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Board Game Review
Napoleon at the Berezina
Game System
Napoleon at the Berezina includes a number of innovative features to streamline play for solitaire players. First, there is no Combat Results Table (CRT) per se. Instead, a simple procedure for determining hits or misses is employed. Modifications to the die roll are made for factors such as terrain and/or the presence of a leader. Then the appropriate column corresponding to the quality of the troops attempting to do the damage is referred to with better quality units have a better chance of obtaining a hit which causes a step loss. For example, a unit with an 'A' rating is much more likely to register a hit then a unit with a 'D' rating and every unit has four steps regardless of size. Despite its simplicity, the combat system works well.
The breakdown in morale of the Grand Armee is also dealt with effectively. At the start of each game turn phase for both the Russians and the French, two dice are rolled for each French unit on the map beginning on the eastern edge and proceeding to the western most unit. The results are then compared to the quality of the unit. There are three possible outcomes: no effect, the French unit abandons its treasure, or the unit suffers a step loss. The first time a French unit suffers an abandon treasure result, it is rotated and marked with a -1 victory point (VP) marker underneath it (counter orientation does not matter otherwise). If the unit suffers a second such result, it is considered to be a step loss. The -1 VP marker is flipped to the step loss side and placed on the counter. Once a unit has lost all four steps, the counter is replaced with a rabble counter. Morale rolls continue until a natural four or less is rolled or all the French units currently on the map are rolled for at which time the carnage stops. This means a lot of dice rolling will be done if all the French army is on the map. An optional rule provides for a simplified system though taking the chance of rolling a natural four seems a better risk at times. This is a most demoralizing/effective way of depicting the
Grand Armee's breakdown as units can fall into rabble (thereby reducing the ranks further!) with alarming regularity.
The system for dealing with the Russian armies adds considerable balance to the on-going French fight against both morale failure and the enemy. As in the actual battle, the Russians are slow to capitalize on the plight Napoleon found himself in. This is accomplished using strict activation rules for the various Russian armies. The majority of Russian units cannot move until a French unit has moved next to a Russian unit or a French unit crosses to the west side of the Berezina River. These rules apply to Russian forces that begin the game on the map. Even then, the bulk of the Russian army cannot move until it succeeds in a die roll cross-referenced to the number of turns since the French crossed the Berezina. For later arriving Russian armies, a die is rolled at the beginning of the first turn they become available. If the roll is successful, the army enters either that same turn or one turn later.
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Part of the very blue map.
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The Russian's movement allowance and effectiveness is also influenced by morale. All Russian units have the same combat effectiveness and movement allowance which is recorded on the Russian Morale Track: one rate for infantry and one for cavalry. At the start of the game, this starts at its worst position: 'D' effectiveness with a movement allowance of one for infantry and two for cavalry. At the beginning of each turn following a French crossing of the Bezezina and/or a French unit moving to a point adjacent to a Russian unit, the Russian morale track is moved one position to the right (improving) until it reaches a maximum of: 'A' effectiveness and a movement allowance for infantry of five and cavalry of eight. Russian morale can be advanced or slowed by events but it will inevitably reach its maximum fairly quickly once activated. Consequently, the French player must carefully plan and execute any crossing of the Berezina and initial combat with Russian units. Not doing so will risk having the Russian juggernaut converging on the Grand Armee in the latter half of the game and these Russians cannot be defeated or run from.
Finally, the addition of random events serves to enhance the game in a number of ways. At the beginning of each game turn, a die is rolled. If a six results, two die are rolled. The result is cross-referenced against the Random Events charts and the event applied. A number of events can occur ranging from a more aggressive Russian response from the outset to a better organized Grand Armee that is less susceptible to morale failure. That some of these random events actually occurred adds to the flavor of the game.
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