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This campaign has plenty of opportunity for the offensive for both players: the Austrians at first have a shot at Davout's III Corps, which has to withdraw along the Danube. Later, Napoleon arrives with more troops and can attempt to outflank the Austrians via Landshut in the south.

"The battle of Abensberg, the maneuver of Landshut, and the battle of Eckmuehl are the boldest, the most brilliant, the ablest maneuvers of Napoleon." So wrote Napoleon at St. Helena.


The game covers a near-catastrophic week in 1809 when the Archduke Charles caught Davout's incomparable III Corps against the Danube River. The French had to fight their way through Teugen and Hausen on the 19th of April. During the preceding twenty-four hours Lefebvre with the Bavarian Corps had retired to Abensberg under pressure from Hiller's corps after trying to reach Davout's position. This day started with the Austrians not fully concentrated for battle but strung-out all over the map, spoiling a golden opportunity to resoundingly defeat an important component of Napoleon's army. Had Charles realized his opportunity sooner, and moved with alacrity once his decision was made, the French III Corps would have been bloodied; compounding the mistakes of the French Marshal Berthier, the French could have been defeated in detail. Instead, the grand assault became a grand retreat, part of the Austrians escaping by the bridge at Landshut, and Charles' force escaping over the Danube at Ratisbon (Regensberg).

OSG was fortunate to have the assistance of an historian of Munich, Germany, who provided a set of maps (scale: 1 cm = 1666 m) which were used by a Bavarian officer for a reenactment of the campaign in the year 1907. On this maps are the main roads which existed in 1809. Further drawn on the maps are the locations of the involved units from 17. - 22. April; for every day one map with the situation at the morning and at the evening of the day - very interesting!

The game includes a matrix that shows the position of each unit in each army at the beginning of each day of the campaign. This table was created from the 'official' Bavarian Army maps. Such a table reveals a lot about how well the game flows (i.e., are Movement Allowances correct and are command, marches, battles, retreats achievable).



There are three daylight turns of each calendar day (eg, Morning, Afternoon and Evening), with the second player moving first during the single Night Turn. The sequence of play during each of the day turns has three phases:

Command and Reorganization Phase. The player first may use any of his eligible leaders to resurrect any available eliminated units, though by doing so these leaders lose all ability to perform command & control functions for the entire turn. This is a critical issue for both players as the second half of this Phase is the Command Segment, perhaps the single most important part of the game. In this segment the player uses his leaders to place other leaders and units "in command," assuring that they both move and fight most effectively. This is done by the distribution of Command Points against subordinate leaders and combat units within Command Range, or by a die roll against the leader's Initiative Rating. Those failing to meet these criteria have an Out of Command marker placed on them and remain in this status for the remainder of the turn.

The next phase is the Movement Phase, and like the phase before it, is also divided into two segments. The first up allows the player to move all forces currently "in command" up to the limits of their movement allowance, with reinforcements entering the board automatically being considered as such. The second segment allows the individual movement of leaders who previously failed their initiative check. Players may also move "out of command" (eg, outside the Command Radius of any leader) units assuming they now pass an initiative roll similar to the one attempted by leaders in the first phase of the game. Trundling leaders and divisions from place to place is done as in most other wargames, but with complete hidden movement in 1806, the of the counter displayed.

The final phase is the Combat Phase and here all opposing counters are flipped to their opposite sides to reveal unit or leader type and strength. Defending cavalry to include small recon/counter recon patrols called Vedettes may retreat before combat. At this point the phasing player must attack every enemy counter he has forces adjacent to, using a Combat Results Table (CRT) of the typical odds ratio type. Combat results are equally typical, being Attacker or Defender Eliminated, Attacker or Defender Retreats 1 (or 2) hexes or the time honored Exchange. Defending units receive the single most effective terrain effects bonus and voluntary odds reduction by the attacker is allowed. When the final combat has been resolved, all counters are flipped over to their flag sides and the game continues with the next player starting his Command and Reorganization Phase.

The single Night Turn of each calendar day is a little different in both sequence and the types of actions each player might perform. In this turn the second player begins first, which means he actually has a back to back set of phases coming out of the Evening Turn, a small but important difference. The turn itself has a Command and Reorganization Phase, but here the only activity allowed is to start the process of reviving eliminated units if possible. Units returned to play out of this phase do so at a reduced strength, using a second supplied counter. There is also a Supply Phase where the player determines both the Supply and Demoralization Status of his forces, the latter based on the number of friendly units eliminated. The Night Turn ends with a Disengagement Phase where the player may move any of his units out of an enemy Zone of Control (ZOC) up to two hexes away so long as the counter in question does not reenter an enemy ZOC.


Essentially, C2 in the game works like this. Each army has a set of leaders called Commanders, these being the overall Army Commander

(Napoleon) or the equivalent of a Wing Commander. Each of these Commanders controls a certain amount of Command Points, each one of which will place both one leader AND one unit in command if they are in range. Thus, since Napoleon has three Command Points, he may place three subordinate leaders PLUS three units in command. Command Range is a universal four hexes if traced exclusively through roads or trails, three hexes if the first or last two hexes are roads or trails, or two hexes otherwise.

The second tier of leaders are called Officers and generally represent the equivalent of a Corps Commander and his staff. Officers are the leaders who are placed "in command" each turn by the Command Points of their Commanders. If these Officers are "in command" because of Command Point distribution, and if their subordinate units are within their own Command Range, then these units are in command automatically. Thus Marshal Davout, French I Corps boss, may place his own I Corps units in command if within range, as well as a single non-I Corps unit. Officers who find themselves outside the Command Range of their Commanders may attempt to place themselves and their units in command by rolling a die number less than or equal to their Initiative Rating.

The rules on Vedettes allow cavalry formations to break down into regimental sized formations for use as a reconnaissance or counter-reconnaissance force. These Vedette counters confer most of the advantages of regular cavalry units,. including a Combined Arms combat bonus or the ability to retreat prior to combat. When combined with hidden movement, however, these tiny formations can really keep an opponent in the dark about who has what where.


SCALE: Six hours per turn / 800-1000 men per Strength Point. The scale of the map is 1:100,000 (each 16mm hex equals 1600 meters).

SEVEN SCENARIOS: The Austrian Advance to the Danube, The Trap Closes, The Emperor Arrives, The Battle of Abensberg, The Maneuver of Landshut, The Battle of Eckmühl, and The Campaign Game (various start dates).



·         One 22 x 34" map

·         280 two-sided units;

·         32 pages of rules including campaign analysis, designers notes and more;

·         8 player aid cards, including French and Austrian March Tables showing the positions of all units and leaders on the morning of each day,

·         turn record track.