Hello all from the development team!

Empires in Arms is the computer version of Australian Design Group classic board game. Empires in Arms is a seven player game of grand strategy set during the Napoleonic period of 1805-1815. The unit scale is corps level with full diplomatic options

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Khi
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Post by Khi »

Originally posted by Marshall Ellis:
Great input! How much unit control would be good during combat? What kinds of combat interfaces would you look for? Give me some game examples of where there is a good combat interface? Bad examples?
Like most everyone else, first I gotta thank the folks at Matrix for picking this up again!

My two cents- take the Europa Universalis model, and don't sweat individual unit control during combat. We're talking strategic level game, and anything beyond generic tactics ("Cordon", "Assault", etc.) could bog the game down needlessly. I really want to emphasize PBeM compatibility- having to play out individual battles would be excrutiating by email.
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denisonh
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Post by denisonh »

I agree with comments earlier in the thread that maintaining a strategic focus is key. At the strategic level, it is the managment of the leaders of your armies, corps, and divisions that are critical. Napoleon could not be everywhere at once, and depended heavily on his key Marshals to execute with only strategic guidance(particulary Davout). Even in a "grand tactical" environment, once a campaign was begun, there was limited "control" over manuevering corps ("March to the sound of the guns"). So I would hope that there is a realistic command and control model built into any tactical/grand-tactical combat module that reflects orders(missions/objective), order transmission(delays/interception), and leadership (aggressiveness, competence, and order interpretation). Big battles hinged on orders being delayed, intercepted, not acted on, or disobeyed (I like the example of Picton at Vittoria: took the bridge at Tres Puentes without orders from Wellington, the Napoleonic Era's biggest Micro Manager).
I would have to concur with Didz on that a tactical module may be a bridge too far, and that combat resolution from an external source would be excellent. But in any case, I would like to see leadership get it's due as I have seen only few games model well (I think that Interactive Magic's "American Civil War" is the only game to really focus on leadership to that extent).
"Life is tough, it's even tougher when you're stupid" -SGT John M. Stryker, USMC
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Marshall Ellis
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Post by Marshall Ellis »

What is a good medium as far as combat control. What would be the perfect level of tactical control? PBEM would most likely have the least amount of control otherwise the game could last for years.
Thank you

Marshall Ellis
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RB_Owl
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Post by RB_Owl »

If this game is to based off of the EIA system I think it should be easy. The attacker(phasing player) and defender(non-phasing) should be pre-determined. After that, each player's forces should be displayed in corps format and strength points totaled at the bottom. Leader's tactical die roll modifiers should be displayed before tactical chits are selected too.

I think the tactical chit options should be displyed to the player in buttons he could click on to choose his battle tactic. If there is Guard present there should be a range of % chance the commitment of Guard to break your opponent you are willing to risk. Are you will to risk only a 4 in 6 (66%) chance, or greater, of the guard breaking your opponent. If so the the guard is automatically commited in the round that criteria is met. Also note there may be a time where you have a good chance of breaking and the commitment of the guard will reduce pursuit by increasing the enemy's morale loss.

After that the results should be then be generated. I don't think there is anything to do for pursuit except doing the calculations. The looser should then be given the choice on what type of troop losses he will take (i.e. cavalry, regular infantry, militia).

Is this the type of feedback you are looking for Marshall Ellis? Or am I mis-understanding what you are looking for? I am more than eager to help you guys talk about ideas.

Thanks,

Owl
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Marshall Ellis
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Post by Marshall Ellis »

Owl:

This is exactly what I am looking for. Thank you very very much. I actually like the EIA combat system as well. Chit selection is about as detailed as you should get in a strategy game. Leaders are going to play large role (As they should).

I personally grade combat in games by the following criteria:

1. Is it accurate of combat in the proper time period? (Force levels, casualty levels, tactics, etc.)

2. Is it fast?

3. Is it easy?

If I could get two out of three of these items then I would be happy.

Anyway, I digress. Thank you for your input, Owl.
Thank you

Marshall Ellis
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denisonh
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Post by denisonh »

Marshall,

Like that short list. But I hope the two you don't get are fast and easy without the historical accuracy.

As for that piece, the EIA combat piece may not be the best. With the ability of computers, a more detailed resolution of the battle is possible within the same kind of frame work: the player inputs tactics, designates his reserve and it's committment criteria, and then the combat is resolved.

The resolution could be modeled as a lower level combat simulation with the atomic elements being battalions and regiments. Grouped to Brigade/division level with a commander who is rated for inspiration, competence and aggressiveness. So unit type, strength, morale, leadership, and tactics get rolled into the combat resolution. Then a combat report showing the outcome, losses, and leader casualties would be easy to generate.

The resolution would be more detailed but still be quick and easy.

That is my two cents worth.

Joe
"Life is tough, it's even tougher when you're stupid" -SGT John M. Stryker, USMC
CharlyFox
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Post by CharlyFox »

As far As I m concerned I rate EIA as the best Strategic level Napoleonic Game. I saw the modifications done in France to play it by e-mail and didn t find them really satisfactory (removing the very fun double move from the french), but that s a constraint from pebm, and the system based on impulses specific per country was probably as good as one can get

As far as I m concerned, Corp level is good enough, but I crave to see what system you ll set that ll make this game fun to play solo as well as via pebm and internet ...

Anyway, someone made a reference to EU (also a good game) and say you needn t bother to put too much effort in the fights. I would kind of agree, any fun with the fights would be a bonus for me, you can t expect to have a game spanning 10 years and afford to spend 3 hours on a single battle.

At the same time, as you choose Corp level for the simulation, one would expect to see some manouver and the skilled one at managing the corps to gain an advantange over the other one.

I can t wait till you release your game and see how you ve managed to overcome those difficulties!

Good luck and best wishes for this new year <img src="smile.gif" border="0">
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mogami
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Post by mogami »

Hello, I wonder can Napoleonic tactics be reflected on a Corps Level or will it just be giving the Corps a stregth factor modified by a leader rating. Then it would simply be which country has the best Corps and leaders. (are leaders historical or random generated?)(I seem to remember a board game from long ago where the Napoleon counter was stronger by its self then some of the enemy Corps) This may be confusing I will attempt a better phrasing.
Napoleonic tactics are much like the rock paper scissors game. Cav is good against infantry in open/column/line formations so infantry adopts square versus cav, But infantry in square is vulerable to arty or line infantry. Arty works against whatever comes head on but needs infantry near by to keep enemy units off its flank and rear. The Corps Organization reflects the tactics. It is a mini army containing all 3 combat arms and capable of conducting operations alone or as part of a larger army. If battles are resolved at Corps level then you have to assume combined arms are being used and then it becomes Leader A is better then leader B so Leader A wins. But if you go one size down to division level then you can at lest balance it a little by adding the skills of the divisonal leaders. (you could prop up a poor Corps commander by assigning him decent div commanders)(this is assuming countries are stuck with historical leaders, If the Duke of Brunswick is a clown(just an example I like the Duke)it might be best not to use the Brunswick army) (smaller then divison size units and you would be able to actually fight the battle (hope hope) Corps are fine for pushing around a map and deciding where a battle is to take place but battles need to be resolved at a lower level in order for there to be any measure of how the player impacting the results. (Corps level the French would almost certainly have a great advantage over nearly every other country)
Well I think I've muddied that up quite enough to keep everyone scratching their heads till lunch. I love this era, I like to play Russia or try to manoveor one of the small German states without becoming swallowed up by France and becoming a puppet for the Corsican Ogre.
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Ghis
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Post by Ghis »

Hello,

I would like a strategic game, but I wonder if it would be possible to have the tactical level as well. For instance, imagine a campaign in which you can fight the battles with LGA (Austerlitz) of JJM engine.

The idea here is that without good strategy, tactical genius is often useless and without competent commanders on the field, good strategy is also useless. At least, there could be an option for such a tactical level in the game (such as there was in MOO2).

There is a civil war game in the making right now that will include both the strategic and tactical level. Imo, the games of the future will go that way too, even though each level may be an option in the game.

Ghis
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Civil War Game

Post by New York Jets »

Originally posted by Ghis
There is a civil war game in the making right now that will include both the strategic and tactical level. Imo, the games of the future will go that way too, even though each level may be an option in the game.

Ghis
Do you have a link or a website I could check for this Civil War game that is in the works? I'd be HOT for that one.:D
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sctrac
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Post by sctrac »

Originally posted by Marshall Ellis
Great input! How much unit control would be good during combat? What kinds of combat interfaces would you look for? Give me some game examples of where there is a good combat interface? Bad examples?
Ahhh, so much to say but so little time!

First, a very brief introduction - as this is my first time posting. I have been wargaming for over 20 years and I am huge fan of this era. I am currently Admin for an EiA campaign and play miniatures (I have five corps of 15mm Russians based upon the Empire ruleset) every chance I get - which unfortunately isn't much these days.... Anyway on to the business at hand.

First of all, Thank You - this game has me more excited than I have been for a long time (over any game). The potential is overwhelming.

I agree with the majority of posts that nix the Tactical combat feature - while I enjoy this aspect, there are other games that I would rather play outside of the Strategic realm. It would just bog this game down.

As an older gamer who has to steal some time away for myself, the PBEM feature is a MUST for me. The EiA campaign that I am involved with has seven players located across the US in every time zone with one member in Turkey right now (Our French player, no doubt shoring up his diplomatic standings), so it isn't feasable to have everyone online simultaneously.

Two aspects of the Napoleonic period that adds alot of color and depth to the Wargames table is leadership and morale. Maybe you have the smallest units in the game be Divisions for infantry, and Brigades for cavalry. These units cannot operate in a combat role by themselves (probably only in Corps, other than garrisons and March units), but allow for experience and losses to be applied during campaigns applied as battles are fought. Napoleon's Old Guard were hand picked from experienced veterans; so maybe within the divisions, the regiments are assigned experience points and you are given the ability to bolster your Guard and Grenadier regiments with these veterans up to a national maximum. A system similar to reinforcement placement Talonsoft's Operational Art of War comes to mind (i.e. I am building a Curassier Brigade this turn as well as three Infantry Divisions, I am shifting the Kexholm Regt. in my 2nd Grenadier Corps, etc.).

Aspects of morale could be affected by operational events - the Austrians in 1805 were demoralized when Napoleon cut off their supply line then offered to do battle with them (Ulm, I believe it was with Mack in Command).

Leaders should gain Strategic and Tactical experience the more that they fight - maybe have a base rating, that improves with victories, etc. A good boardgame model for this is Victory Games's "The Civil War". Death of Leaders should also be a real possibility - this had a profound effect on Napoleon's chain of command throughout the period (We still mourn the loss of Lannes). Maybe assign attributes to leaders at the divisional level (based upon a national average with a random +/- ) that would allow for a pool of replacements to be brought up through the ranks.

PLEASE allow for the naming of units - this little feature (similar to the two Imperialism games) could go a long way to adding some of the pageantry of the period to this game.

Fog of War. This is something that EiA does not handle well. The Russians of the period had vast amounts of light cavalry in the Cossacks that made their Operational intellegence gathering superior to most other nations, however the French had a very professional intelligence organization that made them very effective at the outset of any campaign in gathering Strategic information, Maps, troop dispositions, etc.

Politics and Nation Building. Once again an EiA shortcoming. Many, if not all, of the wars fought in this period had their roots in one simple fact: Napoleon was not "royalty". The Austrian Monarchy stayed adament throughout the period in bringing about his downfall for this reason (among others, including the loss of their Italian holdings). Thus Austria, Russia, Prussia, and England formed much of their foreign policy for this reason - they didn't want to see the revolution spread. Thus alliances were formed to combat this "evil". Maybe a system similar to Europa Universalis could be a simple way to allow flexibilty given to the players in how they want to play the Strategic aspects of their nation. Maybe Austria wants to become THE naval power in the Med...

Combat control. If the PBEM is going to function, I am assuming that the computer will have to resolve combats and give the results at the close of one's turn. I personally agree (somewhat)with an earlier posting I read about issuing orders then waiting for the results. Maybe give your Army leader his orders (i.e. Maneuver to Strasbourgh and Defend) as well as an aggressiveness rating (I am assigning High Aggresiveness to this order until Strasbourgh is reached then it shifts to low), then offer the opportunity for the players to create way points for each corps. Once everyone has placed their orders, then the computer will take into account the following factors:

Fog of War
Leader ratings (modified by operational orders and aggressiveness orders)
Initiative
Operational intelligence ability based upon light cavalry composition.
Army Morale.
Enemy created events (Ouch! my supply depot has just been overrun)
Random events (Luck).

Any combats would be resolved and battle reports would be issued. A good idea with very bad execution was a game put out by 360 Games based upon "Desert Storm" - I don't remember the name but it was terrible (maybe I didn't give it enough of a chance). It used the Harpoon engine for land combat.

One shortcoming in turn based play the real time games (Yuck) have is the fact that armies don't sit and wait for you to move before they do anything. Many battles of the period just "happened" because advance guards ran into each other, and the commanders present just reinforced the skirmish until it became a full scale battle (Gettysburg is a good example - a little later in the century, but hey).

Well, enough. Sorry for the "lengthy" posting. I'm not sure any of this is helpful, it sure feels good to get my ideas off my chest. I certainly would welcome any opinions based upon the above thoughts.

Thanks again.
martinmb
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Post by martinmb »

To the wargamers of Matrix Games,

This is my first posting, and hopefully not my last. I have just finished reading all of the comments made on this "thread". I have found them to be amusing as well as informative. I have been wargaming since the mid 70's and although I am not great, I feel that I have a right to throw my comments into the arena for all to see and judge. One of the biggest concerns seems to be the level on which units fight. Strategic or Tactical? This particular game, which I personally am waiting for with great anticipation, was originally designed as a strategic level game. Yes, there are problems with some of the mechanics of the game but we all have invented our own "house rules". We have also omitted some rules, and all of us have in some way shape or form have interrupted the rules differently than someone else. This is just human nature.
My suggestions for this EiA style game are as follows;

1) Keep the unit level fighting to the strategic level only. This is because imho if you go any smaller you will take forever to fight the "Grande Campaign".

2) Allow each country only the original counter mix with some added suggestions, for example: extra supply depots are 50% more expensive.

3) The suggestion made by sctrac - " Leaders should gain Strategic and Tactical experience the more they fight - … good example is Victory Games "The Civil War" I had to reread those rules and I would agree with him. However! Certain people, like Napoleon, Wellington should not die. That does not mean that they were not wounded and had to recover for 8 months.

This brings me to my final insight. Most of us started wargaming to see if we could do better that the real historical figures. We all wanted to have the ability to see if we could do better, or at least something different. My personal biggest pet peeve is for example, What if Napoleon did manage to invade England? Will this possibility still be available to us if we plan correctly for it?

On a personal note I believe that the style of board gaming that I grew-up with would and had to change in order to merge with this new computer world. Well done and keep up the great work. If there is anything I can do to assist you please do not hesitate to contact me.

Thank you all for allowing me to express my views and opinions on this subject. I hope to hear from anyone else and maybe join in on some of the up coming games.
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Marshall Ellis
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Thank you all

Post by Marshall Ellis »

These are great suggestions! I can see combat being somewhat abbreviated for PBEM because of the length of the game. One round of combat shouldn't take this long and it would. We may have to re-think our level of tactical control or at least "option" it.

Thank you all again!
Thank you

Marshall Ellis
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ABP
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Multi-player

Post by ABP »

Hi,

I don't recall if you have answered this, but are you going to include "hot seat" multi player gaming?

ABP
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Marshall Ellis
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Hot Seat Multiplayer

Post by Marshall Ellis »

Forgive my ignorance but tell me about "Hot Seat" Mulitplayer gaming?

Thank you
Thank you

Marshall Ellis
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ABP
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"Hot Seat" Mulitplayer gaming

Post by ABP »

The concept is that several players take turn to use the same computer to play the game. When one player is performing his turn he can only see his own information. This could be the map with fog of war applied, his own troop composition etc. The information could be protected with a password that would have to be entered to start each countries turn.
The concept could maybe be combined with other remote players. For example could two players on one computer play with 5 others via internet or e-mail.

ABP
pmiranda
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stay focused!

Post by pmiranda »

In my opinion, you really need to stay focused on strategy and keep in mind that most of us are interested in playing this game multiplayer via email.
Europa Universalis is an excellent source of inspiration. Too bad it's not turn-based...

This has the potential of being a wonderful game!
Good luck!
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Marshall Ellis
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Post by Marshall Ellis »

Good advice!

I am realizing that PBEM is much bigger in this game than IP play. Alot of credit goes to Matrix for making me realize this early on. Even though I was skeptical at first, you guys have helped confirm this!

Thank you
Thank you

Marshall Ellis
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Le Tondu
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PBEM or IP Play

Post by Le Tondu »

PBEM play, may be great, but there is nothing, IMO, that replaces the satisfaction of getting to make your next turn with only a short wait by using TCP/IP play. A large part of a game can be accomplished in an afternoon this way.

With PBEM, I wonder about the games ability to be exciting during the opening moves when nothing is going on.

One not so nice aspect of PBEM is waiting for a turn to be sent to you. Then there is the person who just "disappears", or has a family emergency a week after you've started. This can be especially disconcerting if you have multiple PBEM games going on at the same time. By the time that your opponent sends his next turn, it may be real difficult to remember what is going on in the game.

I'm for both. :)
Vive l'Empereur!
pmiranda
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PBEM benefits + historical flavor

Post by pmiranda »

PBEM can be admittedly slow, but I think most wargamers enjoy the fact that they can just play a few minutes here and there without the need for 7 players to be *simultaneously* online, which is next to impossible (and which can be an even greater problem considering timezone differences).
Besides, once you're online, if one player quits, then you are in trouble. In addition, most people cannot afford to stay online for hours and prefer to play less time but more frequently. In this case, PBEM is best suited. Of course, game mechanics should be suited to PBEM, meaning the sequence of play should try to minimize file swaps.

I'd also like to mention that I'd appreciate as much historical flavor as possible. I think random events "à la Europa Universalis" could be great. Specific leader personalities would be great too.
Playing a "standard" game where all units have the same name, all armies have the same tactics, etc. makes it dull.
A boardgame you might want to take a look at is "Grand Siecle", from "Azure Wish Editions". I think it has achieved the right balance between strategy and tactics and provides lots of "historical flavor".
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