History as I Remember It

The Longest-Running Series in Game Design History

by Mark Owens

Mark Owens has agreed to join WD as our resident Campaigns of Napoleon editor. What follows is a first installment--a summary of where the series has been and where it's headed.

There have been some questions arising out of the most recent surge in interest in Kevin Zucker's "Campaigns of Napoleon" series, published under the aegis of OSG. To help guide interested gamers, I present the publishing history (as I know it) and some comments about the rules evolution (to answer the questions many have asked).

I was interested in the series from the very first review in F&M many years ago, but I did not get a chance to purchase over-the-counter until AH released several titles. I have since purchased them all, mostly as they were published. So, from a player's perspective, here is the history.

Chronology: The "Campaigns of Napoleon" Series

Publisher: OSG (1978-80) Napoleon At Bay, First Edition Bonaparte In Italy, First Edition Arcola (mini-game extracted from Bil of the battle of the same name) Battles of the Hundred Days (mini-game of Waterloo, drawn from unpublished at that time "The Emperor Returns")

Publisher: Avalon Hill Napoleon At Bay, 2nd Edition Struggle of Nations (1813, from Napoleon's return with the new army to the Battle of Leipzig) Battle For Italy (2nd Ed. Arcola, renamed)

Publisher: Victory Games 1809 (Danube Campaign from Ratisbon to Wagram)

Publisher: Clash of Arms Games The Emperor Returns (The Waterloo Campaign) 1807: The Eagles Turn East (Campaign in Poland and East Prussia, from Warsaw to Friedland)

Publisher: OSG (1997 -) Napoleon At Bay, 3rd Edition Bonaparte In Italy, The Quadrilateral (Part 1 of Bonaparte In Italy 2nd Ed) Highway To The Kremlin (Russian Campaign, first in the new 5X Series for 'larger campaigns') The Sun of Austerlitz

Frequently Asked Questions

1) What games are in the series that uses the Arcola/Struggle of Nations rules?

Only at the point of The Emperor Returns did Kevin institute 'standard' rules and 'exclusive' rules for the games. Prior to that point, the rules are single entities with special gamespecific rules blended into the mix. The rules are generally standard, though, so it is possible to go from one game to another with the minimum of relearning. Even so, one does have to read the rules to ensure one catches all the 'specific' rules.

1807 introduced 'vedettes' 'smart dum- mies, representing the cavalry screen which could be used for reconnaissance and for defensive screening, a concept that gets refined in NAB, 3rd.

Some of the 'standard' rules have continued to evolve, particularly some important changes with the advent of the 'standard' rules for The Emperor Returns, for 'critical battles' which were no longer guaranteed for 'small' battles. Further, 1807 introduced 'vedettes' (essentially 'smart' dummies, representing the cavalry screen which could be used for reconnaissance and for defensive screening), a concept that gets refined in NAB, 3rd.

Another refinement arrived in NAB, 3rd. That alteration was to the initiative procedure and provided the possibility of limited movement when close to or slightly exceeding the initiative value of the leader. The leader might not make full movement, but even with a failed roll might be able to make some minor movement to adjust his position.

But for all the games, from the first publication to the last, the operational system (once learned) remains essentially unchanged. Details of implementation have altered a bit, some of the attrition tables vary in format, and some clarifications have now been embedded in the rules. Still, a player of one set can pretty easily move to another set. Let's suppose you play one of the games. When you play another game in the series, you should look at the length of the rivals' dispatch distances, the layout of the attrition tables, and the terrain morale modifiers.

For example, in The Emperor Returns, attrition is very low as the troops were fresh from their quarters, but look at the Coalition in Napoleon at Bay, where their forces bleed off pretty easily.

Of course, there are a bunch of us who'd like to see SON redone with standard hexes, single hex forces, vedettes, and using the newest rules set.

2) How does Struggle of Nations fit into the series (since the pieces occupy two hexes in one game and only one hex in the other)?

SON was somewhat early in the series. It was the first game after the original two games in Kevin's own company. Kevin has gone on record saying that he attempted to fit many ideas into SON-ideas he had at the time for the system on the whole. If I recall, every game after SON would have a subset of those rules. The 'package' concept (2 hex force) was one of those concepts that did not survive. As stated above, though, most of the 'standard' rules are pretty easily recognized, so the adjustment to any other game should not be too difficult.

The sequence of play, for example, though getting a bit more detailed in later games, still has the same recognizable format. Admin Phase, Organization Phase, Move Phase, opposing'Force March' Phase, Combat ('pursuit' or 'pitched' battle , but usually ending with a pursuit procedure).

3) Can Struggle of Nations be integrated into the other games in the series?

If you mean 'can it use the latest 'standard' rules set?,' I think you could. But I do not think there is anything wrong with playing by the original rules. If you go out on the Consirnworld site and find the category for the "Campaigns of Napoleon," I think you'll find others play SON with the original rules set. (Of course, there are a bunch of us who'd like to see SON redone with standard hexes, single hex forces, vedettes, and using the newest rules set). Kevin has done more thinking on the 1813 campaign since that time, so a remake would take advantage of his new perspective. I certainly would enjoy seeing a redone SON at the original scale, incorporating Kevin's research and realizations since that time [Struggle of Nations is one of the titles in the OSG pre-advanced orders. -ed.]

There are several 'standard exclusive' rules which vary only slightly from campaign rules set to campaign rules set. Particularly, cavalry differential and the Administration rule which uses the 'Center of Operations'.

4) Are all the rules in the 'Exclusive' rules exclusive and not repeated?

Actually, the answer is 'No'.

There are several 'standard exclusive' rules which vary only slightly from campaign rules set to campaign rules set. Particularly, cavalry differential and the Administration rule which uses the 'Center Of Operations'. These rules are very nearly 'standard' as far as wording and impact on game play. Kevin's standard series rules include simple rules for cavalry superiority and administration, which can be used in the Battle Scenarios. In the exclusive rules, the more involved administration rule gets presented with other game specific elements that pertain to the administration. The rules are thus presented in a more easily referenced arrangement; at least I have found it so.

Where can you delay the foe at a bridge? Where can you use your longer Dispatch Distance to confound the opponent by sweeping away a too advanced force like Napoleon himself did to the hapless Olsufief?

The games I have played in this series have nearly always been astounding both in historical terms and in enjoyment. Particularly in situations where the opposing sides' exact movements cannot be absolutely determined, the game generates a great amount of suspense and excitement.

One must really try to get inside the opponent's thoughts. Where might the opponent arrange the LOC? Where would that LOC become and in how many turns? There is excitement in attempting to time a descent on the opponent when the opponent has been planning the same thing. Have you moved the COO to the position that favors your planned movements? How much strength should be set aside to guard the LOC from attack?

Revel in the planning! Probe for the opponent's main force. Lay out your administration and safeguards as Napoleon himself might do, poring over the maps to examine the road network and river lines. Where can you delay the foe at a bridge? Where can you use your longer Dispatch Distance to confound the opponent by sweeping away a too advanced force like Napoleon himself did to the hapless Olsufief? Can you feign weakness to draw your opponent into a vulnerable position, a la Austerlitz? Many operational level activities of the Napoleonic era spring to life on the game board before your very eyes. There are few things finer than anticipating your opponent's move and meeting him with the massed batteries, the hoarded cavalry reserve and your most capable cavalry commanders, to meet, defeat, and pursue the survivors!

Enjoy the operational Napoleonic experience on the grand canvas of Europe!


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