Game Review:

Eagles: Waterloo - 1815

by Columbia Games, Inc.

Reviewed by Chris Janiec and Dana Lombardy


Title: Eagles: Waterloo - 1815
Designer: Tom Dalgliesh
Designer's Credits: More than ten historical games, including Napoleon (with Lance Gutteridge and Ron Gibson), and Dixie, all published by Dalgliesh's company Columbia Games.
Number of Players: 2
Playing Time: 10-90 minutes
Complexity Level: Low; very good for beginners and non-wargamers.
Packaging: Light cardstock box with four-color illustration of the Napoleon card on front and a brief description of the game on the back.
Scale: Grand tactical battles in which one card represents either an infantry brigade (or Prussian regiment), a cavalry brigade (or French cavalry division), 2-4 artillery batteries, or an Army-, Corps-, or Division-commander.
Map: Each player's cards are laid out in five positions. Up to four infantry, artillery and/or cavalry cards are permitted in each of a left, center, and right position on a Battleline. Any remaining cards from the initial deal are held immediately behind this Battleline in a Reserve. All remaining cards in each deck are set aside, to come into the game as Reinforcements through the Reserve position. A line between each player's Battleline is known as the Middle Ground. Cards move across this Middle Ground when they move forward to engage the opposite enemy's position. Terrain cards are played either in the Middle Ground between opposing forces (such as the River Dyle), or as part of a Battleline (Hougoumont, Bossu Wood, etc.). Playing Pieces: A complete Waterloo campaign set consists of 300 full-color cards (110 French, 90 Anglo-Allied, 100 Prussian). The game is sold in randomly-assorted decks of 60 cards, plus each deck includes fifteen 5/8-inch die-cut cardboard markers used to designate hits scored, or to indicate that an infantry card is in column or square.
Rules: 23-and-3/4-by-6-and-3/4-inch double-sided sheet folded to fit into the box. Approximately 4,000 words with several nice diagrams and illustrated example of play.
Not Included: In order to play the game, four six-sided dice are needed (although five dice are used in some circumstances). Also, a zip-lock plastic bag would be helpful to store the punched die-cut markers.
Scenarios: The four battles of the 1815 campaign (Ligny, Quatre Bras, Waterloo, Wavre) can be played. There is also a Campaign Game tying together all four battles, plus a hypothetical Battle of Charleroi within the Campaign Game if the French player loses either the Ligny or Quatre Bras battles.
Historical Background Information: There are no historical notes or bibliography, but numerous historical details are provided in the rules and on the cards (the complete set of cards gives the full order of battle for all three armies, including Anglo-Allied units available but which did not fight at either Quatre Bras or Waterloo).
Publisher: Columbia Games, Inc.
Stock Number: 3801
List Price: $8.95 per deck (see ad on back cover for toll-free phone number and ordering information).
Summary: Eagles is an easy-to-play, abstract card game covering the four battles of the June 1815 Waterloo campaign involving the French Armee du Nord, the Anglo-Allied Army of the Low Countries, and the Prussian Army of the Lower Rhine. It is a fun introduction to the tactics, the influence of leaders, and the interaction between infantry, cavalry and artillery during the Napoleonic period.

Collectable card games have become the most popular type of game, surpassing both board games as well as role-playing games in sales. Perhaps it was inevitable that some enterprising game company would seize upon the opportunity presented by the visual appeal of Napoleonic uniforms. Building on their experience with the Dixie series of American Civil War collectable card games, Tom Dalgliesh and Columbia Games have done just that, and the result is a satisfying little game that includes some of the features of grand tactics of the era as well.

At least two decks are needed to play Eagles: Waterloo (and three decks in order to have a good assortment of cards to play the larger battles of Ligny and Waterloo).

The cards are printed on stiff card stock which is very difficult to shuffle even after several playings. The cards are coated with a matte finish, but the corners could be prone to splitting and creasing. We were very careful when we shuffled the cards, lest we bend a corner and ruin a card. Even after less than a dozen games, very small scratches were perceptible on the cards in our playtest deck. This was not enough damage to mark a card and negate its value for play. However, if your primary purpose is to collect the cards, it is not a good idea to play with them. Collectors may do well to collect two complete sets: one deck to play with, the other to store and preserve its collectable value.

The bulk of the cards represent military units of the three armies, generally infantry or cavalry brigades or aggregations of two to four artillery batteries. Each card contains a four-color illustration of a soldier from one of that unit's component regiments or batteries. Additional cards are either Generals (who improve the Morale rating of units they are with, a key factor in the game), Terrain, or Specials.

Terrain cards provide benefits to a limited number of defenders (only one infantry card may be in Hougoumont, but it receives a morale benefit), or limits tactical options (cavalry and artillery cannot attack into woods). A Terrain card can also limit the number of units which can move through it (only one card may cross the River Dyle per turn). Special cards reflect events or special capabilities such as "ammo depletion" (play it on an enemy card so it may not fire or shock), or "French Grand Battery" (all French artillery cards in one position get one extra die to roll).

Artist Eric Hotz accurately depicts the uniforms and equipment for the most part, although 95% of the horses in Europe at the time were not grays and buckskins. Each card shows the unit's type (cavalry, infantry, etc.), its designation (for example, "British 1st Life Guards") along with a color illustration of a soldier of that specific unit, and a national logo. Information is also provided that indicates how that card fits into the order of battle (corps/division/brigade) and which battles of the campaign it fought. Each infantry, cavalry and artillery card has a Combat Value and Morale value. There is also a Firepower rating (F), and, for infantry and cavalry, a Shock rating (S). Cards also have Battle Points (BP) to count if you want to build a custom deck but remain within the BP limits to refight a particular battle. Every card is also numbered for collecting purposes.

For collectors, Columbia has issued three versions of each card with either bronze (common), silver (uncommon), or gold metallic ink trim (rare). The trim color only provides "chase" cards for collectors, it has no impact on game play whatsoever. From a gamer's viewpoint, we felt some might be annoyed by the fact that some decks contained three copies of the same card, each with different metallic trim.

Combat Value (CV) strengths run from one to five per card, each CV representing approximately 800 infantry, or 400 cavalry, or 6-8 cannon. You roll one six-sided die for each CV to attempt to hit an enemy card. A card's Fire and Shock ratings (1-4) reflect that unit's ability to score hits. For example, a rating of F1 means that you hit on a die roll of "6" while a rating of F2 would score a hit with a die roll of "5" or "6". Cavalry can use its more powerful shock rating against "blown" cavalry, artillery, and infantry in line or column. Infantry in column can use its shock rating against artillery or against infantry in line or column. Infantry in square or defending buildings cannot be hit by shock, only by firepower [interesting, considering that town fighting was often at close quarters].


A game can end suddenly
during either player's turn.

For each hit a card sustains, a six-sided die is rolled to see if that card rallies and stays in the game or routs and is removed from play. To determine a rally or rout, each card has a Morale value of one of four levels (A-D) that reflects a unit's training, experience, and, most importantly, its tenacity. An A card (Guards or Elite) has a 66% chance to rally while a D card (Militia or Landwehr) has only a 17% chance to rally. By having a General card with these units, that leader's personal morale support is added to the die roll. For example, Prussian Generalleutnant von Gneisenau adds "2" to any defensive morale roll. His presence would increase a D morale level card's chances to survive from 17% to 50%.

Terrain cards must be placed face-up in either your left, center, or right position, or in the Middle Ground between the two Battlelines. When setting up this game "map" each player deploys his infantry, artillery, cavalry and General cards face down. Only four infantry, artillery or cavalry cards are permitted at any time in one of these three Battleline positions. Extra cards are held in your hand as a Reserve.

Except for Terrain, all cards remain "hidden" until they: 1) are hit by long-range artillery fire; or, 2) are engaged (attacked) by enemy units in the opposite position moving across the Middle Ground; or, 3) move forward from their position across the Middle Ground to engage (attack) the enemy cards opposite them; or, 4) are a Special card placed in any position (it must be revealed in order to be played). In general, a player can move, fire, or play any or all of his cards in each turn. A card can only become "hidden" again (turned face down) if it withdraws into the Reserve.

The object of the game is to capture any one of the enemy player's three positions on his Battleline. That is, by scoring hits on an opponent's units, all of his cards must rout from that particular position, leaving only the attacking infantry and/or cavalry cards to occupy that position (horse artillery may move forward to attack but may not capture a position by themselves for victory conditions). This means that a game can end suddenly during either player's turn, which makes for exciting play.

The smaller Quatre Bras and Wavre scenarios are particularly susceptible to quick endings, since players are more likely to be dealt unbalanced hands starting with only 8-12 cards each. The benefit of a card game is that even if it ends in five minutes, there's plenty of time to shuffle and play again.

We recommend that in the two smaller scenarios (Quatre Bras and Wavre), players should ignore the Corps Integrity rule limiting Generals to influencing only those units they historically commanded, unless players are using customized decks (that is, decks of cards they choose beforehand rather than randomly dealt cards). Also in these two smaller scenarios it will probably be necessary to use the optional "decoys" rule in which a General, Terrain, or Special card holds a position by masquerading as an infantry, artillery or cavalry unit deployed face-down.

Infantry, artillery and cavalry cards may either move or Fire/Shock but not both (except horse artillery which may move and fire but not fire then move). This means that the defender usually has a first shot at attacking units (which must move across the "middle ground" to engage) before the attacking cards get to fire/shock at the defenders. This system of rolling dice for each card to attempt to hit an enemy card, then rolling for each hit to try and rally a card makes for lots of dice rolling, but it does not detract from play.

The biggest drawback of such a combat system is that it favors the side with smaller units if Morale values are equal between opposing cards. For example, cards which are rated "A" morale have the same chance of being eliminated per hit (33%) regardless of the size of that unit. Because a card may only target one enemy card, in a fight between two cards of CV 2 versus one card of CV 4, the odds are that one of the smaller cards will survive. A famous military dictum appears to be reversed: in Eagles, God can be on the side of the small battalions [Napoleon, however, did not particularly subscribe to that theory, nor did the British. The Austrians, however, did...].

On the other hand, stacking limits do favor big battalions. For example, if a position contains the maximum limit of four cards per side, and one side has cards with a strength of only CV 2 each versus enemy cards with a strength of CV 4 each, the larger units should always win (assuming Morale values are equal).

Napoleonic tactics are reasonably simulated with only a few un-historical distortions. For example, otherwise mediocre infantry ("D" morale) with poor Firepower ratings (F1) can maneuver and fire as effectively in square as in line, and artillerymen cannot shelter in infantry squares when attacked by cavalry. (See the "Questions & Answers" box where there are a couple of recommendations to avoid these historical anomalies.)

Despite these negatives, there is also some accurate history designed into Eagles. Infantry can deploy in line, column, or square. Infantry must be in column to use Shock, cannot be attacked by Shock when in square, and is more vulnerable to artillery fire while its own firepower is reduced in both these formations. Artillery units may fire long range at reduced effectiveness across the middle ground, have no Shock value, and are more vulnerable to infantry Fire and Shock.

Cavalry always has high Shock and minimal Firepower ratings, and is impervious to infantry Shock attacks. It becomes "blown" after using its Shock value and then itself becomes vulnerable to enemy cavalry Shock and must disengage to recoverŠan elegantly simple abstraction of the fragility of Napoleonic cavalry. There are also good reasons to keep cavalry cards in your Reserve, sending them forward to exploit a successful attack (cavalry and Generals may move two positions per turn), or into a threatened position to prevent defeat.

It may take a few games to grasp all the nuances of play, but the Eagles system works well (we preferred it to Columbia's Dixie card game). In only a couple of evenings, we were able to play several relatively fast-paced games, including smaller battles that were brisk affairs decided in as little as one turn, and bigger, protracted contests that went on for many tense turns.

Eagles is a successful attempt to blend history, gaming, and collecting. In a broad sense, it can teach players something about Napoleonic grand tactics. Equally important, it succeeds as an enjoyable game. With its colorful cards and simple yet sophisticated rules, this game can be an excellent vehicle to introduce people to wargaming and to the Napoleonic era. Hopefully, Eagles will help intrigue a whole new generation of gamers about the many colorful soldiers and generals of the period. Furthermore, the game dynamics may surprise more experienced players with its ability to create a wonderful balance of tension, strategy, and fun.

More Eagles:


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© Copyright 1996 by Emperor's Press.

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