Torgau / by Tony Dinsdale "Torgau" is Game Designers Workshop's reconstruction of the grand old battle which occured in 1760, between the Prussians under Frederick the Great and the Austrians commanded by Field Marshal Daun. Prussia was in a bad way at the time and destruction seemed close. With his army outnumbered and virtually surrounded, Frederick decided upon a bold attack to dislodge the Austrians from their very strong defensive positions, just west of Torgau which is on the Elbe. The plan was to coordinate four army corps in concentric attacks on the Austrian strongpoints. In fact, timing and map reading both went astray combining to put the Prussians in a rather embarassing position for much of the battle. This is particularly well represented in the simulation. All looked lost until an attack after dusk by one of the Prussian corps renewed the offensive and caught the Austrians napping. Disordered, the Austrians withdrew acrosr the Elbe leaving the Prussian troops in possession of the field. The game contains nearly 450 counters which are printed back and front, colour coded and glossy. The map is thick enough to be serviceable and the hex-grid is larger than usual to accomodate the larger counters. The dark yellow colour of the map shows up the units well but is printed in only two colours. Here, I strongly suggest that you add a bit of art-work yourself, especially to the slopes and woods. If done properly, the results can be quite stunning. The rules come in a small booklet with a tough cover, which I find easy to use. There are also a few card sheets for use. Two are concerned with the organisation of the counters for both armies, two copies printed back and front of the charts, a time-record sheet and a unit identification/terrain key. All these are well presented and are a joy to use. One thing that never fails to annoy me is that too many sets of rules do not specify the three important scales used. Often, we are informed of ground and time scale only. "Torgau" specifies all: ground - one hex is 200 yds. across, time - one turn is fifteen minutes and one stacking point is equal to 250-300 men or a battery of guns. Thus, one can clearly visualise the picture on the battlefield, without having to do any research of your own. The rules are reasonably complex in their execution, as they must be to make the rather novel system work. However, the basics can be quickly mastered, allowing one to start playing fairly soon so long as you are prepared to look back every now and then. The system of firing is probably the one which will cause trouble at first. The scale dictates that infantry has a range extending only into adjacent hexes, whilst artillery has a range of four to six hexes. There are no zones of control but all the same don't try moving those hussars in front of that infantry line for any length of time. They tend to be liquidated. Melee combat occurs when two unfriendly units occupy the same hex and next to having cannon adjacent is the quickest way of expending troops. Heavy cavalry, Cuirassier and the like can be of great value if properly used but if they find themselves in a position where they cannot charge then they may have difficulty in surviving. Uhlans are even worse in this respect Stacking is quite revolutionary and requires some thought. Basically, it all hinges on combining stacking points into "massed formations" within certain guidelines. Since cavalry may not stack with anything else (except cavalry) it may not aid infantry in hand-to-hand combat. All units must have a facing at all times which restricts the direction of fire in some cases and movement in all cases.There are plenty of formations at the disposal of the regiments and battalions. Infantry, for example, may be in line, column, square, road-march, general order or disordered. All these have marked effects upon the units' ability to move and fight. Dragoons may dismount, which is a nice touch. A pity that skirmishers were not invented in time. Morale is covered in a rather abstract way and mainly hinges upon the step-reduction system used, which is quite elaborate. The game mechanics are all very well but where the game really draws my vote is in the wealth of strategy available to both sides but especially the Prussian. Initially, there are no Prussians on the map, just the Austrians, who have almost complete freedom in this respect. There are several entry points dotted around the edge of the board through which the four corps enter. The composition of each corps is loosely fixed by the rules but allows the Prussian to make important decisions. There is a limit to the earliest time a corps may arrive at a given point. Further more the actual time that these arrive may vary between one hour early and two hours late. The troubles are not over for the Prussian even when all his corps have arrived. Some may go blundering off down the wrong forest track and even proceed straight back off the map, only to arrive again in another hour's time. The later the Prussians leave their assault, then the more chance there is of them managing to co-ordinate their forces properly. Just in case that isn't enough, the corps may arrive at the wrong entry points! The maximum game length is from 8.00 a.m. to 9.45 p.m. inclusive, depending upon when the Prussian decides to attack. There are too few games these days which allow one to adopt a long term strategy, whilst also allowing a realistic and necessary use of the period tactics. "Third Reich" and "Anzio" I believe are two and to them I would add "Torgau". It is a good simulation of the period and is most professionally presented. There are one or two problems with the rules it is true, but nothing that a little common sense cannot clear up. It is good to know in these days of world recession that "Torgau' is wonderful value for money in all respects