Jena 20 – Napoleon in Prussia A while ago I received a copy of GMT’s C3i issue 23 with a special game insert. GMT has been doing this before, including a game expansion with C3i for use with one of their already published games. But this time it was a game that had been published before by Victory Point Games: Jena 20, 12-14 October 1806, part of their Napoleonic 20 series. Recently I decided to set up Jena 20 to see for myself what all this fuss on the Napoleonic 20 was about. On Consimworld several demo and review videos showed up that made me curious. Next to this I was looking for a game that did not have too large a footprint so it could be played on a piece of plexi that I could transfer from the loft to the kitchen table and back. The Game The map, 11”x17”, is clear and looks very good. The double sided play aid card contains all the needed information to play the game. Only point of criticism is the Morale Track which plays an important role in game play. This is printed on this same play aid card. Guess what happens if you need to check some terrain modifiers: the markers need to be removed… ‘Fortunately’ GMT made a mistake with the play aid card and rectified this with a new play aid cards with C3i issue 24. This way you still end up with a separate Morale Track; you could however use the Turn Track for this purpose, but this makes the Morale Track useless. The Morale Points are used to determine the winner at game’s end. Counters The counters are beautiful, but the unit identifiers are done in a very small print type. It could be that, since I’m getting a little bit older too, my eyesight is lacking but compared with the combat strength and movement allowance this looks enormously small. By mentioning the counters we hit the ‘20’ use in the game series title. Joseph Miranda designed a game system of moderate complexity, with a lot of action but with a small number of counters – an average of 20 or less – that is fast playing and still covers the famous campaigns of the Napoleonic era. With 12 Random Event cards and a rulebook of around 8 pages, containing the basic, exclusive and optional rules the game package is complete. How does it play? Setting up the game is a piece of cake. It takes only 9 counters and then you are ready to go! The two Morale markers are put on the Morale Track and the Turn marker on the Turn Track. A quick shuffling of the Random Event cards and there you go… During the first turn the first player doesn’t draw a Random Event card. In the case of Jena 20 the French player starts with his Movement Phase during which he can move his units. He needs to take terrain and enemy Zones of Control into account. If you enter a Woods hex the units stops its movement immediately. It is possible to use a Morale Point, more on this later, to use Forced Marches so the units can move further. The marker on the Morale Track is moved back one position. If you enter an enemy Zone of Control you must stop. So, it is important during set up and movement where to set up or move your units. This also counts during an Advance after Combat or a Withdrawal. Cavalry has the option to retreat from a battle by leaving a Zone of Control or to countercharge. All this ensures that both players stay involved during the game. The number of movement points for the units is limited as most have only 2 or 3 points which doesn’t allow for panzer like encirclements. The ‘second’ player can use the Reaction Phase, which takes place during his opponents turn but after his Movement Phase, to act and react with his cavalry. The Combat Phase During the Combat Phase the first player needs to attack with the units which are in an enemy Zone of Control. Like mentioned earlier you need to think about the placement of your units and what you want to achieve with them. If you are in a Zone of Control there’s no way back, except for cavalry that is. During combat no odds ratios are used but the difference in combat strength between the units. For example: two French units with a total strength of 4 attack a Prussian unit with an strength of 2. Combat takes place on the +2 column. Now the Morale Points can enter play. Morale Points You have the option to use your Morale Points to bridge the gap in strength points or to let your reserve enter the fray. This boosts your combat strength by one point. You can only use one Morale Point for this each time and since you start the game with only 8 of them using them needs some thought and care. At certain moments you can earn yourself Morale Points by conquering a city on the map, but there are never enough to go around. Sometimes you jst have to take risks in combat. Random Event cards After the Combat Phase the turn goes to the other player, the Prussians. The Prussian player draws a Random Event card, during the next turns players both draw random Event cards. The text on the Random Event cards is split into two different sections, one for each faction. The player that drew the card looks at his section of the card and immediately fulfills its action. This can vary from gaining extra movement points or not being able to move your units. Depending on the game played the actions are connected with the battle taking place. Sometimes all that is asked for is shuffling the deck anew or a text stating all is going according to plan. Reshuffling the deck at random moments hinders ‘counting down’ to the moment a certain card will show up. The cards represent the fog of war, and can turn the game around unexpectedly. And the dark set in… During Night turns the turn sequence stays the same except for adding one phase: Night Operations. During this phase Zones of Control are negated allowing you to pull back from one if in there. But you won’t get far as your movement allowance has been cut down by 1. Next to this you can gain Morale Points by occupying your objectives. You also gain one points automatically because your soldiers, if all is well, are resting and recuperating in order to get ready for next day’s fighting. Conclusion Jena 20 is an elegant way to see what the Napoleonic 20 series is about. The game plays fast, offers enough options to try different strategies, and is not predictable due to the Random Event cards. It is also offers you the option to teach new players some well known wargaming basics. And all that is said about this Jena 20 game can be applied to other titles in this series too. A top game! Graphics: **** Rules: **** Luck/Tactics: *** Value: ****
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