14THE FRANCO-PRUSSIAN WARby Omar DewittOmar DeWitt is <strong>the</strong> president of AHIKS, asociety since 1966 for those 21 and over whoare interested, primarily, in playing <strong>war</strong>gamesby mail. AHIKS offers a rules booklet, a Judge,two publications, and an opponent-matchingservice, among o<strong>the</strong>r things. More informationcan be obtained by writing DeWitt at 78Wickham Drive, Williamsville, N.Y. 14221.Lately, with so many titles being published, it isnot always easy to notice <strong>the</strong> really good ones.This is a good one. If for no o<strong>the</strong>r reasons than<strong>the</strong> several unique features of The Franco-Prussian War, it is an excellent game andshould belong in <strong>the</strong> library of all serious<strong>war</strong>gamers.The French start <strong>the</strong> game with 11 counters on<strong>the</strong> mapboard (plus 3 EB - RR units). The 11counters may include from one to six dummycounters, depending upon <strong>the</strong> order of battle.The Prussians start <strong>the</strong> game with 18 counters,one to ten of which may be dummy counters,plus an unlimited number of EB units.All counters are inverted during set-up and, in<strong>the</strong> Standard game, remain inverted duringplay. In <strong>the</strong> Basic Game, all units are face up,and most of <strong>the</strong> unique features of <strong>the</strong> FPWare not used. Although it is a good way tobecome' familiar with <strong>the</strong> mechanics of <strong>the</strong>game and is <strong>the</strong>refore useful, it does not have<strong>the</strong> interest <strong>the</strong> Standard Game does. I will beconcerned mainly with <strong>the</strong> Standard Game.Although <strong>the</strong> idea of dummy counters hasbeen around for some time (Victor Madeja in<strong>the</strong> General, Nov. 1964, <strong>the</strong> FPW is <strong>the</strong> firstgame, to my knowledge, that actuallyincorporates <strong>the</strong>m. "Dummy counters," read<strong>the</strong> rules, "represent <strong>the</strong> atrocious intelligenceavailable to both sides during <strong>the</strong> originalcampaign." They might be small groups ofenemy soldiers, rumors, or a Boy Scout troop.The inverted dummy counters are treatedexactly <strong>the</strong> same way as inverted combatunits.The only way to determine if an enemy counteris a dummy or a combat unit, or to tell <strong>the</strong>strength of a combat unit (<strong>the</strong>y vary in CombatStrength Points from one to ten), is to attackit. Ano<strong>the</strong>r unique feature of <strong>the</strong> game, <strong>the</strong>Hasty Attack, allows a counter to attack withonly part of its total strength, <strong>the</strong>reby gaininginformation with possibly lower losses (eachunit can take losses one Combat StrengthPoint at a time).Dummy counters that are revealed, and<strong>the</strong>refore eliminated, are returned to play in <strong>the</strong>following turn by being stacked with anyfriendly unitk). The result is that <strong>the</strong> dummycounters can be quite a potent weapon. Even ifa laver is certain that a articular counter is ad;mmy, that counter st111 exerts a Zone ofControl that ~nh~b~ts movement and cutssupply lines. And ~f a player is not certainwhlch are dummy counters, which is morelikely, <strong>the</strong> possibility of stronger threatsmust be met.At <strong>the</strong> beginning of <strong>the</strong> game, not knowing <strong>the</strong>strength of <strong>the</strong> inverted combat units issomewhat of a problem. After combat begins,it is less of a ~roblem; even thouah <strong>the</strong> unitsare inverted after combat, an av&age Bridgeplayer should be able to keep track of which iswhich. Although counters can stack toge<strong>the</strong>rat <strong>the</strong> end of a turn and disperse <strong>the</strong> followingturn, this rarely happens because <strong>the</strong> Frenchhave too few units to bunch <strong>the</strong>m up, and <strong>the</strong>Prussians are too busy maneuvering. Thedummy counters returning to <strong>the</strong> game areeasy to stack, and so <strong>the</strong> problem remains,which are combat and which are dummy. Wi<strong>the</strong>nough dummies returning to play, it takesmore than an average Bridge player to keep<strong>the</strong> possibilities straight. For those who areconcerned about it, play balance could beaffected by adding dummy counters to <strong>the</strong>weaker player's side.Fortification Units pose an interesting problemfor <strong>the</strong> offense. Since <strong>the</strong>se units exert a Zoneof Interdiction affecting supply lines, and since<strong>the</strong> French forts exert this Zone over <strong>the</strong>nor<strong>the</strong>rn half of <strong>the</strong> mapboard, <strong>the</strong> Prussianhas to decide whe<strong>the</strong>r to mask <strong>the</strong>se Zoneswith units or to destroy <strong>the</strong> Fortification Units,which takes time and Combat Strength Pointsand <strong>the</strong>refore Victory Points (five VictoryPoints are earned for each Combat StrengthPoint eliminated). The forts cannot be ignoredif any penetration beyond Thionville is to bemade. If <strong>the</strong> French are weak in <strong>the</strong> Thionvillearea, <strong>the</strong> Prussian has a desire to push on while<strong>the</strong> pushing is good; but in <strong>the</strong> long run hemight give himself too much rooe. If <strong>the</strong>re aresignificant French in <strong>the</strong> area, ihe tendency isto attack <strong>the</strong>m for <strong>the</strong> Victory Points (<strong>the</strong>re areno Victory Points for eliminated forts) and <strong>the</strong>forts remain intact. The problem is aninteresting one. On defense, <strong>the</strong> fortificationsoffer help, but <strong>the</strong> question of putting combatunits inside or outside or in what combinationof both is a good one.Prussian involvement in <strong>the</strong> south-east sectionof <strong>the</strong> mapboard is almost purely defensive,since <strong>the</strong>re are no Victory Points forpenetration to be earned in that direction.However, it is <strong>the</strong> natural place for Frenchoffense: it threatens <strong>the</strong> Prussian lone supplysource, and it is <strong>the</strong> most obvious area to earnpoints for penetration into Prussia. Perhapsthis area poses a problem that is one of <strong>the</strong>little beauties of this game. How much should<strong>the</strong> Prussian spend in this isolated area fordefense while <strong>the</strong> points are to be won halfwayacross <strong>the</strong> board? If one French unit inStrasburg at <strong>the</strong> start of <strong>the</strong> last Turn has aIgood chance of winning 50 points, whatof a threat would ano<strong>the</strong>r unit be?The Victory Points Chart is clear and sereasonable. However, it does not sreasonable for all possible combinationFrench and Prussian OBs if <strong>the</strong> Optional Rtused. For instance, with OB "F" <strong>the</strong> Pru:gets only 41 Combat Strength Points towith (as opposed to 72 if <strong>the</strong> Optional Runot used) and gets only 20 morereplacements (against 13). In French OB75 Combat Strength Points are availimmediately (as opposed to 57 if <strong>the</strong> OptiRule is not used). If <strong>the</strong> game is played<strong>the</strong>se two Orders of Battle, <strong>the</strong> result in VicPoints should be quite different. I wsuggest, <strong>the</strong>refore, that different Victory FCharts be used for different combinalof OBs.The accompanying table is based onassumption that a force twice as stagainst a given enemy force would earntimes <strong>the</strong> Victory Points (plus or minus apoints for <strong>the</strong> time of arrival of <strong>the</strong> reinfcments). The figures in <strong>the</strong> table representpoint spread in which a draw would occurinstance, if OBs A and J were used, a (would be obtained if <strong>the</strong> result in VicPoints were anywhere from 101 toinclusive (this is <strong>the</strong> same as <strong>the</strong> Victory FChart printed in <strong>the</strong> rules). If OBs D and Hused, a draw would result if <strong>the</strong> Victory Ftotal was 36 to 65 inclusive.Of course, <strong>the</strong> Victory Point total will usfall into Marginal, Substantial, or Decisive.Marginal range would run from 1 througpoints greater than <strong>the</strong> higher draw numb€<strong>the</strong> Prussians; French Marginal would run1 through 20 points less than <strong>the</strong> lower (number. German Substantial Victory wrun from 21 through 69 greater than <strong>the</strong> hidraw number; French Substantial Vicwould run from 21 to 40 less than <strong>the</strong> 11draw number. German Decisive Victory woccur when <strong>the</strong> Victory Point total was at70 points greater than <strong>the</strong> higher draw nunFrench Decisive would occur when <strong>the</strong> VicPoint total was at least 41 points belowlower draw number (These are <strong>the</strong> same 1spreads as in <strong>the</strong> chart printed in <strong>the</strong> riFor example, assume OBs E and L wereand that <strong>the</strong> Victory Point total was 89.higher draw number is 50, so <strong>the</strong> resultVictory Points above <strong>the</strong> higher draw nunwhich means a Prussian Substantial VicVICTORY POINT SPREADS FOR A DRAW WHEN USING OPTIONAL RULE OBSPrussianFrench OBG H J K L M101- -125 - lll-140v86-17B--141-170 136-165 141-170 136-165 151-180 126-155- - . -- - -C 101-130 96-125 101-130 96 86-115-- D --_-_-.41 -70. -- 36-65 41 -70 35 26-55*" - -- -E 11-40 6-35 11-40 6-: - 4-25 - -F 0-30 -525 0-30 -525 10-40 -15-15-.a"
AN EXAMPLE OF ACOMPLETE VICTORY POINT CHARTWHEN OBS " E AND "L" ARE USEDNetVictory Points Level of Victory-20 or less French Decisive Victory-19 through 0 French Substantial Victory1 through 20 French Marginal Victory21 through 50 Draw; nei<strong>the</strong>r player wins51 through 70 German Marginal Victory71 through 119 German Substantial Victory120 or over German Decisive VictoryNot surprisingly, I have not playtested <strong>the</strong>se 25different Victory Point Charts, but I think <strong>the</strong>yare a bit more in line with what one canreasonably expect from <strong>the</strong> opposing forces.Although one might not suspect it, <strong>the</strong> sixFrench OBs are unique: no two have <strong>the</strong> samecities in <strong>the</strong>ir set-ups. Therefore, <strong>the</strong> Prussianplayer, by spending a little time checking, candetermine which OB <strong>the</strong> French player isusing. Actually, this parallels <strong>the</strong> originalconflict, since <strong>the</strong> Prussians did have muchbetter information about <strong>the</strong> French than <strong>the</strong>French had about <strong>the</strong> Prussians.One wonders how much this advantage for <strong>the</strong>astute Prussian would affect <strong>the</strong> Victory Pointtotal. If it is felt that this information gives <strong>the</strong>Prussian too much advantage, I would suggestthat <strong>the</strong> cities listed in only one of <strong>the</strong> OBs (say"J") be used for all French set-ups.Whenever an EB unit attempts to cross a riverhexside for <strong>the</strong> first time, a die must be rolledto see if <strong>the</strong> crossing is effected. At first, onemight wonder if two EB units were stackedtoge<strong>the</strong>r, would two dice be thrown. However,since any number of Prussian EB units can bebrought into play and stacked on any squarecontaining ano<strong>the</strong>r EB unit, and since anynumber of die rolls are quite likely to turn up a1, 2, or 3, it seems obvious that only one dieroll is intended.It is possible for <strong>the</strong> Prussian to have EB unitson both sides of a river hexside (say, one inMetz and one in St. Privat) trying to cross. Inthis case, I would assume that two die rollswould be allowed.Yes, The Franco-Prussian War can be playedby mail. It should be played, however, betweentwo people who know each o<strong>the</strong>r well, andwho trust each o<strong>the</strong>r, because it is possible tocheat. Normal OB sheets (see MOVES #5,"Playing Wargames by Mail" for an explanationof <strong>the</strong> normal PBM process) cannot beused, since <strong>the</strong> identity of <strong>the</strong> units is notdivulged. Movement is indicated by writing, forinstance, "MM-38 to GG-33."Combat is a little more complicated whenHasty Attacks are made while trying todiscover dummy counters. Contingencymoves must often be included: "If L-26 is aDummy, <strong>the</strong>n move. . .If L-26 is not a dummy,<strong>the</strong>n move. . . ." This can be a fairly longprocess in some instances, but <strong>the</strong> fact that<strong>the</strong>re are so few units in <strong>the</strong> game does notmake <strong>the</strong> process burdensome.The official AHlKS grid coordinates for <strong>the</strong>FPW are: Place <strong>the</strong> mapsheet so that west isat <strong>the</strong> top and letter <strong>the</strong> rows from top tobottom A through WW. The numberedcolumns run from SE to NW and begin in <strong>the</strong>upper lefthand corner. Column "4" runsthrough hexes numbered 176 and 177. Thecolumns are numbered 1 through 58. Checkpoints are: Langres is M-8, Metz is X-32, andKaiserslautern is 00-46.The Franco-Prussian War undoubtedly is not<strong>the</strong> ultimate <strong>war</strong>game, but it is one of <strong>the</strong> bestto come down <strong>the</strong> pike lately.