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Click
here
for Standard Rules
Click
here
for Exclusive Rules draft (vers
2.41)
Click
here for Historical Notes
The Autumn of 1813 was the most active period in the
Napoleonic Wars. Napoleon at the Crossroads
covers the Autumn campaign at a scale which focuses on the
strategic issues and emphasizes playability, with several
battle scenarios playable in an evening, and full campaign
in about 8 hours.
At the outset of the Campaign in August the Emperor allowed
the Coalition forces to seize the initiative and hold it; he
stands accused of not going where the action was, and was
repeatedly left flat-footed by the push-and-pull of three
Coalition armies charging the center of his position at
Dresden, then retiring when Napoleon reacted. Though he won
the critical battle at Dresden, his subordinates lost four
battles over a 2-week period. When Blücher moved from
Silesia to cross the Elbe, a battle in or near Leipzig was
certain.
Odeleben’s famous
description of the Emperor at Düben, sitting idly drawing
Gothic characters on a sheet of paper, is not quite
consistent with the actual outturn of correspondence. Still,
all accounts represent him as a very different person from
the ceaseless worker of former times. He talked for five
hours in the night of the 11th-12th to Marshal Marmont, who
observed: “One no longer recognizes Napoleon again during
this campaign.”
—F. Lorraine Petre
COMPONENTS: One 22 x 34" map
and 280 two-sided units; 56 pages of rules including
campaign analysis, designers notes and more; 17 player aid
cards, including March Tables showing positions of all
leaders and units on eight different dates.
Scenarios:
14 August Opening Moves
23 August Grossbeeren
26 August Katzbach and Dresden
4 September Dennewitz
19 September The Coming Storm
28 September Wartenberg
7 October Napoleon at the Crossroads
13 October The Battle of Nations
The Campaign Game allows you to see all the action of the
entire period in 24 turns.
If you own “Four Lost Battles,” this game puts those battles
in context (even outlining them on the game map). An area of
12 x 12 hexes in “Four Lost Battles” (525 yards each) will
fit in one 3.75-mile hex (6,600 yards).
GAME DESCRIPTION
System: Campaigns of Napoleon (2X).
Napoleon at the Crossroads is a modification of the
“Napoleon at Bay” system, involving Hidden Movement,
Attrition and Administration, Pitched and Pursuit Battles,
Bridge Trains, Garrisons, even Siege rules. Less demanding
for playing space and time than the forthcoming “Struggle of
Nations,” it covers the campaign area of Struggle
(approximately) on one 22" x 34" map.
Napoleon at the Crossroads is designed at a new, 2X scale —
6,600 yards per hex, three day turns, one SP equals 3,000
men—a higher and more strategic scale, focused on overall
strategy, in contrast to the detail-oriented “Struggle of
Nations.” Simulating the campaign at this higher scale
yields different insights and play experiences—different
features come to the fore. Since each turn represents 3
days, the game plays more quickly than Struggle. The system
is streamlined, covering only the Autumn campaign, and isn’t
concerned with diplomacy, the armistice, cantonments, etc.
Forces are organized on more compact Organization Displays
than in Struggle. The Armies are displayed in a way similar
to “Highway to the Kremlin,” with each Corps having a
leader, a single Corps-sized unit counter, a detachable
substitute division, and usually one vedette.
Some Examples of Game Mechanics:
Leaders are necessary to link all parts of the army to its
Chain of Command. Only Leaders appear on the map. Leaders
are rated for Command Span, Initiative, and Subordination.
Initiative is used to determine whether Leaders may move
when they are not given a Movement Command. Command Span is
given in terms of infantry divisions (or their equivalent)
the commander can handle. Leaders also have a Subordination
Rating: for example, a subordinate leader with a rating of
“4” is as difficult to handle as four infantry divisions.
Administrative March orders allows a Force to move during
two consecutive Turns on single Movement Command.
The printed Movement Allowance on each unit counter
represents the maximum number of hexes that unit can move.
The actual distance moved will vary depending upon the size
of force, terrain, and the need to avoid attrition losses.
If Repulsed, moving forces attempt to displace enemy units
out of their path.
Dispatch Distance is a line of up to [18] connected hexes
from a Center of Operations to any leader which allows him
to receive a Movement Command and to benefit from the Army’s
Administrative Points.
Vedettes are used for scouting, screening, delaying enemy
units and Fog of War. Each force is allowed to issue one or
two Division-sized Vedette units, so that after one turn you
will no longer know where the real forces are.
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