I have the following unofficial play balancing rules to the AH version (1977) of Napoleon taken from the General issues 16-1 (pp 20-22) and 21-2 (pp 22-25): A) Increase French morale - units must retreat to the Reserve only on a roll of 1 or 2 (not1-3). If this is not enough, make it on a roll of 1 only. Or give the French the option of whether or not to retreat to the Reserve, after a morale check. B) Increase the number of units that must be killed to defeat the French to 10 (or 11, after trying 10). C) Alter the victory conditions: If both sides satisfy their victory conditions, the French win. And/or if neither side satisfies their victory conditions, the French win (though this would drastically change the scope of the game). D) Give the French 3 moves on turn 1. E) Finally, and the best play-balance, play the three-player version with the limited communications rule. Only two of the above rules preserve the basic thrust of the game, that is, the historical necessity of Napoleon to achieve a decisive victory (items A and D). F) Additionally, change D above to allow the French to move three groups any one time in the game. As long as this remains unused, the allied player must consider many possibilities. G) Also, improve the French chances on first turn forced marches: Instead of a 1-3 die roll resulting in a lost CV, make it a 1-2 only on the first game turn. Let the "Good Times" roll... Hank Meyer