Warfare in the Age of Reason. Now that’s
a fun oxymoron! I mean, what exactly
about standing perfectly still, shoulder-to-shoulder, in well-dressed ranks
trading volleys of musket fire sounds reasonable to you? At any rate, the period receives little
attention in war gaming. Thus, one of
the more brilliant military tacticians in history, Frederick der Grosse, is often ignored. Too bad.
Because he didn’t get the moniker “Great” for nothing. One of the ablest practitioners of “less is
more,” he expanded his tiny nation threefold and created a new kingdom almost
entirely through the use of the small, yet superb, army inherited from
daddy. Always outnumbered and
strategically besieged, he nonetheless won victory after victory through
decisive action and expert maneuvering with the best drilled and most
disciplined troops on the continent. Now
you can fill his boots. Or get kicked by
them.
How it Plays
Leuthen: Frederick’s Greatest
Victory is a lighter, small-scale, hex-and-counter, tactical war game from veteran designer Frank Chadwick for two players
only, simulating the titular battle between Prussia
and Austria
in the Seven Years’ War. It uses
movement point allowance and a die-modified combat results table. Both maneuver and combat can also be affected
by terrain, morale ratings, and/or tactical cards.
Game set-up, as far as where units begin on the map, follows
the historical situation but allows for some tweaks as players desire. Counters represent divisions and start face
down – some are “dummy” units – to simulate an initial “fog of war” for confusing
and surprising the enemy. The unique
aspect separating this Drums &
Muskets system – of which Leuthen is the series’ first – from the majority
of hex-and-counter war games is that the counters are rectangular instead of
squared. This small design element has a
big impact on play. Counters can face either
a hex side or a hex vertex, which determines their flank, zone of control, and how
they can move and/or attack.
The "historical" setup. |
The battle lasts no longer than six game turns, each
representing one hour in historical time.
Turns are strictly divided into four phases: movement, discovery,
combat, and administration. The
Prussians go first, completing all phases, and then the Austrians follow.
Movement is relatively straight-forward, as long as you pay
attention to a counter’s facing. Only
those facing a hex vertex can maneuver,
and then only into one of the two front facing hexes on either side of said
vertex. Each unit has a rated allowance
of 2-3 movement points. Marching into a
clearing costs 1 point, along a road costs half a point, and then various
terrain like into woods, up hills, through towns, and over rivers add points. Some moves are prohibited, like cavalry into
marshland or any type from one enemy zone of control into another. But for legal moves, a unit is always allowed
to move at least one hex, even if the actual points required are greater than
its allowance. Points can also be used
to change facing either 30 or 60 degrees, and a unit may perform one such
rotation for free at the start of its move.
The discovery phase is quick and painless. This is where the gig is up and you have to
flip over any counters adjacent to the enemy, thus revealing them as the real
thing or a mere ruse.
Combat in the third phase is also fairly practical as long
as you heed the minor details. Unlike
movement, a unit can attack while facing a hex side, as well as a vertex. When facing a side, it may fire into the
three adjacent forward hexes. Every unit
is rated for a combat strength from 1-4.
You must declare all battles before resolving them in any order you
wish. Each unit may only attack once per
round. An enemy unit may only be
attacked once, although two or more adjacent units may combine in an assault on
one enemy target.
To resolve an attack, you calculate the combat differential
between all attacking and defending counters’ combat strengths, if any, and add
or subtract certain modifiers. Flanking
the enemy or using artillery support give bonuses. Attacking into woods, towns, up hills, or
across rivers incur penalties. After
determining the assault’s modified combat differential, you then roll 1d6 and
consult a combat results table – cross-reference your die roll with the appropriate
combat differential column. This
determines the attack’s result, that is whether or not the melee ends in a
stalemate or with one side retreating.
Consult the CRT! |
If either the attacker or defender retreat, they fall back
two hexes, regardless of terrain and without altering facing, in the direction
of a friendly supply depot. Then they
must test for morale, based on yet a third rating on the counter. If they must retreat through an enemy zone of
control, they automatically rout.
Otherwise, they roll 1d6. If the
result is less than or equal to their morale rating, minus any negative
modifiers as listed on the combat results table, they remain steady. Otherwise, they rout. Routed units cannot move or fight - they are eliminated if attacked. If an
assault succeeds, you may advance one unit into the vacated hex and/or change its
facing for free.
Throughout maneuver and combat, players can play tactical
cards. These specify in which phase and
during whose turn they may be played.
They are not in the same design as the popular genre of card-driven war
games in which cards are played for either a number of action points and/or
event effects. Instead, they grant one
time, rules-breaking abilities. While
not overly powerful, they are a way to enhance your own tactical situation or
toss some unexpected wrinkles into your opponent’s plans.
Example of Prussian tactical cards. |
The final administrative phase involves removing revealed
dummy counters, checking corps morale, discarding/drawing tactical cards,
rallying routed units, and checking for immediate victory. You can rally one unit for free, flipping its
routed token to the “shaken” side. Once
shaken, a unit remains that way for the rest of the battle. If routed again, it is eliminated. Other units must test to recover during this phase.
Interestingly, each division belongs to a larger corps which
has its own overall morale rating from 2-5.
Both sides have three corps apiece.
When a unit is routed, its corps morale rating also drops by one. When a corps’ morale hits ‘0,’ it is
demoralized and all of its routed and shaken units are eliminated, while its
steady units become shaken. Not only
that, but the other two army corps get
nervous and also take a morale hit.
If one or both of them become demoralized, then you apply the same
results again. The cascading effect can
be catastrophic. In fact, if two or
three of your corps are demoralized at the end of any administration phase,
while your opponent has fewer corps than you in such a state, then he
immediately wins!
If both armies can sustain morale losses, the battle
continues through six rounds and victory points then determine the winner. You earn 1 point for each demoralized enemy
corps and 1 point for capturing all of your adversary’s supply depots (two
Prussian and one Austrian). The Austrians
win in the event of a draw.
The formidable Austrian center anchored in Leuthen itself. |
Advance or Retreat?
• GROGNARD (n, slang) (French) • someone
who enjoys playing board war games; particularly the long, counter-heavy,
densely-complex, historically detailed simulation strategy games
While this war game may conjure up images of old men playing
make believe HQ on sprawling tables, it isn’t really for the grognard. In a sense, Leuthen: Frederick’s Greatest Victory is a gateway
game. Just not the kind that you introduce
the world of hobby gaming to Junior or your sister-in-law. Instead, it is a light, fast, and elementary
design that captures and distills the hardcore staples of traditional
hex-and-counter, paper map, complex strategy games. Not that serious war gamers won’t enjoy it. They certainly might for a change of pace or
quick hit.
Leuthen is extremely accessible for a hex-and-counter
tilt. Turn structure has always been
rigidly clean and well-organized in even the genre’s monster titles. Here it is no different and moves along quite
crisply. There are several other factors
contributing to its user-friendliness.
The low counter density reduces fiddliness. The hexes are large enough to prevent
overcrowding. There are a limited number
of modifiers for movement, combat, and morale tests – plus they are largely
intuitive. And the 6-turn maximum
ensures a fast game. As a result,
Leuthen captures the essence of its more complex brethren in an abridged and manageable form for new and/or casual war gamers.
An assault over the river and through the woods...sing it with me! |
The graphic design is extremely clean for a game of this
nature, no doubt a benefit from using rectangular counters. Each chit displays a lot of information:
division and corps designations, specific unit-type symbol, and three number ratings
for combat, morale, and movement. However,
none of it is cluttered. It may take a
couple of turns your first game to remember which number corresponds to which
rating, but it’s all clear and readable with no cryptic deciphering required.
Aside from the essentially functional counters – which allows
for little artistic flare – the overall production quality is attractive. The map is well drawn with easily
identifiable terrain features and evokes an historical feel. Unfortunately it’s a puzzle board, but that’s
Victory Point’s solution for affordable, mounted maps. The cards are impressive. Illustrated with old paintings depicting
period battles, they’re visually striking, as well as usable. The title and phase in which to play it are
clearly marked. Two separate text blocks
describe the card’s ability and give some background on the events. Artwork and font use up most available space,
but never seem crowded or confusing.
Finally, the player aid is outstanding.
It’s not too large, is organized very well, and readily details all of
the rules exceptions and modifiers you need to know – a tremendous reference
that saves tons of timing flipping through the rule book.
The all important morale track! |
Enough about production quality. What about actual game play? Well, let me begin with two components
already discussed: the counters and tactical cards.
The rectangular counters create interesting decisions. If you’re facing a hex side, you can attack
into the three front adjacent hexes.
However, you can only move if facing a hex vertex, thus marching into
the two front adjacent hexes. One
downside is that it’s often difficult to tell exactly which one a particular unit is facing – and don’t bump the
table! This movement restriction can
lead to scenarios in which you’re able to maneuver next to the enemy, but
unable to fire upon him because you’re not facing correctly. However, you have no remaining points to
expend in order to change face.
Furthermore, you’re now likely flanked as a result! It’s a great little detail illustrating the
importance and difficulties of the period in moving masses of men from line of
march into combat formation. Planning
your moves and the opportune moments to strike are critical, but thankfully not
difficult.
The tactical cards can make a significant impact and
represent those intangible unknowns which have both graced and plagued armies
throughout history. They give you an
opportunity to change the fortunes of war – something every great commander has
desired through the annals of time.
Beware, though, as your opponent can play the same kind of game! Prussia
and Austria
have their own decks. Some abilities are
similar, while others are unique to represent their nationality’s particular
circumstances. These cards provide
variety and most of the game’s replay value.
The fortunes of war?! |
Despite its elegance, Leuthen: Frederick’s Greatest Victory
does have a number of detailed rules and a variety of modifiers affecting
movement, combat, and morale. It’s the
nature of the genre. The player aid is a
tremendous help, but new players should still allow for a small learning curve.
Overall, the Drums
& Muskets system incorporates a nice set of mechanics that emphasizes
the critical influences of command control and morale in 18th century battles. When part of an army
faltered, retreated, and/or ran pell-mell the heck away, it created all kinds
of issues. It exposed new holes and
flanks throughout the lines, endangering now unsupported units. Commanders lost unit cohesion and
communication with little ability to reform them. Troops running away would cause confusion as
they smashed into and through their own reserves assembling behind the
lines. Worst of all, the rest of the boys
would start to get nervous as doubt and hesitation spread.
Although an auxiliary objective in Leuthen is to capture
supply depots, the system is not so much about taking ground than it is
pressuring the enemy. Six turns doesn’t
seem like very many, but the rippling effects of a demoralized unit or two can
quickly infect the whole army before you realize it. If one or two units from the same corps rout
a couple times each, the whole campaign is in dire jeopardy. Just one efficient and/or lucky division can
create all manner of havoc amongst your ranks.
Sounds unforgiving, I know. But
such was warfare in the day.
Historically-speaking, the brunt of Frederick's army poised to hit the Austrian left. |
Players must begin with units in designated hexes. They can choose a more historically accurate
setup as diagramed in the rule book. Or they
can tweak it and experiment by mixing up placement, although Austria must keep
her three corps grouped relatively together.
This provides a little bit of replay value, but not a ton. Due to the nature of the morale system, sweeping
strategies are not as important as small-scale tactics to bring in heavy
infantry loaded for bear at critical points.
Plus the map is small and isn’t conducive to any sort of impressively
grandiose maneuvers – there just isn’t that much open space. This isn’t Napoleon confounding and dividing
his foe to destroy piecemeal. It is
Frederick driving and coercing his men in the face of fire to break a line at
the weakest point.
The design mimics the actual battle fairly well – at least
to begin, and with the historical start.
If the Prussian player can press and beat back the Austrians’ left flank
before her best troops in the far north can engage, then the Hapsburgs’ morale
will already prove a liability. Frederick
caught the Austrians off-guard at Leuthen by feigning an assault on the right followed
by a subsequent retreat, only to concentrate and attack in the south. After rolling the left flank, Frederick
pushed north into Leuthen itself where there was fierce house to house fighting
before eventually expelling them. Then
his guns and cavalry reserves helped to destroy a third line established north
of town which led to the Austrian army’s complete collapse. Of course, this being a gaming simulation,
the Austrian player already has an advantage over his historical counterpart, Prince
Charles. He knows the Prussians are
coming and what their initial plan entails.
And he’s armed with the formidable die roll and combat results table – a
little luck never hurt!
Attempting a flank march. In hindsight, just smash 'em in the teeth. This took too long! |
Prussia will want to keep its strongest divisions in the
south where they can close with the Austrian line faster. While fewer in numbers, her stronger units
and plentiful artillery amount to a decisive advantage on the isolated flank
for the first couple of turns. That may
be all it takes. However, if Austria
places her best corps to face this initial onslaught, her chances improve
slightly.
One prerogative war gamers always jealously guard is our
right to complain. So there is always
nitpicking with historical games such as this.
For Leuthen, mine would be to question why Frederick’s own corps begins
with the lowest morale (2), despite commanded by the most prominent man on the
field? Perhaps it’s to simulate the
greater negative effect that an army commander would have if seen fleeing. Because of that, the Prussian player needs to
be careful not to expose Frederick’s two divisions. A couple of routs here will demoralize that
corps, which then starts the cascade effect previously noted.
An Austrian light infantry division (green) causes all manner of mischief on the sparse Prussian left wing! |
Okay, so serious armchair generals who bicker for weeks on
military history forums about what hour Napoleon should have attacked at Waterloo
will consider Leuthen watered down. And
casual gamers that break out Ticket to Ride with the family and like Bohnanza
for the cute artwork will hurriedly balk at the theme. However, there are many hobby gamers who genuinely
enjoy war games, and there are still others looking to dip their toes into the
hex-and-counter waters. For those
audiences, the genre’s usual behemoths typically prove prohibitively large and
too intimidating to get to the table.
If you fall into those latter categories, you might consider
this fair romp. Leuthen: Frederick’s Greatest
Victory shows that hex-and-counter games need not be just for stodgy old men or
dusty archives. It condenses all of the
excruciating minutia, massive counter density, and overly convoluted rules set
of an epic, hardcore war simulation into a quicker, satisfying, experience with
the same flavor and respect to historic detail.
Pros:
Good introduction to hex-and-counter
Simple system stresses command/morale
Unique rectangular counters
Nice, uncluttered graphic design
Extremely useful player aid
Tactical cards provide variety
Cons:
Small map results in little room for maneuver
One unit can create lots of havoc
Fog of war element is fiddly
Probably unlikely to revisit it often
iSlaytheDragon would
like to thank Victory Point Games for providing a review copy of Leuthen: Frederick’s Greatest
Victory 5 December 1757.
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