J. R. Tracy
United States New York New York
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I tried a pair of Victory Points' Napoleonic folio games last night, Waterloo 20 and Borodino 20. These are very straightforward games, with an ur-wargame chassis supporting a couple tweaks that make it worth revisiting some familiar terrain. Both are ostensibly operational, but the Waterloo game feels more campaigny while Borodino has a set-piece battle vibe, even though both cover three days of action. Both use essentially the same system, though, with a touch of color unique to each situation.
As stated, the basics are well inside the comfort zone: units rated for combat and movement, locking ZOCs, and mandatory combat. The CRT is d6 and differential, running -2 to +4. The results are the first sign of departure - AW/DW for Attacker/Defender Withdrawal; N for Engaged (no result but defender will be locked into a counterattack in his next turn); AR/DR for Attacker/Defender Rout, and AB/DB for Attacker/Defender Broken. A 'broken' result is really elimination with a chance for recovery during Night turns, while Rout is a d6 retreat. Enemy ZOCs don't prevent retreats but will Break a unit 50% of the time.
So far, so good, but on top of this has been added an Army Morale concept. Morale is the currency of this game - you spend it when you lose terrain or battles, you gain it when you inflict losses, rest, or during Night turns. You can also use it to shift a column in combat or force march, and need to spend a point to commit the Guard and *also* if the Guard fails in an attack. Each side starts in the seven to ten point range depending on side and battle, and if you hit zero, you lose. The French win by driving the Anglo-Allied or Russian sides to zero, lose if the A-A/Russian morale equals or exceeds their level, and draw every other result. This is the heart of the game and is a part of every decision you make in terms of maneuver, timing and combat.
Finally, there is a light random event mechanic - these offer minor constraints on movement, morale boosts or debits, small combat bonuses and the like - no game-breakers here but enough to nudge the narrative one way or the other.
The two battles have some unique wrinkles, including split Lines of Communication for the Allies in Waterloo, Russian Reserve Release and Davout's flanking march at Borodino, and one or two others. The Random Events are unique to each game as well. Additional period chrome includes cav withdrawal and countercharge and some additional abilities for elite units and artillery. There is a Fog of War option as well, with units face down until engaged with some dummies to add some more confusion.
All told, there's a lot here in some very small packages. We finished both games in a touch over three hours, with me losing as the Allies at Waterloo and winning as the French in Borodino. The morale track was the focus in both games, keeping things tense throughout. Every turn had difficult decisions, with tough fight or flight options on defense and timing issues on the attack. When you drop the hammer, it will likekly damage your own morale as well - you just have to come out ahead in the exchange. That's not as easy as it sounds given mandatory combat and no stacking.
I found these to be great fun and good value. I thought they looked awfully pricey given the physical components - there's not a lot of there there - but gameplay wins out. Solitairability looks strong too. Recommended.
JR
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