Our biggest game yet - Napoleon and his Marshals - is off to the printers! Delivery expected in February. For 2-5 players. Diceless with no random events. It's you vs. your opponent with no bad die rolls, wild cards, bailouts, or lucky draws.
Napoleon and his Marshals covers 1805-1815 in France and Central Europe. Other expansions are underway that will add the Peninsular War, the Patriotic War in Russia and maps of Scandinavia and the rest of Italy. The game is strategic and operational. Each strategic turn is two months, broken down into 6 10-day operational turns.Forces are brigade level (5,000 men) per factor, with artillery, cavalry, Cossacks, and guerillas as additional specialized units. Leaders are included at the National Military Leader (Napoleon, Kutusov, etc.), Army commanders, and marshals/corps commanders.
This is the basic game, required to play all other expansions and the campaign game, which will run from January 1805 through the end of 1815 or the final victory - whichever way that goes. Included is a 31" x 23.5" map, printed on plastic coated reinforced "banner" paper, and 5 counter sheets of 88 counters, printed front and back, and slightly larger than traditional counters at 0.6" square. Map scale is about 28 miles to 38 miles per hex (depending on where you are on the map).
During the Strategic Turns, nations collect taxes (production) and expend it on organization and units, including leader activation, replacements, new units, mobilization, sea lift capacity, foreign aid, supplies, and other items. Diplomacy may also occur. During the ensuing 6 operational turns, leaders and units are moved, battles fought, sieges undertaken and possibly diplomacy is conducted.
There are six scenarios in the game: 1805 (vs Austria, Britain and Russia), 1806-07 (vs Prussia, Britain and Russia), 1805-1807 (vs all four), 1809 (vs Austria, Russia and Britain), 1813-1815 (vs all four), and 1815 (the 100 days of Napoleon's second reign). A player-turn takes about 5-15 minutes, so along with a strategic turn, a full "season" (two months is the length of a strategic turn and its associated operational turns) takes about 1.5 - 2.0 hours.
We expect to post the rules on www.twogeneralsgames.com by mid January. The first expansion - The Peninsular War - will be released in late Winter, followed by the Patriotic War in Spring which will include the Scandinavian and Italian maps. At that point the full campaign game will be possible - all 396 turns. The Peninsular war will include the British, Spanish, and Portuguese armies, and the navies of Britian, France, Russia, Sweden, Holland, and Spain, along with their Admirals. The Patriotic War will include three maps, but no additional counters are planned.
Prepare to immerse yourself in the inner workings of empire with Napoleon and his Marshals!
So, good news for us, but not for you: Amazon has sold out our inventory of Fighting the Islamic State!
But no worries - we've stuck a couple of copies here at Two Generals Games which you can order DIRECTLY from us for the Amazon price ($29.99) and shipping via Paypal. AND we'll send you the upgraded deluxe Collector's Edition, with a map tube case and a plastic box for all the counters!
To order, email sbrown @ twogeneralsgames.com. We'll email you a Paypal invoice and ship within 24 hours. Valid only in USA.
Thanks for your support!
Napoleon and his Marshals is our game in progress. Design is largely completed and we're deep in play-testing. This is closest thing we have to a "monster game." There are maps for France/Germany/Austria/N. Italy (Central Europe), Spain/Portugal, Italy, Scandinavia, and Russia. There are many counter sheets - the final tally is not yet in. We'll be breaking this monster up into parts. For example, the basic game is the Central Europe map, and counters to cover 1805-1809 on that map. This game is required to play all the others. The Peninsular War is the Spain/Portugal map with additional Spanish, Portuguese and British counters, covering 1807-1814. The Patriotic War - 1812 covers 1812-early 1813, the invasion of Russia, with additional Russian units and the units needed to link up to the Central Europe map and play the 1813-1814 period. A final addition will be the map of Italy and of Scandinavia, which will allow coverage of smaller conflicts that occurred there from 1806-1814, and allow for the Grand Campaign Game!
Production, maintenance, naval warfare, leaders, infantry, cavalry, artillery, guerillas, Cossacks, supply/depots, maps based on Cambridge's classic 1912 History Atlas, diplomacy and .... it's all diceless!
In the meantime is a pic from recent testing of The Patriotic War - 1812 (that's the Russian's name for Napoleon's invasion).
Now our biggest games are available in a Collector's Edition!
The Collector's Edition comes with a map case and a clear plastic storage box to hold all the game counters. Of course all the game components are also included. The box is 10" x 6" x 3/4" and has 20 1-5/8" square compartments and 1 1-5/8" x 6-3/4" compartment. We've labelled all the compartments for your convenience, but you can print your own version if you'd like a different storage set-up. The plastic box has a snap-shut lid that holds quite well. If you turn the box upside down, the counters stay in position. The cover art clearly identifies the game.
Games currently available in Collector's Edition format:
Several of you have requested details about how Two Generals Games manages dice-less "deterministic" combat in our games. This example will present our most advanced set of algorithms to date. The example will be the pivotal Battle of Wagram which took place between the French under Napoleon and the Austrians under Archduke Charles on July 5-6, 1809 near Vienna
Note that Napoleon's counter represents a much larger group of marshals and units that we have omitted for clarity (they're shown in detail below). Underneath Napoleon's unit is Vandamme, who will not be participating in the attack. The 1-4s are brigades represent corps dedicated to protecting supply lines and lines of communications. The French Army of Italy under Eugene had just joined Napoleon, so he decided that he had manuvered enough and that it was time to take Charles head on, especially since the Austrian army in southern Austria (Slovenia) under John had "gone the long way around" and had not yet connected with Charles. Even though he'd have to cross the river, Napoleon believed his advantage in men and commanders (and hopefully heavy artillery) would command the day. He orders the attack. Here are the forces involved:
Napoleon has eight corps commanders (mostly 'marshals') to Charles' six. (A few historical corps commanders are not included either because they had little impact, or because this is the only battle they ever fought in.) The important number here is the lower left combat value rating for each leader. For example, Oudinot is "1." The combat units have the combat value on the left, and movement on the right. The Austrian Army has completed Army Reform which allows it to fight at full value, unlike 1805 when no Austrian leader could have a combat value above 2. The French have 36 combat factors of units, plus another 27 of leaders, for a total combat value of 63. The Austrians have a total of 41 combat value. (Note: Bernadotte is commanding two Saxon infantry, and there is a single Bavarian in the excess infantry at the bottom. Davout and Massena command the bulk of the artillery.)
The CRT (not pictured) shows a total of 8 losses inflicted by each 20 combat value. However, when crossing a river the damaged is reduced by 2 for each 20 combat value. The net damage the French do with 63 combat value is therefore not 8+8+8, but 6+6+6 (the extra 3 normally does "1" but now has no effect thanks to the river), for a net 18 hits on the Austrians. Hits are distributed by the opponent (i.e., the French decides which Austrians will be affected) as follows: 1) unprotected infantry: each hit is a loss; 2) infantry with leaders: first hit to infantry, second hit is avoided by leader, etc. up to the value of the leader. Players may choose either method or combine them as they see fit. So Napoleon goes for creating maximum losses and thus takes out all 11 "unprotected" infantry, and then applies 6 hits to Charles, which takes out the two infantry and the artillery (artillery or cavalry is always lost last in such arrangements), and then the last hit is applied elsewhere, in this case to Hohenzollern's infantry. That's a total of 14 infantry and 1 artillery taken down so far.
Now the Austrians get their strike. Combat value is determined prior to inflicting the French losses, so the Austrians have 26 units, plus 15 in leaders, for a total of 41. Unlike the French, the defenders are not penalized by terrain, so the Austrians do 8+8+0 (the left over "1" does no damage), for a total of 16. The Austrians take out the 9 "unprotected" French/Bavarian infantry, and then use the 7 remaining hits on Massena, which takes out his infantry and the Artillery.
Here's what it looks like, with the lost units tilted.
In our system, half the losses are casualties and half are disrupted. A casualty is killed, wounded, captured or missing. A disrupted unit is temporarily unable to function - it's morale is broken, it's split, it's leaders were killed, etc. So the next step is to determine which is which. This is done by the owner. The first unit factor is placed in the disrupted box, the next in the casualty box, etc. until all units have been placed. Here's what it looks like at the end.
The last set of losses have to do with artillery losses and cavalry pursuit. All Austrian artillery was eliminated, as was one of the two French artillery factors. However, the French still have one, and so now it is accounted for by causing one additional loss to the Austrians. Here is the above table, with the extra loss added in the casualty pile (artillery damage is always a casualty.)
There is no large mass of cavalry in this battle, so no additional losses are taken in pursuit, but even if this was to happen we'd have to determine if the defender is retreating. This is done by again calculating the combat value of the remaining stacks. Leader combat values cannot exceed the number of unit combat factors:
The French are larger, and so the Austrians must retreat. If the French had a mass cavalry unit, it would now cause yet another Austrian casualty.
Now we determine the importance of the battle. Did either side lose 5 or more combat factors? Yes, both lost considerably more! Since BOTH sides lost a lot of men, who "won" the battle? The answer is the French, since they forced an Austrian retreat. Therefore, the French National Morale rating goes up one, and the Austrian down one.
The consequences of this battle are significant, because the Austrian morale has been reduced to 2. This means they cannot attack (until it's back up to at least 3), and it also means the French can initiate a Peace proposal using the Diplomacy rules. If the Austrians wait until their morale is a 1, the French can dictate terms, which are likely to be much worse, so the Austrians agree to 2 of the 3 French demands and the Austrian role in the war against the French is over for several years.
Comparing the results of the battle to historical shows the accuracy of the system. In the game a combat factor is usually 5,000 men (it can vary, but that's the norm). In the historical battle, the French had between 25,000 and 37,000 casualties, or 5-7 factors. In our simulation, they had 6 casualties. The Austrians lost 30,000-40,000 historically or 6-8 factors. In our battle, they had 8 total casualties. Two Generals Games checked the system out on 9 of the bigger battles and lots of smaller ones, and the accuracy was quite good. Weather, not a factor in this battle, does play a role in other battles.
Questions? Drop an email to us, or check in on our Facebook page!
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