Steven Bucey - 03:43pm Apr 12, 2000 PST (#4 of 32) CABS/Origins schedule at home.earthlink.net/~cratex Risorgimento Steven Bucey The affairs of Europe during the 19th century were complex in the extreme. The area now called Italy had been fragmented and fought over for centuries. During mid century several movements surfaced in an effort to free the area from foreign occupation and control, leading to several wars of independence. Until recently, the gaming community has largely ignored these wars. However, a couple of years ago a game called Risorgimento appeared in Strategy and Tactics and now GMT is making two games on the subject with the same name. One is a strategic level game of the war of 1859between Austria and the allied armies of France and Sardinia (designed by Peter Perla), and the other is a tactical level treatment of two major battles fought during that same war (designed by Richard Berg). I have been play-testing the strategic level game with a couple of CABS members (Hal Zeidman and Roy Bartoo). Historically the Austrians, who control most of Northern Italy, declared war on Sardinia and France in reaction to some threats made by those countries. Nobody was really prepared for war, though the French, despite their actions, were woefully unprepared and scrambled to mobilize. During this time the Sardinian army (an army mostly in name only) faced a large and well-equipped Austrian army. Fortunately for the Allies the Austrian leadership was mediocre and failed to move aggressively, being more concerned about what the French might do to them than what they could do to the Sardinians. Soon the French got their act together (though 12 years later against the Prussians they would never get the chance) and the Austrian attack quickly turned into a retreat. The major battles were fought far behind the Austrian starting lines. The game covers this action using a point to point map of northern Italy. The basic unit is a two step division. Unit organization is important. Two (or three) divisions of the same Corp can be formed into a single unit that is stronger, though slower. Two (or three) Corp of the same army can be formed into a single unit that is itself stronger, though again slower. A typical Austrian army is made of 6 divisions whose individual strength would only be 12. If formed into their Corp and then the army the combined army strength is 22, though it has half the mobility. The turn sequence uses a 4 tier impulse system for movement. The four phases are Strategic, Aggressive, Normal and Cautious. Each player alternates moving units for each segment. For example, both players perform any strategic movement before any aggressive movement is done. To add to this mix each segment has an initiative player. From the last turn, the player who won a battle in that segment and did not lose any battles in that segment has the initiative for that segment and can move first. Initiative can also change if a player is the only one to move during a segment. Markers are provided to mark those units that have already moved in previous segments and for who currently has the initiative in a segment. This is not a problem as it might be in some games are there are actually very few counters on the board, especially if they are combined into Corp or armies. Each segment has advantages or disadvantages for movement and combat, especially as command control (CC) and lines of communication (LOC) are paramount. In fact, CC and LOC are the most important aspects of the game. A unit without CC or a LOC operates under severe restrictions and can only move during the cautious segment; if it lacks CC its move is also halved! CC and LOC also affect combat, the ability to combine and refit, and the consequences of unit elimination. Cavalry divisions, otherwise nearly useless in combat, are very effective as raiders to cut CC and LOC. Command Control is traced in spaces from an Overall Commander (such as Emperor Napoleon III) to the unit in question. A Line of Communication is traced in spaces from an army depot (which can not be shared) or designated base. All of these are vulnerable to being cut off by fast moving raiders, and thus players spend a lot of time worrying over their CC and LOC, just as the real life commanders did. The army depots are immobile but the owning player does have the ability to relocate them. This takes two turns and impacts his units severely, but may be necessary to sustain an advance or prepare a new defensive line. During movement a unit is activated and moved individually. Whenever a unit enters an enemy occupied space it must stop and attack that enemy unit(s). Regardless of whether or not it wins or loses, its movement for the turn is over. Notice that since units are moved individually, the only way to make an attack with more than one unit is if they had previously been combined into a Corp or division sized unit. Combination and breakdown must occur during a specific segment at the start of the turn, so it quickly becomes obvious that pre-planning must be done to coordinate activities through the four movement segments. After all movement comes the Battle phase. During the Battle phase the player with the initiative during the Aggressive segment can try to bring on a general engagement. Only the player with the initiative during the aggressive segment has the option to initiate a Battle, which is different than the small meeting engagements that occur during movement. The initiative player can choose any one unit on the board and attempt to enter an adjacent enemy occupied space. Each unit is rated for its reaction ability; the owning player must make a die roll against that unit's reaction rating to enter the adjacent enemy occupied space and initiate the Battle. Since most unit's reaction ratings are 3 or 4 and the game uses a 10 sided die, this is actually rather difficult to bring off. If this initial die roll fails, no Battle occurs and the rest of the Battle segment is skipped. Fortunately for aggressive players any unit stacked with it's Overall Commander fails only on a die roll of 9, regardless of its rating. Thus, if you really want to start the Battle you can stack your best Army unit with the Overall Commander. Assuming the Battle is started, players then alternate reacting with units which are able to move to a space within two spaces of the initial Battle Space (the one the initiative player first reacted into). What you can end up with are several spaces into which both sides have reacted into (though units stacked with enemy units can not react, so pinning attacks are useful) and can have several Battles to resolve. Resolving a battle, either during movement or during a Battle segment, is fairly straightforward. Each side in a space computes its total battle strength (each step is worth 1, with Corp and Army organizations providing bonuses as explained above). There are a few die roll modifiers for each side, but not to many. Each player rolls a die and cross-indexes the result he rolled with a chart to provide a percentage number. This percentage number is multiplied by his total battle strength to determine the amount of damage he has done to the other side. Thus, army units are likely to do a lot of damage. The Combat Result Table provides percentage results varying from 0 to 50%, so a typical full strength army with 22 battle factors could do up to 11 points of damage. Reducing a division in the enemy force absorbs one point of damage. Since a typical army only has 12 steps (six two-step divisions), it is very possible that an army can wipe out an opposing force. Units that take two steps of losses are removed to the Refit box. The results of a battle, however, represent disruption of organization, not complete destruction of personnel. To recover from step losses or elimination a player can use his Refit phase to rebuild his units. Units on the map which are reduced can be built back to full strength and units in Refit box can be brought back onto the map at reduced strength. A unit that is refitting can not move during the rest of the turn. Thus, it is possible to completely rebuild an army that has been totally wiped out. It is possible to completely destroy a unit. If there are not enough steps available to absorb all of the points of damage the excess are used to completely destroy divisions; such divisions can not be replaced and are removed from the game. Also, any unit removed from the map for any reason while it does not have a LOC is destroyed with no chance to refit. To win the game the Austrian player has two options. He can gain an automatic victory by destroying 3 Sardinian divisions or 6 French divisions, or by capturing key spaces. Failing that he must remain in possession of a significant portion of the board. The Allied player can win by clearing the Austrians from a significant portion of the board or capturing key spaces. The allied player must be careful at the start not to get overconfident with his units regardless of any predicament the Austrian player may put himself in. The Austrian player can win the game early, but it is difficult without the Allied player's help. With typical play, eventually the weight of French reinforcements will force the Austrian player to pick up and move back to a better defensive position. During this retreat he should be doing everything he can to slow the Allied forces down, and it is most likely at this stage where a typical game will be won or lost as both players maneuver without the benefit of their depots. The Allied player must push the Austrian player quickly to the point at which the Austrian player will make a stand so that he has enough time to form for a final game winning Decisive Battle.