The Battle of Waterloo is perhaps the best known battle in history. The time is 18 June 1815. The Duke of Wellington’s armies are drawn to defend the road to Brussels. Napoleon’s superior French forces begin their assault. Can the British thin red line hold until the Prussian army arrives to fall upon Napoleon’s flanks?
A simple introductory wargame.
Duel of Eagles is a medium-complexity wargame on the Battle of Mars-la-Tour, in the Franco-Prussian War. This battle is notable for having one of the last successful cavalry assaults in modern warfare.
This is a chit-pull game. The chits are either Activation Chits, which activate all units within the indicated corps, or Event Chits, which each contain two possible events which the player can chose between. Each turn both players draw from the chit cup until all chits have been used or there are no remaining HQ’s on the map.
The game requires the players to maintain supply lines, both to rally units that are shaken or low on ammo and to achieve the victory conditions.
The victory conditions for the French player are to maintain the routes to Metz and Verdun. The Prussian player must try to prevent this from happening.
~ White Dog Games
The Berezina 1812 focus on the batlles fought by the remnants of Napoleon “Grande Armée” against several Russian armies, in order to cross Berezina river between Borissov and Velesovo, at Stoudenka.
The Berezina 1812 is the 35th battle of the Jours de Gloire series.
Napoléon, Ney, Oudinot and Victor are at the head of the French. Tchitchagov, Wittgenstein, Ermolov, Lambert and Phalen are the mains Russians leaders.
The French player has to build bridge and cross the river under the pressure of the Russian player.
The game features special rules around “trainards” (stragglers) and building bridges. The game includes 5 one day scenarios and 1 two days secanrio, from November 21 to November 29 1812.
~ Canons en Carton
When the capture of Vienna failed to bring the Austrians to the bargaining table, Napoleon sought more direct means of ending the War of the Fifth Coalition. His first attempt was a nearly impromptu effort to force a crossing of the Danube, then in full spring flood, with the handful of forces that were immediately available. Almost predictably, the resulting battle of Aspern-Essling resulted in a crushing French defeat. Stung by the setback, Napoleon then spent the next month and a half preparing for another assault at the same site, this time concentrating all available troops to ensure his success.
In the ensuing battle of Wagram, the second largest engagement of the Napoleonic era, Napoleon managed to defeat the Austrians but failed to achieve the decisive result he’d hoped for, forcing him to acknowledge that his foes were “no longer the enemy of old.”
Danube 20 features both the battles of Aspern-Essling and Wagram, allowing players to examine this pair of critical battles fought just across the Danube from Vienna. Featuring low unit density (twenty or fewer pieces) and modest complexity, the game focuses on dramatic, fast-playing turns and creating a strong historical narrative. The use of “story-driven” random event cards and the tracking of army morale provide for operational pauses and the “friction of war” to give players a great feel for the parry-and-thrust of a Napoleonic grand battle as the armies close to bayonet-point to see which will break first!
Complexity: 5 on a 9 scale
Solitaire Suitability: 5 on a 9 scale
Scale: Each unit is 1 corps, each hex about 1200 meters, and each turn roughly 3.5 daylight hours (8 hours at night).
~ Victory Point Games
For further insight check out Marco’s earlier videos on this series: 20 War Series .
At Neuve Chapelle provides a tactical re-play of the World War I battle. The British attempted to reduce a poorly-defended German salient centered on the town of Neuve Chapelle. Plans were to expand a breakthrough and with cavalry and infantry reserves take the Aubers ridge line. However, poor communication and coordination and the weather conspired to slow the initial British successes and allowed the German army to rush reinforcements into the area. Among other game features, designer Michael W. Kennedy uses offensive artillery and defensive artillery fire, British command checks, and a unique assault combat mechanic to simulate the bloody struggle. (Sourced from the White Dog Games website.)
The game is played over a series of 14 turns which represent the three days of The Battle of Neuve Chapelle. Each day is divided into four turns with a separate night turn in between. During the day turns, both sides will fire artillery (weather permitting), move, and attack. During the night turns, both sides will dig in new trenches on the new front lines.
The game simulates early trench warfare and makes prominent use of artillery and the defensive advantages of trenches. Weather conditions and British communications among the four divisions are determined randomly each turn. Each assault phase contains a defensive artillery and defensive combat phase, making defense a major component of the game.
There are several hexes that have victory point values. The British win by controlling as many of these hexes as possible. The Germans win by preventing the British from achieving this objectives.
~ White Dog Games