Congress of Vienna Standard Game After-Action-Report: “The Clash of Armies” Scenario (Turn 4 of 4 – Nov.-Dec. 1813)

Introduction by Congress of Vienna Assistant Designer & Editor – Fred Schachter: The third turn of this After-Action-Report (AAR) chronicled game was exciting and interesting with France continuing to meet its comeuppance, and not repeating its brilliant turn one Diplomacy Phase performance (winning seven Issues! Remarkable!) since the Allies are now coordinating against “The Corsican Ogre”. For that remarkable feat, see: Congress of Vienna Standard Game After-Action-Report: “The Clash of Armies” Scenario (Turn 1 of 4 – Aug. 1813) – Inside GMT blog 

For background regarding this forthcoming GMT P-500 game, for these articles presume some knowledge of Congress of Vienna’s game system, see: GMT Games – Congress of Vienna.

Our players are having a blast playing Frank’s latest CoV scenario creation. So, let’s conclude the game action of this Congress of Vienna “Clash of Armies” Standard Game contest as the massive struggle for Europe (and the War of 1812 in North America) continues… but first…

Setting the Stage: Flashback to Turn Three of this “Clash of Armies” CoV Game

Figure 1.- The End of Turn 3: The French player maintains a great VP advantage… a legacy of its remarkable turn 1 success. Britain is the lagging Power. However, a bright spot for Britain is that tough American opposition comes to a stop as the War of 1812 Status marker moves closer to the Pax Britannica source of VP (the pink colored +1 VP to Britain space!

Our enthusiastic Saturday Sessions Team contenders, France – Chris, Britain – Mirek – Russia – David S., and Austria – Ty resumed their Congress of Vienna action with the concluding November-December 1813 turn of this “Clash of Armies” Scenario’s turn 4.

The previous turn 3, October 1813, saw France unable to repeat is Diplomacy Phase turn one triumph, which took full advantage of Allied disunity… a disunity seemingly now in the past. The French player could only win a single Issue, one of Russia’s two Military Operations, which meant nothing under Standard CoV Game rules.

Therefore, it was another turn for the Allies to rejoice! They collectively won fifteen Issues, including depriving France of its much-needed Recruitment Issue! For more, see: Congress of Vienna Standard Game After-Action-Report: “The Clash of Armies” Scenario (Turn 3 of 4 – Oct. 1813) | Inside GMT blog

Turn Four, Nov.-Dec. 1813, Initial Situation Resolutions

Each turn of a Congress of Vienna game commences with resolution of an Initial Situation Phase. Consequently, one of the players rolled two of Vassal’s virtual dice for a result on the CoV Initial Situation Table. Turn four’s Initial Situation Card called for a +1. The table’s dice roll results were 5/6. This meant Russia receiving an extra card of choice for the first die roll. David, as he did last turn, again selected Blucher… a very fine military card for one of the battles to come. The second die roll awarded an additional Resource to France while deducting one from Britain.

Figure 2.- The Initial Phase of Turn 4 of this “Clash of Armies” CoV Scenario: The French player loses an opportunity for obtaining an additional card (had an unmodified “5” or “6” been rolled!) since the Initial Situation Card indicates +1 drm for 1st & 2nd die rolls! (French mandatory instructions).

This was followed by the players each drawing their October 1813 card hands of from the draw deck in reverse VP order (e.g., the Major Power with the least amount of VP draws first to have the maximum possibility of cards to draw from available… something our more superstitious players appreciate): Britain – 13, Austria – 11, Russia – 12, and finally France – 12 cards.

Note the above continued disparity in the number of cards between France (12) and its enemies (36)… woe to France if the Coalition Allies continue “getting their act together” with this fourth and final turn of this game!

We next proceeded to the players wagering a card each to learn who’d gain an extra Issue for placement on their National Track, as well as for determining Major Power play sequence for the upcoming Diplomacy Phase (getting “last licks” can prove most important… as the turn one AAR showed).

Figure 3 – Player Card Hands at the beginning of Turn 4’s Diplomacy Phase: The outline highlighted cards indicate that they were received by a mandatory instruction of the turn’s Initial Situation Card, or the Initial Environment Table 1st die roll!

The card wagers were France – 5 value Kaiser Franz, Russia – 2 value Berthier, Britain – 4 value Caulaincourt, and Austria – 4 value Soult.

France’s 5 value card wager won outright; so, Chris selected the Liberalism/Absolutism Issue for placement on his French Track’s 3-space.

Figure 4.- Cards Wagered (left) & selected Issues (right) at the Beginning of Diplomacy Phase: Although the “coordinated” Allied players put forth their more “dangerous” French cards (Caulaincourt, Berthier and Soult) as a preventive device against the mandatory French trade rule; France’s unexpected Kaiser Franz 5-value card wins the wager! The right column notes of 1st, 2nd, 3rd, and 4th indicate the clockwise sequence in which each Major Power chooses its Diplomacy Phase Issues.

The players, in sequence, then select two Issues each for the Negotiation Table. These are in addition to those placed into play by the turn’s Initial Situation Card A-8 and the wager winner.

Diplomacy Phase Highlights

These included five trades which resulted in some of the players advancing the quality of their card hands by trading with one another (see Figure 5). Trading is the Congress of Vienna game procedure which allows the possibility for improving a player’s hand quality, and indirectly balancing the game, since it can favor the players with the lowest VP scores.

Figure 5.- Trading cards during Turn 4’s Diplomacy Rounds: The British, Austrian and Russian hands were clearly improved by trading! In the only French initiated trade, and it should be noted that one of France’s National Abilities is that no Major Power can refuse a trade offered by France; the French player received the powerful diplomatic French card of Fouché! Which was the sole French card in the Russian player’s hand. It’s sometimes good being “the six hundred pound gorilla”, eh?

During the turn’s six Diplomacy Rounds, two players reaped the fruits of their successful trading by gained bonuses through card play: Arachayev was played by Russia to gain a Resource and Eldon by Britain to get a British Resource.

Britain’s good Diplomacy Phase play included gaining a fleet in Sicily for the Duke of York card and a USA Military Operation marker in the War of 1812 Box through the Gambier card (see Figure 6). 

Figure 6.- Bonuses Received during Turn 4’s Diplomacy Rounds: The excellent British hand was masterfully played by Mirek, our British player!

There was a fierce exchange of plays for the Government of France Issue, whose pawn began the turn in the central “No Agreement” space and was now totally “up for grabs”.

  • Bernadotte’s play was debated by France who moved the Issue to its track’s 1 space.
  • Russia played Wellington (to the British player’s chagrin… “what kind of ally are you?!? queried an exasperated Mirek) to move the Government of France Issue to its track’s 3 space.
  • Britain eventually used its Castlereagh Leader to move Government of France to the British Track’s Seat (7 space): thereby settling the matter.

David, late during the Phase, played his Tsar Alexander I Leader to move Absolutism to Russia’s 2 space… this secured the Issue for the Absolutist cause… good news for Russia and Austria, for it denied Britain and France gaining the possibility of a Liberalism Track advance into the “Democracy” space and a reward of +5VP each with a successful die roll!

Napoléon Bonaparte

The final bit of Diplomacy Phase drama was Austria playing Metternich to bring Peace Congress to Austria’s Seat, an Issue, which activated, would cause France to lose a die roll worth of VP as game leader, only to have Napoleon debate that move and return the Issue to the centrally-placed Negotiation Table. This stunned the three Allied players who expected the French Leader being saved for the War Phase when his +6 DRM military ability could be brought to bear… “What was Chris thinking?” wondered the emperor’s opponents.

To the players’ surprise, turn 4’s Diplomacy Phase ended with six (!) Issues remaining on the Negotiation Table… an unusual occurrence. They were: French Recruit, British Recruit, Naples, Peace Congress, an Austrian Military Operation, and a British Financial Aid. Wow. That’s what happens when only a few key Issues get all the negotiation and debate action.

When it was all over it was Mirek’s Britain who won the Diplomacy Phase and its +2VP by acquiring four Issues. This is the same number of Issues Russia won, but Britain has its unique “tie-breaker” National Ability and could declare itself victor. Each Major Power then, as required, proceeded to pay for won Issues at the rate of one Resource each. France, having won nary a single Issue, could afford all four of its military support markers and had a Resource to spare to acquire 1VP for Sound Government.

One of those British paid Issues was Future Government of France which Mirek happily moved into the red colored “King Louis XVIII Bourbon” box, a result gaining VP for all four Major Powers: +4VP Britain, +3VP Austria. +2VP Russia, and even a +2VP for France… something for everyone (with Britain gaining the most). 

Russia had to roll a die for an Absolutism Track result and, after both it and Austria contributed a Resource each for a +2 drm, confronted an “We win on anything but a one situation.” A “5” was rolled and the pawn moved up into the “Monarchies Alliance” space to award +2VP each to Russia and Austria. 

Figure 7.- The End of Diplomacy (Left Side of Fig.) & Government Phase (Right Side of Fig.): This was a British Diplomacy Phase victory (4 Issues). The French obtained no Issue, since the three Allied players conducted themselves in a coordinated manner as they did during the 2nd & 3rd turns (However, the French VP gap with all Allied Powers remarkably remains high; thereby demonstrating how it helps the Allies to consistently play in coordinated way against France!

Finally, Britain’s Pax Britannica die roll was a “4” which enable its red colored pawn to enter the “+1 War of 1812” space and a +2VP award.

Government Phase and War Phase

With all won Issues paid for; Replacements are taken, for turn 4 is an “R” turn. Military support markers are then deployed on the board. In addition to the already placed US Military Operation in the War of 1812 Box, Russia had its two Military Operation markers placed to enable attacks on tracks A (Central Europe) and B (Northern Europe). Britain placed its two Military Operations to enable attacks on tracks D (Southern Spain) and E (Sicily to attack Naples). 

The absence of any Austrian Military Operation, for the one available remained on the Negotiation Table (a mistake?), meant there could be no attack on track F (Italy). Consequently, during Strategic Movement, Austria moved two units to bring its track A Army of Bohemia up to its full strength of ten.

This brought us to resolving the War Phase’s battles in front/track sequence: 

Figure 8.- The French Disaster in Alsace: Caused through a Grande Armée led by Marmont, a huge Allied army led by 2nd rate general Reuss-Plauen, and absent Napoleon dedicated to diplomacy rather than leading his army! This turns a planned bloodless French withdrawal into half the Grande Armée being eliminated. Unfortunately for the victimized player, these things can occur in a game such as CoV!

Central Europe Track A: The 6 unit Grande Armée under Marmont in mountainous Alsace, lacking Napoleon’s leadership (the emperor’s card was played during the turn’s Diplomacy Phase, thereby making him unavailable for the War Phase), prudently chooses to Withdraw from a massive Allied attack out of Bavaria by the Russian Generalissimo led Armies of Silesia and Bohemia composed of 7 Russian, 2 Prussian, and 10 Austrian military units, reduced by a “Failure of Coordination” die roll of “5” by -3DRM. This vast Coalition host is led by Prince of Reuss- Plauen, Guylay, Radetzky, and von Klenau.

As Russia, David rolls a “9” vs. Chris’ French dice roll of “5”. The Allies lose a single Austrian unit chosen by the Generalissimo. The Grande Armée is mauled by a loss of 3 units… half its strength! The greatly weakened Grande Armée is now removed to Paris with the two Allied Armies in pursuit. Alsace changes hands with France losing -2VP and Russia and Austria each gaining +2VP. 

Figure 9.- The French Flee Northern Germany! Knowing the best Russian and Prussian military cards have been saved for this battle (France remembers Blucher is in Russia’s card hand)! Davout chooses withdrawal to minimize his losses… although the loss of Hanover will have a strong impact on French VP while rewarding 2nd place Russia.

Northern Europe Track B: The Russian Northern Army of 5 RU, 4 PR, and 3 SW units under Blucher, Yorck von Wartenburg with Neutral Battle Card #9 attack the 6 FR unit Army of Elbe led by Davout, who elects to Withdraw.

The Allied dice roll is “4” vs. a French dice roll of “5” (pitiful dice rolling for both sides, eh?). This results in a loss of 2 French units vs. 1 Russian and Hanover’s capture by Russia for a +3VP reward. For this territorial loss, France suffers a -3VP penalty.

Figure 10.- The French Flee Spain! The mountainous Catalonia Space is abandoned also. The French are swept from Spain!

Southern Spain Track D: The British Eastern Army in Valencia of 3 BR and 3 SP units attack a 3 FR unit Army of Mediterranean in mountainous Catalonia. To limit possible losses, France once again announces a Withdrawal. Neither side plays any cards. Britain rolls a “3” versus France’s “6” and there are no military units lost by either of the antagonists.

This results in Catalonia changing hands with a -2VP penalty inflicted on France with +2VP awarded to Britain.

Figure 11.- The Naples Landing: This is a timely British landing as the French player considers Naples a meager matter not worthy to oppose.

Sicily Track E: Britain’s Army of Sicily, with 2 fleets and 2 military units led by Hill, amphibiously attacks the French 2 unit Army of Naples which announces a Withdrawal with no French Military Card played.

The dice rolls result in no losses to either side. The French Army of Naples is disbanded with its 2 military units placed with track F’s French Army of Italy. This results in Naples changing hands with +3VP being awarded Britain. It should be noted France suffers no VP penalty for this territorial loss since Naples’ VP indicator is printed in red.

War of 1812 Box G: Attacking British forces are 4 Fleets and 2 Canadian militia units with battle cards: #6 , #8, and Tecumseh (who, with a “5”, survives his “death die roll) versus 4 US militia units with no French Military Card played. Mirek rolled a “2” (argh!) to Chris’ “8”. 

The result is still a British victory… 2 US units eliminated to 1 British unit for a +1VP battle reward to Britain and a -1VP penalty to France.

Figure 12.- British, Canadian, and Native American Forces Invade the U.S.A.: Leaving the fate of the United States to a France prone to diplomacy and wishing to focus on Paris … ignored the peril to North American interests. This can lead to situations like the one here! Rule Britannia indeed!

Furthermore, the War of 1812 Track marker is moved one to the right into its “+2 Britain” space. The surviving US units went home with their enlistments expiring.

Battle of the Thames and the death of Tecumseh, by the Kentucky mounted volunteers led by Colonel Richard M. Johnson, 5th Oct. 1813, by William Emmons

End of Turn 4, November-December 1813, VP & Post Game Observations

The turn ended with France gaining +2VP for Austria being at war but taking a -1VP penalty for the Grande Armée being under 4 military units in strength. Britain obtained +3VP (+1VP for controlling Castile with another +2VP for the War of 1812 Track), and Russia gained +1VP for controlling the Generalissimo.

We then adjusted VP for the Clash of Armies Scenario’s Special Game End Rules. Britain was awarded +2VP for the game ending with The War of 1812 VP Track Marker in a positive British VP Space. France gained +4VP: +2VP each for holding Gascony and Holland.

The November-December 1813 turn, and the game, concluded with the Major Power VP markers placed: France – 56, Russia – 48, Britain – 44, and Austria – 42. Chris’ France wins the game!

Figure 13.- The End of this “Clash of Armies” Scenario: Chris, our French player, did a masterful handling of his impressive achievements (measured in VP!) from the first game turn. Perhaps the turn 4 choices of withdrawal in Sicily, Catalonia and Hanover saved him from losing VP due to the loss of battles or the destruction of his armies. France also benefitted that the Future Government of France result had not been Bernadotte – a puppet in the hands of Russia – who punishes France in terms of VP. Finally, there are two attacks not made: Britain choosing to attack with its Eastern Army rather than with its Army of Portugal, which allowed French receipt of a +2VP game end bonus for retaining Gascony and by Austria not advancing its Army of Tyrol into the Italy space, which enabled France to retain another +2 VP (and deprive Austria of +2VP). These ways of a “shopkeeper ´s strategy” allowed France to win the game. However, this last turn had few epic and decisive battles … but unfortunately war is only part of politics … or is it better that it remains as part of politics?

It could have been interesting had the game gone on for another turn, to a Jan.-Feb. 1814 Turn 9. Could the Grande Armée, now reduced to 3 units in strength, been able to gain reinforcements and withstand a determined Allied attack out of track A’s Alsace?

Ah, but Chris, knowing the “Clash of Armies” Scenario’s four turn time limit, played very well and was able to preserve France’s VP lead throughout the game… his excellent turn one VP achievement providing a much-needed “cushion” which the Allies, in hindsight, could not manage to surmount.

As the players looked back on the course of this fun and exciting Congress of Vienna game; they marveled at how things could have turned out differently had certain decisions not been made or the twists of fate treated one player or another otherwise. But that’s what makes our hobby such a wonder!

The following graph, designed by play tester David, shows France’s path to victory! Well done Chris!

Just a few final comments regarding this especially didactic graphic:

Figure 14.- The VP history of this “Clash of Armies” Scenario: A especially didactic graphic where we can observe the evolution of VP scoring for each major power!

1) France’s Victory Point “Cushion”: Commencing turn 3, French VPs declined turn by turn, due to a combination of major battle defeats and, above all, loss of VP valuable territory. Remarkably, both during the 1st and the 2nd turns, France’s VP fortunes grew (an unusual occurrence, this doesn’t often happen during other playtest games’ experiences… but it was good observing such a performance possible)! This was the main cause of Chris’s unquestionable victory. Readers should note that France always has a possible path to victory…even if faced by coordinated Allied play… such are the twists and vagaries of fate.

2) British Resiliency: Britain got off to a shaky start; but when the combination of British victories, War of 1812 Status and Pax Britannica take place, the growth of British VP can be terrifying! This must always be borne in mind by the other two Allied players … since, as Mirek ably demonstrated, this makes that nation of shopkeepers many times the winner of the game.

3) Russia’s Need for Military Single Mindedness: Russia, the almighty Russian bear, and the tenacious Prussian eagle, can achieve victories and gain territories, but to win, they either arrive in Paris or must achieve many diplomatic triumphs! It is difficult to obtain both but advancing on the Northern and Central European fronts is of paramount concern. Focus on the military and other successes can follow.

4) Austrian Need for a Primarily Diplomatic Approach: Finally, the “poor” Austrians must get many diplomatic triumphs, for if they fail, Austria is doomed! Controlling the Generalissimo, gaining fertile Italy, Peace Congresses, and the advance of an enlightened Absolutism are the basis of a potential Austrian victory (as well as deftly riding Russia’s military coat tails)!


Previous Articles: 

Congress of Vienna Standard Game After-Action-Report: “The Clash of Armies” Scenario (Turn 1 of 4 – Aug. 1813)

Congress of Vienna Standard Game After-Action-Report: “The Clash of Armies” Scenario (Turn 2 of 4 – Sept. 1813)

Congress of Vienna Standard Game After-Action-Report: “The Clash of Armies” Scenario (Turn 3 of 4 – Oct. 1813)

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