Showing posts with label Decision Games boxed. Show all posts
Showing posts with label Decision Games boxed. Show all posts

Thursday, 4 June 2026

Wagram 1809 by Decision Games




Wagram is one of the four battles presented in the recent Deluxe Edition release by Decision Games of the original Napoleon at War quad, a design that is now more than 50 years old.


A couple of weeks ago I played the Marengo battle from the same game box and have found Wagram to be more the more dynamic of the two, with more moving parts, so to speak ….. but as simple as this system is, I still managed to misread the victory conditions properly and that did influence the game!





Above - The objective for the French (blue) is to cross the Russbach Stream and occupy the Russbach Heights beyond (marked VP) and also to destroy Austrian Units. The Austrians must keep the French off the Heights and also inflict losses on the French ….. but there is a lot more going on that will influence decisions. 


The three circles at the bottom of the photo are the villages of Aspern, Essling and Gross Enzerdorf and if the Austrians enter them, they get a big wedge of Victory Point and ALSO if they are present in those locations at the end of the game, they get another big wedge of Victory Point - so although the French must advance on the heights, they also need to guard these rear areas and so those Austrians in the top left of the map are an obvious threat to those villages, together with some Austrian reinforcements that also come in on the left side of the map.


The ‘?’ symbol on the the right of the map is the entry point for potential Austrian reinforcements (turns 7 - 11 inclusive). These will test to arrive on each turn, but need to roll a ‘1’, so a low risk per turn, but over 5 turns, another threat to the French. These represent the forces of Archduke John arriving from the east, a threat that Napoleon was aware of.


Now for that mistake …. The Austrians also get VP’s for exiting units off the western edge (left side of map). I did not recall this condition and I could have and should have bagged the Austrians a goodly amount of VP’s from exiting!


THE FIGHTING.


Opening manoeuvres - The French advance towards the Heights, initially seeking out easy crossing points (bridges), while they develop their left wing to block any Austrian moves towards those lower villages. The French Guard are ordered to Essling (a lower village) as a central reserve.





Above - the First successful French attack occurs at the bridge near Glinzendorf by Gudin, but he is immediately counter-attacked and thrown back … no-one said it would be easy!


The French may have over compensated to protect the left at the expense of the assault on the heights. They advance the left to new positions between Hirschstatten and Brietenlee to effect a forward defence.





Night falls - (positions above) The French have breached the Russbach at the eastern end (right). The French left have pinned the Austrians and something of a stalemate exists there, so the French plan to thin the line here and continue pinning, to free some troops to assist the assault for the Heights. The Guard remain at Essling, but have orders to move overnight to a more central position at Ráasdorf - with half an eye on the Heights.


Morning - At Baumersdorf (centre left of stream) the Austrians repeatedly repulse French attacks (these are low 1:1 assaults and it is just a 50/50 dice thing that keeps favouring the Austrians).





Noon - there is fighting everywhere now and the Austrians are suffering the greater number of casualties, but the French left is sufficiently threatened (above) for the Guard to be re-directed down towards Aspern.  


However, the next hour sees the Austrians suffer unacceptable losses and they become Demoralised (cannot advance after combat), so it is now much harder for them to take ground. They will revert to a defensive stance. [It is at this point that remembering that Austrians can retreat off the west map edge (left) for VP’s would have added something to the mix].


Afternoon - The Guard are re-directed back north to support the assault on the heights at the Wagram / Baumersdorf sector, which is still resolutely in Austrian hands!


Late afternoon - The risk of Archduke John arriving on the battlefield disappears. French casualties are very heavy, but the Wagram / Baumersdorf area is only thinly held by the Austrians, so the French push on. They have already taken the eastern end of the heights (right).


2nd to last turn - The Austrians are getting crushed, but the French casualties have become excessive and they too are now demoralised.


Dusk - The Young Guard are the first guard unit to get into action and secure a place on the Heights. Wagram, the gateway to the western end of the Heights is firmly under Austrian control. The last chance for the French to get units onto the Heights has now passed. BELOW - final positions.





Conclusion - I really enjoyed that game. I played it as a solo game and it was fine, helped by the flow of the situation across the battlefield. At one point it really looked like the Austrians might break the French left flank, requiring the Guard to be sent back towards the villages as a precaution. In fact the guard spent all day marching back and forth and pretty much missed the action!


Once again, the rulebook did not come out of the box (perhaps it should have done for the Victory Conditions :-) ), allowing for concentration just on play. Quite a lot of the early French attacks across the Russbach were repulsed, it could so easily have been the other way and what if Archduke John had entered play? or if everything had gone right for the Austrian assault on the French left? - the panic to protect the three villages would almost have become a game on its own. Overall, I think this scenario has good replay value.


Victory. The French inflicted 81 points worth of losses on the Austrians, while suffering 55 themselves. They got 58 points worth of troops on to the Russbach Heights. Of course, of importance was the fact that the Austrians scored zero points for exiting units from the west edge of the map. These sums give us a ‘Decisive’ French victory, but I think my mistake regarding exiting Austrians to the west contributes to that and had I done some exiting of Austrian units, it is likely that the French victory level would be reduced to ‘substantial’ instead.


I remain happy that I bought this deluxe edition. 


EDIT - We played last night face-to-face, with the knowledge that an Austrian escape to the west could add to a viable Austrian strategy …. However, as the Austrian player, I had the perfect opportunity to do that during the two night turns, as my forces there were unengaged and at night the enemy cannot engage, so I would have been free to leave the map with good numbers.


But …… I saw a chance of a couple of quick success on the next day of battle and there were successes, but I had allowed myself to get drawn back into battle. I did ultimately take a decision to escape with those forces, but I was rather entangled by that time and I lost half the force while trying to escape!


Resource Section.


My sister webspace ‘COMMANDERS’  showcases the various figure and boardgame systems that I am enjoying and gives a flavour of where current projects are up to. Link.


https://commanders.simdif.com


Previous write up about the Marengo game - LINK


https://battlefieldswarriors.blogspot.com/2026/05/marengo-june-1800-napoleon-at-war.html


Friday, 8 May 2026

Marengo June 1800 (Napoleon at War)



Marengo is one of the four battles in the recently released deluxe boardgame version of ‘Napoleon at War’ by Decision Games.


The original Napoleon at War ‘quad’ was published in 1975 by SPI. It presented the battles of Marengo, Jena-Auerstadt, Wagram and Leipzig. Each with their own map and having less than 100 game counters. 


A seven page rule book services all four battles, with each battle then having some historically based special rules. This is  driven by a system that is at the very low end of complexity.


Marengo is the smallest affair of the four battles and also described as the simplest and so becomes a good place for us to start. 


The original games had single sided counters with their backs blank. Here the counter rears are used to show which hex the unit sets up in, which battle the counter belongs to and whether the unit enters as a reinforcement. This is a great help in setting up the game and faster than using the supplied rosters.





Above - Here is our Marengo map with units in their starting positions. The Austrians (yellow) can be thought of as having just advanced onto the board, passing through Alessandria and advancing across constricted terrain with the intention of capturing the villages where the two dice are shown and going on to destroy the French Army. 


The villages of Pietrabona (white die) and Marengo (red die) are victory locations. The very pale blue waterway is impassable river (except at bridges) the darker blue is the Fontanone Stream. It is crossable along its length, but being a sort of steep sided ditch, it is defensible to the defender and expensive to cross in terms of movement points.


The ditch offers a good defensive line and the Austrians will need to get across this if they are going to contest Marengo beyond it.


Historically the outnumbered French did a good job at holding on, but eventually they were pushed out of Marengo, falling  back onto that high ground in the middle of the map with the Austrians in Pursuit. At this point the Austrians were pretty sure that they had won a victory …. But! A significant French counter-attack then pushed the Austrians all the way back to their starting positions. Napoleon is popularly quoted as saying “I lost the Battle of Marengo at 5 O’ Clock and won it back at 7”. This may not have fallen from Napoleon’s lips, but it nicely summarises the day.


Important stuff - The system scale is 400 - 800 metres to the hex. The Marengo map says it is using 400 metres to the hex. Units represent brigades and demi-brigades (though in Leipzig units are divisions with their artillery absorbed into the divisional counter). Zones of Control are what are commonly termed ‘sticky’, so that once units engage, they will only disengage following a combat result. This greatly matters because combat between adjacent units is mandatory, so units that get locked together with opponents are forced to fight.


There is some scripting going on in the game. On turn 1, the French can’t move more than half their movement allowance and cannot enter an Austrian Zone of Control. From turn 9 onwards the French can announce their main counter-attack. For three consecutive turns, all French attacks will be enhanced to double strength (defence remains normal).


The victory conditions look at the proximity of friendly units to the villages of Pietrabona and Marengo, together with casualty rates. To win, the French need only control Marengo and the area around it, while the Austrians need to control both villages.


This is a 14 turn game and the general rules say that a game turn represents between 1 - 2 hours, so since the numbered game track does not include the time, I am going to assume, for the sake of narrative, that in the Marengo battle, 1 turn is 1 hour and that this is a full days fighting (which it was).


Playing the game.

I was not to know it yet, but success for the Austrians in the early turns is essential for them. On Turn 1 (shall we call it 8 AM)  the lead Austrian units make contact with the French, just outside Pietrabona, but they are repulsed!


Turn 2 (9 AM) - The next set of Austrian attacks are also repulsed. The French stay on the defence and simply choose  to develop their line, while some reinforcements move across the hill to occupy Castel Ceriolo village on the western slopes.


Turn 3 (10 AM) - The initial Austrian failures means that they are becoming rather bottled up against a firm defence and they do not have the space to adequately deploy against the French in a decisive way.


[Historical notes - The French did a good job at holding the Austrians back, but by 10 AM the Austrians had taken Pietrabona and were attacking across the Fontanone Stream].






Turn 4 (11 AM) - Above - The French still hold a firm line, but the Austrians have given themselves a little more room to breathe. That Austrian strength 7 counter (Latterman’s Brigade) is making space, but is now very vulnerable to counter-attack!


Turn 5 (12 noon) How is it possible to roll so many sixes! (Bad).


Turns 6 - 8 (1 - 3 PM) The Austrians finally take Pietrabona! The French re-take it. The Austrians capture it again ….. and the French retake it!


[Historical notes - by now, the French are over the Fontanone and they have taken Marengo].





Turn 9 (4 PM) - Unsupported Weidenfeld’s Brigade has by-passed Pietrabona and taken Stortingliona a little further south. This is stretching the French line. from this turn onwards the French can announced their 3 turn counter-attack, but at the moment, they don’t have enough troops in the right places to make it worthwhile, so it is delayed. ABOVE photo - Never-the-less their attacks are going well and things are turning in their favour. In the north Murat has just arrived with his cavalry and he is pressing the Austrian left.


[Historical Note - French Consular Guard are destroyed and the Austrians pursue the French towards the higher ground].


Turn 10 (5 PM) the French clear the Austrian threat at Storingliona by destroying Weidenfeld’s Brigade and so now have the spare capacity to launch their three turn counter-attack. They will be doubled in strength on the attack.


Turns 11 & 12 (6 PM - 8 PM) - The French slowly push the Austrians back towards their starting positions, but their extra efforts has seen them suffer heavy casualties and they leave the way open for the Austrians to once again strike at and capture Pietrabona!


[Historical note - at 6 PM the French counter-attacked].


Turn 13 (9 PM) - the fighting is starting to die down, with both sides concentrating their efforts around Pietrabona.


Turn 14 (10 PM) The French ‘mop up’ in the north. At  Pietrabona they put in a 2:1 attack against the village which has a 66% chance of ejecting the Austrians ….. but fail. The game ends with the Austrians controlling Pietrabona, but getting no where near Marengo!





Above - final positions.


Victory - Neither side eliminated the number of enemy strength points needed to raise them a victory, so it just goes by holding  objective conditions. The French only need to hold the area around Marengo with at least 10 strength points, which they did, while Austrians need to hold both of the Pietrabona AND Marengo village hexes, which they didn’t! So the game declares a French victory, which seems about right as the French certainly had the better game.


Conclusion

The game was enjoyable to play and kept both sides continuously engaged throughout. Those early persistent Austrian failures seem to have pretty much cost them the game. They were generally attacks that had a 50 / 50 chance of pushing the French back and giving themselves room to expand, but the dice were cruel and so on another day, perhaps an Austrian success might show its hand. However today, with so many sixes rolled early on, it was not good for the Austrians and after that, they just couldn’t hope to keep up with the historical timetable.


Containing the Austrians meant that the fight was pretty much kept to the upper left quarter of the map. The terrain here is fairly restricted and troublesome if trying to move or attack into. 


An interesting dynamic is that Austrian infantry generally have a movement allowance of 3 (French generally 4), this starts to matter in the dense terrain as a bad terrain hex costs 2 movement points to move through, so the Austrians are disadvantaged in terms of manoeuvre, often moving at just 1 hex at a time - they need to break out into the open ground.


Early on the French took a decision to defend ‘forwards’ around Peitrabona rather than sitting back behind the defensible Fontanone Stream and I think that worked well for them as it left the Austrians with little space to manoeuvre amongst that constricted terrain and it kept them away from the Fontanone.


Because the system is simple, I had decided to play with the one page of optional rules, but I missed the artillery rule that states that if they move their full movement rate, then they are marked with a ‘limbered’ counter as a reminder that they cannot fire that turn. This of course adds more grief to the Austrian side, as they need to work hard to bring up their guns to support those early attacks.


Even though the Austrians today were banging their head against a brick wall, (we might well call it Peitabona’s Wall!) it was still fun to play them and it gave a good game, but I would like to see a game that opened things up to be a bit closer to the historical narrative, simply because I want to see that range of results demonstrated and to know that the historical is possible. I would happily play the scenario again.


It is the case that the game is putting playability above simulation and so you may not find the Marengo that ‘you’ are looking for here. If you think of it as a themed game in which a correct order of battle and terrain are largely informing play and that some things happen that are typically guarded against in more sophisticated designs such as cavalry not being able to attack villages / towns or artillery being restricted when moving in some types of terrain etc.


The engine is so solid that if these things mattered too much, you could easily introduced them as house rules, but overall one has to balance these things against getting a game that is highly playable.


EDIT - I have just played a second game and though I got another French victory, it played differently.


The Austrians were able to fight their way into Marengo, but with tremendous losses and so when the French counter-attack came, it overpowered the reduced Austrian army and pushed them back across the Fontanone - though they kept hold of Peitrabona.





Above - Marengo is in the hex under the blue die. The top end of the map generated a lot of tense play. The French pushed into that wing but suddenly found themselves facing potentially surround attacks. The Austrian attack that really mattered could only fail on a ‘6’ ….. so of course that is what they rolled! Within a turn or two, the tables had turned and the French destroyed the Austrian left, capturing the bridge leading to Alessandria. Strategically this would have cut the Austrian retreat route and so our French victory today is all the more total for that ….. but my point is, had the Austrians won that elusive attack, it would have turned the tables on the French and so I still have hope that the Austrians can win in this game! 


Historically, the Austrians contested Marengo and then had enough steam to pursue the French back to the higher ground and after a couple of games, I am not seeing that, though the designer notes give the impression that it is a potential outcome, but they also suggest that the French should not be drawn into playing a ‘forward’ defence, while my limited play experience leaves me feeling that they should. 


I am playing face to face on Friday evening, so there is another opportunity to explore all of this.


Further EDIT - The face to face has been played and another French victory, again the Austrians suffered high losses and didn’t get across the Fontanone Stream and consequently did not reach Marengo. 


We both felt that either the French 3 turn counter-attack at double attacking strength felt misplaced OR that the Austrian can’t really match the historical timetable in the morning by getting to Marengo by 10 AM (around turns 3-4) ….. or even at all, if the French defend forwards and keep the Austrians contained. 


For now, I will park it and move onto the other scenarios, just so the entire package can be explored, but I would like to come back to Marengo. Once again the rules stayed in the box (good), it met our short play goal (good), we enjoyed the play (good) …. but, a Marengo without a Marengo, that’s not so good. I will start to read through CSW and BGG for posts on the original print and see if I can pick up any tips there.


Final Edit - I have played the scenario a fourth time, but made an adjustment to the rules. For the French, their turn 1 movement restrictions are now also imposed on turn 2. For the Austrians, on their first two turns, they have their attack (only) strength doubled. This is not as drastic as it sounds as they Austrians have few attack opportunities on the first few turns and it just helps ensure that DR happens more than AR.


Both tweaks are already present in the scenario, so it is not introducing something too new, rather it is just expanding the designers thoughts of 50 years ago.


Together, the tweaks serve to ensure that during the morning, the French are encouraged to develop their defences on ‘their’ side of the Fontenone Stream, giving the Austrians a timely jump off point to assault Marengo, while still ensuring that there is plenty of fight and contest going on before Marengo falls.


My game did give me that, but the French hung on and took heavy casualties. In this system, once one side ‘thins’ the other side has more opportunity to overwhelm, break through or turn flanks and start to cut the enemy retreat and this is what happened here.


In the end the French were desperate for their reinforcements just to hold the line, rather than going on the counter-attack and re-taking Marengo. So we end with a very clear Austrian victory.


The scenario was more fun to play than the previous ones of a ‘contained’ Austrian force, but it would need to be played a few more times to make sure that there is also the chance of a French victory. The teaks may have given us the right opening and a good contest for Marengo, but if they fail to show the French counter-attack in all of its glory, then we still have a problem.


For the next play, I may remove Austrian double strength attacks for turns 1 & 2 and just stick with the French movement restrictions for turns 1 & 2 and see how that goes. Regardless, four enjoyable games of Marengo in just a couple of weeks without the rulebook being used is its own minor victory.  


Complexity - The box rear scores this 1 out of 5 (Minimal Complexity) and it is absolutely right. I looked at the rules once during play! The rules are very close to the Blue & Gray rules. This is reinforced when I set up and played the second and third game without using the rule book at all.


Size - The maps are bigger than the originals due to bigger hexes being employed, but still only come in at 22” x 25½”, so the map and a play aid card don’t take up much room. The hexes are at a comfortable size. This is a quick play game, so the family dining table can be hijacked without disturbing meals etc.

 

Solitaire - This is a two player game, that plays fine solo. I played this game (and the second game) solo and had no trouble what-so-ever.


Time - The box describes these games as playable in 1 - 2 hours. One might assume that with Marengo being the easiest of the four battles, that it would be coming in nearer the 1 hour mark, but both my games came in at a tad over 2 hours each, while the third came in at 1 hour 45 mins of actual play, but we ended that game 4 turns early because the Austrian situation was untenable.


Resource Section.


My sister webspace ‘COMMANDERS’  showcases the various figure and boardgame systems that I am enjoying and gives a flavour of where current projects are up to. Link.


https://commanders.simdif.com