Skip to main content

Quick Looks: Napoleon's Nemsis 1813

A question often asked of a boardgames is does its mechanics represent its theme? Or is the theme just art work over a set of dice rolls and cube trading?

Whether a war game simulates its historical era would seem easier to determine. Today we have a quick look at an east front war game set in 1813 1945.


1813 Napoleon's Nemesis covers the Leipzig campaign following Italian publisher Europa Simulazioni's previous game on the ill fated 1812 Invasion of Russia. The napoleonic game of maneuver has long been the grail of wargaming for me. I looked for it in Zucker's Day's series and found a bumper cars CRT, I looked for it here and found something more akin to Red Storm.


Turn 2



Lets look at some numbers.

According to the Wiki (that venerable source of 'facts') there were 380,000 coalition vs 225,000 French Empire men on the field at Leipzig. According to the Nemesis rule book each infantry counter represents a division of ~8000 men and 6 unit counters is the strict stacking limit per hex at all times (so yes traffic jams are a common problem).

So that is a maximum of 48000 men allowed in one hex assuming no cav or cannon divisons are present.

Each hex covers 33 miles.

So if Hiller is short on supply and has to sit in Linz his army of 48000 men, he is going to block any friendly troops crossing the river to or from Vienna, or taking the pass north to Prague for an for entire month long term.

If a battle is fought on a hex in theory up to three neighbouring defender stacks can join to give a total of four and two supporting attackers can join the attacking stack, so this gives (assuming every unit is infantry) a maximum of 144,000 in the attacking army and 192,000 in the defense. This is well short of the history and it appears to be a direct result of the games stacking. Admittedly most Napoleonic battles are half the size of Leipzig.


Before the Armistice, lines from the Baltic to the Austrian Border with Russians trying to break the centre.


I suspect the stacking limits are as they are to prevent players from piling half a million men into one city but the end result is a map that develops fronts and looks a bit like Prussia in 1945 rather than 1813.



The game has a rather harsh supply system, and combat is risky unless you have a significant leader or troop numbers advantage. If the die rolls are attritional or both sides a little risk adverse the game can gravitate towards two huge lines of troops stacked up facing off down the Elbe River.



Despite being unconvinced by the historical story I did quite enjoy playing this game. Before lines are formed, or if they break down after a violent battle, there are windows of precious maneuver warfare. On top of this the supply system gives each side a management problem to solve and an achilles heel. The foraging and force march rules allow for gambles and the Armistice is an interesting trade off decision for both sides. If the French accept they get 3 vps, the coalition gets the rubbish Austrian army and each side retreats from contact. Both sides must constantly assess the game state to judge whether a reprieve is a good deal.


Terribly dark photo captures the darkness surrounding Langeron's attempt at deep battle.


Counting against it; the game doesn't really gain much other clutter and setup time by being divisional scale. If the game was corps level with a few off map admin sheets it would be much easier to play. The combat system is also a little uninspired, tally up dudes, leaders and a few modifiers and roll high. I would prefer either a CRT or even bucket o dice. Given the mass of stacks around you have to spend a lot of time counting factors. There is also a tacked on event cards system. It's ok but I tend to think if I am going to pay for a card deck the game better really make good use of it.


On balance I'd recommend this game if you want a rather unique and interesting tournament game that can fit an eve. Don't bother if you really want a Leipzig campaign game. I am not as well versed in the 1813 campaign as I am in 1806, 1809 and the Peninsula but this game didn't match my minds eye of the conflict.

Comments

Popular posts from this blog

Quick Looks: Cimean War Battles - Tchernaya River

 A quick one today I traded off Across the Narva by Revolution Games (should post something on this) for an oldish (2000) copy of an S&T magazine. The mag came with two battles reprinted from the 1978 Quad game on the Crimean War. The full Quad also contained Inkerman and Balaklava, this magazine version just has Tchernaya River and Alma. Initial setup Early SPI games (and actually GDW and AH come to think of it) of the 70s tend to have lots of rules you already know. I go, U go, movement, fire, melee, rally, and most of the rules are standard. Command and control rules and friction of war arrived a lot later. To couter this I have added a simple house rule. For each division (units are brigates and regiments, about 2-8 per division) roll. On a 1 in 6 movement is halved unless the unit can charge, in which case it must charge the nearest enemy.  A simple easy to apply rule for generating those light brigade charges. You could also easily convert this to a chit pull game by division

Quick Looks; Red Star / White Eagle

I generally hate it when people describe designs or ideas in games as dated, because many of the most innovative games  are older than I am. Equally it implies there is something innately good about new designs, which I don't think there is. Dune is arguably the best multiplayer 'war' boardgame and the 70s basic DnD is in my view still the best RPG. I wasn't born until the late 80s and didn't discover these things to the mid 2000s so this isn't nostalgia doing my thinking, its just that some old ideas are better than new ones, despite our apparent 'progress'. Back when Roger B MacGowan did cool art house covers But having said all this Red Star / White Eagle is a dated game design. And this matters if you are looking at popping £70 on a new reprint of it from Compass Games. I am a wary cheapskate so I picked up a second hand copy with a trashed box of ebay for £20. It was worth it, but only just. Poles have just been creamed on the south we

Wilderness War is probably the best CDG (review)

One attribute of a good war game is that it opens up rather than narrows down the more you play it. Each time you play you see there is more strategic depth than you thought there was. When I first started playing Wilderness War, a card driven wargame design (CDG) on the French Indian War by Volko Runke, I thought it was simply a case of the British building a large kill stack and marching it up the Hudson and the French trying to get enough victory points (vps) from raiding to win before the inevitable. The outcome would likely be decided by card play and who got the reinforcement cards when they needed them. The game is afoot.  Four games later I have realised that this is not the case. Yes the British will sometimes win by marching a big army up the Hudson and sieging out Montreal, but a lot of the time things will play out quite differently. Maybe the French strike first, perhaps the British realise that going up the Hudson is going to be a slog try another route. Ei