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Seitenabrufe

232678411 Seitenabrufe seit dem 30.06.2003


Pfad: 

HauptseiteCosimsProduktlinien (Cosims)NapoleonicFour Lost Battles (2nd Edition)


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Four Lost Battles (2nd Edition)

 

Hersteller: 

Operational Studies Group

Produktlinie: 

Napoleonic

Bestellnummer: 

OSG 0213

Produkttyp: 

Grundregeln

Sprache: 

Englisch

Preis: 

142,00 EUR

Produktbeschreibung

"I greatly fear lest on the day your majesty has gained a victory, and believe you have won a decisive battle, you will learn that you have lost two." (Marshal Marmont)

Covers the Autumn Campaign, August-September, 1813. Update of the 2005 edition, with new maps and Universal Card System.

System: Napoleon at Leipzig System.

Components: Four 22 x 17" maps and 560 two-sided units; 48 pages of rules including campaign analysis, designers notes and more; 4 player aid cards, 2 decks of cards (total of 96) used to effect deployments, arrivals, status of troops.

GROSSBEEREN: To the Gates of Berlin, 23 August
KATZBACH: A Perilous Passage, 26 August
KULM: Enfilade in the Mountains, 29-30 August
DENNEWITZ: Collapse in the North, 6 September

After winning a great victory at Dresden early in the Autumn Campaign, Napoleon saw his chances for victory gradually slip away in four lost battles over a two-week period after the Allies adopted the 'Fabian Strategy' of avoiding the Emperor in person and concentrating on his subordinates. The whole campaign was over in two weeks. By Sept. 6th, a battle in or near Leipzig was certain.

The four battlemaps are each 22" x 17". There are two counter sheets (560
counters) and almost the whole of the French Army in Germany is represented (200 French units). A "Campaign Game" allows the outcome on one of these battlefields to influence exactly what forces will participate in the four battles.

In most wargames, the force structure and arrival schedule is usually not a mystery. Everyone on both sides knows exactly who is coming. But in the Napoleonic era, the uncertainty faced by commander on both sides played an important role in the way battles developed. We have used the cards to provide this uncertainty. Cards determine the order of arrival and O/B of the battles. For example, a card will specify an additional corps to arrive on the Dennewitz map.

In all Napoleonic battles, enemy forces and deployments were somewhat uncertain. It is hard to find a battle without some surprises. In these four battles, there were more than usual, partly because of the chaotic situation and partly due to a lack of proper patrolling by the French.

Deployments and Reinforcement schedules are out of either player's control. Each player begins with the Initial (Historical) Set-Up for his army. This can be augmented or decreased by the draw of cards.

There are two identical decks of 48 cards apiece, one for each player. The decks will be tailored to each side and each battle, according to Scenario Information. In addition, in the campaign game the decks will be altered according to your performance at prior battlefields. There are six types of
cards: Force, Deployment, Strength, Arrival, Status and Game Cards.

From: Kevin Zucker
In really good game design, a rule may be deceptively simple and carry a lot of thought and careful calculation. A simple rule may contain much more compressed information than an elaborate one. For instance, take the Command Span limits of Napoleon's Last Battles. What is a Command Radius and What does it represent?

A commander or an aide carrying an order can reasonably travel about 5.6 miles (18 hexes) on the battlefield in one hour.

On the other hand the 'C cubed loop' (the time it takes for word of an event to reach the commander, for him to issue an order and then have the order executed) in an hour's turn may allow 15 minutes to get an order off in response to some event in the battle, hence the 4 hex Command Radius.

The officer's 3-hex radius, on the other hand, is based on keeping his entire corps in visual contact; he has to be in visual contact in order to coordinate the action of his units. Possibly the officer's radius should be subject to LOS, blocked by crests and woods, but to avoid imposing a burden on the players, some latitude was allowed for the use of gallopers in the
case of officers too.

It is of course desirable for the commander to be in visual range of at least some part of each of the corps under his command. Visual contact enhances effective control of forces.

On a completely flat surface such as the ocean, the horizon is seven miles distant, or about 23 hexes at 525 yards. No European topography will allow the ability to control large forces at that range, even though one might be able to catch a glimpse of something at that distance through a gap in the
trees and hills.*

In order to move, all units beyond command span distance might be required to have a written march order directing them to a certain location; though that destination could be changed by another order sent by courier: but even that would require an hour or two depending upon how fast we allow aides de camp to travel (no more than 18 hexes per turn in the saddle, if the aide rides directly to the general in charge; and then he'd need time to pass down that order through the chain of command, and, once received by each Colonel, further time to respond). NAL allows gallopers a radius of 10 hexes per turn, but it could be up to 18 if we said that the execution of the order is delayed until one turn after delivery.

*At Jena, Napoleon on the Landgrafenberg hill near Jena could see the Prussians marching eastbound on the Apolda road, about seven miles away (they were troops that were to fight at Auerstadt, but he didn't know that).

Time
A lot can happen in a short hour's duration. Units can await orders for up to 15 minutes, then start in motion at a rate of up to 3 miles per hour (on roads), then potentially attack as well (that has to take some time, say 15 minutes). Hence, it is unlikely that a single unit could march for more than 30 minutes in a turn when it also attacks.

And we haven't even considered the time taken up by the enemy player turn. I envision that enemy and friendly interaction in a Game-Turn are partially simultaneous and partially a matter of shifting initiative: one side does something and the other side stops in their tracks to oppose that.

So that the sequence of a turn might appear thus:
First Player| Second Player
Command :00
:10 Combat
Move :20
:30 Command
Combat :40
:50 Move
Command :00
:10 Combat, etc.

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