| Strategy
in ‘Soldier Emperor’
Spring 1803
By Doug McNair
August 2006
One of the many attractions of the Soldier
series of games is that each offers a unique
strategic challenge.
Soldier
Kings, the one that started it all,
is a game of global military maneuver and
geopolitics where those who master “hit
him where he ain’t” and the timely
backstab have the best shot at winning.
Soldier
Raj, the game of war and intrigue
on the Indian Subcontinent, offers players
eight different wars in one box where money
and manpower are always scarce and constantly
shifting alliances hold the key to victory.
But
for gamers who prefer a knock-down, drag-out
barroom brawl of a wargame, Soldier
Emperor is the ticket. Set during
the Napoleonic Wars (1803 to 1815), Soldier
Emperor gives up to seven players powerful,
well-financed armies and navies with which
to vie for domination of Europe. Diplomacy,
alliances and event cards all play their parts,
but — more than any other game in the
series — Soldier Emperor is a game where
the best general wins.
Factors Driving Play
Many factors set Soldier Emperor apart
from other Soldier games.
Grudging Alliances
The game starts on a particularly fractious
note. In the first two game years (1803 to
1804), no players other than France and Spain
can ally with each other unless they have
a Minor Country Alliance card. In the early
war years, the European Powers had so little
regard for each other that they were loath
to unite even in the face of threats from
Napoleonic France. Unless a player is lucky
enough to draw a Minor Country Alliance card,
he will have to rely on his own military prowess
and whatever event cards he draws to get him
through the first two years of the game.
On the other hand, France and Spain do start
as allies in 1803, which is highly beneficial
for both of them. Spain’s army is weak
and has no business fighting France, but Spanish
guerilla fighters are so effective that any
invader will have an incredibly hard time
getting any Money or Manpower from Spanish
territory. France is best advised to stay
friends with Spain and leave her alone.
Kingdom Creation
Napoleon loved to create new kingdoms out
of the territory he’d conquered, putting
a member of his family on the newly-minted
throne to secure it. Soldier Emperor players
can do this with the “Rhine Confederation,”
“Grand Duchy of Warsaw,” and “Kingdom
of Italy” event cards.
A
player who controls any part of the appropriate
territory may play the card and create the
new kingdom. This brings in the kingdom’s
armies on the side of the creating player,
and gives the creating player victory points
for the Money value of each territory in the
kingdom that he controls. A created kingdom
also can’t be stolen from the creating
player through play of a Minor Country Alliance
card.
Players holding these cards should do all
they can to grab territory comprising the
“kingdom” in question, since a
created kingdom is a particularly solid minor
country ally with victory-point benefits to
boot.
Money Out the Wazoo
History has been kind to the Major Powers
in Soldier Emperor, and they have far
better-developed economies than in the days
of the Seven Years War and Soldier Kings.
Britain and Spain get lots of money each winter
turn from their overseas colonies. France
does not get money from overseas colonies,
but she produces 44 Money annually right at
home. Russia is similarly endowed, and Turkey
isn’t far behind. And for the smaller
economies of Austria and Prussia, the rich
territories of Germany offer highly-profitable
pickings right next door.
There will be no shortage of Money for attacks,
building and maintaining armies, and bribing
minor countries to join the fight. Alliances
between Major Powers based on monetary need
are therefore be less of a factor, which gives
each player a freer hand in determining his
military strategy.
Game Summary With that,
here begins our own version of War and
Peace, Days of Our Emperor, or what you
will. . . .
Setup
France sets up her fleets in defensive positions
on the northern French coast, and places several
2/2 and 2/1 armies in all her port zones as
coastal defense forces. She places her strongest
armies in attack positions to the east in
Holland (with Napoleon), Lorraine (with General
Massena) and Piedmonte (with Marshal Davout).
Spain places a mix of strong and weak armies
in her southern and eastern coastal zones,
and a strong force consisting of a 3/2 army
and a 2/2 fleet in her Italian possession
of Etruria (just north of the rich Papal States
and Naples zones). She positions her remaining
three armies and fleets on her northwest coast
in Galicia, an aggressive position from which
she could invade Britain, Portugal, or Morocco.
Britain reacts to the strong Spanish buildup
in Galicia by placing a fleet and army in
Gibraltar, and then concentrating the rest
of her forces in the British Isles, from which
they can take up defensive positions against
a Spanish armada, or invade the northern French,
German or Scandinavian coasts.
Russia
concentrates her armies on a central front
in Courland, Polesia, Podolia and Odessa,
from where she can threaten Prussia, Austria
and/or Turkey. She places two armies and a
fleet on her south flank in Crimea and Georgia,
from which she can threaten Turkey’s
back door. Finally, she places two armies
and two fleets up north in St. Petersburg,
from which she can invade Prussia, Scandinavia,
Germany, France or Britain. She also drew
the Agent Provocateur card, so she plays it
and draws two more cards. One of them is New
Leader, so she randomly selects Bagration
(good choice) and places him with the armies
in Podolia, just south of General Kutusov
in Polesia.
Prussia and Austria are both surrounded by
potential enemies, so they spread their forces
out evenly except for extra security to the
west to deal with French expansionism.
Turkey is also threatened from several directions,
so she spreads her forces out except for extra
security to the northwest on the Austrian
and Russian borders, plus a fleet and army
on the southwest Balkan coast in Epirius,
from where they can invade Dubrovnik, Naples
or the Papal States.
Initial Diplomacy Phase
Austria is the only country that drew a Minor
Country Alliance card, so in the initial diplomacy
phase she approaches Russia and proposes that
they unite to crush their mutual enemies Prussia
and Turkey. Russia stands to lose nothing
through such an alliance: A strong Austria
is an excellent buffer against French aggression,
and if Prussia is beleaguered from the south
then Russia will have a free hand to conquer
Scandinavia and northern Germany. Plus, Russia
has several cards up her sleeve (literally)
that will give her a good shot at crushing
Turkey with minimal effort. Russia accepts.
France approaches her ally Spain and reveals
that she drew the Kingdom of Italy card. To
create the kingdom at maximum strength France
must conquer the Papal States and Naples.
Spain was hoping to grab those territories
for herself, but France informs her that she
should concentrate on attacking Britain to
keep Albion off both their backs. Spain nods
agreement but keeps her options open.
Spring 1803
In the Purchase Phase, everybody builds armies
and fleets except for Prussia, who starts
the game with all her armies on the board,
and Russia, who has plenty of armies on the
board and wants to save her money for attacks,
repairs and maintenance. Turkey and Austria
draw relatively weak armies, so their fortunes
won’t be improved much by those early
reinforcements.
The players roll for initiative, and France
opts to reduce her roll by 2 so she can get
last licks. The initiative order is: Russia,
Prussia, Turkey, Spain, Britain, Austria,
France.
Russia seizes the initiative and
strikes on all fronts. Her Black Sea Fleet
transports an army from Crimea to join a 3/2
army marching west over the mountains from
Georgia to Turkish Amasia. Bagration marches
south from Podolia while the Russian armies
in Odessa march west to smash the Turkish
General Bayrakadar carrying the Banner of
the Prophet in Moldavia. Kutuzov marches northwest
from Polesia while armies and fleets from
Courland move southwest to join him in an
attack on East Prussia.
The forces in St. Petersburg move west and
attack Finland, bringing Sweden into the game.
Britain and Prussia would both like to be
Sweden’s ally — Britain especially,
since it would give her a northern continental
base from which to invade Germany. So Britain
spends the maximum of 9 Money to increase
her alliance die-roll by +6 (with plenty more
where that came from), while the less-well-heeled
Prussia spends 3 Money to give herself a +3
bonus.
Britain wins easily, and a Swedish army and
fleet appear in Finland to fight the Russians.
Russia’s ally Austria can move one stack
of Austrians who aren’t stacked with
the Russians, but the Austrian armies are
so spread out that it makes no sense to go
on the attack with a weak stack. So the Austrians
stay put.
The Russian generals attack first. Kutusov
spends 3 Money for a two-round Assault on
East Prussia and attacks at 18 dice to 12.
Each side scores three hits and takes two
step losses, and the Prussians roll 10 + 2
= 12 for leader casualties, killing Kutosov!
Thus emboldened, the Prussians hold their
ground, and on the second round the Prussians
score two hits to one, ejecting another Russian
army and forcing the rest to retreat. Just
to give the remnants of Kutusov’s army
that proper sense of Russian fatalism, the
Prussian player plays the Recruit Prisoners
card and ups his Manpower total by three (the
total number of step losses inflicted on the
Russians).
Enraged by Kutusov’s death and the
Russian disgrace in East Prussia, Bagration
spends 3 Money to get rid of the Turkish threat
on his south flank so he can relocate to Prussia.
Honor-bound to stay and fight (and mindful
of keeping his head), General Bayrakdar defends
the poor province of Moldavia against a Russian
attack at 16 dice to nine. The Russians score
four hits, wiping out one Turkish army, forcing
the other to retreat, and causing Bayrakdar
to be executed for dishonoring the banner.
Luckily for the Turks, they score three hits
in return, and roll a 1 when determining how
much Manpower they lose for the banner’s
failure to inspire heroics in battle.
The Russians pay 1 Money for a Probe in Finland,
attacking at eight dice to six. But they score
only one hit and do no damage to the tough
Swedish armies. The Probe on the Turks in
Amasia also does only one hit and goes nowhere.
Bagration besieges Moldavia free for one
round and takes it. For such a massive offensive
it is a small and bitter victory.
Prussia
takes advantage of the Russian retreat to
counterattack the Austro-Russian alliance.
The reserve forces in Berlin move down to
Magdeburg to guard against the Austrians and
French, and then Hohenlohe marches his own
armies northeast out of Magdeburg to hit the
remains of Kutusov’s army in Polesia
while the East Prussian garrison follows the
retreating Russians northeast to Courland.
Another powerful force from Posen hits Austrian
Galicia as well. The punitive Probe northeast
into Courland damages a Russian army and sends
it into St. Petersburg, but takes two hits
with one step loss and a retreat back to East
Prussia. The Assault on Galicia goes off at
nine dice to six on the first round, causing
each side to take a step loss.
But on the second round the Austrians score
three hits on four dice while the Prussians
score none, causing the Prussians to sacrifice
one army rather than take a step loss on their
elite 4/2 army. Finally, Hohenlohe’s
Assault on Kutusov’s former army goes
off at 11 dice to 11 and gets a bad bloody
nose, taking four hits and scoring only one.
One weak Russian army is destroyed but two
Prussian armies flip and retreat.
After all that, the Austro-Prusso-Russian
front is exactly where it was at the start
of the turn. The ghost of Frederick the Great
nods in sympathy.
Since
Turkey’s eastern garrison is
holding down the Russian attack on Amasia,
her western forces are free to go on the attack.
The forces in Epirius move up the coast to
besiege neutral Dubrovnik, a 3/2 Turkish army
in Bosnia attacks Wien, and a Turkish fleet
out of Sinope moves to blockade the Russian
Black Sea Fleet at Amasia.
With the Black Sea Fleet blockaded, the Turkish
army at Constantinople is free to move north
to Wallachia and defend against southward
moves by Bagration. The Turks spend 3 Money
for an under-strength Assault on Wien, hoping
to knock out the 2/1 Austrian army there.
But they score no hits on either round while
taking two hits and a step loss, and retreating
to Bosnia. But the siege of Dubrovnik (with
3 Money spent for unlimited siege rounds)
succeeds.
A new Spanish Armada sails from Galicia,
but rather than take on the Royal Navy or
invade Britain and get blockaded there they
sail for Morocco, leaving a 3/2 army in Galicia
to protect the northern Spanish coast. Admiral
Jervis in London sails out and intercepts
them as they enter the Eastern Atlantic and
a naval battle ensues.
Jervis gets the Wind Gauge and scores one
hit on eight dice, sending one Spanish fleet
back to Galicia. The Spanish do only one hit
in return, but honor demands that they remain
for a second round of naval combat. It is
foolish bravado, because Jervis scores three
hits to Spain’s zero, and the Armada
takes another step loss and retreats back
to Galicia.
Spain’s other fleet is in the Mediterranean
and won’t be able to get past Gibraltar
without being intercepted by the British Gibraltar
Squadron, so it stays in Etruria to guard
against an Austrian attack.
Britain’s Admiral Jervis returns
to London, picks up the 4/2 and 3/2 British
armies there, and heads back out to the Eastern
Atlantic to invade French Bretagne. The French
fleets on the coast are too weak to take him
on at sea, so they wait for him under the
protection of their shore batteries.
The
fleet at Bretagne is the weakest, and Jervis
goes in and for a coastal naval battle at
six dice to seven. Jervis does zero hits while
the French do two, causing a 3/2 fleet and
the 3/2 army it’s carrying to flip and
retreat. Jervis’ other fleet retreats
rather than braving the shore batteries again.
With Jervis now on station in the Eastern
Atlantic, another British invasion force sails
from Wales and tries to take Gascogne. The
French fleets in Normandie and Bretagne both
intercept it, but must attack separately since
they’re not in the same group.
The British get the Wind Gauge on the Normandie
fleet but neither side does a step loss the
first round. On the second round the British
do two hits, which equals a step loss to the
Normandie fleet, which retreats back to Normandie.
The British also get the Wind Gauge of the
Bretagne fleet and do a step loss to it before
it can fire, sending it back to Bretagne.
The Brits head into Gascogne (which has no
fleet to defend against amphibious invasion),
and pay 3 Money for an Assault at seven dice
to seven. Neither side scores a hit on the
first round, but on the second round the Brits
score two hits to none. That’s enough
to make one French coastal army flip and retreat
to Vendee, but the other remains and Gascogne
stays in French hands.
Another British fleet sails from the Midlands
to take up station in the North Sea, and a
Midlands army heads down to guard London.
Then two British fleets sail from Scotland
to join their Swedish allies in a counterattack
on the Russians in Finland. The remaining
French fleets on the north coast fail to intercept,
and the attack goes in at eight dice per side.
The British-Swedish force scores no hits to
three by the Russians, and the Swedish army
and British relief force are repelled out
to the Baltic.
The blunting of the Russian grand offensive
puts a serious damper on Austria’s
plans. It leaves her with with powerful
Prussian forces to the north in Posen and
East Prussia, Turks to the south in Wallachia,
Bosnia and Dubrovnik, and Davout’s French
armies right next door in Piedmonte. She can’t
reposition any of her armies without leaving
some avenue of attack open for an enemy, unless
she counterattacks eastward from Wien toward
Bosnia. But that would take forces away from
the main threat in the region, which is Davout’s
four armies in Piedmonte. Instead of attacking
she reinforces Tirol to protect against Davout.
For France, Davout goes right down
the Italian boot to besiege the Papal States,
while Massena sends forces north and east
to hit Baden and Kleves and Napoleon himself
heads east from Holland to Hanover.
Prussia plays the Burned Bridges card to
keep Napoleon from pressing on to Magdeburg.
Nobody spends money to ally with the Hanover
army, which will die at Napoleon’s hands
even though the Burned Bridges card makes
him attack at half-strength. So everybody
rolls two dice, and Prussia rolls high and
gets the alliance. Napoleon spends 1 Money
for a Probe since he hits on a 5 or 6 the
first round, and does three step losses to
the Hanover army, flipping it to half-strength
and expelling it to Magdeburg where it joins
its Prussian allies.
Then the sieges begin. Napoleon besieges
and conqueres Hanover in one round for free.
But the siege of Kleves goes nowhere, while
the garrison at Baden inflicts three hits
on three dice, sending a 3/2 and a 2/1 army
back to Lorraine — and killing Massena!
Massena’s 4/2 army stays to maintain
the siege, but scores only one hit on the
fortifications there in two rounds of siege.
Davout does little better, keeping his life
but scoring no hits on the Papal palaces,
taking one hit and one damaged army for his
troubles.
So at the end of spring 1803 the best-laid
plans of almost everyone have come to naught.
Two generals have died in combat, another
has been executed for disgracing the Banner
of the Prophet, armies and armadas have been
hurled back where they came from, and the
only territorial gains have been Turkey’s
conquest of Dubrovnik (worth 3 Money), Napoleon’s
conquest of Hanover (3 Money as well), and
Bagration’s pitiful conquest of Moldavia
for Russia (1 Money).
Much blood and money have been spilled, but
tomorrow is a new season. Will Bagration rally
his troops and stop Hohenlohe’s counterattack?
Is it all over for Nicholas and Emily? Will
the Austrians figure out how to move before
the Turks take Croatia? Will Britain ever
figure out how to make landfall?
Tune in next time for summer 1803!
Click
here to order Soldier Emperor and make
your own history. |