
Battles of 1866:
A First Look
As the totals begin to slowly climb for Classic
Wargame titles that are not Leyte Gulf,
we’ve been working on a number of them,
including Battles
of 1866.
This one was, from the start, the one I
most wanted to do. And also the one I least
expected to actually get to finish. When we
drafted the original list of Classic Wargames,
we put Leyte Gulf on it knowing there
it would clear the production hurdle. We felt
it important to put a sure winner on the list.
And we balanced that with a sure loser.
Instead, the game’s pledges have held
steady with those for seemingly better-loved
World War II titles like Alamein. The
people have spoken: they want the last ride
of the Austrian cavalry, the heroic stand
of Battery of the Dead, the fearsome power
of the needle gun.
The game itself has been on my mind for
many years. I wrote my doctoral dissertation
on the 1866 war, and have long wanted to express
some of those ideas in game form. The basics
were laid down while we did Dave
Powell’s Gettysburg
in 2002, as it was always the intention
that Dave’s game spawn two closely-related
series, War of the States and War
of the Empires.
Unfortunately, while Gettysburg sold
at a reasonable level it was not the hit it
should have been. Nor was its sequel, Chickamauga
& Chattanooga. Bringing
out a game on a battle most Americans can’t
pronounce, as large as the other two put together,
would have been the utmost foolishness.
Then came Classic Wargames, and now comes
Battles of 1866, seven battles of
the 1866 war between Prussia and Austria.
The
enemy
At the center of the package is the Battle
of Königgrätz, largest fought in
the Western World up to that time and indeed
until the First World War changed the definition
of “battle.” For example, the
Union army in Gettysburg is represented by
55 “long” counters. The Austrians
at Königgrätz have 88 plus 10 more
for the Saxon Army.
Austria lost the battle and control of Germany,
thanks almost exclusively to over-aggressiveness.
In the Königgrätz game, the Austrian
player’s forces start entrenched, with
much better artillery than the Prussians and
large reserves. Their command is not as good
as the Prussians, but on the defensive it
doesn’t need to be. The Austrian cavalry
is much better than the Prussian, but if this
comes into play, the Austrian player —
like his historical counterpart Ludwig von
Benedek — is in deep trouble.
In the actual battle, Benedek’s men
held off the Prussians in the early phase
of the battle and stood in very good shape.
Then two of his corps commanders impulsively
attacked the Prussians rather than await them
in their trenches. Austrian tactical advantages
(including a rifle of much longer range) were
thrown away as they played to the exact advantage
the Prussians held (a much greater rate of
fire from their breechloaders).
“What
a glorious weapon is the Needle Gun!”
While the two corps stood entangled and a
third tried to extricate them, a Prussian
army swept down on their exposed flank. The
Austrian position crumbled, and only fierce
attacks by the Austrian cavalry and a stand
to the death by the artillery held off complete
destruction.
In many secondary works, the Prussian needle
gun and Austrian incompetence are held out
as key factors. In actuality, the Austrians
had learned from their early battles with
the Prussians and adopted measures to compensate.
In game terms, Austrian-initiated attacks
give the Prussian an advantage to simulate
the breechloading advantage vs. Austrian storm
tactics.
Prussian
firing line
As far as Austrian impulsiveness, the standard
game system already models this fairly well.
In Bohemian Campaign, a poor command roll
will cause some corps commanders to attack
(most Austrians, Prussian Prinz August of
the Guard Corps) and a handful to retreat
(Eduard Bonin of Prussia’s I Corps,
the perpetually drunken Clam-Gallas of Austria’s
I Corps (only at Gitschin; he gets fired before
Königgrätz)).

Ludwig
von Gablenz,
Austria’s top corps commander
Terrain analysis is the key to this game
system and its Napoleonic and Roman siblings.
The lie of the land determines how units can
move, and where they can stand. These battles,
especially Königgrätz, have received
a very close analysis of the ground over which
they were fought. This relies on the maps
crafted by Austria’s chief military
engineer Ernst Pidoll in the week before the
battle plus the extensive after-action maps
and reports filed in Austria’s War Archive.
I’ve also walked all of the battelfields
in question. This should be one of the most
accurate wargame maps we’ve done.
Since we put the proposal out, we’ve
gotten a few questions as to why we included
the other battles: Trautenau, Gitschin, Soor,
Nachod and Skalitz. All are much smaller than
Königgrätz and not nearly as interesting.
I like to work with small battles when designing
a game system, and Trautenau was the test
case for developing War of the States/Empires.
It’s a small puzzle, as are the others
except Gitschin (itself a respectable clash
of armies). But every game piece used in these
was already needed for Königgrätz;
trimming them saves only the map. Had we dropped
them, it would have dropped the price only
about $10, and we still would have rounded
it up to its current price. So, in essence,
these battles are “free” even
though I have to work on them. But I like
working on them, so that’s OK.
At the current pace, Battles of 1866
probably won’t appear before the
end of 2005. But feel free to make us work
harder by putting in more pledges. I very
much want to finish this one.
Mike Bennighof
November 2004
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