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PC Game Review
Empires in Arms
In 1983 newcomer Australian
Design Group published a gem of a wargame entitled Empires in Arms.
This multiplayer boardgame of diplomacy and warfare allowed up to seven players
to recreate the entire Napoleonic Period (1805-1815), each as one of the major
European powers of the time. Empires in Arms quickly gained a worldwide
following and was nominated for the prestigious Charles S. Roberts Award for
Best Professional Game of the Year at Origins in 1984. This classic
game of Napoleonic Grand Strategy was then licensed to the Avalon Hill Game
Company (now a subsidiary of Hasbro Inc.) in 1985 and has remained a popular
board game ever since. And now, after more than five years in development, Matrix
Games, Australian Design Group and Outflank Strategy Wargames have released
Empires in Arms™, The Napoleonic Wars of 1805–1815,
a faithful computer adaptation that retains all of the excitement and depth
of play of the original board game.
The Napoleonic Era, Then and Now
History books are replete with detailed and voluminous accounts of Napoleon
Bonaparte, who gave his name to the period from 1795 to 1815 and the wars that
he spawned. For wargamers, this period is rich with raw material for everything
from tactical battles, to operational campaigns, to grand strategy on a continental
scale. Combined arms warfare involving infantry, cavalry, and artillery on massive
scales reflect the glory of the era. Grand diplomatic alliances were formed
and broken over the years as the major powers of Europe (Austria, France, Great
Britain, Prussia, Russia, Spain, and Turkey) competed for dominance. International
wars were fought, battles won and lost, and history made. Love him or hate him,
the wars were driven as much by the unique genius and personality of Napoleon
as they were by the clash of national interests.
As broad as the spectrum for Napoleonic Wars was, the spectrum for Napoleonic
wargames has been just as broad. Who can count the total number of miniatures
games, boardgames, and computer games that have been published over the years,
each one attempting to capture a piece of the action in its own way? Web-Grognards alone lists a couple hundred different titles. I will
not claim to be a Napoleonic expert, but I have studied the period, played a
few different games and held a fascination about the era. Many years ago I played
with System 7 Napoleonics rules by Game Designers’ Workshop and
still have some French and Prussian cardboard units around someplace. I used
to play the Avalon Hill wargame War and Peace, a two-player board game
with 40-mile hexes and operational campaign scenarios. I also used to play the
Operational Studies
Group game Napoleon at Leipzig that won a CSR Award in 1980. There
were a couple of other Napoleonic games I played in the early 80’s whose
names I do not recall; it was long ago now. Alas, although my interest in the
era and board gaming may have waned over the years, the Napoleonic Wars continued
to linger in my mind. I did manage to visit Waterloo in 1993 to tour the battlefield
and reminisce about that final clash of arms long ago.
A fascinating aspect of the Napoleonic Era was how the multiple wars erupted
over time between different nations, how the great powers decided to go to war,
how peace treaties and alliances were negotiated and broken, and how the combined
effort of Europe was necessary to ultimately defeat Napoleon before peace was
restored on the continent. I had been on the lookout for quite some time for
a Napoleonic grand strategy computer wargame that captures the essence of the
entire period, waiting and hoping for the right opportunity to get involved
again with something comprehensive like War and Peace, something...
So when I first heard about Matrix Games working on Empires in Arms,
I felt an old weakness coming on strong. This was it, the whole enchilada: the
Austerlitz Campaign of 1805; the Jena and Auerstadt Campaigns of 1806; the Eylau
and Friedland Campaigns of 1807; the Peninsular War in Spain from 1808-1814;
the Danube Campaigns (Wagram) of 1809; the Russian Campaign of 1812; the Leipzig
Campaign (War of Liberation) of 1813; the French Campaign (Napoleon at Bay)
of 1814; the Waterloo Campaign of 1815; and of course a grand campaign spanning
1805-1815.
It is almost funny how when it rains it pours. AGEOD
recently released Napoleon’s
Campaigns that provides a large collection of operational campaign
scenarios, but this is essentially a two-player game similar to War and
Peace and fails to capture that elusive element of gameplay sought by many—multiplayer
diplomacy. Western Civilization
Software previously released Crown
of Glory: Europe in the Age of Napoleon back in 2005, marking the 200th
anniversary of the Napoleonic Wars, and this game offers multiplayer support
for up to eight players as well as an innovative system for monthly strategic
turns and 20-minute tactical turns. However, despite winning a CSR Award in
2006, the game concept did not take hold for many players because of its steep
learning curve and unnecessary complexity. Well, Empire in Arms also
has a steep learning curve and complexity, yet players may find it is easier
to learn than Crown of Glory: Europe in the Age of Napoleon but harder
to master.
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Original Empires in Arms Gamebox Cover
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Background of Empire in Arms
To appreciate the official licensed adaptation of the classic Empires in
Arms board game designed by Harry Rowland and Greg Pinder, one should know
some of the background about the game that has captured the imagination and
interest of players for over two decades. The original game was rated as having
very high complexity, and Matrix Games is not shy to rate the complexity of
Empires in Arms as “Advanced.” With the original game rules
almost 50 pages long in small print, it was not unusual that many of those rules
went through various revisions and clarifications over the years. Issues of
Avalon Hill’s The General often contained rules errata to keep
players informed. An unofficial “Advanced Empires in Arms” developed
by Mike Treasure called Empires in Harm with modified map and rules
gained popularity among players. And for every playgroup there seemed to be
an additional house rule or two that was deemed necessary to raise the game
to an even higher level of near-perfection.
Into this complicated morass of official rules, optional rules, errata, variant
rules and house rules, an intrepid programmer named Marshall Ellis volunteered
to take on a project that proved to be only slightly less difficult than herding
angry cats. When I was at the World Boardgaming Championships (WBC) in 2004,
Empires in Arms was in a semi-playable state and David Heath of Matrix
Games took some time to demonstrate the game for me. It was already overdue
from an announced 2003 release date, and little did I or anyone else expect
that it would remain overdue for another three years! The main reason for these
delays was that as more details about the proposed game were released to the
veteran player community, objections arose to many game design decisions that
demanded reconsideration. Changes, compromises and their associated code changes
and playtesting took time—a lot more time than expected or desired—yet Matrix Games maintained to take as much time as necessary to publish a high-quality
adaptation of the original that would adequately satisfy the original designers
and the veteran players. Finally, after what has seemed to be an eternity for
anxious and impatient players, THE Napoleonic monster game has come to life
as a computer wargame.
Designing and programming a computer game as a computer game from the ground
up is one thing; trying to faithfully adapt a complicated board game to the
computer is another matter entirely. I was speaking with David Heath again at
WBC last year and he commented then how challenging development has been for
both Empires in Arms and the upcoming World in Flames adaptations.
So how close is this adapted version? Pretty close. A couple of new ship types—light
ships and transports—were added but naval combat rules remain the same.
From the Empires in Harm variant, a few minor countries were added
to the standard map and the minor country diplomacy rules were implemented where
players can influence/ally minors. Many optional rules from the standard game
were implemented for the release version, while some others may get added in
a future patch. Most everything else is about as faithful to the original game
as possible. Veteran players should not have a problem transitioning to the
computer version, other than learning how to use the interface. Considering
the challenges faced to make this all happen, this is a significant accomplishment.
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Main Menu Screen for starting a game
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