Franco Prussian War

Games; 6, Prussian wins = 1, French wins = 5

This game deserves a write up for 2 reasons, firstly it is the last

magazine game that I enjoyed playing, I have played 1918 and Salerno

since then but can't say that either was much fun. Secondly Russo

Turkish War is due out soon, because the 2 games have the same basic

system this piece is the nearest I can get to reviewing a game that

has not come out yet. I will cut from tradition and write the bottom

line here, at the top, FPW is a fun game playing in about 2 1/2 hours,

but has 2 big drawbacks. The simulation cannot be accurate because

the French are likely to win and it falls down as a game because the

French are likely to win.

 

Having frightened off anyone from buying the game I will describe it

in detail and give a few hints towards weakening the French advantage.

 

The game is by " pick a chit " Miranda and it shows, it owes a lot to

Trajan and Afghanistan, if you hated either of these you need not read

any further (is there anybody left out there ?). The game uses 3

separate types of chit, 10 are combat chits with results of combat on

them, write down this info and roll a D10 for combat instead. We are

left with 2 sets that will have to stay. Random event chits are drawn

on a die roll of 1, 1 2 or not at all depending on how well the side

is doing. They are also drawn on winning a major battle, the chits

may benefit either side but if the result could benefit the enemy it

can be kept out of play to confer an advantage. These events did or

could have happened at the time and include the likes of an Austrian

war against Prussia, a Spanish war against France, revolts in Algeria

or South Germany, the 3rd Republic, the Commune and so forth. They

are fairly balanced but because the winning side will draw more chits,

it will benefit most, this effect tends to shorten the game which is

no bad thing.

 

The last type of chits are issued by general (French) and HQ

(Prussian) counters, which also act as marker units, their commands

being kept (hidden) off board. These units can issue 1 or 2 chits

except the Prussian FGS (Field General Staff) that can give up to 3

chits to itself or any HQ within 3 hexes. These operations chits bend

the rules, players will use them as often as possible stacking 2

commanders together for extra chit picking power. A lone unit has to

roll to move with a 50% chance of success, if it fails it may stay

still, fall back or charge off towards the enemy. Play a chit and the

whole stack moves freely. In combat the defender can hit the attacker

before same can cause any damage, not so with a chit, the attacker

shoots 1st, if both sides play chits the defender still shoots 1st.

Without playing a chit units can only trace supply 5 hexes, pick a

chit and the unit can trace to a HQ and then along railway lines to

the supply source, usually fortifications. Finally they are used to

raise extra troops. The Frenchie has a slight problem because 40% of

his chits say ineffective on the back, if pulled the effect is the

same as if no chit was pulled and no you can't try again with the same

leader. 20% of the chits say elan representing some quirk of good

luck, this allows the stack to move twice or always fire first in combat

 

National Will affects game play as it governs the number of random event chits pulled and the degree of recruiting allowed. It is forced down by winning battles and capturing key forts. The game starts with Prussian forces concentrated

near the border and the French scattered around, the Prussian needs to

knock these out fast before they gather together and recruit sizeable

armies. If the French can keep enough troops and not lose Paris they

will march into Germany. The key to the game are the victory forts,

they boost the defence of French units and lie on railway junctions

that the Prussian will have to clear to advance on Paris. As a bonus

reinforcements come on at forts so if captured new troops will arrive

farther away, finally a force defending in a fort may surrender if the

attacker "has siege artillery, "a painless victory.

 

Any game on the subject must address the Napoleon problem, never a

great commander he was now aging but still C in C, some commanders

(Bazaine) gave allegiance to him 1st and France 2nd. A game on the

FPW without him would be like the Russian campaign without the snow.

In this game Napoleon must remain within 5 hexes of an enemy stack or

be in Germany to avoid a drop in French National will, as a bonus the

French gain greater rewards if he commands a force that wins a major

battle. Historically his surrender led to the 3rd Republic, much to

the surprise of the Prussians who had expected the war to end at this

point. In the game if the Prussian holds the 3rd Republic event chit,

there will be no Republic when the Napoleon counter is eliminated,

usually in battle, the French then fight on but will probably lose.

It is more likely that this counter will not have been drawn and the

loss of Napoleon gives the French the advantage of the 3rd Republic.

Basically this means new (decent) leaders and a massive increase in

recruiting ability and National Will, the down side is these new

troops are of low standard and that the regular army is demoralised

(fights at 1/2 strength) for a turn or 2. This option has turned up

in over 1/2 the games I have played and I can safely say that the

gains outweigh the losses, it is worth considering letting Napoleon go

as long as not too many troops are lost with him. Don't do this

straight away, wait until the French troops are concentrated 1st, if

the French are doing OK with him keep the guy but if things look bad

it is worth the hassle of losing him. The new troops that the

Republic can raise are simply not bad enough, true, they are easily

demoralised and a 2nd demoralised result in combat means elimination

but they are easily replaced. I recommend reducing the movement

allowance of the mobiles from 10 to 5 to represent the (justified)

fear of advancing that the mobiles' commanders had. Also reduce the

roll needed for a successful French railroad use to 5 or 6 at all

times, the French did not have the railway organisation of the

Prussians.

 

I've got the Franco-Prussian and Russo-Turkish War games from the Wars of the Imperial Age series. I played 1 game of the Franco-Prussian War in which the 2 forward French armies were destroyed in the first Prussian turn. The Northernmost French army was surrounded and couldn't retreat after combat. The Eastern army was demoralised and the Prussian player drew the political chit that would cause a demoralised army to surrender at the end of his turn and played it immediately.