Mark McLaughlin's classic game on Napoleonic conquest is here, revitalized and enhanced with completely updated graphics and production, all new campaigns covering all of Napoleon's career, and a completely revamped rule book that incorporates all known errata, and the best official variants and optional rules along with a few new surprises. War and Peace will be given the deluxe treatment in this re-issue.
From the rainy opening months of 1796 through the climactic summer of 1815, the entire decades-long conflict between France, England, Austria, Prussia, Russia, and Spain, is re-created in 13 separate scenarios. Each historical scenario is presented as a separate 2-player game with an average playing time of 2-3 hours. Also included is the Grand Campaign Game that covers the 10 year conflict of Empires from 1805-1815.
On December 2nd, 1804, Napoleon Bonaparte was crowned Emperor of France. By placing the crown upon his head with his own hands, Bonaparte brought all of Europe to the brink of war. For by its very nature, the act of self-coronation threatened the rule and challenged the legitimacy of every government then in existence.
To restore the sanctity of the divine right and position based on noble birth, the European monarchies branded Bonaparte an international outlaw and pledged to remain as war against France until the Corsican usurper was overthrown and the Bourbon was restored. For the next ten years the fate of the French Empire rested on the on the abilities of the man: as a warrior and as a peacemaker.
Now YOU command Napoleon's Grand Armee!
What you will get with this new version of the wonderful old game is all of the Napoleonic Campaigns in one box plus a newly revised Grand Campaign Game, with all new map, components, modern artwork, and greatly updated rules with new optional rules for chrome and increased emphasis on the Operational Arts.
From project lead and co-designer John Gant:
" This project was about 150 hour of work and love from me and a couple others to get it ready for One Small Step Games to look at it and that is on top of the incredible initial labor, and the ongoing work published in the General Magazine and much more including all of the comments and questions from the gaming audience. It would have been impossible to have gotten to this point without the labor and love of countless people. Any errors or issues with this current version are mine alone. I wish to extend respect, thanks, and appreciation to everyone who has ever touched this fine game. Thank you! Seeing the amazing work done this year by the team at OSS Games to create this definitive version of the game, especially the work of Paul and Antonio, plus Mark and Jon's support, has been an amazing fulfillment of decades of work that I have had the honor to bring to fruition. I truly hope this new version provides countless new hours of enjoyment and enriched historical engagement for gamers young and old. "
The map depicts the major terrain features and political boundaries that existed in Europe at the start of the Nineteenth Century. A hexagonal grid is superimposed upon the map to regulate movement and positioning of playing pieces and delineate the various terrain features affecting play. The map is scaled so that each hexagon (or hex) represents approximately 40 miles in width. The various terrain features the map depicts are illustrated with their effects on combat and movement explained by the Terrain Effects Chart.
The Playing Pieces
The die-cut playing pieces, hereafter referred to as unit counters, represent the armed forces and leaders that fought in the Napoleonic Wars. Armies and navies are abstractly and symbolically represented as infantry, cavalry, squadrons, or naval transport units. The large number printed on these units indicates their combat value measured in "strength points". Each infantry or cavalry strength point represents approximately 5,000 combat soldiers. Each naval strength point represents six vessels.
War & Peace will contain four books: The Rule Book, Campaign Book, Scenarios Book, and the Operational Methods Guide.
The Rule book is 20 pages of fully illustrated instructions to play the game. It is replete with examples of play, detailed explanations, and optional rules. Want to check it out? Download it right here.
The Campaign book is a 28 page illustrated booklet that explains the complete campaign game in detail, including brief history, setup, and special rules. Want to check it out? Here you go (click here).
The 24 page Scenarios Book contains 13 scenarios that allow you to play out individual campaigns rather than the entire war. Scenarios include (click here to see the book):
- THE ITALIAN CAMPAIGN OF 1796–97
- THE ARMY OF THE ORIENT, BONAPARTE IN EGYPT 1798–99
- MARENGO: 1800
- THE SUN OF AUSTERLITZ — 1805
- NAPOLEON’S APOGEE: 1806–1807
- WAGRAM — 1809
- THE CAMPAIGN IN RUSSIA — 1812
- STRUGGLE OF NATIONS — 1813
- NAPOLEON AT BAY — 1814
- THE WATERLOO CAMPAIGN — 1815
- THE PENINSULAR WAR: 1808–1814
- SPAIN: 1811–1814
- THE FINAL GLORY: 1812–1814
The 4-page Operational Methods book is an illustrated examination of how the game can recreate the famous actions of the Napoleonic Wars.
There are five player-aid cards included in the game. The large folded cards included all the charts and tables needed to play the game -- one for each player. This player-aid card also contains the Terrain Effects Chart and Notes providing all of the information needed to perform Ground Movement as well as important information explaining the Main Map and optional charts for combat.
The Force Pool is used for the Grand Campaign Game to manage alliances, production and more.
The two Leader Displays are provided to reduce the number of counters physically deployed on the map. For each leader and Fleet in the game, there is a corresponding box on the Leader Display in which all the units stacked with or accompanying a leader or Fleet may be placed. The leader or Fleet counter itself remains on the map board and is moved normally.
Sequence of Play
- Attrition Phase: The active player rolls one die and consults the Attrition Table whose result may require a strength loss in any hex containing three or more of the active player's strength points. This die roll may be modified as specified in the Attrition rules.
- Alliance Phase: The active player rolls one die to determine if any political alliances are formed or dissolved according to the restrictions of the Alliance rules and special rules regulating the scenario being played.
- Reinforcement Phase: The active player may deploy reinforcements or replacements scheduled for the current turn according to the scenario’s Reinforcement and Replacement rules.
- Movement Phase: The active player may move units and leaders upon the map in accordance with the Movement rules and may conduct forced marches and execute overruns in accordance with those rules.
- Combat Phase: The active player announces all combats he cares to initiate and then resolves them in any sequence desired subject to the Combat rules.
Examples of Play
Attrition procedure: During an Attrition Phase, the non-French player has rolled a "three" on the die and wishes to determine the effect in a hex in Russia occupied by ten Russian strength points which are unsupplied during the December turn. The die roll (3), is modified as follows: (-1) because the Russian units are in their home country, (+1) because the units are unsupplied, (+1) because December is a winter month, (+1) because the hex is on map board area 4. Thus, the die is modified by a total of (+2) increasing the original result to (5). The player cross-references the modified die roll (5), with the total number of strength points in the hex (10) and reads the Attrition Table result which calls for a loss of 2* strength points, one of which must be cavalry if any are present in the hex).
March: At the start of the French player's Movement Phase. Napoleon and nine French infantry strength points are in Paris– hex Y16(2), one French infantry strength point is in Rheims–hex AA18(2), and one French strength point is in Verdun–hex BB20(2). Let us assume the French player wishes to have ten infantry strength points in Verdun at the end of his Movement Phase. To accomplish this, the French player moves Napoleon, accompanied by all nine points from Paris to Rheims, expending three Movement Points from Napoleon's movement allowance. Now, in order to move the infantry from Rheims to Verdun, the French player must attempt to force march the force an additional three movement points. Assuming the attempt succeeds, Napoleon may continue to Verdun still accompanied by the nine infantry points which occupied Paris at the start of the Movement Phase (notice that the infantry which occupied Rheims at the start of the Movement Phase may not accompany Napoleon to Verdun although a leader may be accompanied by up to ten infantry strength points during its movement).
Force March: During the French player's Movement Phase, Napoleon is being moved accompanied by three French Guard strength points, two French infantry strength points, and one Bavarian (French satellite) infantry strength point. After Napoleon expends three movement points, the French player announces he wishes to attempt to force march this group two additional movement points. He then rolls the die and the result is a “5”. This result is modified to a “3”, for the French Guard strength points, a “4” for the French infantry strength points, and remains a “5” for the Bavarian infantry (which received a “0” on the Forced March Table); Napoleon could then expend one additional movement point accompanied by both the Guard and regular French infantry, and after dropping off all of the regular French infantry, Napoleon could expend one additional movement point accompanied by the Guard strength points. Finally, the French player must eliminate one strength point of regular French infantry because a “4” die roll on the Forced March Table includes an asterisk. Remember, it is not mandatory to expend forced march points as depicted in this example.
Supply: During the French player's segment, one French strength point is in San Sebastian–hex P10(1), one Bavarian strength point is in Burgos–hex M09(1), one French strength point is in Madrid–hex J09(1). The French point in San Sebastian is within three movement points of Bayonne (a major city in France, the unit's home country) and is therefore in supply. The Bavarian strength point in Burgos is within three movement points of the French point in San Sebastian and since both points are the same color, the Bavarian point is also in supply. The French point in Madrid is not within three movement points of a supply source and is therefore unsupplied. While studying this example, notice that if the hex O11(1) was occupied by a strength point of the inactive (non-French) player, the entire French supply line would be negated and all French units in Spain would be unsupplied!
Combat Resolution: During his Combat Phase, the French player initiates an attack by specifying that he is committing the force in hex CC36(3) to attack an Austrian force in hex BB35(3). “Battle Markers” are placed to designate the two hexes. During the first round of combat, the attack is resolved as follows:
a. The French force in hex CC36(3) consists of Napoleon (leadership value 3), five French infantry strength points (morale value 2), three French cavalry strength points (morale value 2), and five Bavarian (French satellite) infantry strength points (morale value 1). Thus, the French force has a leadership value of “3”, and a morale value of “2”.
b. The Austrian force in hex BB35(3) consists of Charles (leadership value 2), seven Austrian regular infantry strength points (morale value 1), three Austrian cavalry strength points (morale value 1), and eleven Austrian landwehr strength points (morale value 0). Thus, the Austrian force has a leadership value of “2” and a morale value of “0”.
c. There are two types of terrain which will modify the dice roll; the larger Austrian force is being attacked in a Mountain hex, therefore the dice roll is increased by two. The Austrian force is also being attacked from a River hex, therefore the dice roll is increased by an additional two bringing the total modification for terrain to plus four.
d. Although the French player initiated this attack, the Austrian player who controls the larger force will roll the dice to determine the result. The dice roll will be increased by the Austrian leadership value (2), the Austrian morale value (0), and the Mountain and River terrain effects (4), giving a total of plus six. The dice roll will be decreased by the French leadership value (3), and the French morale value (2), giving a total of minus five. Thus, the net result is that the dice roll will be increased by one.
e. The combat odds ratio is determined by dividing the strength of the larger Austrian force (21), by the strength of the smaller French force (13), which yields a ratio of 3 to 2.
f. The Austrian player rolls two dice. The result is an “8”, which is increased to “9”. At the ratio of 3 to 2, this yields the following result: L = 1, S = D1. To implement this result, the Austrian player cross-references his “1” result with the total strength of the smaller French force (13) on the Combat Loss Chart which indicates that the Austrian force loses two strength points. Similarly, the French player cross-references his “D1” result with the strength of his own smaller force and finds the Combat Loss Chart dictates the loss of three strength points.
g. The Austrian player fulfills his required loss by eliminating two landwehr strength points.
h. The French player fulfills his required loss by eliminating one French infantry strength point, one French cavalry strength point, and one Bavarian infantry strength point.
i. The French player finally places a "D1" Demoralization marker on top of his force. If the battle continues, during the next round of combat the French morale value is reduced from two to one.
- One large MOUNTED map board in two 22" x 34" sections
- Four mounted and die-cut, full-color counter sheets
- One book of Rules, Fully Updated and Illustrated
- One Scenario Book
- One Grand Campaign Book
- One Operational Methods Book
- One 3-Panel Charts and Tables Folder
- One Force Pool Display
- Two Leader Displays
- Game Box
We know that almost all Kickstarter campaigns have stretch goals. This one does not. Certainly we could think up expansions or add-ons to this game, but all that would entail lots of extra play-testing, art development, and associated work that would translate into long (potentially very long) delays in the production of the game. We don't want to do that. We put everything we could think of to make this a top of the line experience, and we're including all of it. So no gimmicks, games, or non-sense to get you to support this campaign. We are offering a solid game for a good discount. That's the deal.
Time-frame for Delivery
We are planning a fast turn-around for War & Peace. At this point all of the game development and art-work is complete. The time spent from the successful end of this campaign forward will be on ushering the game through the press process. Although we hope to fulfill sooner, we are estimating first quarter of 2020 for delivery.
A Note About Shipping Costs
US shipping is based upon medium flat rate shipping.
Our international shipping price is based upon a 7 pound package (what we estimated the game will weigh) to non-EU overseas destinations.
EU shipping is based upon calculating the following 4 items:
1. Cost to bulk ship EU orders to the EU
2. Per unit VAT fee for that shipment
3. Per unit shipping fee of European fulfillment house
4. Actual European postage based upon a four pound package
We understand that other companies charge lower shipping amounts in their Kickstarter campaigns. After researching that, we found that they are doing this by amortizing that cost in the price of the game itself. We thought about doing that as well, but two factors stopped us. The first is that what is going to happen in a KS campaign is unknown, and each scenario we looked at had risk over certain number ranges. Because we are essentially a small operation, we do not care much for risk. However, we also simply felt it was unfair to others to make them subsidize shipping costs that are not their fault. And that is why the shipping costs are what they are.
A Note About One Small Step
OSS Games is a small company. We are composed of no full-time staff, but rather are a group of individuals who enjoy producing games in our spare time. Our MO is to produce small print-run games with consistently high production values. We try to bring you the highest quality product possible for a reasonable amount of money. We do this because we enjoy it.
That said, we are a game publisher, not a PR firm. We limit communication to essential announcements. Therefore, we will not be posting constant updates about everything little thing. Our posts will be limited to essential milestones, such as the game going to press, the receipt of press samples, or when the game begins shipping. The press process is often one of waiting punctuated by occasional back and forth on minor issues. If you don't hear from us in the updates section, this is simply because we do not have any update that changes status of the previous one.
Also, because each of us has a day job, we are not able to monitor the Kickstarter page at all times. Thus, if you need a rapid response to a question, please email us at firstname.lastname@example.org
Risks and challenges
This is our sixth Kickstarter project as One Small Step, but we have been publishing games since 1996. We have experienced just about every possible way a project can go wrong and we have overcome it. This project will be no exception.Learn about accountability on Kickstarter
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