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sbconstant
02-10-2006, 04:02 PM
I recently acquired a copy of Don Alexander's Omega Games version of this campaign. The map is point-to-point, covering a space slightly beyond that Kevin recently outlined. Time scale is also three days per turn.

Does anyone have any thoughts on the simulation value of this unique contribution to Napoleonic operational games?

kzucker
03-23-2006, 10:33 PM
I have heard good things about it but I haven't seen it. One problem with point to point games is that you can funnel the action any way you want as the designer. Does the road network look like the Struggle of Nations map? or rae the road connections distinctly different? That would be the first place I would look. Secondly, how does it handle attrition? Hidden Movement? What level of units is it? Corps, divisions?

sbconstant
03-25-2006, 07:51 PM
Kevin,

Don Alexander's game seems to emulate the comprehensiveness of your designs. There are many interesting ideas, though I have no idea how they translate into actual play, since I have not actually played the game! Interesting features include combat battle boards, a host of ways to earn victory points, fortress siege/storming, plundering, and tracks modifying attrition, forced march, morale, and combat.

To address the items you mentioned in your post, the scale is corps level, with 1000 men per strength point, with variations. Each unit has a counter for map movement, and a counter for the battle board. There are units for HQs, detachments, fortress garrisons, depots, and supply trains. Three days per game turn. There is no hidden movement, though the counters all have blank white backs. Attrition is rolled on table after modifying for size of force, weather, disruption, sige, supply, and such.

The map is point-to-point, and so, as you say funnels action. Movement between the points is characterized by either being along a line of communication, along an obstructed line of communication, or across/into some kind of terrain (river, mountain). The number of units allowed to move and how many movement points they must use are affected by these various types of point connections.

I'd be happy to send PDFs of small portions the rules and charts, and a scan of a portion of the map, if anyone's interested.

Steve C.

kzucker
04-01-2006, 01:51 AM
Steve,

Thanks for your post. After reading that and the post below (which I found over on Consimworld), and learning the game is 3 days per turn (equal to Napoleon at the Crossroads) I am getting curious about this game. Certainly, send along the pdfs you have.

From Consimworld:
Ranald Shepherd - Aug 26, 2003 10:19 pm (#7 Total: 18) *
I have been a fan of this game since I purchased it several years ago and I was delighted to see a message board had started here. For those that do not own a copy it consists of a 20"x31" area map, 400 counters, rulebook, reference book and numerous charts and tables.
The components are not state of the art and if being able to see blades of grass on the map or saddle straps on counter art are your cup of tea - you will not be impressed. If however you have an interest in Napoleonic Warfare at the operational level this game is a gem.
The rules extend to 28 pages but contain many examples of play and are not overly complex. I would grade them significantly easier to understand than "Struggle of Nations" - the nearest comparison. Movement is point to point and C2 and logistics play a major role - as was true during the actual campaign. Cavalry do not only represent shock troops on the battlefield but are given the capability to undertake their operational roles of screening and (particularly for the Allies) raiding. The tactical level is also covered in detail via a unique "battle board" sequence. Thus, the designer forces the gamer to consider the key operational facets of the campaign while still allowing victory to be gained by a decisive battlefield victory (what Nap was after).
In terms of gameplay the Allies are probably best to start by pursuing the Trachenberg Plan and Napoleon will only win by taking a risk at the right moment (coupled with a slice of gamblers luck!). Encirclement at Leipzig is not a forgone conclusion and the Allies will have to take risks (deviating from the Trachenberg plan just as Blucher did) to achieve a decisive victory. Gameplay allows for an accurate simulation of history but does not force gamers to follow it. In fact, the system gives gamers an excellent opportunity to follow the "what-ifs" of the campaign.
The designer, Don Alexander, is clearly an expert in Napoleonic Warfare at this level. He provides extensive designers notes that ably explain what he is trying to achieve and why.
I have never come across any errata but have only encountered a few minor problems that I solved with my own "house rule". If anyone is aware of any errata or play notes please post them here.
I have to confess that I have a keen interest in this campaign and have written a dissertation on it. This game helped me understand the campaign in a way that books could not and I was happy to quote it as a reference. If an updated edition was published I would definitly buy a copy.
The only review I am aware of was published in F&M 102 by Mike Szarka. His review was well balanced and he graded it B+.
Hope this helps.