From: Hank Meyer Date: 8 July 1996 Subject: Addenda, Clarifications, and Errata for CAMPAIGNS OF NAPOLEON (West End Games, 1980) designed by John Prados This game has gotten rather a bum rap, but has always been one of my favorites (albeit with a little work). It is one of the very few that try to capture the full strategic scope of Napoleonic warfare (the others being War and Peace (AH), La Grande Armee (TSR) and of course Empires in Arms (ADG/AH). The following will hopefully rekindle some interest in the game and make it worth giving another go. REVIEWS: F&M 27 pp24-28 (includes errata) Wargamer 17 (Vol 1) pp4-7 (includes designer's notes) Rich Berg Review of Games (1st Ed)#12 pp3-? Breakout 20 pp37-? (Australian magazine) S&T 85 p48 (short mention only) Of these, John Vanore's F&M review was highly favorable, while Jim Hind's Wargamer review was very critical. I don't have copies of the Berg or Breakout reviews (if anyone has these magazine issues, a copy of the reviews would be appreciated). John writes: ...The professed intention of Campaigns of Napoleon is to simulate "the important military campaigns in Central Europe during the Napoleonic Wars." And, on the whole, it succeeds admirably... Jim writes: ...I'm sad to say they'll be disappointed. Recall the hideous snafus in the first edition of Third Reich, which had AH giving free copies of the second edition rules to anyone who requested them. No, CofN isn't nearly that bad, but there are numerous irritants and glitches in the game which combine to send this reviewer at least fleeing back in the direction of [War and Peace]..." ADDENDA: Some unit counter and map errata are included in the rules as case [2.5] on page 6. Also keep in mind the *Important Note* following the Campaigns and Scenario section [34.0] on page 37: The Movement Allowances given for some of the units in the Campaign and Scenario listings do not match the corresponding values on the counters. The values on the counters are *always* correct. In his rejoinder to the Wargamer review (see above), John Prados makes the following rather revealing comments on these two subjects: [on unit counters and values] ...His [the reviewer's] main objection here is the method of taking losses in battle, given the carefully worked out CRT. There is a point here. The game CRT was originally coupled to a system of unit strengths that was intended to recreate the asymmetrical pattern of losses prevalent in Napoleonic battles. There were different flavors (sizes) of corps with speed or strength retention advantages and different reorganization components. In his development work, [name deleted] substituted the current units and values leading to the discrepancy... [on the map sheet, geography, and set-up discrepancies] ...few games have ever been tested as much as Campaigns of Napoleon. Rather the main problems arose in the production end, where, following Murphy, everything that could have gone wrong did so. The problems are beautifully illustrated by the 1809 scenario of which [the reviewer] complains. What in fact happened is that all the deployment locations in the game were originally given as towns within some province or area with specific forces listed. The original artist on the mapboard then went and eliminated all the towns on the map, requiring all this work to be done over again and resulting in the loss of a number of places. Finally, the scenarios had to be redone with province deployments in order to rectify the mess. Evidently this has resulted in difficulties...[this apparently somewhat explains the rather random placement of villages on the map - hank]... [on the 1809 scenario specifically] ...My suggestion would be to adopt [the reviewer's] proposed solution ["If you assume that the Bases of Operations (supply units, effective radius one hex) that the Austrian has are permitted to move forward, then flip and become Magazines (effective radius 2 hexes), and then give combat supply in the same turn (none of this is stated in the rules)"] and have the French set up first, with at least 30 factors and a Leader of the force listed for "Baden, Bavaria, Black Forest, Thugaria, or Wurzberg" set up in towns within five hexes of the Austrian border and south of the Danube... OFFICIAL ERRATA AND ADDITIONS for Campaigns of Napoleon (West End Games, 1981, includes new Scenario 47) from F&M #27: RULES [2.2] Allied cavalry double-corps should be shown with four "X's" as the unit size. [6.1] The cost of moving through a city, town, or village is the same as the movement cost of the hex in which it is located. (Notice that this means that Hungary can never be completely overrun, except when using rule 6.2 optional. This simulates the existence of Hapsburg lands in areas off the map.) [This looks like an after-the-fact justification for placing a village in an otherwise impassible hex - hank] [10.2] Supply units may be freely exchanged among allies, but only for supply purposes. [10.2] Concentration Areas have a four hex line of supply. [Note that the (10.8) Supply Range Chart on the mapboard gives different effective supply radii (dependent on nationality) that does rule (10.2) does not. Which governs is unclear. I tend to go with the chart on the mapsheet - hank] [10.4] Bases of Operation and/or Magazines may be consumed by forces in the same hex. Optional: one supply unit may supply a force of any size for one turn. At the end of the turn, the supply unit is eliminated. Advanced Option: the above optional must be applied on a basis of one base of operations per 80 strength points or fractions thereof. Units in fortresses are always considered to be in supply, unless the scenario specifies otherwise. [Also remember the clarification from the designer's notes above: Bases of Operations (supply units, effective radius one or two hexes depending on nationality) are permitted to move forward, then flip and become Magazines (effective radius 2 or 3 hexes depending on nationality), and then give combat supply in the same turn (none of this is stated in the rules) - and it is still rather unclear to me - hank] (10.6) The home country supply rule applies to the forces of minor countries that are either in their home countries or in the major powers commanding them. Polish troops are in supply in Brest, Cracow, Lithuania, Thorn, and Warsaw. German troops are in supply in Baden, Bavaria, Black Forest, Hesse, Magdeburg, Mecklenburg, Nassau, Oldenburg, Rhineland, Saxony, Thugaria, Westphalia, and Wurzburg. However, a player may not draw home country supply from any area that began the game under the control of an opponent. [11.51] (Optional) For added realism, strategic attrition may be avoided only by removing one Base of Operations for every 40 excess strength points (beyond the 80) or fraction thereof. [11.6] Losses due to theater strategic attrition are taken as one, two, or three steps of the entire army. [15] Fortresses represent fortified camps and do not necessarily include permanent works but always include a garrison. [17.3] If a leader is subordinated he and his entire command are considered as one corps for stacking purposes. For example, Napoleon may command five corps plus Davout and Lannes who command four corps each. Thus there are 13 corps in the hex without violating stacking limits. [18.3] When Berthier is used in this capacity as chief of staff to extend Napoleon's range as commander-in-chief, he may not also be used as a subordinate commander. He does not count against Napoleon's stacking limit. [General Comments on Commands (Case 18.0) - Some difficulties can arise from the way in which the usage of Commands blends in with the game turn sequence. You have a very limited number of commands to use per *game turn* (not player turn). This is obviously the design intent, but can result in some odd situations. Consider experimenting with regulating the expenditure of Commands by the *player turn* instead of the game turn - hank] [23.6] In some cases, deploying a reserve leader may involve removing a leader already in play. CAMPAIGNS AND SCENARIOS [35.2] Melas should be placed with the force in Genoa, etc. [35.4] (#3) The French force in Genoa is out of supply and loses one step per turn, as long as the Austrian player continues to mask Genoa. At any time the Austrian player may offer the honors of war, which the French player must accept. The force in Genoa is moved to Nice, using British sea transport, and may not move for two turns unless attacked. (#4) Berthier may be subordinated to Bonaparte in spite of his higher value. [37.1] Deploy two Bases of Operation at Trent and a Magazine at Gorizia. [37.4] In Nassau: change to 1x20-6 Inf Corps, 1x2-9 Cav Div. [37.5](#9) (Historical Option) The Austrian deployment in Trent was based on sentimental reasons. To simulate a more sensible disposition, place this force in Gorizia. [38.1] Near Vienna: change to 1x20-7 Gd Div, 1x5-6 German Div. [39.1] In Baden, etc: should be 1x15-6 Wurttemburg (Yes, it is misspelled throughout the rules) Div, 1x10-4 Baden Div. In Holland: should be 1x20-3 Dutch Corps, 1x10-6 German Inf Div. [39.3] Force Pool: should be 1xRc Cav Div. [40.1] In Croatia: should be 1x10-3 Lw Div, 1x20-3 Lw Corps. In Galicia: should be 6x10-4 Inf Div. [40.2] In Baden, etc: should be 3x10-6 Ger Div, 1x15-6 Wurttemburg Div, 1x10-4 Baden Div. In Holland: should be 1x20-3 Dutch Corps. In Warsaw: should be 1x4-9 Polish Cav Div. [Also remember the clarification from the designer's notes above to have the French set up first, with at least 30 factors and a Leader of the force listed for "Baden, Bavaria, Black Forest, Thugaria, or Wurzberg" set up in towns within five hexes of the Austrian border and south of the Danube - hank] [40.3](#7) All German units, except Saxons, need a French leader to move. [41.1] Add a Base of Operations in Saxony. [41.2] In Saxony: should be 1x20-5 Gds Corps, 2x15-5 Inf Corps. In Thorn: should be 2x15-5 Inf Corps. [41.3] In Swedish Pomerania: should be 1x20-3 Swedish Corps. [41.4] Add a Concentration Area in Alsace-Lorraine. In Baden, etc: should be 1x10-6 German Div, 1x10-4 Baden Div. Force Pool: should be 4x Forts, 4x Base Ops, 1x Rc Cav Div. [41.6] The Prussian player should usually be allotted those areas that make up the Kingdom of Prussia. [42.1] In Saxony: should be 3x10-6 German Div, 1x4-9 Polish Cav Div. In Baden: should be 1x10-4 Baden Div. Force Pool: 2x German Div, 1x German Corps. [42.3] Delete "Force and Reorganization Pools: None." [43.1] In Belgium, etc: should be 4x15-7 Yg Gds Div, 1x30-6 Yg Gds Corps, 1x Yg Gds Cav Div. [This last item doesn't make any sense, the 1x3-9 Yg Gd Cav Div in the existing case is probably correct - hank] [43.3] In Oldenburg: should be 2x10-6 Inf Div. [44.1] In Belgium: should be 1x20-3 Dutch Corps. [44.2] Delete the Concentration Area in Hanover and replace the one at Liege with a 16 Fort. As an option the forts in Hanover and Liege may be used as Concentration Areas for supply only. [44.3] In Baden: should be 1x15-6 Wurttemburger Div. In Genoa, etc: 1x16 Fort, Add Bianchi as a reserve leader. [44.5] In France: should be 1x3-9 Yg Gds Cav Div. Force Pool: should be 1x Yg Gd Corps, 4x Inf Corps, 6x Yg Gd Div. [45.1] In France: should be 4x20-5 Nat Gd Corps, 4x4-8 Cav Corps, 1x40-7 Gds Corps. [47] AT THE GATES OF PARIS: 1815 (Scenario) Waterloo effectively ended the campaign of the Hundred Days. Psychologically crushed, Napoleon allowed himself to be maneuvered politically into abdicating. Had he not done so, the Allies could well have seen the results of Waterloo reversed. Wellington and Blucher had both suffered severe losses. They managed the pursuit badly, managing to get separated and quite badly positioned. Seeing no purpose in another battle, Davout let the opportunity pass. The scenario explores the results of a more active role on his part. Time: July I to July II, 1815 Order of Setup: Allies, French Order of Turns: French, Allies [47.1] PRUSSIANS Commands: 2 Within one hex of 1008: Blucher, Gneisnau, Bulow, 1x6-4 Cav Corps, 3x20-4 Inf Corps, 1x Base Ops. Laon and Soissons: each 1x10-4 Lw Div masking. 47.2] ENGLISH Commands: 2 Charloi: 1x10-6 Gds Div, masking. Within two hexes of Charloi: Wellington, 1x20-6 English Inf Corps, 1x4-8 English Cav Div, 1x20-5 German Corps. Lille: 1x10-3 Dutch Corps, masking. Antwerp: 1x10-6 English Div. Brussels: 1x10-6 English Div. [47.3] FRENCH Commands: 4 Paris: 1x16 Fort, Davout (c-in-c), Soult, Vandamme, Grouchy, 2x20-5 Nat Gd Corps, 1x40-7 Gds Corps, 2x20-6 Inf Corps, 4x1-6 Rc Div, 1x1-6 Rc Cav Div, 4x Base Ops, 1x3-9 Yg Gds Cav Div, 1x4-9 Gds Cav Div, 2x4-8 Cav Corps. Sedan, Charloi, Troyes, Chalons, Laon, Soissons, Lille: in each 1x16 Fort, 1x10-4 Nat Gd Div. [47.4] SPECIAL RULES (1) If Davout fights a battle on the July I turn that results in his possession of the battle hex, he gets Bonaparte (not Napoleon) in Paris immediately. (2) The area in play consists of Belgium plus that part of France bounded by the hexes 1708, 1608, 1609, 1610, 1611, 1612, 1513, 1413, 1314, 1213, 1113, 1012, 0912, 0812, 0711, 0710, 0709, 0708, 0807, 0907, 1006, 1107, 1206, 1205, 1305, 1404, inclusive of these hexes. (3) Dutch and German units will not fight unless stacked with at least one English combat unit. If attacked while alone treat as an automatic overrun. [47.5] HISTORICAL VICTORY CONDITIONS: The French player must control all the towns, cities and villages in play in France, while winning at least one battle over a force commanded by Blucher or Wellington. [47.6] PLAYER VICTORY CONDITIONS: A net gain of two villages, towns, or cities within the area of play. *enjoy*