Wars and Battles
Wars and Battles
A turn-based strategy game allying the sophistication of tabletop wargames with an easy gameplay. For PC, Mac, iOS and Android.
A turn-based strategy game allying the sophistication of tabletop wargames with an easy gameplay. For PC, Mac, iOS and Android. Read more
About this project
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Wars and Battles is a project with a huge ambition: to reconcile the sophistication of traditional wargames with the ease of use of new devices such as smartphones and tablets.
This game is not only made for wargamers, but for all the gamers that love strategy but are annoyed both by tablet/smartphone strategy games limitations and by PC wargames complexity.
We hope that with your support Wars and Battles will not be just another video game, but a meeting point for gamers fond of strategy games, history and battles. Our dream is to build a solid community around our passion.
Realism for everyone
Wars and Battles is an immersive turn based strategy game that manages more than 20 types of terrain, up to 400 ground units, 50 air units and 15 different scenarios.
The game also manages anti-tank and anti-air weapons, weather, ambushes, paratroopers, reinforcements, supply, replenishments, fortification, unit rotation and most of the sophisticated rules that you can find in any tabletop wargame.
The difference with Wars and Battles is that our game has been designed both by tabletop wargame designers and veteran video game designers who have paid particular attention to the simplicity required by casual gamers, making rules instinctive.
A portal to history
Wars and Battles is not only a game, it is a portal: Wars and Battles will be launched in December 2013 with two battles (Gettysburg 1863 and Normandy 1944).
Then we plan to launch one battle every two months and we have already 5 additional battles in the pipeline (Austerlitz 1805, Kharkov 1943, Market Garden 1944, The Korean War 1950-51 and October War 1973) that will all be launched in the first half of 2014.
A tribute to Gettysburg’s 150th anniversary
150 years ago, more than 165,000 soldiers met on the battlefield at Gettysburg. During three days – July 1, 2 and 3, 1863 – the battle raged through the town and surrounding counties. Union and Confederate troops fought the largest battle in North America with 51,000 men dead, wounded or missing.
This epic battle will be the first published under Wars and Battles, together with Normandy 1944.
Primary goal: $50,000
- A better and more complete “Wars and Battles”
- Launch of our 8th battle that will be chosen by all the backers!
- Launch of our 9th and 10th battles should they be chosen by the backers that opt for the $10,000 pledge
- Release in Russian.
Stretch goal #1:
- Release of the First Battle of the Marne (1914) as a tribute to the 100th anniversary of the 1st World War
- Release on new platforms (depending on your comments)
- New language: German.
Stretch goal #2
- Release of a middle-age battle
- Enriched in-game encyclopedia (‘Battlepedia’)
- New languages: Italian, Portugese and Spanish.
Stretch goal #3:
- Release of a Roman battle
- Advanced rules for existing battles (more precise supply, combat and movement rules)
- New language: Chinese, Japanese, Korean.
Stretch goal #4:
- Release of an heroic-fantasy battle
- Improved Artificial Intelligence that will revive historical tactics and strategy.
An immersive gameplay
The masterpiece of Wars and Battles is our exclusive rules system. It gives Wars and Battles the opportunity to benefit from rules adapted to many historical contexts: you will use jets and anti-air missiles when playing October War (1973), while for Gettysburg (1863) or Austerlitz (1805) specific rules will oblige you to orient certain units before fights. For Market Garden (1944) you will have to choose your drop zones and manage air supply to take and hold the bridges.
To make these battles as realistic as possible, every unit (and we have hundreds in every battle) is characterized by more than 130 characteristics such as its life points, quality, movements, attack points, movement capacity per terrain, command bonus, replenishment capacity, supply consumption, anti-tank and anti-air characteristics, capacity to perform strategic movements and engage in pursuits, etc.): most of the rules of traditional tabletop wargames are embedded within Wars and Battles.
In order to accelerate the play flow, each turn is divided into sub-steps called impulses where a player will be able to activate a limited number of units to move and/or to launch attacks. This system increases the back and forth between players and makes the game more intense.
The size of the maps has been determined to offer an in-depth gameplay, but also to give gamers the opportunity to see the battlefield at a glance. Our maps are divided into hexes. For instance, the Gettysburg map is made of more than 800 hexes (20x42): you will have many ways to reach the little round top!
As for any other aspects of our game, we have paid a particular attention to the details: the frame of our maps will be different if you play the Union or Confederate sides or the Allied or Axis sides in Normandy. And as you have probably noticed in the Gettysburg video above, our maps are in 3D!
3D and 2D views
Wars and Battles will propose 3D and 2D views, both views being complementary.
The 3D view is very appealing and will provide the player with the key info (attack points for attackers and defense points of the defenders) but this view will also be particularly helpful to experienced wargamers to understand the landform of Gettysburg 1863 and the mountain roads of the Korean peninsula (Korean War 1950-51).
The 2D view will provide the player with more details on the units and allow him to embrace most of the map at a glance.
You will start Wars and Battles as a soldier and, with time, experience and victories you may eventually be promoted to General or even to Commander in Chief. This will not be an easy path as to succeed you will have to play and win many scenarios and battles through tactical, operational or strategic victories.
During your play, you will also gain achievements and some of them will award you a medal. With skills, time, and luck, you may be able to pin dozens of medals to your chest…and your first medal could be the Kickstarter Backer Bronze, Silver or Gold medal proposed in some of the pledges!
We have created for Wars and Battles an in-game encyclopedia focused on factual information regarding equipment and historical context. With this "Battlepedia", which will include many illustrations, Wars and Battles will be a reference for gamers fond of history.
You will be able to play Wars and Battles solo thanks to the Artificial Intelligence we are currently designing. This will give you the capability to play when you are disconnected from the network or just when you want to relax alone without the stress of playing against other gamers.
If the stretch goals are met, we will be able to dramatically improve this Artificial Intelligence by respecting the tactical and strategic schemes of every army and commander, as well as their evolution over time.
Unique multiplayer experience
Wars and Battles will include an asynchronous mode, which is traditional in turn-based strategy games. But with Wars and Battles, you will not only be able to play against your friends, or any opponents in the world, you will also be able to play with them.
For example, when playing Normandy 1944, you will lead the American army while one of your friends will play the British, against 1 or 2 opponents that will play the Germans. You will realize how fighting together is a tough experience requiring coordination and skill.
Wars and Battles will also provide you with a unique feature: the "Blitz" mode to play in real time against an opponent. In "Blitz" mode, you will have a limited amount of time to determine the move and combat of your units and will have to make the right decisions quickly, like a general in his headquarters.
Cross platform game
Wars and Battles will be released on the most popular platforms: PC, Mac, iPad, iPhone, Android tablets and smartphones. More than that, your battles will be saved in the Cloud so you will be able to start a game on your PC and continue it on your sofa with your tablet or away from home with your smartphone.
With Wars and Battles, you will also share your battles and achievements with your friends through the game, Facebook or Twitter.
We pay great attention to historical details; our first team member was a historian. But our game is not only a tribute to history…
On our team, we also love SCI-FI and heroic fantasy and we expect that with the success of Wars and Battles we will be able to offer you other environments and other worlds.
The Wars and Battles team is made up of both video game specialists and wargames veterans. Our project leaders, game designer, lead programmer and lead artist have all worked for major studios such as Electronic Arts, Activision and Ubi Soft. The opportunity to work on a new project where we are finally able to create OUR game is a fantastic motivation for the team.
All together, our team has accumulated more than 50 years of experience in video games and 100 years in wargames.
The specific nature of Wars and Battles is the importance given to historians and wargame designers. Some of the best French wargame specialists are supporting our project, such as Nicolas Stratigos, editor in chief of the famous wargame magazine "Vae Victis", and Frederic Bey, an expert of the Napoleonic battles and author of the "Jours de Gloire" series. Many of our wargame designers are also engaged in the French army and have brought their experience of combat to the wargame design.
Our development team is made up of experienced game designers, artists and programmers, led by Pascal, Adrien and Gilles:
- Pascal, the Game Designer of Wars and Battles, has worked for major studios and publishers since 1995 including Activision, SCEE, Ubisoft and DICE. In particular, he was Lead Level Designer on the world acclaimed multiplayer versions of Splinter Cell, Pandora Tomorrow and Chaos Theory. He was also Creative Director on Wanted, Weapons of Fate, and designer of CTF-Tornado.
- Adrien is our Lead Artist. He has worked for Ubisoft and been involved on Ghost Recon Advanced Warfighter 1 and 2, Splinter Cell Double Agent, Rayman Raving Rabbids 2, Raving Rabbids TV Party, Alexander (Ubisoft / GSC Gameworld) …
- Gilles is our Lead Programmer. He has worked on projects for Ubisoft, Cyanide, GameLift and Dancing Dots.
Committed to respecting historical reality, our team has a historical department tasked with verifying the accuracy of the information in the game and providing documentation to the other team members. The department is headed by Hadrien, our Chief Historian Officer, assisted by Edouard and Paul.
Ambitious games cost big money: most AAA games cost more than $15 million. This is (fortunately) not the case for Wars and Battles, even if our ambition is to bring a AAA game to our category: Wars and Battles will comprise sophisticated rules, a tailor-made game design to make these rules simple to use, many graphical resources, texts and research written by historians, and a team of video-game and wargame veterans. To finalize our game and improve its content, a crowd-sourced fundraising site like Kickstarter is an amazing source of energy, awareness and funding.
Everyone on the team is incredibly excited about the possibilities this Kickstarter will bring to Wars and Battles. Like you, we have long dreamed of being able to revive the rich tabletop wargame experience on new hardware such as tablets and smartphones and to revive the concept on PC and Mac. If you share that dream then do it by funding this Kickstarter.
Risks and challenges
The risks in completing and fulfilling this project are limited. The game design is already finalized, including the units' characteristics, the rules, our "Battlepedia"... Graphic work is almost done as well, which implies that our game is now well advanced and the developing phase has begun.
The main risk we would like to point out is that testing phases could be longer than expected, in particular if the game balance needs to be fine tuned: we have tested the battles game balance on tabletop mock-up but this cannot replace the tests made on PCs or tablets.
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