has, ostensibly, redesigned the old
WAGRAM Quad game to the point where, to paraphrase his own words, any
resemblance to the original is purely coincidental.
Unlike its
quad-size predecessor, Napoleon on the Danube (NapNube) uses a
full-sized map and 400 counters. The map scale is 480 yards per hex, and while
the graphics are not dazzlingly brilliant, they are clear and adequate. The
most striking feature of a map that includes pretty much every standard terrain
feature known to Napoleonic man, is the extensive road network covering the
battlefield south of the Russbach stream. The Austrian Highway Department has
clearly run amok, but more on that
later. Thankfully, all the extra space on the map that isn't used for fighting
is filled with as many charts and tables that can be crammed into it.
Besides the
map, you'll have to make room on your
table for the two Morale/Reorganization Displays. Actually called the
"Moral Displays" in the Game Components list, it just goes to show
you how much the Family Values issue has affected our hobby.
The counters
are a bit tame for my taste in Napoleonics, but they are certainly functional.
Combat units represent brigades and batteries, although a comparison to the
historical orders of battle does reveal a touch of harmless fudging. Combat
units are rated for strength (450 - 650
men or 1 battery per point), morale and movement. Leader units come in Officer
(corps commanders) and Army Commander varieties. Strangely enough, while the
Army Commander counters show that leader's command capacity and movement
allowance, the Officer counters show only the name and command designation (an
exalted few show a command bonus) - nothing about his command abilities or
movement allowance! These ratings are given in the rules, but there is
absolutely no reason for leaving them off the counters. The informational
markers - Strength Point, Out of Command/Out of Control, and Disrupted - serve
to give you the first good clue as to where this design is headed.
There are
only 11 pages of actual rules - nicely organized, illustrated and exampled -
with the rest of the booklet reserved for optional rules, the three scenarios,
and the CRT and Terrain Effects Chart. While the booklet is very professional
in appearance, it's obvious that someone needed to be more adroit with the
editing. For instance, the terms "minor roads" and "trails"
are used interchangeably throughout, and the artillery bombardment example
doesn't agree with the Line of Sight rule. Editing continues to be a problem
that plagues even the best-intentioned of companies.
The standard
brigade-level Napoleonic series has been (and has been for far too many years)
the venerable but Alzheimerish Napoleon at War, as expanded by the
equally senile Napoleon's Last Battles/Napoleon at Leipzig group. The
popularity of these games has much to do with their accessibility in terms of
playability; it has virtually nothing to do with their rather tenuous relation
to either history or realism, and even less to the great strides game design
has made since their appearance. In his search for more realism, Mr. Hinkle has
made many important departures from these systems.
The biggest
Black Hole of Design in NAW/NLB has always been the Command system. NapNube
uses a command system quite similar to that found in the NLB/Leipzig
games: a hierarchyl use of Command Points and Ranges to place units In
Command. As you might expect, "In
Command" units behave normally, while "Out of Command" units
cannot enter enemy zones of control. Fairly standard stuff. NapNube adds
a third command state called "Out of Control" - a state which applies
to combat units that are outside their Officers' command range but which
manages to bring visions of grognards having paté food fights. Terminology
check needed here, methinks. This system is not overly complex; the chains of
command are straightforward enough so that you don't need to be a cultural
anthropologist to understand the superior/subordinate relationships. Some of
the added chrome, though, did cause me
to scratch my nether regions. For instance, an Army Commander's command range
is increased when he's on an elevated terrain hex. Officers, however, do not get this elevated bonus. Lack of telescopes, I suppose.
Design
changes in movement capabilities included more flexibility for ZOC's - rigid
ZOC's are for Ancients, not Napoleonics - with accompanying Disruption checks
for leaving one. There is also Grand Tactical Movement, an addition that allows units to treat minor
roads like major roads and, essentially, double their movement allowance, an
extension that has a critical effect on the outcome of the game.
In the area
of combat, NapNube makes its
radical departure from NAW/NLB with significant modifications to the
combat results. The old "Ar-Dr-Ae-De-Ex" results are still there,
with the addition of some numeric results like "A1/D2". However, the
results are now focused on strength point reduction and disruption. For
instance, attacking units that retreat are also disrupted, making them
vulnerable to counterattack. A "D1" results requires the defender to
lose one strength point per attacking unit! But, the change that has the
greatest impact is the one allowing a retreating unit to enter an enemy ZOC.
Instead of being "vaporized", as in NAW/NLB, units that so
retreat are penalized by the loss of 1/2 a strength point for each enemy
strength point exerting that ZOC. This eliminates my favorite tactic of
running a puny 2-7 cavalry unit around the line to block enemy retreats. Under
this new rule, any retreating unit that enters its ZOC would lose only 1 SP
instead of being eliminated. This is a good, realistic rule that entails a
minimum of fuss.
What is less
clear is the use of Morale. While it's fortunate that the morale effects are
not overdone for a game at this scale,
I'm not quite sure what "morale" represents in NapNube. It
can't be the qualitative difference between two units, because that appears to
be reflected by the manpower scale, which ranges from 450 to 650 heads per
point. Whatever, morale ratings are used to shift the final combat ratio left
or right, for morale checks which are triggered when a unit exits an enemy ZOC,
and for rallying "disrupted" units.
When your
units have been beaten and bruised, NapNube borrows - and then expands -
another concept from the NLB/NAL games: Unit Reorganization. In a
nutshell, eliminated units that pass an adjusted dieroll can return to play on
their reduced sides. In NLB/NAL
game Reorganization prevents an army from being totally exterminated by
allowing the dead to "live again". (Ed. Isn't that what Poulter is
doing with his recent releases?) However, when applied to NapNube,
the Reorg rule works in the same fashion. However, it fails to take into
account the "new" system's different method of applying combat
losses. There are far fewer outright unit eliminations than in the NAW/NLB/NAL
systems. Instead, units tend to be whittled away through strength point losses
until common sense dictates that they be pulled out of combat. Instead, the
Reorg rule actually encourages players to kill off their units that are at less
than half strength (keeping one eye on Demoralization numbers) because they can
resurrected. Fallacy there, somewhere.
Complementing
the basic rules are some highly recommended Optional Rules: Combined Arms,
Divisional Integrity, Cavalry Retreat Before Combat, and Operational Withdrawal
(recommended by School Boards across the country). Rounding out your dealer's
option package are Cavalry Charges (add this when you get bored) and Leader
Initiative (which undermines the entire Command system but is fun). All of the
above are accompanied by a warning that that they "… will favor the
French."
When all is
said and done, Mr. Hinkle's quest for
reality has made NapNube a somewhat superior simulation than its
ancestors… something even Larry Baggett could probably have done. Well, maybe
not Larry - but almost anyone else. But as GAME, NapNube comes up short.
The fault, though, lies in the balance - not the rules.
Don't get me
wrong; I like this game. Nonetheless, the balance is heavily in favor of
the French. This is especially true in
the second scenario - the July 6th Battle at the Russbach -which I take to be
the main scenario because its set up hexes are printed on the counters. Here
two-thirds of the Austrians are deployed along the heights behind the Russbach
Stream, and the remainder are deployed on the Bisam Hills to the west,
separated from the main army by the stream. There is one minor road (or is it
trail?) connecting the two parts of the army, and it skirts the north most
hexrow. The French are deployed immediately south of the Russbach, opposite the
Austrian center. Like a spider in the center of a web, the French army rests on
the extensive road network mentioned earlier. The French win by amassing points
which are gained by destroying enemy units, exiting cavalry units off a
secretly predesignated map edge area and by capturing the towns north of the
Russbach. Austrian points come from capturing or holding towns, killing French
unit and by keeping corps' in good morale.
The French
player has to be blind to not see that the Austrians are badly divided … and
that the two Austrian corps' on the Bisam Hills are "Out of Command".
So, he immediately does a "Schwarzkopf" by leaving a one or two corps
screen along the Russbach and shifting
everything else to the left. There is the chance that this move will trigger
the arrival of the off-map Austrian V Corps, but the V is weak and only serves
as more victory point-cannon fodder for the French. The "Schwarzkopf"
also effectively negates the special Austrian Offensive rule which, when
declared by that player, gives the Austrian corps' deployed on the Bisam Hill
enhanced morale advantages for four turns. The penalty for declaring the
"Offensive" is the loss of points for non-demoralized Austrian corps.
At best the "Offensive" rules makes the battle a little more
interesting in the face of the "Schwarzkopf Francais" , but in the
end it makes little difference.
What can the
Austrian player do to counter this move? Not much. An attack by the main army
across the Russbach will eventually have some success but at a high unit cost.
Any breakthrough is easily sealed by a rapid transfer of French reserves along
interior lines using that excellent road net. Even the chancey arrival of
ArchDunce John (the Poster Boy for Hapsburg Inbreeding) and his Army of Inner
Austria offers little hope. Only the transfusion of the main army units across
the Russbach directly against the French drive will show any chance for
success, but getting the Austrian army there along that one, easily blocked
minor road is like pulling an elephant through a keyhole … or getting a
liveable royalty rate from The Gamers.
The July 5th
scenario, covering the French crossing of the Danube and the battle for
position, is better balanced, mainly because the Austrians don't have their
backs against a mapedge, more fluid,
and, thus, more exciting. Unfortunately, it's not the main event - and The Big
One is why you people buy these things. The complete, two-day battle, has a
play balance hovering somewhere between the other two scenarios, but to finish
that you've got to have a bit of time on your hands.
To the extent
that Hinkle has attempted to up-date the old Nappy brigade system and bring it
into the "modern" era he has succeeded … but he really has only
gotten as far as about 1988. NapNube has some color and it shows some
obvious thought. The felicity of these facets, though, is ameliorated by the
battle's inherent lack of balance. With a game system meant for play more than
insight, the balance factor looms larger - and about as menacingly - than the shadow of ole Boney himself.
CAPSULE
COMMENTS:
Physical
Quality:
Unexceptional , but simple and functional in a way that would put the Shakers
(who are quoted in the Design Notes in what has got to be a hobby first) into
seraphic rapture.
Playability: Just complex enough to keep the
veteran gamer interested. I wouldn't spring it on a beginner, though, and NAW/NLBers
will have to de-program a bit. Solitairability is quite high, and playing time
is a good 3 hours, although a winner becomes apparent well before the last turn
is reached … usually the turn when the Austrian player makes the fatal mistake.
Historicity:
Both enhanced and undone by it. Solid, if uninspired, brigade-level
Napoleonics with many optional rules to juice up the flavor. Unfortunately, the
battle's balance could prove to be its death knell as a game.
Comparisons: The NAW Quad Wagram
is playable, but mortally dated. SimCan's Napoleon's Last Triumph (1982,
and battalion level) was as unplayable as it was ambitious. The highly
detailed, but equally outdated battalion-level monster La Bataille
Deutsch-Wagram (Marshal Enterprises, 1981) is another old hero for which
worship is more appropriate than play… if you can find a copy.
Overall:
A good, play-oriented brigade-level that can be played in a reasonable
amount of time. Tinker with the victory conditions and you might even have a
good game. A fine effort by a new company.