by Mark Green. U.K
Austerlitz by GAD Games engages the player on three levels; economic, diplomatic and military. Despite the anomaly of this game being set in 1808, "Austerlitz" captures beautifully many aspects of the Napoleonic era. Economic historians emphasise this aspect of the period; the financial management of war economies, the Industrial Revolution in Britain, trade and privateering, the Continental System and the British blockade. In Austerlitz the players have to consider similar problems; how to build a strong economy that will produce the raw materials, how to raise the finance to build your forces, where and what to trade, and how to attack your enemies economies. The player has a wide choice of some dozen production sites to build factories, mills, lumber-camps, mines, vineyards among others. Each will produce the relevant goods which go towards fuell-ing the economy or trade. Shipping goods off to other trade cities can produce good financial returns, but you may find yourself competing for markets. Then troops may start to appear to acquire or "protect" markets! Diplomatically the game is what players make of it. If a true Napoleon appears and shows his skill on the battlefield then other players will either react to form coalitions against the upstart or else submit to pressure. But more often than not there will a web of constantly shifting alignments as countries seek an advantage. But Austerlitz is essentially a wargame and it is here that it really scores. There are some negative features which could have been avoided with some care - troop type names are often wrong for the country and costings could have been more logical. Army sizes are probably 30% larger than they should be. However, these are minor quibbles, often to do with play-balance and gaming. The main play-balancing feature is the evening up of power of the sixteen countries figuring in the game, so France is not so colossal! The real test of the Napoleonic Wargamer comes in handling the strategy and tactics of the game. Mutually supporting corps are necessary for conquest of wide areas of territory but you need to concentrate them before a major battle. Handling a number of columns is quite a Napoleonic art, so that troops arrive at the right time. Operating on interior lines and concentrating against one enemy before turning on another can pay dividends. Unlike many games of a similar type, in Austerlitz the better (luckier!) commander can face several opponents and hope to win. While smaller battles are fought/calculated using a mathematical formula, the larger confrontations are simulated in a tactical battle. Each player deploys his troops onto the battlefield and gives detailed order to each battalion group. The computer then runs through the battle over 25 turns and calculates all the results. These Simulated Battles are the most impressive feature of Austerlitz. The range of terrain, troops types and possible orders brings out the finer features of Napoleonic warfare: cavalry and line infantry, skirmishers and squares, artillery and lancers, cuirassiers and riflemen... The range of battlefield ploys is infinite, and despite fighting six major battle I reckon I haven't done more than dip my toe in the water. I do find myself comparing situations in the game to historical occurrences. One series of turns became like the 1813 campaign, except the "Napoleon" won. Several battles have looked very much like Waterloo, with a mixed enemy on sloping terrain blocking my route. It is a measure of the success of Austerlitz that these comparisons come easily to mind. Other Reviews Back to Table of Contents -- First Empire #17 Back to First Empire List of Issues Back to MagWeb Master Magazine List © Copyright 1994 by First Empire. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |