This is a solo replay (with mini-review added at the end) of the Vae Victis Magenta game, which appeared in the same issue as the Reichshoffen game that I played with John Nebauer last year. The starting situation sees the Austrians spread out, massively outnumbered by the French marching onto the map from the west and north. Their goal will be to hold on to the river crossings as long as possible while not being outflanked and cut off from the city by MacMahon's corps coming in from the north. Austrian reinforcements will be coming in through the day but right now the situation looks dire. Turn 1: Brigade Baltin is attacked in Boffalora and retreats across the bridge with a step loss, the next French goal will be to quickly nab the bridges across the Naviglio Grande. Turn 2: The French pursue across the bridge and Baltin's brigade is destroyed. However, a second attack on the new Magenta bridge is repulsed by Szabo's brigade, Clair's brigade retreats from the canal and Szabo's men follow up, deciding that the village in front of the bridge is better defensible. Of course they may soon need to withdraw if their right flank is threatened by the taking of the northern bridge. Clam-Gallas and Liechtenstein position some units north of Magenta to counter the apparent threat from MacMahon's corps. This is helped by the fact that MacMahon is out of command this turn and only moving slowly. Turn 3 (12:00): Zobel's corps becomes visible to the south, approaching Magenta. His troops march leisurely, no faster than those of MacMahon who approaches the Austrian lines from the north but is out of command and cannot make up his mind what to do. D'Angely's corps continues its attack on the Austrian front lines. D'Angely brings up his artillery but then decides to attack even without a bombardment, with his guard troops attached he is dismissive of the Austrian troops of Burdina's brigade. This turns out to be a mistake as both sides end up disorganised. The Austrian's do fall back to reorganise (which they do), but d'Angely cannot, or he will lose his artillery! He tries to rally his troops and they do, but at the cost of a step loss. Turn 4 (13:00): D'Angely has decided to stop taking such risks; he approaches the Austrian lines but does not immediately attack again, preferring to wait for someone else to take up the slack. MacMahon finally reaches command range to Napoleon III. Turn 5 (14:00): Gyulai finally turns up in Magenta to assume command of the headquarters. This may be too late though, as MacMahon has decided, with considerations that some Austrian reinforcements are on the way, that a fast assault on the Austrian defenses is the way to go. (After considering this a bit, this may have been a bad choice - after multiple turns of crawling around, outflanking the Austrians in the East would certainly have been possible, and it would have been advisable to let the artillery catch up.) The troops in the center do not quite make it to contect, and the troops coming down the eastern road attack in uncoordinated fashion. After the first attack, both French and Austrians retreat to reorganise, which breaks contact and prevents the second attack. D'Angely places his troops adjacent to Gablenz' again but does not yet attack, deciding to let the artillery barrage first. Turn 6 (15:00): Surprisingly, Gyulai gets the initiative. He uses this to bring up one of Liechtenstein's brigades on the right wing, finally blocking easy access to Magenta for MacMahon's Corps. At this point I decided that I'd bring up the French artillery before mounting too many further attacks. D'Angely moves his troops south to the New Bridge, to enable his remaining brigade to cross. However the only actual attack is by MacMahon on Gablenz' front brigade, coordinated by MacMahon himself, causing serious losses to the Austrians who fall back disorganised... Schwarzenberg's corps comes in from the south edge. Turn 7 (16:00): Gyulai gains initiative again and uses it to slip Zobel's Corps in on the right flank, protecting Magenta from a quick envelopment. Canrobert's corps has now crossed the canal and is taking up position between MacMahon and d'Angely. Liechtenstein pulls his men back from the New Bridge to forestall the assault by d'Angely's corps. This seems to come too late though as to his right, however, Gablenz' men are again assaulted by MacMahon and Burdina's brigade is routed, with Gablenz being killed. Suddenly, there is a mile-wide hole in the Austrian lines with little but some canister fire between MacMahon's right wing and Gyulai's HQ in the outskirts of Magenta. On the left wing, MacMahon goes for a limited attack that is repulsed, but still sends Krug's brigade of Liechtenstein's corps reeling back with losses. Turn 8 (17:00): Gyulai again manages to grab the initiative and wrenches Liechtenstein's front line backwards at the last minute. Brigade Szabo on the right is pulled south to cover the northwest of Magenta, and Koudelka on the left falls hurriedly back from the New Bridge, narrowly managing to take up a position that does not leave it outflanked by d'Angely's men crossing the bridge. If Liechtenstein can hold for this turn, there might be enough time for Schwarzenberg to establish a blocking position. That proves to be in doubt though as d'Angely's troops immediately pursue and two brigade's slam into Koudelka's brigade, which is supported by artillery. The defending fire is concentrated on the leading brigade which is sent reeling with a step loss, but the other brigade takes the hex after Koudelka retreats (which has eliminated the artillery). In the center, Canrobert's attack, while repulsed with a retreat, also disorganises Szabo's brigade and forces it to retreat. The Austrians are now thrown back on the city limits, and Liechtenstein's corps is demoralised. Finally, MacMahon attacks. Lefebvre's brigade takes a city hex. Szabo's brigade is pushed back into the city, Gablenz's last unit retreats north of the city rather than being destroyed, and in the north, MacMahon's men also make inroads (and are now on the flank of Zobel's corps, having managed a breakthrough towards the city). With two corps demoralised and 1 hex of the city taken by the French, the game is essentially over - victory points are 3:3 two turns before the end and there is not the dream of a chance of Schwarzenberg turning back MacMahon *and* the French Guard. (For the record, step losses at this point were Austrian 10, French 2.) Turn 9 (18:00): The French win initiative and MacMahon just barges onwards. However, things are not so simple. His troops are now embroiled in a swirling fight on the outskirts of town, in some places seemingly outflanked by Austrian defenders, and so many of his brigades do not attack; also, with the fighting moving into the city, the Austrians are now finally gaining some terrain advantage. An attack on Zobel's corps on the far left sends an Austrian brigade packing with losses, but next to it, one of Liechtenstein's last units manages to hold out, with the French gaining no ground. The unit that has gained a foothold in the city does not attack so as to not jeopardise the gains, and the Decaen's brigade attacking south of it, while managing to eliminate Szabo's brigade, itself fails a morale check and retreats, leaving Szabo's city hex empty. It is occupied by Schwarzenberg's men (Brigade Wetzlar) before the French can react. Schwarzenberg dismisses any thought of an attack as foolhardy, but has now formed a frontline south of the city, as d'Angely notices when he renews the attack. Clar's unit in the south faces so much Austrian firepower (10pts) that it prefers not to attack, and the attack in the center sees merely two morale checks, which the Austrians pass, and the French, surprisingly, fail. Canrobert has not managed to rally his brigade, and Niel's IV Corps is only just arriving on the scene. So the situation remains in doubt. Turn 10 (19:00): The French retain the initiative, and MacMahon renews the attack. On his corps' extreme left flank, de Poihes men eliminate Kinzl's brigade, but Koudelka's brigade, led by Liechtenstein and Gyulai, withstands Castagny's assault to hold on to the northeastern end of the city. Meanwhile, Reznicek's beaten up brigade, the last unit of Gablenz' corps, almost surrounded by enemies, is routed northwest of the city by Maneque's brigade, but this will not affect the outcome of the battle. Decaen's brigade renews the assault against Wetzlar's brigade, but is stalled. At this point, MacMahon personally leads the attack by Lefebvre's units deeper into the city, hoping to evict Ramming's brigade of Schwarzenberg's Corps that has taken up position there, and split Gyulai and Liechtenstein from Schwarzenberg. However, this does not work, Lefebvre is repulsed with losses (got a D result but could not retreat due to congestion, so had to check morale and succeeded). Canrobert cannot even get close to the city since MacMahon's corps is in the way. Meanwhile, Zobel refuses the Austrian right flank, fearing an attack by the Italians, especially with his flank unit still disorganised. Indeed, Fanti comes up with the Aosta cavalry unit but its attack is repulsed. The last French chance for a victory is to use Niel's IV Corps to clear the way for d'Angely to make an attack on a city hex proper, but to do that, Niel would have to push almost all of Schwarzenberg's corps out of the way. Schwarzenberg has brought up his artillery, deciding that the bonus is worth their probable loss in case of an attack. Niel personally leads the attack by Charriere and Martimprey's brigades against Durfeld on Schwarzenberg's flank. Durfeld is sent reeling back, and this opens a gap through which d'Angely leads Gault's brigade. He is still facing two defending units though, and the fire repulses the Attack. Gault's brigade retreats, disrupted, and d'Angely is killed. The game ends as a draw, with the Austrians still partly in possession of Magenta (and presumably withdrawing from it over night since they'd inevitably be crushed if the battle continued the next day :-). OVERALL COMMENTS As with Reichshoffen, I must say I like the system - it is clever, fast, not too quibbly, and refreshingly modern, none of this AE/AR/EX stuff, the chitpulls are used at the right level and create the right sort of traffic jams, but things are not totally random. Units take (permanent) losses and rout, there is facing but it is simple, and there is one table for all sorts of combat. One could quibble a bit with the unit ratings, especially since the inferior side seems to be downgraded in leaders, strength, morale, *and* number of steps. A normal French brigade at Magenta led by almost any corps leader has a 5/6 chance of causing a D+1 (the worst possible) result to an Austrian unit. Were both battles really that one-sided? But, I'm willing to spend the time to find out. Overall this system was one of the better discoveries of 2007. Now for some minor detractions. One thing I am not quite happy with is the treatment of artillery. It has a movement value of 3 versus the infantry's 4. That means it half as fast in cultivated terrain (which I might accept) but it is also 25% slower on roads and half as fast if the corps is out of command (which halves the movement rates). As a result it tends to lag fearfully behind, an attacker needs to assume a 2-3 hour wait to bring it into action, especially since it needs to be placed on hills for ranged fire (and there are preciously few hills in Magenta). If you do that, you find that it has little effect in firing although it has a positive modifier for the assault if you stack it with your attackers so that it's adjacent to the defenders. So far that is not totally insensible, after all artillery should work more like the ACW than like 1870. However, artillery is also of very limited use to the defender. It can add its strength on the defense, but the typical artillery unit has only a fraction of the firepower of a brigade. It works mostly by the abovementioned modifier and by pushing the firepower of the infantry unit it "augments", even if it is one of the weaker Austrian brigades, into the higher reaches of the CRT where a disorganisation result is almost sure so that the attacker has to retreat or test morale and suffer a step loss. So far so good, so you repulse the attacker - what happens? Well, the problem is that even if the attacker has himself retreated, a disorganisation result will still force a defender retreat and that eliminates the artillery. This seems a bit harsh. Let's look at it in detail. Most likely your Austrian infantry has at least been disorganised (even the standard French infantry will be on the rightmost two columns of the table; having the corps leader stacked with it will produce a +3 modifier in most cases). That means it either retreats (which kills the artillery regardless of whether the attacker is in a position to advance) or tries to stand, which, if it passes the morale check, will inflict a step loss. Now, Austrian infantry has at most 2 steps so this is serious damage - if it has suffered a loss before, or if it has received a D+1 result ("disorganisation plus step loss"), it will immediately die just by trying to hang on. Even if it does that, this leaves the artillery, with its weaker firepower and a rule that automatically eliminates it if facing combat alone unless if manages to beat off the French with a morale check (unlikely) to almost certain death on the next turn. So, in summary, artillery is pretty much a one-shot weapon on the defense, even if the attacker pulls back it will be lost (or the infantry will die faster by trying to keep from running so that the artillery won't run with it and be destroyed). In theory, artillery can provide fire support at a distance but again for that to happen you have to have it on a hill. In the final combat I committed Austrian artillery to the defense on the assumption that it would probably be lost rather than turn the tide, but might prevent immediate loss of ground. That's not how I read the period, even in 1859 (and certainly not for the Austrian artillery which was the pride of the army), and some tweaking will probably be desirable here, for example by letting the artillery remain in the hex even if the infantry retreats and be only eliminated if the enemy advances. In case of one of those "both sides retreat and regroup" outcomes that will at least give you a chance to reoccupy the hex if the chits fall right. The terrain on the map is sometimes a big ambiguous. The draw above probably comes back (at least in part) to the fact that the southwestern hex of Magenta was hard to take. However, reading the victory conditions now indicates that this hex (which has some city terrain and what appears to be the city cemetery in it) does not count as a city hex, so the attackers would not have gotten their strength halved and might well have taken this hex and swept on to take the southeastern Magenta hex. There are also some rather strange road ambiguities. For example, does the eastern road coming into Magenta from the north enter in hex 2011 or 1911? And does the western road pass through hex 18.. or not? Such weaving of roads through mini hex-fragments should have left the hobby with the map artist of Command's Samurai Sunset... but I played and liked Samurai Sunset, too, so no big deal. Finally, a comment on the counters. I don't like the VV counter style particularly anyhow at this game scale, since I find the big icons make it very hard to think in terms of larger units maneuvering and obscure orientation. However, I also found them excruciating in play and writing up. They are the classic example of how counter design, taken to the extreme, results in something that is painful to use. 80% of the counter is taken up with a pretty image that is irrelevant for play while the ratings are kept at the bottom of the counter and the formation information (which is crucial) is squeezed onto the side or top of the counter in microscopic form. Despite the fact that the counters are larger than normal, the corps numbers, which are critical for various purposes (such as demoralisation), and the unit names, which are needed for setup and reinforcements, can only be read under sunlight or with a magnifying glass. Three boos for the VV graphics department; they sure are pretty but I want to be able to play with them, too, without extra strain on my eyes. So, even though I spent a lot of space above on some small issues, overall this is among the better tactical systems I've seen yet for this era: better developed than Joe Miranda's Empires at War Quad (which I like but which really went downhill with the S&T Chancellorsville/ Plevna), and it avoids the old-style locking ZOCs of Paul Dangel's Koeniggraetz for Command (which was otherwise fast and clean and had very clever command control rules). Even if I compare it to ACW games at a similar scale (map and time), it comes off well. It does have more historical flavour than Across 5 Aprils, and much less fiddling and better feel for combat than Glory and its successors. Nice. Markus Last 3 games played: The Barons' War, Arkham Horror, Operation Apocalypse --------------- http://www.dbai.tuwien.ac.at/user/mst/games/ --------------- "Bakayaro! Bakayaro!" ("Stupid Bastards! Stupid Bastards!") -- Admiral Aritomo Goto's last words to his staff, October 11, 1942 _______________________________________________ Consim-l mailing list Consim-l@mailman.halisp.net http://mailman.halisp.net/mailman/listinfo/consim-l