I recently did very well in some eBay sales, so I decided to
splurge on the Napoleonic campaign system known as “Vol d’Aigle” (Flight of the
Eagle). There are three versions of the
game, all complete but focusing on different campaigns of the period. Volume Three is the most expensive of the
lot, but since it covers my faves: the 1809 Danube campaign and the entire Peninsular War
(plus the interesting 1814 campaign), it was clearly the volume for me. It is worth noting that the 1815 campaigns
are available as free downloads from the Pratzen Editions website, so I have
that covered too, should I ever get the urge to go all Waterloo-ish.
The box is heavy, being full of components. There are dozens of sheets of cards
representing divisions and leaders who fought in the specified campaigns. These are attractive and colorful, but they
need to be cut apart carefully. There
is a set of tactical rules geared towards 6mm miniatures that I have glanced
at, but since my optometrist and I have agreed that I will no longer game at
that scale, I think I will stick with Black Powder. Another booklet offers conversion rules
between the strategic and tactical systems.
I am intrigued by a third booklet which offers beta rules for a supply
and reinforcement system, which calls for players to raise and allocate
resources in their home countries in order to build the armies with which they
will fight in the campaign game. I’ve
always lived “micromanaged sim world” games, and this kind of thing is right up
my alley, but I suspect most people who agree to play a Napoleonic campaign game
would much rather command armies than fret about a source of steel for their
cavalry swords. It might make a good
solo diversion and I will have to give it a go.
There is a booklet of army lists for the three campaigns
listed (though the Peninsular War is really eight mini-campaigns using the same
maps). Purists may pound their Nafzinger
lists and scream about inaccuracies, but for a game of this level, I think the
authors have done an admirable job of balancing the need for simplicity while
reconstructing the basic strategic challenges the generals in each campaign
faced.
There are several 11” x 17” maps showing the parts of Europe
where the campaigns took place. These have been adapted from 18th
century maps and they definitely add more period flavor than any other
components. Given that the game runs
according to an umpired double-blind mechanic, I think the experience of
maneuvering armies to seek objectives and favorable terrain is about as
authentic as it gets. Some of the type
on the maps is a little hard to read, and I would have appreciated higher-res
versions available on the website. As it
is, I may use the maps available for the Murat rules (http://www.murat.ca/Campaign.php)
which seem a little more modern but are much easier to read. Players will need to reproduce multiple
copies of these maps, and the game recommends the additional purchase of clear
overlays to show all moves simultaneously.
Finally, there are the rules themselves. For those to whom such things matter, the
graphical presentation seems fairly old-school, with big blocks of text in a
two-column format. Despite this and
despite the occasional translation hiccup, I found the rules clearly written
and easy to understand. There are
numerous examples that attack the main areas where ambiguities are likely to
come up. Given how impossibly complex
the task of equipping, supplying, moving, and fighting with armies was in the
period, I felt that most of the important bases were covered in sufficient
detail to give players a sense that they are facing the same decisions their
historical counterparts did. Umpires are
given enough leeway to handle cases where players go off the grid with their
decisions. (“So you want your cavalry division to kill their horses and use
their stomachs as swim bladders to cross the flooded river? All right, you can do it, but at a cost of
half your effective strength, and you’re going to move as infantry from now
on…”)
The double-blind movement system is the heart of the system
and the strength of the rules. Army
commanders send orders to their subordinates, which can take a while to reach
them. The corps commanders then write
orders for their units, mindful of the fact that an army marching along a road
may occupy a dozen kilometers of that road’s length. Do you split your army and try to have them
converge at a critical point? Or do you lumber along a single road, hoping that
you have the time to deploy when you make contact with the enemy? I love choices like these, and since you
don’t know what the enemy is up to until your scouts make contact, the game is
full of them. Orders are
drawn onto transparent overlays, and the referee judges when armies make contact with each other based on the combined orders, giving out information about the enemy based on scouting and intelligence reports.
drawn onto transparent overlays, and the referee judges when armies make contact with each other based on the combined orders, giving out information about the enemy based on scouting and intelligence reports.
Three combat systems of increasing complexity are
provided. The first, and simplest,
should be sufficient to handle small engagements. Players assign units and leaders to zones on
the battlefield. Factors are calculated and results are applied in terms of
losses to combat strength and morale.
Leaders play a small but significant role depending on where their
attention is directed. Managing the
disposition of units from round to round is of critical importance, and the
foolish player will not keep a reserve.
The combat system of moderate complexity plays much like the first, but
it gives the leaders more options in terms of how and with what vigor they commit
their units. Finally, the advanced
system takes into account many more factors, including the integral artillery
in each division (abstracted in the earlier systems). If players did not want to integrate the
system with miniatures battles, the advanced system would definitely be worth
the time and effort. For my needs, any
large or critical battle will go to the tabletop, and I’ll use the simplest
combat system to handle losses in trivial or one-sided engagements.
My chief complaint with the game comes from the fact that
there is a heck of a lot of information to keep track of on a turn-to-turn
basis. While the mechanics of the rules
are no more complex than those of other games of this scale I have seen, and are
probably simpler than other strategic level simulations of the period, the
authors could have gone a long way toward making the jobs of the players and
referee easier with some well-considered aids.
First off all, the game screams for a clear turn sequence. In a given turn, the umpire needs to
determine the morale, combat strength, supply status, and ammunition status of
each unit. He needs to establish where
each unit is and how quickly it will reach its goal. He must determine when individual commanders
receive their orders. And finally, he must oversee multiple phases of combat
(which takes place in hourly turns, giving units in the proximity a chance to
respond to the sound of the guns) and apply the results of said combat. If any one of those jobs is overlooked in a
given turn, the simulation strains, so please, Pratzen, provide a flowchart or
a checklist! Putting some of the
organizational responsibility to the players is a good idea, too. Sample order sheets are provided. I will
probably make the players responsible for recording the location of each unit’s
supply, their current morale and supply status, plus the amount of fatigue they
have accumulated.
The games were originally published in French, and some
components are still in that language.
For instance, the leader cards show the term “dés” to indicate the bonus
dice the leader might add in combat. Overall,
the English translation of the rules is good, but there are a few areas where
the original French idiom shows through to the detriment of clarity. This doesn’t bother me, and I feel it
actually adds flavor to the cards. However, I can see
this as being a deal-breaker for someone shelling out the fairly high purchase
price for the game.
On the whole, while $100 is a lot to shell out for a game, I
feel I got a lot for my money. When you consider that a game involving six
to a dozen players could last for weeks (if ever there was a game that cried
out for play-by-email, this is it!), it’s actually a pretty good value for
one’s entertainment dollars. It does a
good job of providing a simulation of the challenges that leaders of armies and
corps would have faced in the Napoleonic era, without getting too bogged down
in detail. The emphasis is on maneuver and fighting, which is really what we all want to be doing, right?
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