1806

Napoleonic Board Game
Jena-Auerstadt Campaign

Review by Russ Lockwood

1806 is a two-player simulation of Napoleonic warfare at the divisional level, covering Napoleon's Jena-Auerstadt campaign of 1806. It is extremely easy to learn, fast to play, and brings home some Napoleonic ideals at the strategic level.

1806 comes with 280 cardboard counters representing the French and Prussian units, two 11x17-inch set-up tables for the nine scenarios, a turn record card, a six-sided die, and 28-page rule booklet (20 pages rules, 8 pages of historical background).

On the counters, the large numbers at the bottom represent combat strength, (initiative rating), and movement. In the example, the "III" turned sideways represents III Corp. On the far right is a commander unit, Davout, which shows an independent ability to command [1] corp and can move 10 hexes. Other commanders are not so independent--though they can command 1 corp, they cannot automatically set it in motion each turn (representing 6 hours). I'll get to the command and control operations in a moment.

The box contains a pair of 22x34-inch paper hexmaps sections. I rather enjoy the style of the maps, a portion around Auerstadt shown at right. The terrain is clearly identifiable, although there was a question (answered at the end of this review) about fortified towns.

Each hex represents 1.1 miles from side to side, with slope hexes representing a rise of about 200 feet (60 meters).

The game contains nine scenarios, ranging from short 3-turn "learning-style" scenarios like the Battle of Auerstadt, to a long 40-turn campaign game (October 8-18th). Several are "what-if" scenarios postulating an alternate history of events. The 11x17-inch tables explain which troops are placed on the map for each scenario.

C-and-C Ideas

The key to similuating a campaign on a divisional level rests on command and control. In essence, a commander not only controls his corp, but also forms a link in the chain of command. Thus, divisions trace back to their corp commander, who trace back to the Commander in Chief.

The commander in chief, depending on competence, may place a number of commanders "in control." For example, Napoleon is rated a [3], and thus may place three commanders in control. Each of these commanders in term may place their units (usually divisions, sometimes cavalry brigades) "in command." When units are "in command," which means they are within a number of hexes (the exact amount depends on the terrain), they are eligible to move, attack, etc.

Some commanders, like Davout, are so good, they place themselves "in command" automatically. Others, like Augereau, need Napoleon near to be placed "in command" automatically.

Note that I itallicized the word "automatically." If "out of command" for one reason or the other, the commander can still attempt to activate by rolling a die and meeting or beating a command rating. If done, then the commander is considered "in command." Likewise, divisions outside command range of their commander, each division rolls for local officer initiative--again, rolling to meet or beat a rating number. Success allows activation. Failure makes them sit for a turn.

One other note, when "in command," commanders activate their corp and a number of divisions (or cavalry brigades) equal to their rating. Davout (rating =1), for example, can activate his Corp plus one other unit. Napoleon (rating =3), can activate three corp commanders plus 3 additional units.

The end result is that if you keep your force concentrated, you'll be able to move and fight quite well--at least on a narrow front. If you spread out, you take your chances that your best-laid plans will go awry due to the randomness of a die roll. You can alleviate the rolling to a certain extent by sending your most competent commanders on the wide flanking marches, but yo really never know.

To illustrate, in a Jena-Auerstadt game (scenario 3), I could not roll to meet or beat Augereau's rating for three straight turns. As a result, Lannes advanced unsupported, and Hohenlohe turned and won the battle of Jena by sending Lannes reeling. Meanwhile, at Auerstadt, though Davout could and did automatically activate and get into position to try and seal in the Prussians, he was overwhelmed by superior numbers, and indeed, captured!

More Command Advantages

If, or when, your divisions become casualties, your commanders can reorganize the stragglers and other remnants left over from the battle. As long as your leader is 5 hexes away from enemy, the units come back in the appropriate phase as long as they were not "permanently eliminated" -- i.e. eliminated while surrounded (not enough remnants and stragglers, so to speak), already reorganized once before, and some other situations.

Combat

One look at the combat results table and you'll see that combat is very bloody indeed--lots of exchanges especially. There's a combined arms bonus for pairing cavalry with infantry on the attack (although, strangely, not in the defense).

During the aforementioned Jena-Auerstadt scenario, the Prussians attacked Davout's defensive line at Auerstadt--two infantry divisions and two cavalry brigades (a third infantry division was detached). Two rolls later, the French III Corps had been exchanged for Prussians and another roll had Davout captured!

Also strangely, although the defender's combat strangth can get a boost from favorable defensive terrain, an exchange does NOT take into account such boosts--different from most games.

There is another type of attack, a sort of rolling movement attack where the attacker attempts to push back the defender. Called "Repulse," if the attacker can gather 5-1 or more odds against the defender, the defender is pushed back two hexes and the attacker may continue to advance. If the odds are lower than 5-1, the repulse fails and the attacker must attack with a very negative shift clearly in the favor of the defender.

Vedettes

One clever option is the use of vedettes--small detachments of cavalry used to scout out enemy forces. Cavalry units can break off a number of these vedette sub-units and send them rampaging over the countryside. They can count as combat units and so on, but they are primarily to screen, not battle. They may withdraw before combat (it would be suicide in general to stay in combat unless against another vedette).

Hidden Units

1806 uses hidden units--the back of the counter is printed with a national flag. All units start the game with only the flag showing so the enemy cannot figure out what is where. Of course, large concentrations can inevitably show where the enemy is, but with the use of Vedette counters to augment your counter mix, you can certainly attempt some deception.

In the short scenarios, there's really not much need for vedettes, but in the campaign game, they become very important in order to find which enemy force is where. The simple expedient of hidden counters adds a certain tenseness to a game.

Overall

If you are looking for short scenarios, 1806 indulges you with a couple--we ended up playing two in one night. The Auerstadt scenario is an excellent learning scenario, especially because the French have but five units to move. It is not much of a game, but if you play to learn, it will lead you to understand the rules and getting on to the real game--the campaign.

Veteran boardgamers will have no trouble learning the system. Players new to boardgames will pick it up easily. The rules are pretty tight, but then again, you'd expect no less from veteran designer Kevin Zucker.

The real strength of 1806 rests on the campaign game. In campaign mode, you can see the corps sweeping over the terrain, where the Prussian army is trying to extricate itself back to Berlin, only to be caught by the French. And here, in 1806, you as the Prussians can try to do something about it, or as the French, try to duplicate the historical success.

Several starting points are available, depending on time constraints. The rules say 9 hours at the longest, but on average about 20 minutes a turn by the time you figure out which hidden units are which and where you want them to go. In the 40 or so turn longest scenario, that will take you about 13-14 hours. Whatever you do, start with the short learning scenarios, which take about an hour and a half each. You'll get the mechanisms down and have a better idea of how to run through the campaign game.

For you miniatures gamers, this scale is just about perfect for running a short campaign. Each movement point is roughly an hour's worth of movement, and at 1.1 miles to the hex, easy to set up a clash of two forces over a couple hexes.

Overall, the hidden units work very well, including the clever use of vedettes, adding that tense uncertainty to all your maneuvers. The command and control rules work even better, allowing you to rampage all over creation with the excellent commanders, but limiting your activity with poorer commanders. Single isolated corps are particularly vulnerable, as we found out again and again.

Combat is very bloody, although as long as you keep your leadership intact, you can reorganize units back into combat formations.

As long as you keep in mind the operational nature of the game--division sized units spread over a large area, not tactical battalions on a small part of the battlefield--you will enjoy visualizing what Napoleon implemented back in October, 1806. Only this time, the Prussians will not be as accommodating.

Questions Answered

Of course, while playing the game, some questions occurred. We worked our way through them--nothing major, but we sent an e-mail to designer Kevin Zucker for clarifications to our interpretations. here is his reply...

The Map

Where tracks cross rivers there are bridges.

Game Turn Record Track

  • "Tilly" refers to the I Corps cavalry brigade.
  • Pelet arrives at N1801 on the evening of 8th October, 24 hours sooner if using the Alternate Turn Track.

    Set-up Charts

  • Dupont's set-up for the 9th should read S2701.
  • On the 12th Ney's set up should be S2623.
  • In a couple of instances, Bernadotte's set-up hex may be shifted one hex to place him on the road.
  • Where the word "reduced" appears, it denotes that all the units depicted below set-up at reduced strength.

    Rules

    20.1 Victory Points

    In the Introductory Scenario and Scenario Two, subtract 2 points from the award specified in 20.14; in Scenario Nine, no need to deduct 3 as you do not use standard victory conditions.

    20.11 ratio of losses - lost during play means a running total and if a unit is lost rebuilt and lost again you get its full and reduced strength right ? or should it be units lost at the end of the game ?

      A) Only the latter.

    By "in supply" in 20.12 do you mean in 14 hexes of a wagon at the time enter the hex or just not marked out of supply.

      A) The latter.

    Rules state Town/Village increase defender by 50%. Terrain Chart only states this for Towns. Which takes precedence?

      A) The Chart is correct.

    The setup chart says that, "Any Corps whose location is identified by a town name rather than a hex # begins off-map," but in scenarios 3 & 4 do the units from Weimars V Corps ever enter the game?

      A) They enter, but they are too far away to reach the scene before the end of the day. (You could, however, play the same situation as a "Campaign," extending it until the 18th.)

    Are PEU's the only strength points used to figure victory conditions at the end of the scenarios??

      A) No, all units eliminated at the end of the scenario count.

    How is it handled when the setup at the beginning of a sceanrio has a hex overstacked (ex.- Scenario 4 hex N 1330 has 2 inf & 1 cav with no leader in initial setup)?

      A) Displacement at the owning players choice.

    Road March: Can units in road march move through other units in road march at the road march rate?

      A) No.

    Rule 10.12B: "Fortified town" hex?

      A) The fortified towns are Naumburg, Gera, Erfurt and Weimar only.

    Hex 2540-2539: A woods hexside?

      A) Yes.

    Scenario Victory Points--Scenario 1: The Prussians gain victory points for units not lost--up to 5. Seems a forgone conclusion that the Prussians will not lose...Same with Jena Auerstadt...Do the Prussians have any victory objectives--open a road to Berlin, etc?

      A) I have no idea what you're referring to here. Please cite the specific location in the text that is giving you trouble.

      If the Prussians do absolutely nothing, they gain at minimum 4 VPs, probably 5, and the French will lose. Note that Kevin's errata above modifies the VP rule by subtracting 2 points. It is a step in the right direction. However, I suggest removing these points entirely from the short scenarios if these are intended to be played as a competitive scenario and not a learning experience.--RL

    What's a strategic hex for victory point purposes?

      A) A Supply Source hex.

    To grab a supply hex for 1 VP, do you have to occupy the hex (at the edge of the map), or just cut all roads to the hex?

      A) Occupy it; it is controlled until the enemy reoccupy.

    Exchanges in combat: It says the lower total is completely eliminated, the higher total loses an equal number of strength points. Is that printed strength only?

      A) Yes

    Combined arms only in attack shift 1 column? Does the same apply (favorable one column shiftt for the defender) with combined arms in defense?

      A) No. Of course, house rule is possible. I give the attacker the benefit on the grounds that he knows what's going on, and who is going to attack, while the defender is unlikely to get his combined arms together in the time he would have once the attack revealed its target.

    Are there any combat effects if a unit is attacked while in road march? didn't see a mention of it...

      A) No.

    Related


    Back to Historical Game Review List
    Back to Master Game Review List
    © Copyright 1998 by Coalition Web, Inc.
    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