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  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!

Ted Raicer




 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

1914 Glory's End/When Eagles Fight by GMT Games  This game box actually contains two separa...

1914 Glory's End/When Eagles Fight by GMT Games 1914 Glory's End/When Eagles Fight by GMT Games

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

Ted Raicer





1914 Glory's End/When Eagles Fight


by


GMT Games




 This game box actually contains two separate games. Ted Raicer originally designed both for (sob) Command magazine. I don't have many of the Command magazines, but the few I have I keep pristine and they are some of my prized possessions. Mr. Raicer was like a prophet in the wilderness when he started designing WWI games. No one was interested in WWI; it was all static trench warfare without any room to maneuver or use any finesse. Oh, how wrong we were. World War I is actually one of my favorite eras to wargame, especially the Eastern Front. There you have sweeping and swirling campaigns. The first game, '1914 Glory's End', is about the first campaign on the Western Front of WWI. So it is about the German army's swing through Belgium to outflank the French and take Paris. This culminates with the 'Race to the Sea' and the 'Kindermord Bei Ypern' (The Massacre of the Innocents at Ypres). While history has taught us that the German reservists were actually closer to middle age, they were still massacred in droves. The second game, 'When Eagles Fight', represents the entire war on the Eastern Front. The chaotic nature of the first and second years of the war come through loud and clear.

 This is what is in the box for Glory's End:

One 34"x22" Map
Two countersheets
Two Player Aid Cards
One Pad of Roster Sheets
One Rules Booklet
One Mini-map 

 This is what you get for When Eagles Fight :

One 34"x22" Map
Two Countersheets
Two Player Aid Cards
One Rules Booklet
Two dice 

 GMT has done a complete overhaul of the original games. Not that the original versions were bad, but usually everything can be improved upon.

 Per GMT the difference from the Command version of 1914 Glory's End:

"The game scale is 9.5 miles per hex and three days per turn. The campaign game runs a full 30 turns, but the new edition will include not only a previously published mini-scenario on the Battle of the Marne, but a short ten turn campaign scenario covering the decisive opening weeks of the war. In addition the campaign games can be played in historical or free set-up versions."

 This is from GMT about the differences in When Eagles Fight:

 "But the new edition of When Eagles Fight is more than just a reprint of the original version. The Random Events Table has been exchanged for a system of random events chits allowing for more events. The effects if the Germans do not launch a Verdun offensive in France-which sometimes threw off the balance of the original design- have been revised. Changes in the stacking rules after 1914 more accurately reflect the effect of trenches on the course of the campaigns. And the map now contains the rail lines removed by Command from the first edition. The game also includes a short alternative-history scenario in which the bulk of the German army goes east rather than west in August 1914."



                       

 This is the Turn Sequence for 1914 Glory's End:

I. Allied Player Turn A. Reinforcement & Replacement Phase (Not on Turn 1)
 B.  Entrenching Phase (Turns 10-30 Only)
 C.  Command Control Phase (Not on Turn 1)
 D. Strategic Movement Phase (Not on Turn 1)
 E.  Operational Movement & March Combat Phase
 F.  Prepared Combat Phase
 G. Attrition Phase (7.12)
 H. Allied Victory Check Phase (Not on Turn 30*) *  On Game Turn 30 make one mutual victory check at the end of the turn, adding in all conditional VPs at that time.
II. German Player Turn
 A. Reinforcement, Replacement & Withdrawal Phase (Not on Turn 1)
 B.  Entrenching Phase (Turns 10-30 Only)
 C.  Command Control Phase (Not On Turn 1)
 D. Strategic Movement Phase
 E. Operational Movement & March Combat Phase
 F. Prepared Combat Phase
 G. Attrition Phase (7.12)
 H. German Victory Check Phase (Mutual Check on Turn 30*)

 This is the Turn Sequence for When Eagles Fight:

The Russian Player Turn is the first each Game Turn. Exception: When play begins, the Russian Player Turn of Game Turn 1 is considered to have already taken place, so play begins with the “Central Powers Regular Movement Phase.”
 I. Random Events Phase (From Game Turns 5 to 24)
 II. New Units & Withdrawals Phase A. Russian  • Reinforcements  • Replacements  • Withdrawals B. Central Powers • Reinforcements  • Conversions  • Replacements  • Withdrawals III. Strategic Movement Phase
 A. Russian
 B. Central Powers
 IV. The Russian Player Turn
 A. Russian Regular Movement Phase
 B. Russian Combat Phase
 C. Russian Attrition Phase
 V. The Central Powers Player Turn
 A. Central Powers Regular Movement Phase
 B. Central Powers Combat Phase
 C. German OberOst Combat Phase
 D. Central Powers Attrition Phase
 VI. Victory Check (Game Turns 2, 6, 11, 15, 20, 24) 




 Both games are listed as a '4' on GMT's complexity 'Meter'. So, they are both easy to get into for the player, and a good step up for new gamers from introductory games. Yet, both still have all the bells and whistles that Grognards love, such as Forts, Cavalry, Strategic Movement, Sea Movement, etc. 

 In 1914 Glory's End the German Player, just as in real life, has to smash through Belgium and its forts as quickly as possible. The German player has a timetable that has to be met if he is to take Paris. The German Player is given the historical choice of invading Belgium or not. If the German Player does not invade Belgium, Britain is kept out of the war for now. If the German Player reaches 20 Victory Points, then Britain does declare war. So you have to juggle the pros and cons of invading Belguim. I think most of us budding generals will choose to follow Schlieffen's thoughts on the matter. The Alied Player must delay the German Player as much as possible. The game shows how the original distribution of the French forces leaves the German Player a small window of opportunity in Northen France. The Allied Player has to play for time until his forces can be moved into Northern France to stave off defeat. The start of trench warfare on the Western Front is very effectively shown by the game's rules.

 When Eagles Fight gives the armchair general the chance to fight the entire war on the Eastern Front in World War I. This game is a strategic one instead of operational like it's brother. In 1914 the roles are reversed in Northeast Germany. The German Player must play for time and avoid being crushed by the 'Russian Steamroller'. In the South the 'Central Powers' Player must decide what to do with the Austro-Hungarian army (although I doubt anyone could do as badly as Franz Conrad von Hötzendorf it's commander for most of the war). Luckily for the Central Powers Player he does not have to worry about Serbia, other than not being able to move the 2nd Austro-Hungarian Army on turn one. The Central Powers Player does have to worry about the Italian Front after turn seven. The game's Random Events are full of opportunities or disasters that both players must work around. The Russian Player is hamstrung by ammunition shortages, just like in reality. The Russian Player has to decide if and when he will go on the defensive and what to do on the German and Austro-Hungarian part of the Eastern Front. Luckily for the Russian Player, the game's rules show the lack of cooperation between the Central Power's armies. The Russian Player is hamstrung by ammunition shortages, just like in reality. The Russian Player also has to worry about the threat of revolution depending upon how the war is going for them. 




 The games do unfortunately come with the maps printed on each side of one sheet. This means that unless you copy one of the maps you can only setup one game at a time. The maps are, however, done in typical GMT Games fashion, meaning that they are very well done with all the tables etc. at your fingertips without making the map look too 'busy'. The counters are your typical 5-6-4 type using NATO symbols. They are 5/8" and are very easy to read, even for old eyes. The Player Aid Cards are also very well done. The components are all up to GMT Games standards.

 These games were one of the few that we could play about World War I when they were released. We now have a multitude of games we can play on the war. Some are much more complex than these two games but I think both games have withstood the test of time, and are still two of the best in depicting their different fronts and scales. The Random Events for When Eagles Fight are only that, and do not dive into the realm of fiction or non-plausible as some games do. Do yourself a favor and pick up this great bargain of two great games for really the price of one. Thank you GMT Games for allowing me to review both of these games.


Robert

hpssims.com