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  Battle Commander: Napoleon's Italian Campaigns by Sound of Drums  One of the greatest perks or extra pleasures of playing wargames is ...

Battle Commander: Napoleon's Italian Campaigns by Sound of Drums Battle Commander: Napoleon's Italian Campaigns by Sound of Drums

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Napoleonic Wars




 Battle Commander: Napoleon's Italian Campaigns


by


Sound of Drums





 One of the greatest perks or extra pleasures of playing wargames is the learning that is involved. I am not talking about game rules. I am talking about learning about other periods of history. While I can quote you verse and chapter about Napoleon's campaigns after 1808, I know very little about the early campaigns or the Spanish Ulcer. Oh, I know the general history but not the nuts and bolts of those campaigns. So, my first thought when I saw this title on my table was, I am going to have to do some deep diving. You cannot judge how a wargame represents a certain period of time without knowing anything about that period. Questions such as, Did the Austrians really have a chance? Was Napoleon really just leading a ragtag army that had very little chance of victory? How close in some of the battles did the Austrians come to winning, except of course for Marengo. To me, only after you have delved into the actual history of the campaigns can you get a feel for how well a game represents it, if at all. Some wargames are more of a sandbox than a representation of history and that is quite alright. It is the games that supposedly come close to being a simulation where they should be more harshly judged on reality. So, let us open the box and see what Sound of Drums and Mr. Paradis have in store for us. This is what Sound of Drums has to say about the game and the series:


Ew Gross, tokens it's a Eurogame!!!


"Battle Commander recreates historical 18th-19th century battles. It features a fresh framework focused on providing two key aspects: command decision and maximum playability. In Volume I, you act as Army Commander in a series of six dramatic Battles fought during Napoleon’s two Italian campaigns. Volume II will cover engagements of the Second and Third Coalitions, including Austerlitz and the Battle of the Pyramids.

In Battle Commander, you struggle against the chaos of battle, making meaningful high-level decisions, not micro-managing your troops: that’s your colonels’ job! Good card play is paramount for Battle success but make no mistake: this is not a card-driven, but a card enhanced game.

Cube-pull activation is used to manage game phases (movement, combat, rally, card draws etc.), and cards for the interactive combat system and events, allowing for a myriad of possibilities and solitaire-friendly gaming. No dice, no complex odds counting, no markers, no play downtimes, no sure thing!

A persona card represents each Commander, his specific abilities and your Army’s resources; the all-important Subordinate Leaders are integrated in an innovative multi-role card system. Morale and troop skill are a core mechanic: demoralizing the enemy goes a long way towards winning the fight, with Armies slowly degrading in performance, until the breaking point! Casualties are managed effortlessly, and a correct “Battlefield Look” maintained at all times.

With a game piece count similar to chess, you’ll be able to assess your going in one quick “coup d’oeuil”. Be ready for an exciting battle simulation that’ll allow you to refight Napoleon’s greatest triumphs, and failures. Action is quick and non-stop, rewarding planning, risk-taking, and initiative.


I seem to remember this person.


In Battle Commander you are in command, you make the critical decisions, you play history!

What makes Battle Commander a unique and exciting wargaming experience?

Immersive Historical Setting: The game is set during the early Napoleonic Wars, a period of great upheaval and change in Europe. You can command the armies of Napoleon himself, barely 26 years of age at the time, or lead the forces of his many enemies. The gorgeous deluxe game components, including painted wood blocks, pictured event cards, and a new map-grid system, fully immerses you in a series exciting of 19th-century military confrontations.

Engaging Gameplay: Battle Commander uses a cube-pull activation system that keeps the game moving quickly and creates unpredictable situations. You’ll need to make tough decisions on the fly, just like a real Napoleonic general. The game also features event cards that can swing the tide of battle, adding an element of surprise and excitement.

Streamlined Mechanics: While the game is historically detailed, the mechanics are streamlined and easy to learn. This allows you to focus on the strategic and tactical challenges of Napoleonic warfare, without getting bogged down in complex rules.

Emphasis on Command: Battle Commander puts you in the role of a Napoleonic commander, making critical decisions about troop deployment, movement, and combat. You’ll need to manage your resources carefully, maintain the morale of your troops, and exploit your enemy’s weaknesses to achieve victory.

Varied Scenarios: The game includes a variety of scenarios based on historical battles. You can play as the French or their opponents, experiencing the challenges of both sides. Optional rules allow you to customize the game to your liking, adding new challenges and historical flavor.

High Replayability: With multiple scenarios, optional rules, and the unpredictable nature of the cube-pull system, Battle Commander offers high replayability. No two games will be exactly alike!


Yes, you get two different Nappy cards.


Who is Battle Commander for?

Wargame Enthusiasts: Battle Commander is perfect for wargamers looking for a new and engaging experience.

History Buffs: If you’re fascinated by the Napoleonic era, Battle Commander is a great way to learn about the tactics and strategies of the time.

Casual Gamers: The simple no-nonsense lively wargame mechanics and short scenarios cater to people new to this fascinating genre of games.

Solitaire Players: The game’s design makes it easy to play solo, thanks to the cube-pull activation system and a set of solitaire card-play guidelines.

What does Battle Commander offer?

A fresh, engaging, and historically accurate wargaming experience.

A chance to step into the shoes of a Napoleonic commander and experience the thrill of battle.

Hours of fun and challenging gameplay."


The other cards in all their glory.


Game Components

3 x Double-sided 22”x17” mounted game maps

105 x Wooden cubes & markers

100 x Customized silk printed wooden blocks*

100 x Event / Leader / Commander cards

2 x Army Management mats

2 x Player aid sheets

1 x Rulebook

1 x Playbook




 It may seem like I have let Sound of Drums prattle on where I should be the one typing. However, this is no different than someone doing an unboxing video and relaying all of the box's information to you by voice. 


 This game is most definitely a cross between a wargame and a Eurogame. There is nothing wrong with that and the ones that I have played have definitely visually livened up the wargaming tables. The one thing I have noticed about Sound of Drums games is the heft of each game. Uwe must have a feeling that a wargame is not complete unless you can use the box for curls (unless it is their Assault games series, those you can use to bench press). The boards are on the smaller size at 22"x17", but they are mounted. The first thing that you will notice about the boards is there are no hexes or areas as we have come to know them. They are covered with large squares. However, the squares are not aligned as on a chessboard. They are staggered from one row to the next. So, perhaps they come closer to maps that have very large hexes in their design. Just like any other game board or map that I have seen from Sound of Drums they are beauties in their own way. There are six battles with this first volume, so there are three double-sided maps. 


 It is hard to decide which piece of the game we should describe first. So, I guess we will start with the Rulebook. It is 40 pages long with a complete Index on the back page. Do not be too quick to judge by the number of pages. The size of the type and the incredibly numerous illustrations make the Rulebook longer than it would normally be. This is another gift from game companies to the denizens of Shady Acres Grognard Home. The Playbook is longer at 51 pages. Both it and the Rulebook are in a magazine style. However, the illustrations are even larger than in the Rulebook and some of them take up a full page. As usual, you get the setup for the six different scenarios. This is also what you get in the Playbook:


Game Component Manifest (this is exceedingly helpful)

Full Example of Play (eight pages long)

More Combat Examples (seven pages long)

Player Notes

Historical Notes

Designer Notes

Game Credits (with playtesters listed, always a nice touch)


 Next, we have the Player Aid sheet. This is a large fold out one that is actually six pages in total. It is as colorful and large as the two books. The absence of a normal CRT is because this game has no dice. Then there are two small Army Management Mats. These are actually in 3d and have different compartments for the game tokens. Then we go the game cards. The first thing I notice about the card packs is something that takes me back to my irresolute youth. They come with the little tab and lines for opening that cigarettes used to come with (for all I know they still do, it has been 41 years). The cards seem the normal size, but they do seem a little sturdier than most. The Leader Cards have the appropriate small picture of the leader on them. Most Leader Cards are double-sided. The French, Coalition, and Shared Cards have pictures depicting an actual event during the Napoleonic Wars.


These are just the troop tokens.


 Finally, we have the tokens. There is not one counter in the entire box. This is not a knock on the game. It is just strange to me because even games that use tokens usually have at least a few actual counters. The Tokens come in two distinct types. The first would be the ones depicting both sides' troops. The rest are either gameplay tokens or ones to use with the troop tokens to depict formation etc. All of the tokens are colorful and are cut correctly. There are no flanges hanging off or chipped tokens.


 So, there you have it. Sound of Drums has lived up to its aesthetic level of wargaming once again. We have seen what it all looks like but how does it play? This is not that easy of a question to answer.


 Carl Paradis (designer) and Sound of Drums took a bit of a gamble on this new series of games. First of all, they picked some of the earliest of Napoleon's battles to simulate. Most game companies start with the usual battles of the 1st Empire. Secondly, the game components look like they should belong to a much more beer & pretzels like game. The game is enough of a simulation to attract the grognard. However, grognards are typically hidebound and not attracted to new things. They, me included, are usually hex, dice, and CRT or nothing players. On the other hand, the way the game looks might attract the said beer & pretzel crowd, much to their chagrin. This is a game that you should on no account judge by its cover. It is a rich, deep, and thinking cap required simulation. The ability to solo play is a definite plus in this day and age.


 The game includes rules for these:


Infantry Square and Line

Fire Combat

Assault

Infantry - Elite, Veteran, Trained, Conscript, Militia Units

Cavalry Grand Charge and Steady

Horse Artillery and Foot Artillery

Grand Battery

Reserves

Garrisons

Headquarters

Rally

Morale

Reaction

 This is just a small list of what was included to simulate Napoleonic warfare.


My pathetic picture of part of the Battle of Arcole


 Morale is one of the core parts of the game. Just as in reality troops will lose the will to stay and fight quicker than actual casualties pile up. You, and your opponent, will also have the ability to rally their unsteady troops. All movement and combat is based upon the large six squared 'hex' around each unit. Each side starts out, or hopes to, with activation cubes, which are the currency of almost all parts of the game. Your ability to hoard them and then to use them at the appropriate moment is one of the core ideas behind the game design. As in Chess, the player must think turns ahead. If you are used to grognard wargaming then I do agree with Sound of Drums that it is an easy game to learn. 


 The cards put another level of gameplay on the table. They can put the proverbial 'wrench in the works'. Your well-developed plan that would take three turns to come to fruition is now, on the second turn, turned into a nightmare of your own making. Of course, on the other hand the card gods might be extremely helpful. However, do remember that this game and its winning and losing is entirely in your hands. You will be handed lemons and some plums, but it is up to you in the end. Your plans and reactions to the other players' plans are what is going to make you lose or win. The Austrian side of most of the battles is the one that requires the most gray matter, at least in my playthroughs. The French side becomes more able to deal with the friction of war as the battles go by in time. The optional rules can help balance between players level of skill.


The two Army Management Mats


 To be totally honest and fair, I did not really look at the game until it thudded down on my porch. My delight quickly turned to a little bit of chagrin because of its looks. Unfortunately, because of almost going straight from the womb to a love of history and a very early purchase of Tactics II, I am still not used to Euro style wargames. I see them and my lizard brain sees a game of RISK. I am very glad that I was completely wrong about this game. It is much deeper than I ever imagined but is not hampered by a set of rules that looks like an old phonebook and necessitates constant indexing and reading. Not that I do not like those games. I most certainly do. However, this is one of those games that make you realize that hexes and counters are not the end all and be all.  


 I am totally sold on the game and the series. The rules, along with the optional ones, play out more like a simulation than the game's slight resemblance to Stratego does. Looking at it from a historical point of view you would think that the Austrians are behind the eight ball right from the beginning. However, the card play and sheer 'friction' of battle mean that the games could play out with both sides having a chance at victory. The victory conditions also make it easier in that respect.


 Thank you, Sound of Drums, for allowing me to review this extremely interesting and dare I say fun (shudder) game. By the way, Expansion I for the game has been released and I will have something to say about that in short order.



Robert Peterson

Sound of Drums

Battle Commander: Napoleon's Italian Campaigns






 

A fresh, engaging, and historically accurate wargaming experience.

A chance to step into the shoes of a Napoleonic commander and experience the thrill of battle.

Hours of fun and challenging gameplay.

  Interrogation of Marshall Barrington of Command Post Games  Interrogation Files: Marshall Barrington of Command Post Games **Q: Marshall, ...

Interrogation of Marshall Barrington of Command Post Games Interrogation of Marshall Barrington of Command Post Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Napoleonic Wars

 




Interrogation of Marshall Barrington of Command Post Games












 Interrogation Files: Marshall Barrington of Command Post Games


**Q: Marshall, thanks for taking the time. Let’s start simple - who are you and what’s Command Post Games all about?**


**A:** I’m Marshall Barrington, founder and lead designer at Command Post Games. We’re the rebels of the wargaming industry - think of us as the Apple Computer of historical gaming. While everyone else is stuck making the same hex-and-counter complexity festivals, we’re reimagining what wargaming can be. Our flagship product is Pub Battles, and honestly, it’s causing quite a stir among the grognards.


**Q: “Rebels” is a strong word. What exactly are you rebelling against?**


**A:** The tyranny of the 100-page rulebook! Look, I love this hobby, but somewhere along the way we convinced ourselves that complexity equals realism. That’s like saying a car is better now because we just added 100 new buttons that you have to push while you are driving. 

 

I was at a convention last year watching two guys spend 45 minutes resolving a single combat because they had to total up and divide dozens of combat factors and cross-reference and apply 3 different modifier charts.  When they were done, somebody noticed that they forgot a rule 14.8.2.3 about the fatigue modifiers vary depending on different types morale.  Yep, so they had to start all over again.   Meanwhile, at the next table, two kids were playing Pub Battles and making brilliant tactical decisions in real-time. Which table looked more like actual command? The answer was obvious.


The entire industry has become obsessed with simulating every rivet on every tank instead of simulating the experience of command. We’re the guys saying, “Hey, what if we focused on the command decisions instead of the calculations?”



Monmouth


**Q: Tell us about Pub Battles. What makes it different?**


**A:** Pub Battles strips away all the mathematical noise and gets to the heart of command - making decisions with incomplete information. We use wooden blocks instead of counters, so you literally can’t see what your opponent is doing until you’re in contact. No charts, no modifiers, no PhD required.  You don’t have to roll on a table to ‘simulate’ the fog of war.  You just really don’t know where they are at. 

 

Here’s a story that sums it up perfectly: A veteran GMT player tried our Brandywine game at Origins. He kept asking, “When are they going to arrive?  Where are they going to come from?” Twenty minutes later, he was completely absorbed, moving his blocks intuitively, reading the battlefield like Washington actually had to. After the game, he said, “This feels more like commanding an army than any game I’ve ever played.”  That’s why the military loves to use are games for training.

   

That’s our secret weapon - we simulate the fog of war by actually putting it in the game, not by adding more rules that try to simulate it.


Real commanders didn’t have perfect information. They didn’t know exactly how many enemy units were in that forest or precisely what their combat strength was. They made gut decisions based on limited intel and battlefield intuition.


Traditional wargames give you godlike omniscience - you can see every unit, friendly and enemy.  You know every combat factor for attack and defense, morale, supply level, organization level and can calculate every possible modifier that could influence the combat result. That’s not command, that’s accounting. At the Battle of Antietam, McClellan thought he was outnumbered 2:1 when he actually had the advantage. Our hidden blocks system recreates that uncertainty naturally.


A friend of mine, a military historian, played our Little Bighorn game and said afterward, “For the first time in a wargame, I felt like I understood why Custer made the decisions he did - because I was making them with the same limited information he had.”



Brandywine


**Q: Are your rules too simple?  Don’t you lose historical accuracy and realism with only 4 pages of rules?**


**A:** That’s the beautiful irony - we’re actually MORE historically accurate and realistic, not less.  I’m not sure I can explain it.  It’s a paradox.  Like it’s really simple to design a very complex game.  It is extremely complex and difficult to design a simple game with few rules.  Less is more.  Here’s the key:  Just because there isn’t a rule for it, doesn’t mean it isn’t in the game.  It’s very deceptive in a way. 

   

Here’s an example:  You look at the pieces and they are just blocks.  No individually rated combat factors, movement factors, morale, etc.  They all kind of look the same.  Generic.  Like playing checkers, right?   WRONG!


It is all in there.  You just don’t see it.  It’s baked into the system.  We do have individually rated units.  Instead of different combat factors, or morale ratings, they are denoted by color:  militia, veteran and elite.  We also have gold, Guards units with special abilities.  They each have a very different feel and character in combat.   


Militia are very fragile.  With a little luck, they can dish out a blistering volley as good as anybody, but they can’t take it.  Their 1st hit in combat counts as 2.  So they will often break and run after the first round of combat.  Elite units are the opposite.  They shrug off and ignore their 1st hit.  This gives them a lot of staying power.  They have the discipline to just keep coming round after round under fire.  Pub Battles has all the same “crunch” and “detail” that we are used to seeing in wargames.  You just don’t have to slog through pages of rules to tons of number crunching to play it.  The system handles most of it for you. 



Antietam

  

**Q: Your games use miniature-style movement instead of hexes. That’s pretty radical for board wargaming.**


**A:** Why should geography be imprisoned in hexagons?   This hex is half woods and half clear, so what do we call it?  This road is in 1 hex but it zig zags around so much it should really be 2 hexes.  There are tons of inaccuracies and distortions in hexes.  You just don’t see them because the designers hid them all.  Real armies don’t do the drunken stagger across a hex grid and face only in 60-degree increments.


People are just used to hexes.  We don’t have to have them.  It takes a little getting used to.  I remember it felt a little confusing to me at first.  Where exactly IS this unit?  Is he in the woods or in the clear?  With a little practice, it’s actually really and very precise.  Do you know who picks it up right away?  Non wargamers.  Kids.  Wives.  It’s very intuitive, simple and obvious to them.  It’s in the woods because I put it in the woods.  It’s right here.  See?  It’s not confusing.  As wargamers, we’re just not used to seeing it that way. 

 

This is where our Apple DNA really shows. Steve Jobs famously said, “Think Different.” The wargaming industry has been so locked into hexes that they’ve forgotten movement can be organic and intuitive.  Especially when it comes to musket warfare.  It’s very linear.  The formed up in lines, fought to hold lines and moved in lines.  Trying to force all that into a awkward geometric hex grid just looks ridiculous.  It doesn’t fit.

  

With free movement, you can actually form your defensive line around the natural curve of Cemetery and Culp’s Hills.  Wellington can place his artillery just out of sight on the reverse side of the ridge line, not this weird hex sticking out here, that can’t be used because that’s where the grid hit out. Suddenly, terrain matters in ways that hex grids can never capture.


I remember watching a couple of grognards launching Pickett’s Charge in a regular hex game.  The line of contact is all jagged, right?  So they spent all this time, trying to analyze the hex grid.  Which attacks can they get 3 hexsides on vs just 2 or 1?  How many artillery factors do they need to add to each attack to maximize their odds ratio?


I mean to an outsider, it just looks silly.  Is that what Robert E. Lee spent his time doing to prepare for that attack?  Did Napoleon organize each regiment at Waterloo by calculating the best odds ratio for each exposed hexside?  In Pub Battles, it works like it does in real life.  Do you think now is a good time to send Pickett forward.  You move him up to attack or not.  Who exactly are they attacking?  We don’t know.  It might change before the end of the turn and we resolve the combat.  We shell the defender with artillery.  Did that flip them to spent?  They may rally.  They may fall back.  New units might move up to reinforce the defense.  The Federal artillery might open up and flip Pickett to spent status before contact.  There are many things at play but this is how war really works.  The game system encouraged historically accurate tactics organically.  It teaches you to think like a real general, not an accountant.  




Ligny


**Q: You face criticism from traditional wargamers. How do you respond?**


**A:** Same way Apple responded to IBM loyalists in the 80s - we stay focused on making better products for people who want something better.


Look, some grognards are never going to change. They’re invested in complexity the way IBM was invested in command lines and MS-DOS. They’ve spent decades mastering these systems and don’t want to admit there might be a better way. I get it.


But there’s a whole generation of potential wargamers who took one look at a traditional wargame rulebook and said, “Life’s too short.” We’re making games for them - and for the secret rebels inside the grognard community who are tired of being rules lawyers and accountants when they want to be generals.


One of our fans sent me a photo of him playing Pub Battles with his girlfriend.  “She hates my wargames but she does like Pub Battles.  She will play that.”  I’ve heard the same thing with kids too.  They grew up on computer games.  Their eyes glaze over when they see a 100 page, fine print wargame rulebook.  –but they will play Pub Battles.  “Dad, this is way cooler.”  If Wargaming is going to have a future, we need to start moving in new directions. 

 


In Development


**Q: What’s your vision for the future of wargaming?**


**A:** Yeah, exactly.  We want to be the gateway drug that brings a million new people into historical gaming. Right now, wargaming is this tiny, insular community because we’ve made it too intimidating for normal humans. That’s tragic, because history is fascinating and strategy is fun - when it’s not buried under mathematical complexity.


Hey, I’m a grognard too.  I love games like World in Flames or Advanced Squad Leader.  Pub Battles is too simple for you?  Fine, get it and play it anyways.  Here’s why:


Imagine walking into a restaurant and seeing a dad or grandpa playing Pub Battles with a kid.  Where regular families and people might actually see it.  Hey, what is that?  Looks like fun.  How does it work?   Imagine history teachers using games to show students why the South lost the Civil War and what command decisions really feel like. That’s our moonshot.


The traditional companies can keep making games for the 5,000 people who want to spend their weekend calculating combat ratios. We’re going after the 500,000 people who want to experience history without needing an engineering degree.



Coming Soon Austerlitz!


**Q: Any final thoughts for wargamers who might be curious about Command Post Games?**


**A:** Try thinking different about wargaming. Don’t take my word for it – go pick a Pub Battle at commandpostgames.com and try a game. We have a 100% money back, satisfaction guarantee.  Thirty minutes with Pub Battles will teach you more about command than thirty hours with a traditional monster game.


We’re not trying to destroy traditional wargaming - we’re trying to evolve it. The same way Apple didn’t destroy computers, they just made them human.


And to the grognards who are secretly tired of being spreadsheet warriors when they want to be Napoleon or Stonewall Jackson- welcome to the revolution. We saved you a seat at the pub.


-----


*Marshall Barrington is the founder and lead designer of Command Post Games. Their Pub Battles system covers conflicts from ancient Rome to World War II, all playable in under two hours with rules you can learn in ten minutes. Visit commandpostgames.com to join the simplicity revolution.*


 This is a rundown of games that are in development:


Pub Battles:  2nd Bull Run

Gruppenfuhrer:  Tactical WW2 Combat.

Supremacy SLBMs & Bombers

Fall of Berlin & Bulge:  Berlin is very close.  We are trying to rectify the system with Bulge and France 40.  If it works in all those places, it should be good for anything in WW2.

Pub Battles:  Borodino

Gettysburg Campaign:  Operational Scale.


Command Post Games

 

  I, Napoleon by GMT Games Designed by Ted Raicer  This review is one that feels a bit strange to me. The reason being is that I have placed...

I, Napoleon by GMT Games I, Napoleon by GMT Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Napoleonic Wars




 I, Napoleon


by


GMT Games


Designed by


Ted Raicer







 This review is one that feels a bit strange to me. The reason being is that I have placed myself in the Emperor's shoes on many different battlefields. I have never had the chance to place myself in his bed or anything more than just in charge of his troops. I also have a small hurdle to overcome. That hurdle is the fact that this is really an RPG about Napoleon. The problem arises in the fact that when I play RPGs my characters are always long on muscle and agility and very light on gray matter. I always put as much points as I can in the beginning and throughout the games into strength. I cannot remember the last time that I tried to add any brain power to my characters whatsoever. My characters can barely hold a conversation in the games let alone read a book. To play an RPG with someone who consistently is listed as one of the highest IQs ever is quite a leap for me. Make no mistake about it, even though you are playing with crowns, political matters, and high diplomacy this is an RPG of Napoleon. The only unfortunate thing about the game is that you cannot reroll a die to become part of another family. In this case you are stuck with these people no matter how inept or voracious for money and power they are. I think Madame Mère rapped the wrong offspring on the knuckles. She should have taken a paddle to the whole lot of them. Lucien is the only sibling that gets a pass. His success as a politician, and his help to his brother, is always overlooked when it comes to Napoleon taking power. So, there we have it. You are Napoleon in this game. You not only want to be a success yourself, but you also want to leave a dynasty behind you firmly on the French Imperial throne. Oh, and I forgot, it would be really helpful to stick a shiv into Talleyrand and Fouche as quickly as possible, as soon as their usefulness is over.



The back of the box



 This is what GMT Games has to say:

"I, Napoleon is a solitaire historical role-playing card game in which you step into the boots of Captain Buonoparte (as he still was) in the year 1793. Louis XVI has just gone to the guillotine, the brothers Robespierre control the destiny of France, and all Europe has joined French Royalists to take down France, end the Revolution, and restore peace and safety for the hereditary principles that have underlain society for 1,000 years.


As an ambitious but unknown young artillery officer, who speaks French with a Corsican accent, you would seem to be an unlikely agent of destiny. Can you harness a brilliant mind, titanic energies, and a sometimes-terrifying charisma to leave your mark on history? Or will you die a minor footnote in the story of France?


Gameplay

In I, Napoleon, your fate lies in 220 beautifully illustrated cards, divided into three decks: Commander, First Consul, and Emperor. Overlaying a map of early 19th Century Europe are a series of Card Boxes, where you play out the events of your life and career, along with various tracks and tables to record the yearly passage of time and the events affecting yourself and France. The choices you make with the cards you are dealt will determine success or failure. You will have to manage politics, military campaigns, diplomacy, and the domestic well-being of the French while pursuing the Glory that lures you on. You will also have to manage your family, your wives, your mistresses, and your children, legitimate and otherwise.


Your path may lead you from the Americas to the Near East, from Spain to Russia, from a throne to exile. You will be the target of assassins, coups, and coalitions. You will deal with bad harvests and plague, face Wellington and Nelson, Kutuzov and Blucher. You will rely on—and perhaps be betrayed by—the slippery Talleyrand and unleash the secret policemen Fouche on your opponents. As you progress, your options will increase, along with the stakes.


Lead your men into battle and risk an early end to your life? Sail to Egypt or Ireland? Sell Louisiana or send an army to hold it? Marry a Habsburg or a Romanov? Create the Duchy of Warsaw or revive the Kingdom of Poland? Invade Russia or try to pacify the Tsar? Every choice will affect your legacy.


But there is not one version of a life here, but many. Every game will provide a different narrative, based on both luck of the draw and the decisions you make. In addition, you can start the game as a Commander, as First Consul, or as Emperor, each with its own starting situation and challenges. The story is yours to discover, and the decisions you make may just change the course of history."



The game map



This is what comes with the game:

222 Poker-sized Playing Cards

One Half Countersheet

One 22” x 34” Mounted Map Board

One 10-sided Die

One Rulebook

One Playbook

Two Player Aid Cards


 The Mounted Map is really more of a placeholder for all of the different cards and the decks they make up. It does have a period style map of parts of Europe in its background. The card placement areas are indicative of Napoleon's choice in color. The biggest fault I have found in Napoleon is his love for the color green. So, the card placeholders are about 70% green with the rest being red. There are numerous other placeholder parts of the map. These include the turn record track, and the General Records Track etc. The counters are nice and large at 3/4" and very easy to see and read what they are used for. There is one 8 1/2" X 11" card stock sheet that deals with the campaigns that can be played in the game. One side has the 'Potential Campaign Selection Table' and the other side is the 'Campaign Battle Mat'. Both sides have all of the instructions you need to use the cards different uses. 


 Next, we have the 24-page Rules of Play. This is your standard GMT rulebook with double column printing and in full color. There are examples of play etc. and all of what you need to know to play the game. Then we have a 32-page Playbook with the same full color and double column printing. It starts with a quick start guide and then moves into an example of play. This is followed by the complete 222 card manifest. Then we have a six-page history of Napoleon followed by design notes. It even comes with a suggested reading list from the designer along with his own take on the man.


 The game is a completely card driven game. So, I would be remiss if I didn't mention them. Of course, with the number of cards that come in the box it is slightly like the elephant in the room. Most of the backs of the cards are that green color again that he loved so much. There are also some cards to keep the different years separate etc. and they are, (gratefully) beige in color. The side of the cards that are used for playing each have either a portrait of the person in question, (Marshals, enemies, and events) or a picture of the important event etc. The cards are sturdy enough for a good amount of play. However, if you do plan to play a lot of the game, and you should, I suggest sleeving them.


 As usual the components of a GMT game pass with flying colors. 



Some of the counters



 The game comes with a few scenarios. These are:


Full Campaign Scenario 1793 - 1821

Commander Scenario - 1793 to Napoleon becoming First Consul or 1802

First Consul Scenario - 1800 to 1804 or Napoleon becomes Emperor

Emperor Scenario - 1805 until 1817-1821 

Napoleon can be killed on the battlefield, executed, or overthrown.

He can also face the treason of the Marshals, as in 1814.

The following are also reasons for the game to end:


  If Napoleon is overthrown as First Consul or Emperor, 

because Glory reaches 0 during those eras or because of a 

Defeat in Austria (Italy) (67), end the game immediately.

  Resolving certain cards, such as Louis XVIII Writes (97), 

Natural Frontiers (156), or Peace of Europe (209) end the 

game immediately.

  The game will always end, one way or another, during the 

Abdication Segment (13.1).

  The game always ends at the conclusion of the final Year 

(1817-21).

 As soon as a game ending event occurs, proceed to the Game 

End and Outcomes (13.0).



 The sequence of play is not long at all, especially if Napoleon is still a commander and not First Consul or Emperor. The higher you go, the more cards there are to play. This is the sequence of play:


Year Setup Phase [6.0]

 (Skipped in the first Year of any Scenario)

  Year & Card Draw Marker Segment

  Resource Income Segment


 Card Deck Phase [7.0] 

(Skipped in the first Year of any Scenario)

  Remove Cards Segment

  Add Cards Segment

  Shuffle Draw Deck Segment


 Card Action Phase [8.0]

  New Card Draw Segment

  Existing Card Play Segment

  Phase Advancement Segment


 Campaign Resolution Phase [9.0]

 (If the CAMPAIGN Box is empty, Discard all cards in the 

CAMPAIGN MODIFIERS Box, and skip the rest of 9.0)

  Assign Commanders Segment

  Spanish Ulcer Expeditions Segment (EMD Only)

  Resolving the Campaign Segment

  Commander Casualties Segment

  Other Campaign Events Segment

  Additional Resolution Segment

  Clean-up Segment


 Diplomatic Phase [10.0]

 (First Consul and Emperor Decks only)

  Foreign Diplomacy Segment

  Treaties and Conquest Segment

  Potential Campaigns Segment


 Domestic Politics Phase [11.0]

 (First Consul and Emperor Decks only)


 Clean-Up Phase [12.0]

  Reset Cards and Markers Segment

  Game End Check



Some card samples



 It is a relatively simple game; the complexity is listed as a '3'. However, the player is still given a myriad of choices to make in his trek toward power and dominance. The chance that the very next card, or the first one, could be the end of the game makes it a nail-biting experience. Just like the historical Napoleon, anything can happen at any time to your character. You can choose to play out his life as closely as possible to history to see if you could do better, or you can take his path to glory any way you want. The fun, mystery, and sometimes misery is all in the cards. I have lost games within the first couple of minutes, and I have lived as long as possible as the Little Corporal. One of the things that a lot of gamers, not necessarily wargamers, want in a game is replayability. In this game the sky's the limit as far a replay value. Each game and each turn are a new chapter that you can write in an ever-changing biography of the Napoleon that you happen to be playing. Of course, it helps if you have an affinity for the color green and Golden Bees. 


 This game comes with nicely done components and is easy to learn, and you will be playing in no time. The 2nd edition of the game is already on the P500 list, and it has a larger more complex version of the game coming 'I, Napoleon: The Limits of Glory'. The new game has a lot more characters and takes longer to play among many other things. This is a very good thing because the original game was great, and more of it can only make it better.


 Thank you, GMT Games, for allowing me to do a review of I, Napoleon. I must also say good luck to all the other budding emperors out there. May your cards always be lucky and you avoid pulling the dreaded card 33 and end up bleeding out at the Place de la Révolution. Although you do get a good view of Nostradamus's famous 'tile works'.



Robert Peterson

GMT Games

I, Napoleon

I, Napoleon: The Limits of Glory





  Marches & Batailles Belgium 1815 by Sapper & Vet   This is a new Napoleonic game that just a few days ago had its Gamefound campai...

Marches & Batailles Belgium 1815 by Sapper & Vet Marches & Batailles Belgium 1815 by Sapper & Vet

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Napoleonic Wars




 Marches & Batailles Belgium 1815


by


Sapper & Vet







 This is a new Napoleonic game that just a few days ago had its Gamefound campaign started. The following is a write-up about the campaign and the game by the designers.



"« MARCHES & BATAILLES ! » is a historical simulation game at the operational level, or “grand-tactical.” It is played on the historical map used by generals during the campaign. This first opus covers the Campaign of Belgium, which ended with the Battle of Waterloo on June 18, 1815.




The counters, made of MDF wood and printed on both sides, represent approximately  one division (or brigade) of about 4,000 infantrymen, 1 600 cavalrymen, or 40 pieces of artillery. Their size is to scale with the map, so the type of terrain will play a role in the number of units you can line up in a position.





Units are characterized by a strength that differs depending on whether they are in column or deployed. This strength, which varies from 1 to 9, represents both the morale of the units (militia, line, guard) and the training of the soldiers (conscripts, regulars, veterans). It is used to resolve combat situations and morale tests.  These units move from position to position without any need to measure distance.
Generals and staff command these units and lead them into battle against the enemy's positions. It is up to you to use them wisely, but you’ll not be involved in tactical battle management.




 
During combat, you will just have to choose which units to commit and which units to keep in reserve. These choices will prove decisive in the outcome of combat and morale tests. All these tests are carried out without dice, using colored tokens drawn at random from the test bag.





The sequence of play makes it uncertain whether the player's strategy will be carried out to the letter, replicating the uncertainty that reigns on a battlefield. This sequence alternates between marching movements, attacks, supply line management, ...
A game is won by breaking the morale of the opposing army by routing its units, capturing its communication points, or even capturing its commanding generals... 
Each scenario will bring you back to a historic day between June 15 and June 18, the day of the Battle of Waterloo, the culmination of the Belgian Campaign. These scenarios can be played in sequence and form an epic campaign full of twists and turns. 





Developed by two enthusiasts of this period and supported by La Sabretache (https://lasabretache.fr/), the world's oldest military history society, this self-published game is the subject of a crowdfunding campaign on Gamefound (https://gamefound.com/fr/projects/sapper--fifer/marches--batailles) from May 23 to June 18, 2025!"

 The Gamefound campaign for the game has already passed the 100% funding level in only four days! This is the link to the campaign:


 If the game plays as well as it looks, they will certainly have a winner on their hands.

Robert



  Eylau 1807 Battles of Napoleon Volume I by Sound of Drums A Uwe Walentin Design  I will confess up front that I am a Napoleonic fanboy, an...

Eylau 1807 Battles of Napoleon Volume I by Sound of Drums Eylau 1807 Battles of Napoleon Volume I by Sound of Drums

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Napoleonic Wars





 Eylau 1807


Battles of Napoleon Volume I


by


Sound of Drums


A Uwe Walentin Design





 I will confess up front that I am a Napoleonic fanboy, and not only in my choice of wargames. If I had my way, some of the decor in my house would be of the Napoleonic variety, much to the chagrin of my better half. To top it off, the Battle of Eylau has for some reason always been my favorite Napoleonic battle to read about and to wargame. So, I might look a little more harshly on a wargame based on the battle compared to others.


 The Battle of Eylau need not have happened. After the destruction of 90% of the Prussian Army in the 1806 campaign, Napoleon was trying to come to grips with the Russian Army who were allies of the Prussians. Time had moved inexorably forward, and it was now almost full winter. Both Armies had pretty much gone into winter quarters. The Battle of Eylau was mostly caused by Marshal Ney disregarding his orders (He might have been the 'Bravest of the Brave' but he was certainly not the brightest of the bright) and causing the Russian Army to stir. Both armies finally met at Eylau in typical norther European weather. The battle was technically named Battle of Preussisch-Eylau, this being the town's actual name. However, the slaughter in the snow would make a more accurate description. The Russian Army was as tenacious as always, as Frederick the Great, Napoleon, and others came to find out. Sometime during the battle, a raging snowstorm took place to make the soldiers and generals jobs that much harder. Marshal Murat at the head of 10,000 French horsemen is usually credited with stopping the battle from becoming Napoleon's first defeat. It ended as the first check and not the outright victory that Napoleon had encountered. The battle was summed up by this conversation between Napoleon and Marshal Soult: Napoleon told Marshal Soult, "The Russians have done us great harm," to which Soult replied, "And we them, our bullets were not made of cotton." This famous interaction between a commander and his troops also took place at Eylau: "At the battle of Eylau, seeing his horse grenadiers lowering their heads as bullets whistled around, Lepic uttered the famous words: "Heads up, gentlemen, these are bullets, not turds!" (Haut la tête, messieurs, la mitraille ce n'est pas de la merde !)."







 This is what comes with the game:


two 88 x 56 cm map sheets

1120 counters (15 mm)

220 alternative counters (15 mm)

40 grey and 42 black cubes

20 blue and 20 green cube

2 army charts

2 OOB charts

2 play aid charts

2 tally sticks

2 counter trays

4 custom dice

1 rulebook



 This is what Sound of Drums has to say about the game:

"Battles of Napoleon is an epic game series that simulates the most famous battles of Napoleon on a tactical scale sharing an elegant and cohesive ruleset. 

The series portrays the most important aspects of battles of the Napoleonic era with easy to learn and remember rules, intuitive mechanics and procedures. This enables players to focus less time consulting the rulebook and more time on strategy, tactical decisions and gameplay.

The system focuses on the “cat-and-mouse game” of coordination and timing of the various formations of the different arms without unnecessarily complex or excessively thematic gameplay that too often compromises game-flow. 

The scale of the series is appr. 150 meters per hex. Infantry units are battalions; artillery are batteries, and cavalry are represented as regiments.

EYLAU 1807 contains 1120 large (15mm) counters, 280 alternative counters, 2 huge map sheets (each 86 x 55 cm) with large hexes, 4 charts and tables, 125 wooden cubes, 2 counter trays, 1 rules manual and 4 customized dice. 

Thanks to the successful funding on Gamefound and the unlocked stretch goals the components of the game are upgraded: the dice are customized and the charts and tables are deluxe (printed on 2mm grey carton) and the game includes 280 alternative counters.

The Game includes 5 scenarios: The fight for night quarters (small scenario), Murat’s massive cavalry charge, Davout’s attack, Lestocq saves the day and the Grand Battle scenario

Marc von Martial, one of the best graphic artists in the business, is in charge of the artwork. Gamers can expect beautiful, era-style maps and counters, and they will not be disappointed by his skill and love for detail."





  One thing about the game that was brought up before it was released was the map. This wasn't a discussion about how excellent it looks but the fact that it has a white overlay to it. Apparently, some people wanted to see the little brown buildings in the town etc. Well, here is a news flash. The battle was fought in the middle of a hard winter during a snowstorm. I thought from the very beginning that the map color added to the game and actually added to the historical immersion of it.





 

 Before I dive into the various components that come with the game there is something very important I have to say. That is, this game has some of the finest materials that I have seen in a game. It truly looks like the labor of love that it is. I was impressed by their earlier Hellas game, review link below, and its pieces but I am blown away by what you find inside this box. Now to be clear, I am talking about what comes in the 'regular', seems a pity to use that word, game box. I was lucky enough to get some of the special items from Mr. Walentin like the mounted map and the special dice. These only added to the magnificence of the ensemble.




 

 Unfortunately, my descriptions and the pictures do not do the game components justice. However, I will list off what comes in the box to the best of my ability. 


 So, let us start off with the map. As mentioned, it comes in two pieces. The size is a little over 22" X 34". I remember that we were supposed to change over to the metric system in the early 1970s, but I digress. It is simply a real wonder of an understated style. It is designed to show a landscape draped in winter and in this it succeeds admirably.


 Next up are the counters. Many games have huge amounts of counters. Usually, these counters are on the small size and rather hard to read, but not with all games. These come in around 5/8". This size is quite sufficient for most people to be able to see the pertinent information. They also have a small picture of the different Marshals and Generals, and they use what we have come to call the NATO symbols. The game places a lot of emphasis on command and control of the different units, as it should in a Napoleonic battle. So, being able to read the different Corps and division numbers is very necessary. The actual game units only take up two and 3/4 of the countersheets. The other 7 1/4 are the counters used in gameplay. The counters also come prerounded. I know this puts a damper on those of you who revel in piles of cut off pieces of counters. There are two types of alternative counters. The first is a set of alternative Marshal and General counters which have a flag instead of a small portrait. The other are 'Pollard" markers to show unit loss of strength. The game has regular loss counters of one number on each. The "Pollard" ones have four numbers on each side of the counter, and you put the correct number toward the front of the counter. Each counter also has a line or a column side. The game also comes with small wooden cubes to keep track of the different parts of the game. These are all uniform and do not have flash or bits of wood hanging off the ends.


  The Rulebook and the Scenarios, Notes, & History Booklet come in magazine type style. They are both in full color. The Rulebook does come with examples of the rules and play. The Rulebook comes in at 33 pages and the other at 19. The size of the lettering could be a little larger. However, the size of the Rulebook would then become a bit unwieldly. It comes with two large colorful foldout Orders of Battle, one for each side. The two identical Player Aids are made of the same material as a mounted map. All of the charts and tables needed to play are on them. You also get two foldouts to keep track of orders etc. These are also made of the same material as a mounted map. It also comes with two Tally Sticks, (more on them later), along with four custom dice. The entire game, except the map, is a bloom of color like a Napoleonic battle should be. 






 Strangely, for a game this size, the designer attempted to make it as easy as possible to play and remember the rules, without the constant checking and cross referencing that is needed in some game systems. The game is listed as a 5/10 on the complexity scale and the game length is listed as 180 minutes. This time is naturally based on knowing the rules and system and not for complete tyros. For a large game like this that is pretty amazing. The amount of counter clutter on the map has been cut down to as small as it can be. Mr. Walentin was trying to design a game series that would involve the player and be historical and yet still be extremely playable. I believe he has succeeded admirably in his assignment to himself. You get all the flavor of a Napoleonic battle without all the fluff and added rules that other systems use. 


 The gameplay is the very meat and potatoes of our chosen hobby. There are many beautiful games that gather dust on numerous shelves because of coming up short in this aspect. This game, and series, will not be one of them. The weather is also a large part of the rules and indeed that of the battle. Augereau's Corps staggered toward the Russian lines in a snow whiteout and was almost destroyed by the Russian cannon. This led to one of the most magnificent feats of the entire Napoleonic Wars. Murat led forward 10,000 French horseman who cut their way through the Russian Army and then repeated the process on the way back. The tableau has been used by numerous painters of the Napoleonic Wars.


 The game is won or lost by the amount of each army's fatigue points. As usual, you lose fatigue points for eliminated units, commanders, and the loss of objectives. However, you also lose fatigue points for each order that you issue. The way that fatigue is kept track of is also different. Instead of just having an army fatigue number that if you hit or go under, your side loses. The black and gray cubes are used to keep track of it. Essentially you have a stock of cubes at the beginning of the battle and scenario. You can win or lose them according to the rules above. When one side loses all of its cubes it has lost the battle. You can play with the historical weather, or you can roll a die to see what it is that turn. Now onto the Tally Sticks. Instead of having to find a bone or possibly a slide rule these are just included to help the player keep track of the army fatigue points etc. that are used in the game. These are a small but elegant addition to the game.


 I am going to break another one of my review rules now. That would make two in this month. While I will not mention the actual price, I can tell you that it is way below what a lot of other companies would charge for a game this size and is designed so well. There are so many outlets for buying games that I feel that it is not to the grognards' advantage to mention just one price. I do understand that it is best to send the money straight to the companies. However, some companies do sell their games to outlets that sell them for as low as the KickStarter prices. The grognard community as a whole is an older group. A lot of us are on fixed incomes and the 'younger' ones are dealing with college tuition for their children and many other things. In this day and age every penny counts.


 Please take a look at the other games that Sound of Drums has released and also take a look at the ones forthcoming. In their Battles of Napoleon Series, the next game is the Battle of Quatre? bras. That one, like Eylau, is a battle that could have gone either way.



 Robert Peterson


Eylau 1807 Battles of Napoleon Volume I


Sound of Drums


My review of Hellas: History of the Ancient Seas I:

Hellas: History of the Ancient Seas I by Sound of Drums - A Wargamers Needful Things



hpssims.com