Isle of Empires Games
  • Hill of Doves
    • History
    • The British Army
    • The Transvaal Republican Army
    • Books
    • Videos
    • Review by Jeffrey Chorney
    • Review by Paul Le Long
    • Forum
  • Redvers' Reverse
    • Review by Jose Manuel Moreno Ramos
    • Review by Kevin Grimsley
  • Home Front
  • Isle of Empires Games
  • Waterloo 2015

NAPOLEON AT THE BEREZINA

27/1/2018

0 Comments

 
PictureNapoleon at the Berezina
Introduction
This is an interesting game recreating the nightmare Napoleon found himself in 1812. The player commands a depleted Grande Armée attempting to cross the Berezina River as it disintegrates. It’s pretty depressing for the player but gives a good insight and feel into what happened over those four fateful days.
 
​
Play of the Game
I found it a very tough game to play with the outdated solitaire rules not helping. Also the  Russians would have a huge advantage in a two-player game. I added some new solitaire rules as I played. These rules make the Russian AI more detailed and should give for a smoother game.

​Russian Solitaire Rules Additions
Use these priorities to choose which French to react to:
 
 Russians West of Berezina:
1. French also west.
2. French east and bridge available.
3. French east and ford available then “Guard the ford!”
 
Russians East of Berezina:
1. French also east.
2. French west and bridge available.
3. French west and ford available.
 
Tchlaplatz Released:
1. French on west side of Berezina.
 
Army of the Danube  Released:
1. French on west side of Berezina.

PictureThe Nightmare Begins
​Any reference above to French refers to a French Corps. So an entire French Corps must be at the location specified, not just single units. Once a command reacts to a French Corps they will continue to react to it until all French units in that corps are eliminated or have left the location specified. To compliment this rule French units ​must now always be in command control at the end of the French Movement Phase.

​
Russian Corps enter map in order of cavalry, horse artillery, infantry, foot artillery and finally leaders.
 
When moving a command, move closest units to French first. If equal distance, move units in highest hex number first.
 
​​When moving a unit, move towards closest available hex to French. If equal distance, move unit towards highest hex number first.
 
When firing a command, fire closest units to French first. If equal distance, fire units in highest hex number first.

PictureTime to Exit
Result
The game I played resulted in a Catastrophic French Loss (-26)! At least I managed to save the Imperial Guard! Not one Russian unit was flipped! Total hits on Russians was 3 step losses! I did a lot of running away! Here are the final VP:
​
Full strength chosen hex +21
Reduced strength chosen hex +19
Leaders chosen hex +9
Napoleon chosen hex +5
Abandoned treasure -38
Units eliminated -42
 ​
Conclusion
Very atmospheric game. Might give it another bash at some point.
 
Napoleon at the Berezina was published in Against the Odds by LPS in 2003.
 
The link to Boardgamegeek is: Napoleon at the Berezina
​

0 Comments

Your comment will be posted after it is approved.


Leave a Reply.

    Archives

    May 2022
    April 2021
    August 2020
    May 2020
    April 2020
    February 2020
    September 2019
    July 2019
    January 2018
    September 2017
    June 2017
    June 2016
    March 2016
    November 2015
    August 2015
    June 2015
    May 2015
    March 2015
    October 2014
    August 2014
    April 2014
    February 2014
    April 2013
    December 2012
    August 2012
    May 2012
    April 2012
    March 2012
    December 2011
    October 2011
    August 2011

    Categories

    All
    Ancients
    Colonial
    Fantasy
    French And Indian War 1757
    Horse And Musket
    Moderns
    Renaissance
    Science Fiction

    RSS Feed

Powered by Create your own unique website with customizable templates.