Rivoli 1797

by Bey and Brandsma
for Vae Victis

by Charles Vasey

Rivoli 1797 is the first of the Vae Victis Bi-centential celebration of the Emperor Napoleon. Each year (or so goes the theory) one issue of Vae Victis will contain a game on a battle from 200 years ago. This year we enjoy Rivoli, next the Pyramids. As the battles unfold the suspicious number which are Metro stations may yet lead us to believe this is a 20 year game of Mornington Crescent. (How many of us, as Napoleon nearly wondered, will be alive to see Ligny in 2015?).

But that will be then and this is now, Rivoli 1797 is based on Richard Berg's Glory game, a rather long-winded attempt at a "simple" game on a couple of ACW battles. Richard never tires of telling us all that no-one buys shorter games and even if they did they make less per game so no-one will bother publishing them. Sadly for his purported beliefs he is rapidly seeking to move into this sector as quick as he feet will carry him. Rivoli 1797 is a very great deal more atmospheric than Glory (or is simply that I am interesting in a European battle and not in interminable Blue & Grey unpleasantness?).

The smart map well executed in sensible colours by the Vae Victis team shows the battlefield near Lake Garda which seems to be pretty steep given the powerful effect of contours. Napoleon with one division (Joubert) is under attack from a number of converging Austrian columns. The initial attacks are not particularly impressive, being three columns of three or four units (one being low grade Grenzers). But before Massena arrives a couple of flanking columns (one on the wrong side of the Adige) and one very powerful assault column will arrive. Napoleon must hold his front giving ground grudgingly until he can double his line and counter-attack. In some ways the Austrian plan is reminiscent of the Zulu Charging Bull formation, but with the French playing our redcoat chums.

The counters are beautifully illustrated with Funkenesque illustrations of the units in the units. Each unit has a myriad of ratings (this being a Berg-clone game and weaning him away from these will take time) but the major ones are strength and Cohesion values. (The French units tend to get the "leg-up" on strength and the Austrians the kick-in-the-teeth). Strength determines odds, which very roughly translate into dice modifiers (2:1 is +2) but Cohesion Differential also translate into modifiers so that Rampon's elite units have a Cohesion of 8, compared to a low grade Austrian unit (probably a third battalion) with a Cohesion of 4. Monsieur Rampon can be outnumbered 4:1 and still fight at straight dice. In many cases the French units are larger than the Austrian equivalent. The result is a battle in which Austrian numbers do not easily translate into victory. One has the real feeling of a large but unwieldy forces being minced up by an articulated force of skilled soldiers.

The Sequence is driven by the MA pot. Each unit has two Activation Markers ("MA") which are the LIMs of earlier Berg games. These are placed in the pot and drawn to activate the unit in question. This means most units will do two things a turn, which can add all sorts of sequencing fun. The exceptions to this rule are than reinforcements only place 1 MA in the pot on arrival, the French have a furia franchese marker which gives them a third shot, and the last MA to be drawn each turn is not used. All good chaotic stuff that works well in practice. You will note that for all the talk of different tactical systems both sides use the same one. However, to add some more fun the player with the highest Initiative (including a die roll) may select one MA to be the first in action. This can be very useful indeed. Napoleon is not that much better than Alvintzy, but the effect is pretty good.

All begins with the Orders Phase in which both sides mark up "formations" (which can involve a split division or column being several "formations") with Orders or No Orders markers. The latter move and fight at reduced values unless they risk leader initiative. A failed initiative attempt can leave the unit unable to do anything. Correctly, the Austrians have lower values and will think twice before attempting something too exciting. No more than two formations may be under orders, and they must be within range of the Leader. You will swiftly see that a converging Austrian attack is not going to be universally fast and Alvinczy has to shift about a lot to permit stronger flanking moves to be made. As the Orders counters are placed upside-down you are left guessing where the blow will fall.

As each MA is drawn the units of that formation (meaning division or column) may follow a rigid round of activities. Firstly, any artillery fires; secondly, units move; thirdly they melee and finally those units that did nothing may attempt a rally (if not adjacent to the enemy). After the Activation pot is finished all routed units which did not rally move towards the map-edge and oblivion (bearing a very attractive flag design instead of the usual silly chit with ROUT written on it).

Players cannot predict (other than one if one side has the initiative) when their units will move so that any plan needs to be sufficiently robust to handle (for example) the beaten enemy getting his two MAs together allowing him to rally and counterattack. Units without orders not only move slowly but require an engagement test before they attack. Even if some units press home others may not and to hope for much from formations a long way from the commander would be foolish. However, in certain circumstances the Commander can boost a subordinate's initiative value so that more than just two formations may be affected.

Movement is pretty simple, although the terrain is so steep that the plus ones can slow the Austrian down dramatically. There are the usual forced march rules providing you do not arrive too close to the enemy.

Stacking is pretty limited (mostly two units- plus artillery - from the same formation). The Austrians really must mount stacked attacks, although these will suffer from French grape-shot.

Artillery fire is simply 1d10 plus fire value and a range addition or deduction. You can then inflict Cohesion Tests and disorders. A heavy battery is going to be effective about half the time. Lighter formations should be reserved for closer work. Especially effective is reaction fire just before an attack that can remove (or damage) the top enemy counter. There are rules for massed targets, undershooting and counter-battery fire.

Melee (as I translate choc) involves 1d10 modified for odds, Cohesion and other factors. Attackers lose as often as defenders but they are always disordered. Attacking is, as it should be, seldom something one does lightly. In one epic turn my massed attack by Quasdanovich saw the entire line disordered and pushed back - regrettably atmospheric. Units push into each other, try to develop holes and then flank the enemy. One was playing this twenty years ago with Borodino, but what is familiar is not necessarily bad.

Cavalry charges are a useful way of deploying the otherwise weak cavalry forces. Charging cavalry (must be within two hexes to charge) can hit line infantry which is not supported as if a rear attack. Nonetheless, few of my charges succeeded and one awaits the heavier formation of Murat for this purpose. There are the usual square rules.

Combat results are cumulative disorders (disorder-rout-elimination) with the rear of the counter recording disorder, routs and retreats. The major problem is that as long as a unit keeps rallying it suffers not even the slightest damage no matter how many attacks it launches. The War of the Rubber Men grows tedious after a while and is the major criticism I have with the game. Richard Berg's argument is that to record losses is itself tedious, but not so tedious as the continual line-dance of units as they retire and advance ("Take your partner by the hand...."). Richard has commented that he cannot think of an elegant method to solve this. However, if it annoys you I suggest you keep a record of the number of disorder levels suffered by each unit. When it exceeds their Cohesion Level they rout without rallying. But be warned this with the other over-favourable French factors may give the Austrians a bad pain in the head.

Rivoli itself sees a rather poor Austrian army unable to concentrate strong and elite formations to beat the French. They must therefore seek to outflank the French and turn them out of position. If substantial success is not achieved before Massena arrives the Austrians must depend upon a botched French attack. The two Austrian flank columns have their own problems; Lusignan gets blocked by Rey, and Wukassovich has a river to cross. The latter involves finding the right kind of area for bridges and not having French units present, which gives the All Seeing Eye quite a French squint. That said the French appear to perform prodigies of valour and the Austrians press forward manfully. There is plenty of minor drama in the to and fro of combat.

The Jours de Gloire system has its moments. There is good Chaos and elegant combat rules. Its general feel is that of intelligent Napoleon At Waterloo with it hex-driven combat. Solve the Returning Rubber Routers and one has an enjoyable and testing game of reasonable length and historicity. The Vae Victis finish is simply marvellous as ever. Not perfect, but slap-bang in the middle of its mission statement and worthy of your patronage.

Rivoli Deployment Notes


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