From: psmith@hpmail2.fwrdc.rtsg.mot.com (Paul Smith) Subject: Review of SimTac Spain games Saguntum/Los Araphiles (by SimTac Spain) review by Paul Smith Being a fan of tactical Napoleonic games, I recently added Saguntum and Los Araphiles from SimTac Spain to my collection. Owning all of the Marshall Enterprises/Clash of Arms La Bataille games, I was curious how this offshoot compared in quality and detail. They certainly were expensive enough! In describing these games, I will assume the reader has a passing familiarity with the La Bataille series and will only highlight the differences. Physical quality: The box art is about the same as that for La Bataille, but on one of my games the glue holding the front color picture had bubbles in it. I've never seen this in a La Bataille game. The bookcase box durability feels like it is about the same as the La Bataille flat box. The maps are similar in style to the La Bataille maps, perhaps with a bit more color (or at least intensity of colors). This is not much of an issue with me because in order to show off the gorgeous counters, the maps should be somewhat subdued. However, the maps do seem to be somewhat thicker (good for them). Also, the edges of the maps have a 3/8" herringbone or mosaic border decoration that makes it a little easier to setup (it is easier to tell where the maps should overlap). The hexes are about the same size as those of La Bataille (too bad, I like bigger hexes so that adjacent counters won't interfere with each other). The map uses color-coded terrain elevation (like Terrible Swift Sword) to aid in LOS determination as well as the crest/slope hexsides of the La Bataille system. This makes terrain visualization somewhat easier but also introduces some movement complications. Each hex represents about 125m. The counters are beautiful - slightly more detailed than those of La Bataille. However, the printing on some is so small I may have to get bifocals after all. Some of the marker counters (Square, March Order, etc) are printed in both English and Spanish. The leader counters have the same ratings as in La Bataille (they are even in the same location on the counter), but also include a 5th rating for command purposes. The combat units have the fire factor printed on the counter (x3, x4, etc), which is VERY nice and convenient. However, it does not allow for differentiation between the fire factor of a unit in Line, Square, or Skirmish (they are all the same in these games, although a unit has a x1 factor while in Column). There is no range indication. All units can enter skirmish order (when in woods or a town) and automatically get a 2 hex range (light infantry can enter skirmish order in any terrain - two counters are used to represent them - one while in skirmish order and one while not). Each increment (actually they use the term Coys to indicate companys) represents 100 men, 50 horses, or 3 guns. Counters represent battalions (or regiments), squadrons, and sections. The charts and rulebook are high quality but the font is much too small. Some of the charts should be cut about 1/8" shorter so they fit better in the box. The terrain effects chart is in color and has a glossy, almost laminated, texture. It is in both Spanish and English. There is no Fire or Melee casualty table. Just roll the 10-sided die. Anything above X results in a loss of 1 Coy. The only time 2 dice are used is when a morale check is made. The use of 10-sided die is more intuitive when adding up modifiers than the base-6 system of La Bataille and is a good improvement. These games have relatively few die roll modifiers. On the one hand this makes the game much easier (and faster) to play. On the other hand, the various modifiers in the La Bataille series are part of what gives it such richness and flavor to the period. The problem with the La Bataille modifiers are that they are spread out all over the rulebook. Hopefully the 4.0 ruleset will have them summarized in one convenient location. Rules: Each turn represents 15 minutes and is broken down into the following phases: French Imperialist: Artillery Fire Cavalry Charge Movement Defensive Fire Offensive Fire Attack (phasing player first, then non-phasing player) Rally Orders Allies: same as above Most of the rules are reminiscent of the La Bataille games. In fact, they reference the La Bataille games in their bibliography. The major changes are discussed below (please note that there are a bunch of minor changes). Facing & Formation: Skirmishers have 6 front hexes. It costs 1/2 of the total mp to change formation. There is no general order (infantry enter skirmish order instead). Units in Line can support the flanks of adjacent units also in Line. Cavalry in Line can occupy no more than 2 hexes (Cavalry flanks are always considered supported while in Line). Movement: It costs 1 mp to rotate unless entering a new hex. Cavalry pay +2mp to move thru infantry ZOC. Units in line pay +2mp each time they move adjacent to another unit (friendly or enemy). Units in Square have 2mp. When entering woods/towns, skirmish order is entered for free. When leaving woods/towns, the formation cost must be paid (i.e., it costs 3 mp to enter woods, and 1+3=4 to exit woods - this has a good intuitive feel to it. It seems better than no extra cost at all to form up, but not as expensive as paying the formation change each time). Unlimbered artillery can move 1 hex if it didn't fire. Regiments can breakdown or buildup without any mp cost (this doesn't feel right). Also, regiments have more printed mp than their component battalions (this doesn't feel right either)! Misc: Stacking is virtually the same as in the 3.0 La Bataille ruleset (up to 36 Coys per hex, all in the same formation/facing). Temporary violations are allowed if a morale check is made. A single unit alone in a hex may violate stacking as long as it can't breakdown (this should be specifically mentioned in the La Bataille rules instead of being inferred from the stacking chart). The unit with the most Coys MUST be stacked on top (except that unlimbered artillery is always on top). LOS is not blocked by units/terrain that is itself not in LOS (this should also be included in the La Bataille rules). The LOS rules are not at all intuitive. This is probably the most difficult part of the game to apply. The concept of "descending terrain" is defined. Basically the idea is that hills are not plateaus. If two units are both on different "descending terrain" hexes of the same hill, they cannot see each other because the hilltop is apparently between them. This feels odd because on the map there is nothing between them, yet they cannot see each other. It will take some practice to get this right (come to think of it, the whole "La Bataille" genre takes some practice to get right). "Raw" units have their Coys in parenthesis and have reduced capabilities (e.g., cannot form Square while enemy cavalry is moving). There are rules to capture and re-take guns (last seen in the Moscowa game). There are special (and seemingly overly complex) rules for Grand Battery and Divisional Charges. These may only be initiated when ordered from a Corp/Army HQ (see HQs below). For Opportunity fire, unlimbered artillery has a ZOC which is 2 hexes deep (ie., 8 hexes). Opportunity fire is against a UNIT not a HEX (this doesn't have the ring of reality to me). Towns can catch fire (and spread) if the target of Grand Battery bombardment (i.e., the target is the town itself, not units in the town - was this really purposefully done in this time period?). The only Artillery bonus a Leader may have is "A". This allows him to coordinate 2-3 hexes of Artillery to combine their fire on a single target. A unit may only offensively assault a unit directly and immediately in front of it. A unit which defensively assaults may turn 1 hexside before assaulting. The only time assault casualties are inflicted is when skirmishers are defending (usually in woods or town) or when a flank/rear is assaulted. All other times it just forces a pre-morale check. Cavalry can charge at a gallop or trot (i.e., they become fatigued). Recovery of fatigue (note that they they don't call it fatigue) is similar to the La Bataille system. Counter-charged Cavalry may elect to become the attacker (I haven't yet figured out why they would want to do this, however). Forming Square during a Cavalry charge does NOT trigger Opportunity fire. Also, after the charge is over, the units can change back out of Square (again without triggering Opportunity fire). Morale: This game differentiates between an initiative check and a morale check. They both are performed the same way, but are interpretted differently (i.e., failing for a reaction charge does not cause a rout). This terminology may be good for La Bataille to use to clarify this effect as well. Units must check morale if within 2 hexes of a routed friendly unit and 2 hexes of an enemy unit. If a unit has lost 50% or more of its initial Coys, any disorder result becomes a rout. Units cannot rally if within 4 hexes of an enemy unit unless a formed friendly unit is between them and the enemy unit. If units fail a morale check during the Rally phase, they will rout again until 15 hexes away from enemy units and then must move into a town/woods....(etc., you've seen this before). Routed units rally to disorder. Disordered units rally to good morale. Routed units that fail to rally lose 1 Coy. Routed units at 50% strength or less are eliminated if they don't rally (how's that for eliminating some of the chaos)! If a unit is surrounded, it may retreat over enemy units, losing 1 Coy per enemy Coy in the hex. Morale levels are kept track of on a track you mark up/erase. This has the advantage that the old 20/40/60% rule can be custom fitted to match different divisions/corps. The disadvantage is that now I have to get out a pencil and keep track of paper I normal lose. There are 3 morale levels. Anything other than the initial level reduces unit capabilities (e.g., they cannot move adjacent to enemy units). Morale levels can be improved only by recovering stragglers while in reserve (see below). There are special penalties if enemy units are closer to the Communications hex (i.e., depot hex) than friendly units. Leaders/HQ: The area of Command Control is the biggest change from the La Bataille series (duh! The La Bataille series had no standard Command Control rules). There are both Leader counters and HQ counters. HQ counters cannot be captured and have no combat strength. They simply show the location of the center of control for the Division/Corp/Army. A unit is in Command if it is within 8 hexes of its divisional HQ. A Divisional HQ is in command if within 15 hexes of its Corps HQ. ADCs add 10 hexes to this. An HQ is used to give/receive orders. This is only allowed if the leader is stacked with the HQ counter. Orders can be given for a Divisional Charge, Grand Battery Bombardment, entering/leaving reserve, or HQ movement. In order to give an order, a die is rolled, modifiers applied (mainly based on range), and compared to the Leader's command rating. Div HQ must face the same direction as their Corp HQ and can only move forward or backward unless a movement order (this seems kind of gamey, but I can also see how this might work since a new order can be given every game turn). This allows the Corp HQ (and therefore all of its component Division HQs) to turn any direction and be placed ANYWHERE on the map. A division can be placed in reserve. This allows it to recover stragglers (1 Coy/turn) and to recover from Battle Fatigue. After a while a Division will become Battle Fatigued. Units are 1/2 strength on the attack and have -1 mp. They can rest while in reserve. Divisions can be part of an Army Reserve as defined in the scenario. Until committed, the Army Reserve improves morale of those nearby (thus there is a trade-off for commitment - more troops vs. morale improvement). In summary: The SimTac games are very beautiful but very expensive. Both systems have somewhat quirky rules, but there are some good ideas in both. The best system would have elements of both. If you liked the La Bataille series, you'd probably like these games if you can afford them.