Walter Vejdovsky’s
Eagles of France rules first appeared in Waterloo,1815: Fallen Eagles (Hexasim, 2015), a game released
in time for the 200th anniversary of the climactic battle. Since
this release, we’ve seen Austerlitz 1805: Rising Eagles (Hexasim, 2016), Ligny 1815: Last Eagles (Hexasim, 2017), and
Quatre Bras 1815: Last Eagles (Hexasim, 2019). The last two games can be combined into a single
campaign game of the altercations immediately preceding the Battle of Waterloo
(or la bataille de Mont Saint-Jean, depending on who you ask).
A couple of years ago, Hexasim released a second
edition of the first game in the series, named (in line with long wargaming
convention and tradition) Waterloo 1815: Fallen Eagles II (Hexasim, 2022[ hereon in I’ll
just refer to the game as Fallen Eagles II). Through a confluence of means
(some available credit in my PayPal account) and opportunity (a still
shrink-wrapped copy available at an online second-hand dealer), I have now come
into possession of this edition, my first Eagles of France game. Here is a look
at what’s gone into this game, with a few comments of my own.
The cover illustration for the second edition
revives the portrait from the first (with a slightly higher colour), of a solder
of the Imperial Guard (the Old Guard, or grognards, were the only
soldiers in the Grand armée granted permission to wear facial hair). The
box is self is on the lighter side – closer to MMP card weight than GMT boxes –
but is still sturdy, firm in coupling with the base, and does its job
admirably. All in all, the presentation is enticing, but still gives the
impression of a serious wargame.
The box back teases at what is to come inside. It presents the full Mont-Saint-Jean map with a row of sample counters of leaders and units above and below the map at roughly actual scale. The description details that this is the is the second edition of Waterloo, 1815, mentioning the improvements to the game – better representation of the geography of the battlefield (the landscape has been radically altered in the last 200 or so years), and the revised and more accurate Order of Battle for this edition. The blurb is prefixed with a British flag, indicating that this is an English-language edition of the game. Unlike some European publishers, Hexasim produces games in single language options, which can be frustrating when the English version has sold out, but I’m not going to criticise their business model as it obviously works for them.
Interestingly, Hexasim rates the game’s difficulty
as 4-5 out of 9, something you don’t often see, but I think here it’s to denote
the escalation in the in complexity from the first scenario – the French
assault on Chateau d’Hougoumont – to fourth and main scenario, the Battle of Mont-Saint-Jean.
Unusually, no age-appropriate advice is offered
here. From what I’ve seen of the game and rules, I think the standard fourteen
years, or an engaged thirteen-year-old, should be able to handle the game, if
not immediately grasp the tactical nuances. But I’ve always believed the best
way to learn a game is to lose to a more experienced player a couple of times.
Fallen Eagles II comes with two booklets, an Eagles
of Frace series rulebook, and a game-specific playbook. These are printed on a nice
low-gloss paper-stock, in a pleasant font slightly smaller than I would have
preferred - about nine-point – bit still comfortable to read without reaching
for my glasses.
The Rulebook is 24 pages in length. One page is
given over to a full cover, featuring an etching entitled Napoleon invading
Poland, 1806 (alas, I haven’t been able to track down the artist, but the work
looks broadly cotemporaneous with the event depicted). Most of a page is given
over to a thorough Table of Contents. The essential rules are covered across
nineteen helpfully illustrated pages, with the last couple of pages detailing
the Special Rules (those not directly involving setting orders, movement or
combat; Morale, Special Events resulting from combat, Leaser casualties, changing
weather conditions, Fog of War (limited inspection of your opponent’s stacks,
and Reinforcements are all covered in this section. These aren’t “optional rules”,
per se, but You could play an initial game or two setting aside some or
all of them, especially with the shorter scenarios, if you wanted to
concentrate on getting the core rules squared away first.
The Eagles of France series has been in print for
going on a decade. The current iteration is version 2.3, dated October 2022 –
and with four titles released (well, I’d say five, as this second edition of
Fallen Eagles, with its redrafted maps and revised Orders of Battle, surely
warrants its own place), a lot of teething problems will have been ironed out
with successive titles.
The Playbook also comes in at 24 pages. It too has a full-page cover. I’m okay with this, but I understand why some might prefer to have a Table of Contents (the Playbook doesn’t have one).
A single column on the first page covers the
exclusive rules for Fallen Eagles II. The next three and a half pages detail
the four scenarios. The Eagles of France games use a small deck of cards in a fairly
novel way. I’ll come back to the tactical cards, but I’ll mention here that two
pages are devoted to the Alternate History cards. These are essentially
optional rules cards, six in all, to mix up the scenarios from their historical
parameters (like the No Rain! card, that allows for an earlier starting
time – chosen randomly – to the main battle, but also an earlier arrival of Blücher’s
Russian reinforcements).
The remainder of the Playbook presents a four-page Example of Play (really a couple of contrived situations, but quite useful in demonstrating how the rules interact), Two pages of Designer’s Notes, another two of Player’s Notes, and a short but intriguing Bibliography of resources consulted in the preparation of this edition.
Player Aid
Cards (and there are a few of them)
Player Aid Cards, front (Fire Table) and back (Melee Table). A player's best friend in combat. |
All of the Player Aid cards are printed on the same
weight card with a light satin finish that minimises reflection under overhead
lights. The primary cards are a pair of battle PACs, featuring the necessary
tables and modifiers for Fire combat on one side and Melee combat on the
reverse. It’s a small thing, but I’m always a little disappointed when a game
only features a single combat resolution PAC to be shared between the players. These
cards are both readable and easy to navigate. The information isn’t as all
crowded, but it well laid out and, on the Fire Table side, incorporates a
Random Special Events table, triggered by a roll of two on the Fire Table or by
an even-numbered result on the Melee Table.
The Unit Identification Chart and Turn Track (my one point of consternation in an otherwise brilliant package), |
A turn in the Eagles of France system is one hour in
length. While the turns on the universal Turn Track begin at 6:00am, the
earliest scenario durations begin at 11:00am, when the historical Battle of
Waterloo began. This was because heavy rain on the 17th had left the
roads impassable for cannon; Napoleon delayed his manoeuvres to allow the paths
time to firm up enough to draw up his artillery. The extended turn track length
is all to do with the
Terrain Effects Chart. There are two of these. No, really. |
Which brings me to one of the few complaints I have
about the game so far in my exploration. Fallen Eagles II features two Terrain
Effects Charts. These are arguably as integral to the experience as the combat
PACs in a game so focussed manoeuvre, but the decision was made to print one of
these on the verso of the universal Turn Track. It’s a small thing, but for the
sake of one more sheet of cardstock, we would have had a more perfect game.
The remaining TEC is provided on the verso of a Unit
Identification Chart. This takes the unit information spelt out early in the
rulebook covering the unit counters and lays it all out – slightly enlarged –
in a useful infographic format that, until I get used to identifying the seven
separate unit nationalities making up the Belle Alliance, will get a lot of use
at the table.
As mentioned above, the game comes with two Terrain
Effects Charts, but one is effectively unavailable for at least the grand
scenario; one may be able to manage tracking a three or four turn scenario by
other means. I don’t expect a better result would have been to print them on
the back of Order of Battle charts; the Hougoumont scenario map is to be found
on the back of the French OoB for the la bataille de Mont-Saint-Jean (the French name for the Battle of Waterloo, because... well, they're French), which does
make sense as, if playing one, you will have no need for the other.
D'Erlon's Assault and Plancenoit Order of Battle cards. |
Mont-Saint-Jean scenario - Allied Order of Battle cards. |
Mont-Saint-Jean scenario - French Order of Battle card. |
Each scenario has its own Order of Battle set up card or cards, except for the Hougoumont scenario, which is small enough in scope and forces to incorporate the OoB into the board graphics. The OoB cards are useful in laying out all the units before positioning them on the board. These are provided for scenarios 2-4; Scenarios 2 and 3, D’Arlon’s Assault and Plancenoit respectively, each have a single sheet accommodating both sides’ forces, while the Mont-Saint-Jean scenario has three; two for la Belle Alliance and one for the French. It might feel like double-handling to lay out your units on the OoB card, only to move them when sorted to the playing area, but I think it saves time to pre-sort them, and it will guarantee that no units are truant from the battle when you need them most.
D'Erlon's Assault and Plancenoit Set-up maps. |
Mont-Saint-Jean Set-up map (verso of the D'Erlon/Plancenoit map). |
Order Boards, one for each player. This is where your plans first make contact with the enemy. |
At the beginning of the game the formations available
to each side are given orders by their commander (that side’s player), and at the
start of subsequent turns these orders may be changed or discharged and fresh
orders given. These are plotted out on the Orders Chart. If a formation is given
and order to go to a certain location, it must use its activation to make its
way to that location. If it’s given a Defence Order, it will take a defensive
stance until ordered otherwise. Much of war is about scarcity of resources, and
this is no exception. Each scenario will dictate how many or few orders may be
changed in a single turn. Sometimes a formation may have to continue to move to
a location that’s no longer tenable or remain in a defensive posture when they would
be of more use harassing the enemy’s flank because of poor communications. It’s
a nice touch.
Maps
Scenario 1: Hougoumont map. This looks like an excellent introduction to the system, or a good fast-playing scenario if you’re short on time and/or space. |
Scenario 2: D’Erlon’s Assault map. |
Scenario 3: Plancenoit map (verso to D’Erlon’s Assault). |
It’s the maps where the graphic beauty of the game really stands out. They are a nearly a water-colour wash of greens, with subtle but distinct changes for differences in elevation, steep inclines and various trees and foliage. Woods, hedge hex-sides, orchids, gardens and even tree-lined roads are rendered beautifully, as are gradual and steep slopes, sunken roads, roads trails and villages. The blending shades of green set off the vibrant counters to best effect.
Scenario 4: Mont-Saint-Jean map. Apologies for the glare. For scale, the table the map is laying on is near to exactly four feet wide.. |
The main scenario is played out on a two-sheet play-area (joining at a long edge with about a ½ inch overlap) that takes in all the important territory at a scale of round 200 and something metres per hex. The series hex-scale varies from 200-250 metres short angle diameter (perpendicularly from side to side); given the turns are one hour in duration, the variation in distance is of less consequence than, say the Vive l’Empereur rules, where turns cover twenty minutes of game time).
For paper maps, the two sheets making up the
Mont-Saint-Jean battlefield lay remarkably flat right out of the box with just
a little smoothing out. Nonetheless, I think I would still use plexi over the
sheets, j
Counters
Counter Sheets 1 and 2. |
Counter sheets 3 and 4 and mini-counter sheet 5. The more observant may notice
sheet 3 is actually upside down. It was late, and these were the last components shot.
I'll try to do better next time.
Some of the information conveyed is chromatic’ the
unit counters are split into three bands. The thinner top band offers the
unit’s name against a coloured band which representing the formation to which
the unit belongs, while the middle band’s colour denotes the formation’s nationality.
I know this isn’t unique – other games use coloured stripes to denote
formations at a glance – but to my mind, the Eagles of France counters do it
best, with a clear diversity of colours and a thin dividing line between the
sections to present the information more clearly.
The top segment offers the name of the unit, while the
centre section presents the formation name (left), a NATO symbol (everything in
the game is infantry, cavalry, heavy cavalry – denoted by bi-coloured symbol
sections – or artillery), and the formation’s brigade or division designation
(right). The bottom section is always presented in a pleasant ecru, and
presents the functional information for the unit, with Unit Size (in lieu of a
Strength rating), its Quality Factor (analogous to a Morale rating), and
Movement points. Nearly all infantry units are rated 4, while most Light
infantry get an extra movement point. Most cavalry units get 8 movement points,
horse artillery get 6 while foot artillery come in at 3 points (those cannons
are heavy).
While we’re talking about movement, I like how the
Eagles of France rules handle road movement. Instead of tying it to a unit’s
movement factor – say, half movement rounding down or an extra half point
movement for movement on roads and one third on trails, Mr Vejdovsky has
adopted a simple one size fits all; if all movement in a turn is conducted on a
path, the unit can move an extra two hexes, regardless of terrain; no
accounting necessary.
Formation leader’s counters have less factors, but
are presented in the same fashion as their subordinate units. Along with the
name of their formation, they include an Initiative Factor (bottom left) and a Leadership
Factor. The overall leaders are backed with a solid national colour; these are
not tied to any formation. All the leader counters also incorporate a tiny
portrait of the man in question, which I think is a nice touch.
Fallen Eagles II comes with four sheets of counters,
plus a two-row sheetlet holding dome extras. The counters are pre-rounded
easy-punch chits mounted on white-core card stock, and are about 5/8” in size.
It’s worth mentioning that four replacement counters for the Quatre-Bras game
are included here.
The rest
Box, dice and a slim deck of very nice cards. |
As mentioned earlier, Fallen Eagles II comes with a slim deck of cards comprised of twelve Tactics Cards and six Alternative History Cards. I’ve already addressed the Alternate History cards, so I’ll go into a little more detail about the Tactics cards here.
At the beginning of the game, the Tactics cards are
laid out for view of both players. Then, starting with the French player, each take
turns taking one of the cards until all have been collected. At the beginning
of each turn the two sides have the option (again, starting with the French
player) to pay a card whose effects will have play for that round.
The Alternative History cards, bring some variation
in the pattern of the scenarios. These are of course optional but will increase
the replayability of the scenarios by shifting the parameters of the historical
situation; for example, bringing forward the starting time of the battle of
Waterloo by two, three or more hours/turns, but also bringing forward the
arrival time of Blucher’s forces. I’ve never been as interested in “what if”
historical games, and I think I’d be happy to play the unadulterated historical
for some time, but it’s nice to know they’re there.
The game also comes with two dice. They are of a nice weight and quite
serviceable. I’ve never been one to insist on special embossed dice or such, so
I think they’re fine. I’m sure they will betray me at a crucial moment their own time.
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I’ve been coveting the Eagles of France games since before the announcement of the Fallen Eagles reprint. Nobody would be surprised to hear that the experience of ging through Fallen Eagles II and familiarising myself with the rules and components has merely fanned my desire to grab the others in the series. Austerlitz, which had also be long out of print, has also been reprinted just recently, and there is a rumour that another venerable French game manufacturer, Fellowship of Simulations, will produce the next volume in the series, covering the major battles of Napoleon's 1812 campaign. One can only hope.
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