geek
The Hotness
Games|People|Company
Dominion - Stash Promo Card
Runewars
Dominion: Alchemy
Thunderstone
Dominion
Dungeon Lords
Alexander the Great
Agricola
Twilight Struggle
Murder at the Four Deuces
Stronghold
The Republic of Rome
Race for the Galaxy
Small World
Arkham Horror
Founding Fathers
Race for the Galaxy: The Brink of War
Through the Ages: A Story of Civilization
Vapor's Gambit
Battlestar Galactica
Chaos in the Old World
Le Havre
Last Night on Earth: The Zombie Game
Mystery Express
Puerto Rico
Endeavor
Power Grid
Vasco da Gama
Warhammer: Invasion
Descent: Journeys in the Dark
Space Hulk (3rd Edition)
Pandemic
Hansa Teutonica
Carson City
Campaign Manager 2008
War of the Ring
Livingstone
Cosmic Encounter
Stone Age
Le Havre: Le Grand Hameau
Tobago
Cosmic Encounter: Cosmic Incursion Expansion
Twilight Imperium 3rd Edition
Summoner Wars
War of the Ring Collector's Edition
Macao
Carcassonne
Dominion: Prosperity
Neuland
Steam
Rules | Subscriptions | Bookmarks | Search | Account | Moderators
David G. Cox Esq.
Australia
Lighthouse Beach (Port Macquarie)
NSW
flag msg tools
Avatar
patron07080910
mbmbmbmbmb
Napoleon: The Waterloo Campaign, 1815 (3rd Edition) » Forums » Reviews
Two Games In One – More Bang For Your Buck!
‘Napoleon – The Waterloo Campaign, 1815’ was first published in 1974 by Columbia Games and then republished by Avalon Hill in 1977. The game is normally just called ‘Napoleon’. This is a review of the third edition of the game which was released by Columbia Games in 1994. It is a ‘block’ game (used to create a ‘fog-of-war’ environment) that has evolved from Quebec, 1759 and then The War of 1812.


Let me start off by saying that my very first simulation war-game was ‘Napoleon’, bought in 1980 in the sleepy little town of Gosford, NSW, Australia. It was a great choice for a person with no previous experience of wargames. There were a small number of units to move, command limits further reduced the number of options available each turn, point-to-point movement again limited the number of options available each turn. One of the greatest potential complexities in wargaming is the number of choices that are available to you at any one time.

But enough of this reminiscing – this review is not about the first and second editions – it is about the third edition.

Playing the Game

The Situation
Combined, the Anglo-Dutch and Prussian armies are larger than the French army. If they combine they will probably be able to defeat the French in battle. Their initial problems are that they are dispersed and they are not very mobile. The French, despite having the smaller force, are concentrated and more mobile.

Victory
The French have one way to win. Defeat both allied armies before the end of the game. To defeat the enemy armies the Anglo-Dutch must be reduced to ‘9’ or fewer units AND the Prussians must be reduced to ‘12’ or fewer – in each case that is half of the starting force. This can be done by the allies eliminating themselves by excessive force marching (unlikely), eliminating their forces in battle (easier done early in the game) or by capturing the allied supply cities (which causes the allied armies to lose a varying number of their units each turn).
The allies have three ways to win – eliminate Napoleon, reduce the French army to 10 or fewer blocks (that is half of the number of starting units) or simply not allow the French to achieve their victory conditions.

Sequence of Play
French Day, Allied Day, French Day, Allied Day, French Night
Allied Day, French Day, Allied Day, French Day, Allied Night
French Day, Allied Day, French Day, Allied Day, French Night
Allied Day, French Day, Allied Day, French Day, Allied Night

Having a night turn every fifth turn is significant – an appropriate comment shall be made later.

Movement
Movement is executed along roads from one town to the next. Infantry and Artillery can normally move one town and Cavalry can normally move two towns at a time. Units can attempt to force march an extra town but with a 50% risk of losing a strength point. Roads have limits – major roads can carry 10 units per turn and minor roads can carry 6 units per turn. If you cross a river that is guarded by enemy troops that limit will be cut in half.
Each army is limited in the number of forces that can be issued with march orders. A force is any number of units in a single city or town. The French can issue orders to three forces each turn while the Anglo-Dutch and Prussians can each give commands to two or their own forces each turn
The above restrictions make movement in this game fascinating. You can’t just move units where and whenever you feel like it. It must be planned. Your plans should not only be based on some idea of where you wish to fight but should also allow some flexibility should the enemy not wish to cooperate with you in their own destruction. There are many subtle aspects to movement. To initiate a battle the defender and attacker must each have at least three units. This means that the defender is going to have to retreat before battle and take pursuit fire. Battles cannot be initiated at night. This means that if it is your turn and the next turn is night, you can block roads with a single unit as the enemy will not be allowed to engage during an evening turn.


Battles
While the movement provides a strategic element to the game, combat introduces a strong tactical element which makes the game very much like two different games in the one package.
When a battle is initiated, the defender places his units into one of three columns (left, centre and right) or into reserve. The attacker then does likewise.
Each type of unit functions quite differently in a battle. Artillery can fire over the middle ground at enemy units and can fire as enemy units advance. Once engaged by Infantry or Cavalry the Artillery can no longer fire. Cavalry can make a double move and has a charge bonus. Infantry can form square to reduce the effectiveness of cavalry but are then more vulnerable to Artillery.
There is a beautiful inter-relationship between units during a battle. It is quite possible for a player to be outmanoeuvred strategically but make good this disadvantage by good use of tactics once the battle has begun.

Components

Box – the usual Columbia Games product of a generic box with a game specific sleeve that slips over the box. The sleeve is silver with a monochrome reproduction of the Jean-Louis David painting of Napoleon crossing the Alps.


Playing Pieces – 82 wooden blocks (38 French/blue, 19 British/red and 25 Prussian/gray) with adhesive labels that must be attached to one face of each block. Each block represents a leader, infantry, cavalry or artillery and will have a starting strength between ‘2’ and ‘4’ inclusive.


Map – the map has a period feel to it and generally brownish tonings. The map shows cities, towns, major and minor roads as well as major rivers and national boundaries.

Summary

I think Napoleon (3rd edition) is a fine game because of the need for good planning during the movement and the excitement of the tactics on the battle-board. It plays quickly and looks good. It is really a very exciting game to play.

However, I don’t believe that it adds anything to the 1st or 2nd editions. Given the choice of playing Napoleon I would prefer the 2nd (Avalon Hill) edition. The 2nd edition has half the pieces and fewer turns. I think I could get in two playings of the 2nd edition in the time it takes to play the 3rd edition once.
Last edited on 2008-02-04 20:45:34 CST (Total Number of Edits: 1)
Front Page | Welcome | Contact | Privacy Policy | DMCA | Advertise | Support BGG | Feeds RSS
BoardGameGeek and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.