Lunch With Titans

La Bataille De Friedland

by Didier Rouy
from Azure Wish Editions

Reviewed by "Les Frognards": Fred Bey and Marc Brandsma

1 map, 498 counters, general and specific rule books, charts folder. Boxed. AWE, 75009 Paris, France. In US, through Boulder games. $?

The following is the (translation of a) transcript of part of a conversation overheard at Les Deux Magots, along the Boulevard St. Germain, in Paris. Here Jean-Paul Sartre and Simone de Beauvoir discussed existentialism; here Richard Berg and Laurent Henninger spoke of Fields of Glory. The times have obviously changed in caf้ society. The eavesdroppees are two of France's leading game designers.

FB: (To the waiter). Thank you. Put that on his bill … and could you bring us a pack of Gauloises? (Turning to his compatriot)… are you talking about AWE's game on Friedland?
MB: You praised this game a lot in both "Vae Victis" and "Casus Belli". Is it that good?

FB: Well, for one, it's the first Napoleonic boxed-game published here in more than five years! Remember, Didier Rouy designed two other battles in this series … I think he called it the "Vive l'Empereur!" series. Remember Hanau and Auerstadt?

MB: All I remember was that Socomer published them back in 1989. Other than that, all I remember was that the battle was no piece of cake. Those Russians are tough, even when they're dead you have to push them to make them fall. You don't need much more to play a good battle, do you ?
FB: Right. Besides, it turns out well. We win. Can't say we've done much of that, lately.
MB: True … so, how's it look?

FB: The map looks like it was drawn by Didier's daughter.
MB: I hear she's pretty talented …

FB: Could be. Problem is, she's only five years old. The rest, and especially the counters, looks quite good.
MB: Aha! Those must be the ones I saw on your desk the other day. The rectangular ones that are a near copy of those in Friedland by Games USA. Long side, you're in line, short one you're in column. Nice effect. What about the system? Has Didier done anything to change it ?

FB: The rules have been upgraded and rewritten, for the most part, rather well. The scale is one counter per regiment, which allows a lot of subtlety in tactical situations without falling into the monster game area เ la Clash of Arms' La Bataille series. Although in some ways, the rules look like Ed Wimble's.
MB: Hmmm, that's not a good sign.

FB: But it's definitely easier to play. And AWE is trying to be as keen as possible with History and you can feel it. It's actually the game's strongest point. You have specific rules concerning light regiments, and the other battles formations, like line and square, are all simulated really effectively. For instance, if you want a unit to enter a square formation, you simply add another rectangular counter of the same color, thus forming a real square! The larger size of the hexgrid makes it possible. And the leaders have round counters! Rather refreshing, isn't it?
MB: (Interrupting with a fit of heavy coughing). Just like this Gauloise . . . OK, the rules are classical and sound

FB: Yes, I think classic is the right word . . .you OK Marc? Perhaps a shot of brandy … or some calvados … in terms of creativity, the game is classicism incarnate. Your usual cavalry charges, offensive and defensive fire, melee and rally with a lot of details. There's also the usual Morale ratings, this time from 7 to 11, using two six-sided dice with lots of adjustments. It seems quite realistic.
MB: But, what's new ? … excuse me … messieur … Calvados … deux, s'il vous plait! (Turning back to the table). Sorry to interrupt.

FB: Well, not that much, although there are some nice features. I do like the way hidden reserve units are handled. You can have up to 2 hidden units per corps, in addition to the army's reserve, and you can use dummy counters in your reserve.
MB: Nice, but that makes it a bit iffy for solitaire play.

FB: Not the only feature to do that, Marc. Didier also threw in random event counters that you draw at the beginning and use as you see fit during the game. They're mostly familiar stuff, like a "Reaction" chit that allows units attacked in the rear to change facing, but playing them when you want is cool.
MB: Well, at least Rouy is in there trying.

FB: Sometimes a bit too hard. The game actually has four different levels of command rules. The first two are too simple, and the two others are just a pain. They require written orders, like The Gamers Brigade series.
MB: Not one of my favorites, either. Is it like The Gamers series in general?

FB: More a synthesis of Clash and Gamers, but somewhat simpler. And it still uses the standard play sequence.
MB: You mean what the Americans call Igo-Hugo?

FB: Yes … and here it manages only to produce a lack of interactivity between players during a game turn. There is an option allowing you to play corps by corps, but the difference is thin. Initiative cannot be won or lost. It's either your turn or it's not.
MB: Does sound rather "classical", doesn't it. With so many sources of inspiration , it couldn't be anything less. Ah, here're our drinks … merci.

The Waiter: Pardon, messieurs. I couldn't help but overhear you. I played Friedland with a friend last night.
MB: Mon dieu! The hobby is spreading… even to the Left Bank! …And?

The Waiter: Most pleasant and very historical. Unfortunately, mes amis, it was not very original or stimulating. For that, you're better off with these calvados … and another drag on your Gauloise. That'll be vingt francs, messieurs.

FB: Rather cheap calvados, I think …
MB: On our royalties who could afford better. Salut!!


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© Copyright 1997 by Richard Berg
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