Introduction by Congress of Vienna (CoV)s Assistant Designer & Editor, Fred Schachter: 2020 marked one year of Congress of Vienna being a GMT P-500 listed game and we once again thank all who’ve placed much appreciated orders for it. What a year 2020 was; not only for us all due to the Pandemic, but for our beloved gaming hobby and the development of CoV. May the year 2021 be a better experience!
The below is an After-Action-Report (AAR) of a CoV Campaign VASSAL game whose core players were located in the USA and Europe. It is a compilation of emails I provided the team between gaming sessions. I served as the game’s chronicler as well as an observer and kind of “living rulebook” should a question arise. A CoV Campaign Game comprises ten turns and a one turn session was conducted each Saturday. When a player was on holiday/vacation, either designer Frank Esparrago or developer Dick Sauer would substitute for him.
During each one turn session the players were not rushed and could take as much time as desired to negotiate with one another and deliberate a play. No one minded each turn taking 1-2 hours to complete for everyone was having a joyously fun time (which, of course, is why we game)! It should be noted that experienced Congress of Vienna players, who agree to limit “table talk” or simply progress at a brisk pace, can get through a Campaign Game in 5-6 hours with the shorter scenarios being much quicker to complete.
To best appreciate this AAR, a general background regarding CoV will assuredly help. This can be gained by referencing GMT’s site for the game which is replete with a variety of material. See: GMT Games – Congress of Vienna
With that, enjoy this Congress of Vienna Campaign Game After-Action-Report for its turns 1-5, the period before Austria abandons neutrality and enters the war! Here’s an image of the VASSAL CoV game board which was used. A more comprehensive description of changes since Nov. 2020, which this illustration incorporates, should be included within the team’s next month GMT Update:
CoV Sat. Sessions Campaign Game Turn 1 (Mar.-Apr. 1813)
Here’s the AAR (After Action Report) of this contest’s Congress of Vienna gaming action for turn one of a Campaign Game using the historical deck “A” Initial Situation Cards and all Wargame Flavor rules. Akar is playing France, Brice Russia, Ku Austria, and Chris Britain.
The Initial Environment Situation Table dice rolls resulted in Russia gaining an extra card (Brice chose Arakcheyev, who can provide an additional military unit or Resource when played for a card indicated Issue). The turn’s Initial Situation Card indicates that Blücher’s powerful military card is automatically included in the Russian player’s hand. Furthermore, during the first game turn the aged but still militarily fearsome Kutuzov remains available; so Akar chooses a card that allows him to obtain what Russia always seems to lack; that is, Resources to finance his mighty war machine! Also, France, already wealthy, receives an additional Resource per the Initial Environment Situation Table’s result. Finally, four US militia units are placed in The War of 1812 Box along with a US Military Operation marker.
With Table effects settled; next comes player wagers for winning an additional Issue of choice for the Negotiation Table. The cards put forth resulted in a tie between France and Russia who each wagered 4-value cards. Britain, whose National Ability is to adjudicate ties, unsurprisingly chose its Coalition partner Russia as winner. No mercy on the enemy!
During the ensuing turn one Diplomacy Phase, both British Financial Aid markers were won by Russia. Austria selected and won a French Military Operation marker (Wow! That’s the first time I’ve observed a game with THAT interesting strategy… and Ku’s reasoning behind this play shall be soon revealed!). Russia had the most Issues on its National Track to win the Diplomacy Phase’s 2VP. France and Britain cooperated to win the Absolutism/Liberalism Issue (which British Leader Castlereagh secured) and with France devoting an additional Resource to positively modify its die roll: The Liberalism track’s pawn advanced a space to enable France and Britain each obtaining 2VP. With a successful die roll, Britain succeeded in advancing its Pax Britannica pawn 1 space for its single VP. France’s Napoleon Leader card was used to secure the French Recruitment Issue while the Tsar made certain Sweden and its 3 military units joined the Allied cause through winning the Sweden at War Issue.
Russia placed its two Military Operation markers to launch attacks on French armies occupying tracks A (Central Europe) & B (Northern Europe). Britain placed its single Mil Op marker to attack Leon on Spain’s track C and clever Austria, by winning that French Mil Op Issue, forced France to attack Britain in track D’s Southern Spain space. The Initial Situation Card already placed a US Military Operation marker to precipitate a War of 1812 Box battle.
The French tried to fight and stand in their track A & B battles and lost both engagements with associated attrition to the Grande Armée and Army of Elbe. This occurred as follows…
Track A (Central Europe): the Russian Army of Silesia advanced to occupy Silesia (capturing Poland in the process) for a gain of 7VP… 1VP for winning a major battle, 2VP for Poland, and 4VP for Silesia. France lost 3VP: -1VP for the battle and -2VP for Poland’s loss. Kutuzov, however, did not survive the battle. He made his “death die roll” and was removed from the game. The Grande Armée, reduced to a single unit, now occupies the Saxony space.
Track B (Northern Europe): The Army of Elbe retreated to Hanover. Russia’s Northern Army pursued. It seized Prussia and Pomerania to gain 5VP… 1VP for the battle victory and 4VP for Prussia. Russia also gained 2 cards (one each for Prussia & Pomerania) for next turn’s hand while France will lose 1 card for losing Prussia. France also lost -1VP for a major battle defeat. Readers should note the two space advances after victory by the Russian Army of Silesia (track A) and Northern Army (track B) are a consequence of a special turn 1 CoV rule. Henceforth, any permitted advances after a won battle will be into the space vacated by the defeated Army.
Track C (Western/Northern Iberia): The track C battle for Leon, the British Army of Portugal vs. France’s Army of Spain resulted in a stalemate with each side losing 2 units.
Track D (Southern Iberia): The French attack from Valencia into Southern Spain’s British Eastern Army was not a major battle (which requires each side having at least 4 military units). Yet it was still a disaster for France since all 3 of its Army of Mediterranean units were eliminated. This resulted from the canny British player reserving some military cards for this battle in addition to the Spanish Guerilla and homeland DRM bonuses with lucky dice rolling! With zero units remaining, France suffered a -1VP penalty while Britain gained +1VP.
Track G (The War of 1812 Box): saw 2 US units eliminated vs. a loss of one British unit for a major victory: +1VP to Britain, -1VP France. This resulted in the War of 1812 Track marker being advanced into the +1 Britain Box for another British VP.
The turn ended with France gaining +1VP for retaining Castile. Austria got its +2VP for neutrality. The four European battles cost France dearly in terms of eliminated units and they’ll need next turn’s Replacements plus whatever can be gained through won Recruitment and Minor Country Issues to rebuild their currently weakened armies. Furthermore, Napoleon will be available to lead the Grande Armée since this turn, by rule, he was in Paris assuring control of the government of the French Empire. But getting more troops is certainly possible… and then some if a turn 2 Armistice is achieved. The war is far from decided!
CoV Sat. Sessions Campaign Game Turn 2 (May 1813)
Here’s the next AAR (After Action Report) of our Congress of Vienna game action for turn 2, a Replacement Turn, of a Campaign Game using the historical, deck A Initial Situation Cards and all Wargame Flavor rules. Akar is playing France, Brice Russia, Ku Austria, and Chris Britain.
The Initial Situation Table dice rolls resulted in France gaining an extra card (Akar chose Berthier who doubles French Strategic Movement from 2 to 4 military units and, when played with Napoleon for a battle, lets the French choose the better of two dice rolls… a similar advantage which Wellington brings to a British battle). The wagers for an additional Issue had Russia play a 5 value card versus all other players putting forth 4 value cards. Victorious Russia therefore selected a British Financial Aid marker for its National Track’s one space. 4 US Militia units and a US Military Operation marker were placed in the War of 1812 Box. There was no additional Initial Situation Table effect.
During the ensuing Diplomacy Phase, highlights included the Tsar Leader’s play securing the Absolutism Issue for Russia/Austria. By devoting an additional Resource, the track’s “Defense of the Faith” space was reached to award +1VP each to Russia & Austria. Britain used a fleet and its Huskisson Card +1 dr bonus to set up an “I win on anything but a one” die roll situation. Britain did not roll a dreaded one and thereby advanced its Pax Britannica pawn into the track’s second space for 2VP (since the pawn of the Liberalism Track fulfilled the Pax precondition for this by being in the “Secularization & Confiscation” space).
France obtained the sole Russian Military Operation marker and sent it into the Russian Persian War Box (nasty!). France won the Diplomacy Phase and 4VP for winning five Issues. Since turn two is a Replacement Turn, France received 1unit from the Initial Situation Card, 7 units for its map “blue triangles” and 3 Allied military units for winning the Minor Country Issues of Saxony, Naples, and Hanover… an impressive 11 units to rebuild its weakened armies. But even this number of new troops left little for Spain (both French Armies were shells of one unit each) or The War of 1812 in North America.
France placed its two Mil Op (Military Operation) markers, which included one from its National Track and the other being the free one for Napoleon’s availability for a War Phase; to attack on tracks A & B. Britain placed its two Mil Op markers to attack on Spanish tracks C & D. The final battle of turn two’s War Phase will be the US Mil Op in the War of 1812 Box.
Here’s how turn two’s battles transpired:
Track A (Central Europe): The Grande Armée in Saxony with Napoleon, Berthier, Marmont, and the Imperial Guard (Card N-7) smashed into the Russian Army of Silesia… who only had the Wittgenstein military card to help. The result was a French major battle victory: 3 Russian units eliminated versus 2 French, which resulted in France dramatically recapturing the Prussian homeland space of Silesia! This inflicted a -6VP loss on Russia (-2VP for a defeat by Napoleon and -4VP for loss of Silesia) while awarding +2VP to France for a victory by Napoleon. The Russian Army of Silesia retreated into the Poland space… The Battle of Bautzen refought?
Track B (Northern Europe): The French Army of Elbe from Hanover, led by Murat, Pontiatowski, and Bernadotte (yes, this is a Russian card, which when played by France inflicts -3DRM on the Allies for Bernadotte having a “bad day in command”) faced the Russian Northern Army in Pomerania with Blücher in command and Yorck as his trusted subordinate. Poniatowski died (made his “death die roll”) for a bloody stalemate: with each side losing 3 military units apiece.
Track C (Western/Northern Iberia): The French Army of Spain, with only a single unit, Withdrew from battle. The British Army of Portugal advanced to capture Leon. Next turn valuable Castile will be open to Allied attack.
Track D (Southern Iberia): The French Army of Mediterranean, also with only a single unit within it, Withdrew. The British Eastern Army, composed solely of Spanish units, advanced from Southern Spain to capture Valencia, as historically occurred at this time. This resulted in +2VP to Britain and -2VP to France for the Valencia space changing hands.
Track G (The War of 1812 Box): 4 British fleets & 2 Canadian Militia with a military support marker faced France’s 4 US Militia, a military support marker and a Battle Card. This generated a stalemate with each side losing 2 units. This resulted in the War of 1812 Track’s marker remaining in its +1 British Box. Consequently, Britain received +1VP at the end of the turn.
End of turn VP also included: +1VP to France for retaining Castile and +2VP to Austria for remaining Neutral. France was again bled and may desire a turn 3 Armistice to strengthen its armies as much as the Allies desire Armistice (for they’d like to bring Austria into the War).
Austria has been preparing for War and now and has a 6 unit full-strength Army of Tyrol just waiting to be flung against France’s track F possessions… Venice and then on to Italy! Track A’s Austrian Army of Bohemia still needs a bit more reinforcement… but it could certainly help Russia’s beleaguered Army of Silesia which is now licking its wounds in Poland.
CoV Sat. Sessions Campaign Game Turn 3 (June 1813)
As Ku was enjoying a holiday, Frank filled in for him. So the session saw Akar as France, Brice – Russia, Chris – Britain, and Frank playing Austria.
The Initial Environment Table’s dice rolling resulted in Russia gaining an additional card, not surprisingly Blücher was selected. The second die roll had a “No Effect” result for the column. Four US Militia were deployed into the War of 1812 Box.
The ensuing Card wagers resulted in a tie of 4 value cards versus a low value 2 card with Britain choosing Austria as winner. Austria selected its “Recruitment” Issue as prize: placing it on the two space of its National Track.
Austria, interestingly, chose a Russian Military Operation Issue and a British Military Operation Issue when setting up turn 3’s Negotiation Table… hedging that an Armistice might not occur. This proved prophetic, for France managed to win its second Diplomacy Phase victory of the game for +4VP (remarkable!) by securing six Issues. These included Liberalism,
Saxony, Hanover, a double Recruitment, and most significantly the Armistice Issue… which assured that the war would rage on.
COMMENT FROM DESIGNER FRANK: “I haven’t met many CoV French players like Akar; who combines a pure desire to always fight with a malevolent sagacity to dominate the Diplomacy Phase with a masterful touch to frustrate his opposition!”
Both France and Britain devoted a Resource to positively modify the Liberalism die roll. It succeeded and their pawn advanced into Liberalism‘s “Free Market” Space to award +3VP each to France and Britain. Britain’s die roll for the Pax Britannica Track, however, failed.
In preparing for Turn 3’s War Phase, France placed its “Free” Military Operation marker for a track A attack from Silesia into Poland. France found itself confronting a dilemma of multiple Allied attacks with only a single military support marker available (since so many of its Resources had to be spent for all the Issues France won during the turn’s Diplomacy Phase). That support marker went to the War of 1812 Box. The Russian Military Operation marker confronted France’s track A attack. Britain placed its Military Operation markers, each with a military support, to attack track C’s Castile and for the War of 1812 Box.
This brought us to resolving the turn 3 War Phase’s battles:
Track A (Central Europe): Both the French and Allies attacked one another! France from Silesia into Poland and Russia from Poland into Silesia. The French Grande Armée‘s 10 units were led by Napoleon, Berthier, Ney, and Duroc (who died in battle by achieving his “Death Die Roll”) and opposed by the Russian Army of Silesia’s 12 units led by Blucher, Wittgenstein, Von Scharnhorst (who also died in battle by achieving his “Death Die Roll), and Military Card N-8 for the Prussian General Staff’s +3DRM. The dice were unkind to France who suffered a defeat and loss of 4 units versus 3 for the Allies. This resulted in the Grande Armée retreating into Saxony with Russia recapturing Silesia for a gain of 6VP (2VP for defeating Napoleon in a major battle and 4VP for Silesia). France lost 2VP for sustaining this defeat.
Track C (Western/Northern Iberia): The French Army of Spain was reinforced to 6 units and offered battle to a full strength British Army of Portugal’s 3 British, 2 Portuguese, and 5 Spanish units attacking Castile from Leon. The British, therefore, before any cards were played, benefited from a +9DRM (+3DRM each for military support, Spanish Guerillas, and fighting in a Spanish homeland space with his majority forces). The French army was led by Soult, Suchet, and Joseph opposing the British army led by Hill and Graham. The battle result was a French defeat with a loss of 2 units versus 1 Allied unit eliminated. The British captured Castile with the French Army of Spain retreating into the mountainous French homeland space of Gascony. For this major battle, it was +1VP to Britain and -1VP to France.
Track G (The War of 1812 Box): Four British fleets and 1 Canadian militia unit with a military support marker opposed 5 US Militia (France built an additional US Militia when it won its Recruitment Issue) with military support. Only Britain played a Military Card, Tecumseh, who survived his “Death Die Roll”. The battle result was a stalemate with each side losing 2 units. The War of 1812 marker consequently remained in its +1 Britain Track Box. One surviving US Militia unit will carry-over into Turn 4, the rest of surviving US units, their enlistments up, returned home to civil tasks!
End of Turn VP were then calculated. Austria received 2VP for remaining neutral. Britain won 2VP… 1VP for Castile and 1VP for the War of 1812 Track. When turn 4 commences next Saturday, the VP Track’s Markers will be: France = 68, Austria = 18, Russia = 19, and Britain = 20 (quite the Allied “Conga Line”, eh?).
France bemoaned its turn 3 Diplomatic successes could not be duplicated on the battlefields and how important it is for a player to understand Congress of Vienna‘s cards. The three Allied players, with hindsight, noticed their lack of effective coordinated Diplomatic actions against France contributed to none of them winning the Diplomacy Phase.
So we’ll resume this coming Saturday. Akar won’t be able to join this particular session and asks that whoever plays France in his place (Frank or Dick) will strive to secure an Armistice… something that both sides, for their own respective reasons, are desirous of.
CoV Sat. Sessions Campaign Game Turn 4 (July 1813)
As Ku was enjoying his final weekend of a year-end holiday, Dick filled in for him while Frank substituted for the vacationing Akar. Therefore, the session saw Frank as France, Brice – Russia, Chris – Britain, and Dick playing Austria.
The Initial Environment Table dice roll results were 5 and 2. This resulted in Russia obtaining a card of its choice (Arakcheyev, who provides an additional unit or Resource when played for designated Issues) while Britain gained an additional Resource (which made Britain wealthy indeed since the Turn 4 Initial Situation Card provided it another Resource. Britain now had 7 Resources at its disposal!). 4 US Militia were added to the War of 1812 Box resulting in a total of 5 US Military Units becoming available to France.
The card “wager” values were: France – 4, Austria – 4, Russia -3, and Britain – 5 (the French Davout card). Britain consequently selected and placed its Recruitment Issue marker in the British Track’s 2 space.
During turn 4’s Diplomacy Phase France once again had the Wellington card to Britain’s chagrin (for the third time during this game!). There was a perplexing struggle, at least to me as observer, with multiple negotiation and debate plays for the Hanover Issue. Ultimately, Russia played its Tsar Alexander Leader card to secure Hanover and its +1VP.
Metternich got played to secure a British Financial Aid marker for Austria. Britain, for the final play of the Diplomacy Phase, briefly pondered using his Castlereagh Leader to sabotage implementation of the Armistice… reasoning that keeping the war going could be to British advantage. France, however, countered that idea by threatening to use the Napoleon Leader to debate that Castlereagh play. Deterred from that course of action, Britain was persuaded to use its Leader to take the Absolutism/Liberalism Issue from Russia’s National Track and move it to Britain’s… thus securing a Liberalism die roll for France/Britain. Frank had indeed followed the vacationing Akar’s turn 3 directive to see to a turn 4 Armistice implementation!
Turn 4’s Diplomacy Phase ended with the Armistice in force and Austria and Russia each ending the Phase with four Issues each on their respective National Tracks. Britain, as tie-breaker arbiter, declared Russia the Diplomacy Phase winner for +2VP.
The Phase ended with both British Military Operation Issue markers and a Russian Military Operation Issue remaining on the Negotiating Table. That would have resulted in a kind of Armistice in everything but name, eh? Therefore, it was just as well for the Allied cause that the official Armistice got called.
There was a lot of attention paid to Minor Country Issues and this was born out by end of Diplomacy Phase awards to… Russia: Hanover and Poland (2VP and a Military Unit); Austria: Saxony and Bavaria (2VP); and Britain: Holland (1VP). France, Britain, Austria, and Russia all won their respective Recruitment Issues.
France put two Resources into a die roll modification for its pawn’s progress on the Liberalism Track. Success, a die roll result after modification of 4 or more, would mean winning the “Democracy” space’s +5VP each for France and Britain. The players noted a die roll of “anything but a one” would be a success. So what was the die roll? Yup, a dreaded one! Britain, on the other hand, succeeded with its Pax Britannica Track die roll and advanced its pawn into the “+1VP War of 1812” Space to gain +2VP.
Track D (Southern Iberia): Turn 4’s War Phase began with Napoleon’s free Military Operation marker placed with Southern Spain track D’s one unit French Army of the Mediterranean attacking Britain’s Eastern Army of 1 British & 3 Spanish units under Morillo. France chose to Withdraw (making a kind of spoiling attack) and although the final dice rolling resulted in no British loss versus one French, by rule, a Withdrawing Army always retains a single unit so the battle resulted in no effect. Cagy France, who had no choice but to place that Military Operation marker in a legitimate location, selected a location with no risk of loss.
Track G (The War of 1812 Box): France’s second Military Operation marker was placed in the War of 1812 Box along with a Military Support marker, 6 US Militia, and the Military cards of Andrew Jackson and Battle Card N-7 (“Trenches” for a +5DRM). Britain had 4 Fleets, 2 Canadian Militia, a military support marker, and the military cards of Sherbrooke and Battle Card N-9 for a +3DRM. Britain’s dice roll of a miserable “3” resulted in a stalemate with each side losing 2 units each. Both Canadian militia were eliminated and only a single US Militia unit would be carried over into turn 5.
End of Turn VP were then calculated. Austria received 2VP for remaining neutral. Britain won 2VP… 1VP for Castile and 1VP for the War of 1812 Track. When turn 5 commences next Saturday, the VP Track’s Markers will be: France = 69, Austria = 23, Russia = 24, and Britain = 24 (still quite the Allied “Conga Line”, eh?).
Wow… had France won that Liberalism die roll they’d have been at 74VP… but 6VP away from an automatic French “Early Triumph” game win!
The next Saturday Session will welcome back both Ku and Akar. We look forward to what should prove a fun, interesting, and exciting turn 5 (August 1813) of this Congress of Vienna Campaign Game.
CoV Sat. Sessions Campaign Game Turn 5 (August 1813)
Our original player complement resumed action: Akar as France, Brice – Russia, Chris – Britain, and Ku as Austria.
This turn 5 has the Armistice between Russia and France in place. Consequently, unless Austria enters the War (the key Austria at War Issue always is initially placed on the Negotiation Table when the game reaches this point) there could be no battles on the Central European Front, track A, nor the Northern European Front, track B. Of course, battles between France and Britain in Spain and/or the War of 1812 Box remain possible.
The Initial Environment Table dice rolls were 3 and 4. This resulted in Austria obtaining a card of its choice (Stadion, who provides an extra Resource when played for specified Issues) with a NO RESULT for the second die roll. 4 US Militia were added to the War of 1812 Box resulting in a total of 5 US Military Units becoming available to France.
For the wagers to obtain an extra Issue selection, all players save France ventured cards of 4 value. France put up the 5 value Kaiser Franz card to place the Absolutism/Liberalism Issue on the one space of its National Track.
Highlights of the Issues players selected for the Negotiation Table included: British, Russian and Austrian Military Operation markers added to the one French Military Operation initially placed on France’s National Track. To those were added the Congress of Peace, Government of France, and Generalissimo plus several Minor Country Issues.
Unlike prior turns of this game, there was a plentitude of card trading between the players (amusing to observe the “wheeling & dealing” that transpired). Metternich was used to seize the Congress of Peace Issue and bring it to the Austrian Track’s “Seat” (7 space). Castlereagh was played to bring the Government of France Issue to the British Track’s “Seat” and the Tsar took Absolutism/Liberalism from the French Track to bring it to the Russian Track’s 4 space where it remained through the end of turn 5’s Diplomacy Phase. None of these Leader plays were debated.
When the Diplomacy Phase ended both France and Russia had four Issues each on their respective National Tracks. Britain, unsurprisingly, chose that Russia would win this tie and be awarded +2VP as turn 5’s Diplomacy Phase winner.
The Allies made certain France’s Recruitment Issue was removed from its track. France also made certain the Austria at War Issue was removed from its Allied Track back to the Negotiation Table at the very end of the Diplomacy Phase along with the Holland Minor Country Issue not being won. This preserved the Armistice for turn 5 and caused both Russia and Austria to waste a Resource on each of their won Military Operation Issues. Significantly, this will be Armistice‘s last turn since turn 6’s Initial Environment Card automatically implements Austria at War.
The Government Phase saw France gain two Minor Country Issues (Saxony & Hanover) for 2VP and 2 new military units (which were most welcome since turn 5 is not an “R” Replacement turn) with the French player holding the Generalissimo Issue marker… which would have put a severe crimp to Allied Military Operations had Austria at War been implemented.
Just as an aside to readers of this AAR, the Generalissimo allows but a single Military Operation marker to facilitate an attack by both the Russian Army of Silesia and Austrian Army of Bohemia (rather than one Military Operation each) and provides a headquarters marker conveying a +3 DRM for battle. Conversely, the absence of a Generalissimo inflicts a -3DRM penalty on the Allies in track A’s Central Europe Front.
Sufficient Resources were added to modify Russia’s Absolutism die roll to guarantee the pawn’s movement into the “Monarchies Alliance” space for +2VP each to Russia and Austria. Britain won the Government of France Issue to move its pawn from the “Emperor Napoleon Bonaparte” space into its adjacent light blue colored “French Peers Regency” space for a +3VP award to each of Britain, Russia, and Austria and a -2VP penalty to France. Moving into the “Peers” space enabled a die roll for the next space of the Pax Britannica Track. The die roll succeeded to provide Britain another +2VP award.
Austria won the Congress of Peace Issue and although the VP Track’s spread could not result in a Wargame Flavor Rule game end; VP’s, as Austria intended, would be affected. Three die rolls would be halved with fractions rounded up as follows: 1) By playing Metternich for the Issue Austria gained 3VP, but the next die roll caused it to lose 2VP for a net gain of 1VP. 2) Russia won the Diplomacy Phase and its die roll of 5 resulted in it losing -3VP. 3) France was easily the VP leader and its die roll also resulted in a penalty of -3VP. Nicely done Austria!
France, in retrospect, regretted not using his Napoleon Leader to debate one of the preceding Diplomacy Phase actions (for a Leader’s play can only be debated by another Leader)… e.g. preventing that Government of France track pawn’s move into the “French Peers Regency” space. Furthermore, a host of good French military leaders could now not be used for battles on Armistice-bound European tracks A & B… on the other hand, Russia bemoaned not being able to use the fine military cards it had saved for turn 5’s War Phase… a battle which could not now occur until turn 6. Napoleon, being unused until the War Phase, did generate a free French Military Operation marker.
Turn 5’s War Phase consisted of three battles:
Track C (Western/Northern Iberia): France via Strategic Movement brought two units from track A’s Grande Armée to reinforce their Army of Spain. The British Army of Portugal’s Military Operation with Wellington, Hill, and Castanos along with a military support marker attacked from Castile into the mountainous French homeland space of Gascony. France had no military card to counter the three British cards. However, those two reinforcements from track A made all the difference in enabling France to retain Gascony after being defeated in battle: the British lost 2 units to 3 French (increased to 4 eliminated French military units for losing an extra unit to cancel its retreat from a mountain space). Britain gained +1VP for this major battle victory while France lost -1VP… but Gascony held by the narrowest of margins!
Track D (Southern Spain): Turn 5’s Napoleon free Military Operation marker was placed with Southern Spain track D’s one unit French Army of the Mediterranean attacking Britain’s Eastern Army. France chose to Withdraw (making a kind of spoiling attack) and the final dice rolling resulted in no British loss and no French loss, since by rule, a Withdrawing Army always retains a single unit so the battle was of no effect. Clever France, who had no choice but to place that Military Operation marker in a legitimate location, selected a location with no risk of defeat.
Track G (The War of 1812 Box): The second French Military Operation marker was placed here. Four British Fleets and 2 Canadian Militia units with military support and battle card N-8 opposed 5 US Militia with a French military support marker and the Andrew Jackson card. The result was continued stalemate with each side losing 2 pieces each. The Track marker would remain in the +1VP British space and the US would carry one surviving unit into the next turn.
The August 1813 turn 5 ended with Austria getting 2VP for remaining at peace by Armistice remaining in effect. Britain received 2VP (one for retaining Castile and another for the War of 1812 Box). Major Nation VP marker positions at the end of turn 5 were: France: 66VP, Britain & Austria tied with 32VP each, and Russia with 29VP.
Next turn, September 1813, should be an interesting and exciting one since Austria will definitely enter the war.
COMMENT FROM DESIGNER FRANK: This will happen because players know the September 1813 Initial Situation card (for the 6th Turn) that mandatory plays Austria at War! However, if the players had chosen to use the random selection of Initial Situation cards (sets A, B, C); they could have experienced uncertainty about the implementation of this crucial Issue. They’d have had to play a Diplomacy Phase with the Austria at War Issue being placed on the Negotiation Table and contending for it within context of each player’s diplomatic and paths to victory goals!
Closing Remarks by Congress of Vienna (CoV)’s Assistant Designer & Editor, Fred Schachter: Hopefully, the preceding narrative provides readers insights as to how Congress of Vienna plays and the fun, dilemmas, frustrations, and excitement players experience… going a bit beyond articles within InsideGMT that describe the game’s components, design background, and history behind the design.
The next article of this tale will advise what transpired during ensuing turns through game end and determination of a victor with Austria joining the War… can the Coalition bring down the “Corsican Ogre” with the game turns remaining or will the French Emperor persevere to go on to glory?
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