Napoleon at Leipzig
With Aide De Camp II

Replay and Improvements

by J. Steidl and P. Worthington

NOTE: Neither of the authors of this article are employed in any capacity by COA or HPS Simulations. The article is based solely on the experience of the authors with the ADC2 program. - Editor

If you're like the typical wargamer today, you're 30- to 50-something, with a job and family that leave little time for gaming. And what time you do have is spent solitaire because your gaming buddy from college lives on the other side of the country. If this is you, then despair no longer. All you need to get back into the fray against your favorite live opponent is a copy of Aide De Camp 2 from HPS Simulations.

Aide De Camp (ADC2) has been around for a while, and most wargamers have at least heard of it. I had, but had never looked at it seriously for two reasons. I couldn't imagine playing a wargame by email, and my "regular" gaming partner didn't have a computer at home anyway. Then as our families grew, we dropped our annual weekend marathon and lost touch for a couple of years. This fall we reconnected. When I found out he finally had a computer, I decided to bite the bullet and check out ADC2.

So what exactly is ADC2? It's a game support utility that allows you to play any game you have a copy of by e-mail. The program comes complete with all the tools necessary to play and create games. The system requirements are rather minimal--any Windows 95 or better system, 486/66 mhz processor, 16MB of RAM memory and 16-bit color display.

Game modules can either be created from scratch or can be purchased from many game vendors. In the case of purchased modules, the graphics are usually very good and consistent with the graphical quality of the board game. Maps can be scanned (as can counters) and hex grids superimposed to create maps in addition to creating the graphics from scratch. (Although games with scanned artwork can have significant delays when switching zoom levels.) Area movement games are quite possible as well. Fog of war, hidden pieces and many other features comes standard.

HPS Simulations has been very proactive in publishing update files for ADC, and they are posted on the website regularly. These updates fix bugs that inevitably come up in any computer program. The user manual is also updated and is available for download at the user's convenience.

What if you don't have a partner? No problem. There are web sites with "opponent wanted" listings. (For starters, try http://www.hkll.com - Nick Bell's Die "Hauptkampflinie" website is top notch. You can also check Consimworld.com for links.)

The rest of this article will offer a player's perspective on ADC2 within the context of a specific game-Napoleon at Leipzig. Because most gamers will probably never design their own game set, we won't address that set of functions at all. (The ADC2 set for NAL game can be purchased directly from CoA.)

The two of us offer somewhat different perspectives. Paul is a seasoned veteran of many ADC2 campaigns, while I am a novice to e-mail play. Both of us are veteran gamers, however Paul has played NAL several times before while this is my first shot at the game. Paul and I hooked up through the website listed above. I thought NAL would be a good first ADC2 game, because the rules aren't too complex by today's standards, and it has a typical IGO UGO turn sequence.

Getting Started with ADC2

The ADC2 manual is electronic, and quite comprehensive. It's divided into main sections that mirror the software's 3 basic modules: Symbol Editor, Map Editor, and Play Game. The Symbol Editor is used to create all the artwork for the game. The Map Editor is then used to create the map, by laying down the custom terrain artwork on a hex grid. Finally, the game has to be put together in the Play Game module. This last step includes defining the sides, and the game pieces along with their starting locations and reinforcement schedules. You don't need to worry about any of this if you're buying a commercial game set. The game can then be played from within the Play Game module.

This is a nit, but as a new ADC2 player, one of my frustrations was the fact that the Play Game module is used both to create and play the game. Since the instructions follow the modules, and are organized around the menu options within the modules, the few things you actually need to know to play a game using ADC2 are all mixed in with a lot of things that you don't need to worry about unless you want to create your own game set or edit an existing one.

ADC2 is simple enough that a veteran user could probably get you started in 5-10 minutes. If you're learning on your own, though, you're going to need at least an hour or two sifting through the manual to get to the same point. It would be a great help if there were a player-oriented quick start guide that walked you through the basics of the typical game turn flow: how do I move, fight, bring on reinforcements, etc.

Given how much time we spend reading wargame rules, however, the time investment to learn to play with ADC2 is minimal-you only have to learn it once.

Game Turn Mechanics In ADC2

Since this is a joint article, I felt compelled to add a few thoughts to the above. No doubt much of the readership can gaze at their bookcases full of games and grouse about wishing they could play them.

ADC2 is THE ideal way to get the chance to play those games. Most all of us can grumble about the time constraints that "real life" places on our playing games. With ADC2 one can now play as many games as their schedule allows, spending only a "few" minutes relatively speaking out of a day to complete a move. Games with highly interactive player sequences (i.e., impulsed moves along the lines of 4th Ed La Bataille for instance) become very possible in the pbem sense with very little disruption of the game sequence.

Advanced users will find that games using hidden piece placement can even be played on ADC2 in a manner faithful to the original design! I can say that I now play board games to the extent that I never dreamed possible in the old-fashioned play-by-"snail mail" format or face to face.

At present I have upwards of ten games going simultaneously of all makes, models and sizes. For those of you who think board wargaming has "went the way" of All base computer games, take a look at ADC2 and I would bet you would soon feel as I do when I say that ADC2 has been a major development in our hobby.

With that being said, there is one major thought to keep in mind with ADC2: namely the program does NOT have All that would allow you to play against the computer. The modules created or sold do NOT "teach" ADC2 how to play a particular game--the program will not prompt the user if an illegal action is taken.

ADC2 is meant only as the "paper and pencil" if you will for graphic demonstration of the events of a game turn. Powerful tools are at the gamer's disposal to add comments during a turn, move pieces showing movement points spent in a given hex, outlining combat and resolving results. In fact, there is really no need to set up the actual game along while using ADC2. It is necessary to have the charts, tables and rules handy to resolve combats, check questions, etc.

The actions of a given move are stored in a "replay" that is reviewed by the opponent upon receipt of the file. In this replay one can see the execution of a given turn or phase in a step by step process. One can view the replay at their own speed, stop the replay and go back to look at previously reviewed actions.

Once the user is satisfied with the validity of the move, the replay is cleared so that storage of the new turn can take place. (Note: The replay function automatically keeps track of every individual game action - move, comment, die roll or whatever. It is therefore possible to enter the replay at any numbered action rather than having to play through from the beginning. This is particularly useful if you want to see the replay a second time, just looking at the combats for example.

Figure 1.(below) Blucher advances on Moekern. Note the expenditure of MPs on a per hex basis as the Brandenburg Hussars move to the woods. One click on a given hex will increase the number by one.

However, the current replay function does not allow you to step backwards and forwards. My suggestion for a future re vision would be to add the ability to pause the replay, and then step backward or forward by 1, 10 or N actions at a time, from whatever point you paused it. This would make the replay a little faster to navigate.) Movement is done hex by hex ... one click equals 1 MP. The user graphically sees the number on the map change with each click so that his opponent can see how many MP's are spent in a given hex:

Once all the pieces are moved the user can then proceed with his combat phase. This is done by clicking each hex and designating units as attackers or defenders on a per combat basis. A right click then activates the die-rolling tool, which allows for selection of type of die (up to a percentile roll) and number of dice to be thrown. One can then explain the attack, designate odds, and then click roll. The result is shown and the result is applied by the player as per the game CRT.

Note that only one piece is displayed on the graphic yet these are in effect stacks of pieces. Simply passing the cursor over the hex will show the composition of any given stack at the bottom of the screen. The hex terrain window in the lower right (not shown) will identify all terrain types present.

Once the user has completed his turn the "save file" icon is clicked and the file is ready to send to the opponent. Of course the turn can be saved at any time. So if you've promised a wife you'd take her to dinner and a movie, you can leave in midturn and come back tomorrow to finish.

Figure 2. (above) Yorck assaults the French line in front of Moeckern. Note that each stack of pieces has been designated "A" for attacker and "D" for defender. The number represents the number of pieces, (ie., A2 means two pieces attacking from a given hex). A right click at this point activates the die rolling tool, where the combat can now be resolved.

One of the many nice features is the ability to undo just about any action. In order to provide the replay function, the program remembers every action you have taken. It will therefore allow you to undo any number of actions, although they must be undone in reverse order, starting with the most recent. It will not, however, allow you to undo a die roll. This prevents you from being even remotely tempted to re-roll that one crummy roll on the most important combat of the turn.

Playing Napoleon at Leipzig with ADC2

The Clash of Arms version of NAL is actually an updated edition of an earlier (1979) Kevin Zucker-OSG design. I never played the original, so I can't compare the two, but you should know that there is now a second edition from COA (third edition overall, sometimes referred to as the Gold Edition-confused yet?) This is important because the maps in this latest COA (1996) edition are different from the earlier (1989) ones, and the ADC2 game set is based on these latest maps.

The latest maps are a dramatic graphical improvement on the earlier ones. There are also some rule improvements in the latest edition, but the counters are the same. For those of us who have the 1989 edition, COA has an upgrade kit available. This contains just the maps and rules, for about half the price of the full game.

NAL is a two-map, 400-counter, grand tactical simulation of the enormous, 6-day battle fought around Leipzig from October 14-19, 1813. Game turns represent an hour of real time, except at night, and units are generally brigades, except for the Russians and some cavalry that are divisions. Artillery units represent 10-50 guns.

The full "campaign" is nearly 70 turns, but there are a number of shorter scenarios of various sizes. There are also three levels of rules. The Standard Rules cover movement and combat, and allow players to get into the game with one of the four short (8-11) turn scenarios.

The Campaign Rules add leaders, command, initiative, demoralization and reorganization and are critical for play of the longer campaign scenarios. Finally, the Grand Tactical Rules add some chrome around artillery and cavalry.

We opted to play the full campaign, starting on October 14th, with all the rules. This is actually not as tough as it sounds, because the early start has few units on the map, allowing a new player to get into the game gradually.

Force Comparison

Historically there was some sparring on Oct. 14 - 15, including a major cavalry action, but neither side gained the upper hand, and there was little change in position. Napoleon appears to have left Murat in command of the field, and there was significant confusion on his part as to where the various Coalition forces were located. This situation will never be duplicated in the game.

Although the "Late Start" rule makes the activation of Napoleon (and Murat) die-roll dependent, there is still a 74% chance he'll be up and moving by turn 3 and 91% by turn four. This is critical, because it's hard to get any momentum going without commanders at the front. (Corps which aren't in command range of Napoleon, Murat or Ney have to role for initiative based on their leader's rating. The same applies to the Coalition, but they have five commanders vs. three for the French.)

Once Napoleon is on the move on the 14th, Barclay will be forced to retreat.

The French can mount an attack with a 2:1 advantage in manpower, and still keep sufficient forces back to block routes of march of later coalition reinforcements. In fact, as I looked at the reinforcement schedules, I was struck by the fact that the Coalition never seemed to have any advantage, despite everything I had read about their supposed numerical superiority. This prompted me to do a little force analysis, which you can see below:

TimeFrench
Combat
Factors
Coalition
Combat
Factors
Start Oct 14th156 83
End Oct 14th 26283
End Oct 15th 437243
End Oct 16th 449372
End Oct 17th 480399

As you can see, the French indeed do have a significant numerical combat factor advantage throughout much of the game. Based on this I did a quick comparison of numbers: unit historical troop strengths vs. combat factors.

The following numbers are for total strengths of all forces engaged by the last day, (not accounting for prior losses in either the manpower or combat factors) and based on the Study Folder included in the game.

TypeFrench Coalition
Guns / Artillery Factors 700 / 911,400 / 175
Cavalry / Cavalry Factors 30,000 / 86 60,000 / 77
Infantry / Infantry Factors 175,000 / 293 290,000 / 293

This is very interesting. The artillery balance seems fine, but the infantry and cavalry look out of whack. In 1813, after the retreat from Russia, it's hard to believe that the French army, man for man, is that much better than the Coalition. I'm not criticizing the development team since I'm no expert on this period; it would just be interesting to know the rationale behind the unit strengths.

Game Play and Strategy

At this point in our game, we've reached the night of Oct 15th, and my primary concern has been to keep Barclay from being totally destroyed. Wittgenstein lost two brigades in the early going before I remembered how to play a "classic" ZOC/CRT type game. (When the only real way to kill units is to force them to retreat while they're surrounded by ZOCs, you never want two adjacent stacks on defense, right?)

I got a little payback at dusk, however, as the French V Cav Corps stuck it's neck out a little to far on the flank, and I was able to use the neat rule that allows formations in Attack Mode to move one hex through enemy ZOCs. At this point I've fallen back to the Gosselbach, contemplating strategy for the 16th.

So far we've just been sparring. How will things unfold over the next three days? Paul's experience suggests: the lack of quality French commanders makes moving the French Army in a coordinated fashion problematic. Once the coalition brings their forces to bear this problem magnifies as either or both of Ney and Murat could be facing a superior commander (Blucher or Barclay) or even two commanders once Benningsen and Bernadotte arrive. Granted, the 14 October start does swing the balance of the game in favor of the French as Napoleon will have all day on the 14th and 15th to crush Barclay. Of course, all depends on one of either Murat or Napoleon making the wake-up roll, as the one who makes it can "wake up" the other by passing through the hex. I suspect most people opt for the historical 16 October start or perhaps enact a house rule that freezes L'Empereur for the 14th, if not the 15th as well.

Further, the quality of the French army is suspect despite the actual numbers. The German defection issue is a major problem that the French cannot ignore. Pushing a Corps (especially Macdonald) with German assets into demoralization could very well see an entire front of French disintegrate instantly.

To me the strategies in this game are rather straight-forward. Assuming a 14 October start (starting on 16 October merely decreases the window of opportunity for Napoleon to crush Barclay), the French will attempt to crush Barclay before the arrival of Blucher and Schwarzenberg. Much will depend on the French leader "late start" rolls. Once Blucher and Schwarzenberg move into position, the French will be on the defensive from the 17th on. With the coalition applying pressure from three sides the French will have all they can handle.

As the Coalition player everything must be done to save Barclay on the 14th and 15th as a viable force. Fall back only when L'Empereur awakens and use the river lines to slow the French onslaught. Don't be afraid to fall back on the Gosselbach or even the Pleisse as a healthy Barclay requires the presence of, at the very least, Victor and Lauriston. If Barclay is crushed then Victor or Lauriston is free to move into the French reserve, ready to be rushed to other trouble sectors.

However, once Blucher and Schwarzenberg are on the field the initiative passes to the Coalition for good. Keep up the pressure on all fronts... especially on the front where L'Empereur is not present. L'Empereur cannot be everywhere at once and, as happened historically, Murat and Ney will not have the capacity to hold in the face of superior numbers. In reality the Coalition strategy was to strike where Napoleon was not and fall back where Napoleon was present. A smart Coalition player in Napoleon at Leipzig will keep this in mind at all times.

Wrap-Up

With our current pace of play, it may well take a year to finish the campaign. But strangely enough, I actually see that as a benefit. I really enjoy being able to savor each turn-something I can never do trying to cram an entire game into a oncea-year, face-to-face weekend.

And now that I've learned ADC2, I'm ready to start a second game. Keeping two different games running simultaneously is a luxury I'll never have with cardboard maps and counters. This article can be considered a very small "taste" of the capabilities of this powerful program. As a boardgame assist program ADC2 has no equal. All the tools are present to make ADC2 a stand-alone program without accessing third party websites for such events as die rolls. The program is limited only by the imagination of the user. It is hoped that the reader will find this article informative and consider this wonderful tool for expanding their boardgaming horizons.

NOTE

There were a couple of map errors in the ADC game set that I received. This included a missing bridge and trail at S3915. As this is the only line of communication between Barclay and Schwarzenberg in the early going, it's pretty important. Hopefully by the time you read this, Ed will have corrected the map. For those who already have the game set, I assume Ed can e-mail out the updated map file upon request.


Back to Art of War Issue #31 Table of Contents
Back to Art of War List of Issues
Back to MagWeb Master Magazine List
© Copyright 2002 by Clash of Arms Games.
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com