Overview
Marengo is a hex-based wargame simulating the Battle of Marengo between French and Austrian forces on June 14, 1800. Originally published by SPI as part of the Napoleon at War quadrigame (1975), the game covers Napoleon’s near-defeat and dramatic comeback in northern Italy. Players command historical units on a tactical map, maneuvering infantry, cavalry, and artillery to achieve their objectives.
Components
- 1 hex map (Marengo battlefield)
- Counters (unit tokens with combat/movement values)
- Combat Results Table (CRT)
- Terrain Effects Chart
- Dice
- Rules booklet
Setup
- Place the map between players.
- Each player deploys their units on their designated starting hexes as indicated by the scenario setup.
- French player controls French forces; Austrian player controls Austrians.
- Determine first player (typically Austrians attack first).
Turn Structure
Each game turn represents a set time period. Each turn:
- First Player Movement Phase: Move units up to their movement allowance.
- First Player Combat Phase: Resolve attacks against adjacent enemy units.
- Second Player Movement Phase: Move units.
- Second Player Combat Phase: Resolve attacks.
Actions
Movement
Each unit has a movement point (MP) allowance. Moving costs MP based on terrain:
| Terrain |
Cost |
| Clear |
1 MP |
| Town |
1 MP |
| Woods |
2 MP |
| River crossing |
+1 MP |
| Road |
1/2 MP (along road) |
Units must stop when entering a zone of control (hex adjacent to enemy).
Combat
Adjacent units may attack enemy units. Combat is resolved using odds ratios:
- Sum attacker combat strength.
- Sum defender combat strength.
- Calculate ratio (e.g., 3:1, 2:1, 1:1).
- Roll die and consult the Combat Results Table.
- Apply result: Defender eliminated (DE), Defender retreats (DR), Attacker retreats (AR), Exchange (EX), or No Effect (NE).
Terrain provides defensive bonuses (e.g., defending across a river shifts odds in defender’s favor).
Artillery
Artillery units can bombard at range (2 hexes) without being adjacent. Bombardment uses a separate column on the CRT.
Scoring / Victory Conditions
Victory conditions are scenario-specific but typically:
- Austrian victory: Control key terrain objectives (towns, road junctions) by game end.
- French victory: Prevent Austrian objectives; counterattack to recapture lost ground.
- Decisive victory: Eliminate a threshold number of enemy units.
Special Rules & Edge Cases
- French reinforcements: Historical French reinforcements (Desaix’s division) arrive on a specific turn, reflecting the historical last-minute counterattack.
- Zones of control: Enemy-adjacent hexes restrict movement and retreat.
- Stacking: Limited units per hex.
- Supply: Units cut off from supply may suffer combat penalties.
- The game uses the standard SPI quadrigame system shared with other Napoleon at War titles.
Player Reference
| CRT Result |
Meaning |
| DE |
Defender eliminated |
| DR |
Defender retreats |
| AR |
Attacker retreats |
| EX |
Exchange (both lose units) |
| NE |
No effect |