Mark McLaughlin’s War & Peace (Avalon Hill, 1980)
is something of a legend in the wargaming world. It’s one of those titles that
has stood the test of time, being reborn in successive editions over the last
forty-five years, each time maturing, streamlining, and growing a little in its
scope. I really thought when it came out that War and Peace: Game of theNapoleonic Wars (One Small Step, 2020), with its gorgeous presentation and
mounted boards, was going to be the final word on the game. This was the sixth
edition of a really well-regarded game, and with a single print-run, that
edition became a collector’s item really quickly, and the price went up
accordingly.
| At 4 1/4" deep, it's nearly as thick as its namesake novel. |
I was hunting around for a copy of the One Small Step version for a couple of years when a War & Peace, Seventh Edition (Avalon Digital, was announced. Avalon Digital released a computer version of W&P, which they had to name Napoleon’s Eagles, which is pretty much a straight port of the One Small Step game to the online environment. To be honest, I was a bit sceptical about a computer game company producing a print version, but some early pics assuaged any fears. So, when a FLGS (one state over) had about a dozen boxes arrive, I knew I had to grab a copy.
Before we get to the cover illustration, I have to talk about the box. Have a growing collection of the 12” square boxes favoured by European publishers (the Conquerors series from Shakos and the recent Second Edition of Unhappy King Charles (Phalanx, 2024) feature this size of box, but Compass has also gone this way with Burning Banners (Compass Games, 2024) and Engine Thieves (Compass Games, 2025). I don’t have anything square boxes in principle, but they have proven to be a little more difficult to shelve. Now I have more than two or three, I can probably devote a single bottom shelf to elephantine boxes and just let them stick out an extra inch or so.
This is
the deepest 12” square box I’ve bought, coming in at a tad over four inches in
depth. In truth, an inch could have been shaved off this depth and it would still
accommodate its contents, though thinking about it, the extra height may be to allow
for the punched counters in their baggies, but we’ll swing back around to these
later. The box itself is of solid construction, with a nice seal between the
two shells, but so tight at to be difficult to open, but not given to slippage
either.
The box
cover features a painting called Bataille de Friedland, 14 juin 1807, by
French artist Émile Jean-Horace Vernet in 1835 (the same illustration
adorns the cover of the Rulebook). Vernet, a noted painter of martial scenes
and patronised by Napoleon III, would have been about eighteen when news of the
battle filtered back to France. You can see the original if ever you visit Paris; for the inconvenience of a half-hour train ride, and another hour or two queuing, you can glimpse the painting hanging in the Galerie des Batailles
in the Palace of Versailles.
The box back offers a capsule history of War & Peace, along with a component list and some sample cards and counters. The complexity of the game is rated in the low region of High (about a seven out of nine on the familiar GMT scale), and solitaire suitability is rated at low Medium (about a four out of nine). I think I’d quibble with both of these; While I haven’t gone through the entire rules thus far, from what I’ve seen, I’d place the game at a solid five (a little lower perhaps if you ignore all the optional rules), and I can see the game playing quite sell in a two-handed solitaire mode (not ideal, but practicable. Player count is advised to be 2-5 and appropriate age is 14+, which sounds about right, and playing time is given as 2+ hours (dependent on the scenario chosen).
| The Rulebook. |
| The Rulebook - sample pages. |
All the
booklets included in the game are printed on a nice weight of gloss paper – not
so glossy as to be difficult to read under overhead lights – and are presented
in about a nine-point Garamond font, facilitating ease of reading and comprehension.
All are set in a two-column format, and the light buff background colour also
adds to the readability.
| The Standard Game Scenario Book. |
The
Standard Game Scenarios booklet offers the details of the games thirteen
stand-alone scenarios. The booklet shares the same production properties as the
Rulebook and comes in at twenty-four pages.
| The Standard Game Scenario Book - sample page. |
Presentation of the scenario information is standardised and each includes a historical introduction, a list of required game equipment, Victory Conditions, Special Rules pertaining to the given scenario, Initial deployment of forces, a schedule of Reinforcements and Replacements, and other scenario noted (provided by that scenario’s designer).
| The Grand Campaign Scenario booklet. |
The Grand Campaign Scenario gets its own booklet, which is only appropriate given the scope of this particular undertaking. Covering the duration of the war from 1805 to 1815, this will not be seen out over an afternoon, or likely even a weekend. To be honest, I doubt I will ever attempt the Grand Campaign, but one should never say never.*
The
Grand Campaign allows for the involvement of two to five players, though I’m
not sure I’m convinced the player controlling Russia would have as rich a game
experience as the other players in a five-player game. But I haven’t played
War& Peace in any iteration yet, so perhaps I shouldn’t be too quick to
judge. This booklet is the longest of the quartet, running to twenty-eight pages.
| A Soul for War & Peace booklet. |
The One Small Step edition of War & Peace (the 6th Edition) was the benchmark for the game when it arrived, and many of the same people have been involved in the further deluxe-ification of the 7th Edition. This edition introduces two new components to the game; a deck of Event Cards (which we’ll come back to) and an extra booklet, A Soul for War & Peace.
| A Soul for War & Peace - sample pages. |
Also twenty-four
pages in length, the booklet offers the optional rules for the use of the Event
cards in both the scenarios and the Grand Campaign, and a brief catalogue of each
card’s properties. This takes up the first eight pages of the booklet.
The
remaining sixteen pages offer no less than eleven new scenarios, including a
couple of pre-Napoleonic scenarios covering the early conflicts of the
revolution and the Polish Russian War of 1792. This makes for a total of
twenty-four scenarios, mostly playable in an evening or afternoon. For me, that
alone justifies the price on the sticker.
| The Operation Methods pamphlet. Good reading (don't show your opponent; better he learns by example). |
The
last of the paper items in the manifest (and first out of the box) is the
Operational Methods pamphlet. This is a small, four-page leaflet outlining Le
Bataillion Carré, an operational formation that can be replicated in the
game to good purpose. The pamphlet outlines the uses and benefits of this manoeuvre
in play.
| The shrink-wrapped counter sheet set. Ten sheets in all. |
The Seventh Edition boasts ten sheets of counters. All of the game’s counters and markers are pre-rounded counters. The count comes to 1,210; there are no blanks, so I assume there is some redundancy built in. Come to think of it, this may be the reason for the extra space inside the box.
| Sample counter sheets. You get the idea. |
The counters are very nice, printed on a heavier weight white-core cardstock than I would have expected, given there are ten sheets of them. The unit counters represent various Infantry, Cavalry, Naval Squadrons and Transport fleets of the combatant nations. The background colour denotes the unit’s country of origin (some smaller principalities, seventeen in all, are tied to larger nations; these are referred to as Satellite Powers and are identified by a one- or two-letter initials on the counter, e.g., H for Holland, Pm for Piedmont, Sw for Sweden). For a grand tactical level game, War & Peace offers an extraordinary level of detail. Cavalry units are divided into three types – Regular, Guard and Cossack – and across the various nations’ infantry, no less than five types are identified. The named infantry types are all essentially militia-grade units (exhibiting lower Morale ratings), but it's a nice historical detail that adds a touch of jouissance to the proceedings.
| Sample Infantry, Cavalry and Naval counters. The yellow stripe indicates these are troops related to Minor Powers. |
As
mentioned, the counters are pre-rounded, and about 9/16” (roughly 14mm) in
size. Each unit counter has a Morale rating represented in pips above the
national flag (top-left of the counter), an initial to confirm its type (I
for infantry, C for cavalry, etc.) and a prominent digit in the bottom
right corner identifying the unit’s strength. This may be 1, 2 or 5, and larger
units can be broken down to multiple smaller units as need be.
| A sample of French Leader counters. The Portraits are remarkably effective. |
Leaders
are represented by separate counters. These counters feature a portrait
(remarkably recognisable for the size in many cases), the Leader’s name across
the top of the counter, and a numeral that represents the Leader’s Command Value.
This number will modify roll results on the Combat Results Table.
| The game map (taking up one end of my 8' by 4' dining table) a slightly better picture of the map can be found here (picture courtesy of Robert Carrol). |
The
original Avalon Hill release of War & Peace included four mounted map
sections covering (roughly) Spain, France and Italy, Prussia and Austria, and Imperial
Russia (incorporating Poland). This allowed for shorter campaign scenarios to
be played out on just one or two maps (though its debatable if this was
intentional of merely a happy accident; Avalon Hill games of the time all came
with sectional mounted maps). With the One Small Step edition of the game, the
map was redrawn for a more thorough and geographically accurate representation
of the European theatre, with a mor familiar (less elongated) view of the Continent.
The
Seventh Edition map is close to the Sixth Edition, but with a couple of
differences. The map proper appears to be generally rendered a little lighter
in hue compared to the Sixth Edition, making it a tad more readable at a glance.
Looking at pictures of the Sixth Ed. map on BGG, there seems to have been some
minor changes made to the non-cartographic elements on the board, but the map
has been essentially retained, which is a good thing; it’s a really gorgeous
map. The map board also incorporates the
Year and Month Turn Tracks (turns in War & Peace represent a calendar month),
a Production Track, two Combat Boxes, check-boxes for Foreign Wars, Current
Weather Chart, Naval Economic Warfare (by percentage of impact), and an Alliance
Display for easy identification of pro-, anti- and neutral nations. These are
all tucked up in the top left-hand corner of the board. Elsewhere located on
the board are a track for the state of progress of the Spanish War, an inset
map of Egypt and Palestine – covering the range of Napoleon’s early Oriental adventures
– and a map of the world marking the centres of overseas trade and sea routes for
the Naval component of the Grand Campaign Scenario.
| Player's Aid Card - front. |
| Player's Aid Card - verso. |
War & Peace, Seventh Edition comes with a single Player’s Aid. This is a three-panel PAC offering an abbreviated Turn Sequence (front panel), an Expanded Sequence of Play and a Campaign Turn Sequence (inside the first fold), complete Combat related tables – Combat Sequence, Combat Results and Combat Loss charts, and Optional Tactical Matrix charts (for use with the optional Tactical markers). Naval Battle and Damage tables, a Weather table, Attrition Table and Terrain Effects Chart also feature. Two would be nice, but the game is already loaded for bear, and the decision to go with a single PAC may have been related to weight as much production cost.
| Allies Leader Display. |
| French Alliance Leaders Display (left) and French Allies Leader Display. |
| The Force Pool Display; handy for acquainting yourself with the minor powers and their affiliations. Also crucial to the Grand Campaign Scenario. |
The Force Pool Display is also used exclusively in the Grand Campaign game. This is a pity, because it’s packed with really useful information, listing all of the vassal principalities of the various powers (i.e., the Western, French, Prussian, Austrian and Russian Minor States}. If you never play the Grand Campaign – and to be honest, I think I’m unlikely to ever experience that particular pleasure – it would be useful to consult this chart as a PAC for keeping track of all of the lesser allies.
| The optional Card Deck (use of the card deck in the game is optional; the cards come with the game regardless). |
The Random Events Deck has been introduced in this edition, and its use is purely optional. While you don’t have to play using them, the deck will offer some extra frisson and unexpectedness to the conventional game. Presented as a deck of playing cards, each also offers an Event that will adjust some factor of play. The two black suits are side-specific – Clubs are pro-French and the Spades anti-French in their respective events, and the events of the two red suits are more generally beneficial to whichever side happens to draw them. When the cards are in use, if a player draws a card that benefits them, they may choose to play it immediately or to hold on to it, undisclosed. If a card beneficial to the other side is drawn, it must be revealed and played immediately.
Four
decades of players have enjoyed War & Peace without cards, so presumably
this Is why they are one of the optional rules. There’s obviously enough game
here to keep people enthralled, even with the two-colour maps of the original
edition (simpler times), and for my first time or two out, I’d like to try the
game as it was originally intended, but I do like random events in play,
whether from cards or a table, so I’m keen to try these out as well.
| The cavernous box, treasonous dice (just give them time) and a truly numerous bundle of baggies. |
Two dice are included with the game. These are white with black pips, and they will provide the illusion of chance in my inevitable failing rolls. The game also comes with the largest wad of baggies I’ve ever seen in a single game, twenty-eight in all, not counting the enclosure bag.
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War
& Peace seem like a pretty straight-forward game. As I said at the start,
it’s remained in print, off and on, through multiple editions over forty-five years.
People have fond memories of playing Anzio (Avalon Hill, 1969) or Storm Over
Arnhem (Avalon Hill, 1981), but few games from the “Golden Era” have weathered
as well as this.
I’m looking
forward to getting this to the table, and after a couple of double-handed
games, to introducing it to other gamers. I the meantime, it joins the queue,
but it may get nudged up a few places; regulars will be familiar with my appetite
for Napoleonics.
* I can think of two situations in which I may be able to embark on the campaign game, but both of these are incumbent on leaving it set up in situ at somebody else's house for maybe a week.