Travis Reynolds: Basic Training – Empires in Arms
Things have been pretty quiet on the gaming front for me over the last month or so. I haven’t even been able to find the time to make it to our group’s regular weekly game sessions!
I suspect that this is just the calm before the storm. This year has already been a busy year and it is just getting started. Origins is coming up in June and we are greasing the gears for another year at CharCon, so the near future is going to be super busy.
While I may not have been playing games, I have been busily preparing to play a beast of a game: Empires in Arms. I am like a kid in a candy store waiting for it to start up. I played a few games back in the early 1990s, and it was enough to hook me for life. For as long as I can remember, the thought of playing this game has been in my subconscious, surfacing from time to time to remind me how much fun it is.
Over the years, the game has taken on an almost mythic appeal. It is far from easy to find seven players willing to commit to playing. Why, you ask, is it so hard if the game is so much fun? Well, it might be the play time. The back of the box has the play time listed as two to two hundred hours. Yep, that’s 200 hours to play the big daddy grand campaign game and I think that may likely be a low estimate. So when organizing a game, you inevitably end up conniving at least one person into playing (and committing over 200 hours of his life!), which never goes well. Take a coerced player or two, mix them in with your typical early 1980s Avalon Hill rulebook and see 18.4.7.3.12.1.4 to find the results. In short, while lots of fun, the game becomes hard to hold together.
That said, a surprisingly strong online presence still actively supports this game, and it is fairly easy to find a play-by-email game to join just about anytime you are interested. They generally use Cyberboard or some other game box tool for map location and movement. The problem with playing Empires in Arms this way is the excruciating amount of downtime. It takes weeks to get through turns and this is a big downer. Plus, one of the best facets of the game are the face-to-face diplomacy sessions and that element is totally lost playing online. Finally, I can’t even begin to imagine trying to play this game via email if I had never played it on the tabletop, but people do. All this combines to make playing the game online a significantly reduced experience.
So, after years of failed attempts to play the game and frustration while trying to play by email, why am I so optimistic that my latest efforts will be fruitful? It’s all about the players. This time I did not find myself searching for that last piece to the puzzle. All seven players are die-hard gamers with a taste for wargames. Instead of having to harass them to read the rules, I find myself answering questions because they’ve already read them. While the time commitment remains the same, they all seem eager to play instead of hesitant. In short, I think we finally have a good crew for playing the game.
For those of you not familiar with the game, let me tell you a little about it: Empires in Arms is an Avalon Hill/ADG title from 1983 in which players control one of seven countries during the time of the Napoleonic Wars (1805-1815). The players have complete control of their country, making all military, economic and diplomatic decisions as needed. The game is won by (surprise, surprise!) accumulating enough victory points to meet the requirements for your country. Countries move up and down the Political Status Chart (which drives victory points) for just about everything they do: move up the chart when you win battles, sign alliances, conquer minor countries, and win wars; slide down when you lose battles, declare war, break alliances, sue for peace and more.
The diplomacy part of the game is really what makes it go. This is where the game is won and lost, as players negotiate, intimidate, beg, lie and barter for the fate of their country. The way that this is implemented into the game makes it crucial and lots of fun. I have never really enjoyed the game Diplomacy, but the diplomacy phase of EiA – with all of the implications it has on other phases of the game – is pure gold.
Economically, players collect money and manpower for their home nation and any other holdings they may have. They use this to produce new troops/ships, care for the maintenance on existing corps, fleets and depots, loan money to allies, pay reparations (if they got their butt kicked), and handle other assorted expenses. Economics occur only once a quarter, so in addition to spending money, emperors must save enough to supply their troops over the next three months, which can vary greatly based upon what you plan to do.
For me, the military aspect of the game works just right. It involves organizing your forces into various corps so that you can mobilize them to defend your country or expand your empire. The corps are led by various historic leaders of the period (all licking the boots of Napoleon when it comes to skill comparison). Supply is where it gets tricky. Corps can either forage or be supplied via depot. Depots are limited (assuming you are using the optional rule that limits them) in the number of corps they can supply, and it costs money to supply through a depot. Foraging is free, assuming you are successful. If not, then the cost can be disastrous as your army starves to death. There is a fine balance in saving enough money to supply your troops, especially when you are trying to wage an aggressive war. Come up short and watch out!
The combat system is the final piece of the military side of this game. EiA‘s combat system has at times been criticized as being too simple. Taken at face value, I can see how the selection of chits can be seen as a glorified version of rock/paper/scissors. Both the attacker and defender have a selection of operational possibilities from which they can choose: Outflank, Cordon, Echelon, Probe, Assault, Defend, etc. For each selection, there is at least one obvious counter among your opponent’s choices. Select the right chit, the argument goes, and you significantly increase your chance of winning the battle.
However, I disagree with this criticism. Chit selection is more than simply selecting chits as you have to consider a variety of factors during the process, such as who your opponent is, what (if any) leader he has in the battle, whether he’ll outnumber my forces, whether his troop morale will be significantly higher than mine, whether he has cavalry superiority, and what terrain the battle is taking place in. Quite often, when considering all of these factors, it becomes plainly obvious which chit is the optimal choice for your opponent and which chit will best counter that selection. Of course, your opponent is considering the same factors and is also aware of those things and he can surely see what the obvious counter to his optimal choice is, and is then considering what the obvious counter to your obvious counter is.
When considering all of these factors, the combat system fits just right. It is not overly complicated – if it were the game would take 500 hours – but it has enough depth to make a variety of factors in the game relevant to each battle. Plus, it still rewards luck just often enough through chit selection and die rolls. Two notes: First, staring at the card comparing chit selections for longer than five minutes can be hazardous to your mental health. Second, never fall victim to one of the classic blunders, the most famous being never get involved in a land war in Asia, but only slightly less well known – Never go in against a Sicilian when death is on the line! Unless you have developed immunity to iocane powder…err, have lots of experience at the game…
And so it is that I find myself as giddy as a schoolgirl while waiting for this game to start. In boardgaming today, it seems like we all too often get caught up in playing whatever is the newest release that we can finish in less than sixty minutes. On occasion, it’s nice to be excited about playing a 25-year-old game that takes a year of regular sessions to play. I know I’m thrilled! Besides, I’m sure we will play lots of those other games during our downtime…
Next month I hope to talk about plans for Origins and start the first regular session update on our EiA game!
© 2008 Travis ReynoldsComments:
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Ah, one of my favorites! You aren’t playing in SE Kentucky are you? A couple of things to make players aware of if they haven’t played before. Prussia and Turkey, frequently spend a year or two not doing anything, this could be several sessions. Because their economy isn’t as strong as the other countries, they just can’t maintain an active role through out the game. This can have a negative effect on the game if the players don’t know that they might be twiddling their thumbs for a couple of sessions. Definitely use some of the optional rules like economic manipulation. Have you tried the 1792 variant in General Volume 25 Issue 4? I like the looks of it, as the powers are a bit more even, and I think that would eliminate some of the down time problems for Prussia, and Turkey. The leader counters are available on the Volume 25 Issue Two subscription insert as well. Good luck with it! I made it to 1812 the last time I played, before the Russian player decided he had had enough. :) Posted by Ed Bryan on May 22, 2008 at 07:48 AM | #
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I have played the 1792 Viva la Revolution (I think it is called) alternate campaign game. We played it one time. It does make France a little less powerful and balances things out a bit. We are using Economic Manipulation, along with a slew of other optional rules, including the advanced naval rules. Not quite SE Kentucky, but it is funny you would ask. We are in Charleston WV, which is pretty darned close. Plus, oddly enough for about 2 years Gary Wrobelewski (sp), who owns Danzig Corridor in Ashland, and I had been talking about starting up a game. We were going to play at his store and our Charleston players would just carpool down for sessions. It never seemed to come together, but if you are in that area, maybe that is an option for you to play? If you don’t know Gary, I would be happy to get you in touch with him. TR Posted by Travis Reynolds on May 22, 2008 at 09:20 AM | #
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That’s a good two hour car ride unfortunately. Good luck with the game! Posted by Ed Bryan on May 22, 2008 at 10:20 AM | #
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My old gaming group at Southern Illinois University (Go Salukis!) managed to get this played twice. It is a superb game. Although, it does earn its nickname of “Empires in Arguments.” I am afraid my days of 200 hour games are over, and we played before the rise of the Euro, when we thought nothing of a 6 hour game of A.Civ or an 8 hour marathon of Pax Brittania. Matrix games has a computer implementation. I haven’t managed to play it as it comes with NO TUTORIAL???? I guess they imagine that we all remember all the rules and the damn interface to boot. Jason Posted by Jason Matthews on May 22, 2008 at 01:37 PM | #
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Travis, I’m curious, why do you so prefer the diplomacy in EiA to Diplomacy? Is it the way it’s implemented in the two games or do you just prefer the more elaborate other aspects of play in the former? Posted by Larry Levy on May 22, 2008 at 03:19 PM | #
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I agree the combat resolution system of picking chits in EiA is totally brilliant. Best part of the game. But as for excruciating downtime ... it seems like playing by email would make the downtime tolerable, because you at least wouldn’t be stuck at the table doing nothing. Spain and Turkey can end up going to entire 8-hour game sessions and playing like 20 minutes of game. The downtime for face-to-face EiA really does go beyond merely insane into some other nether-world. I’ve played the 1792 and 1805 campaign games, and I feel like the 1805 game was a lot better. As Larry says, if you’re going to play Diplomacy, play Diplomacy. EiA scores because of the interesting mix of economics, logistics, and combat. The 1792 game really is decided primarily by diplomacy, so all that other good stuff is just extra activity. In 1805, your options are much more constrained, so all the good stuff in the game comes to the fore, and instead of power-diplomacy it’s all about deal-making - cajoling a couple more bucks out of Britain, or figuring out what Russia’s price of admission is, or whatever. Unfortunately, many people do play the 1805 game as a game of Diplomacy, as if Austria and Prussia had real options other than to fight France tooth-and-claw. They don’t. Neither can Spain or Turkey be played by players with grand ambitions; these nations are terminally weak and their diplomacy has to be focussed on staying out of people’s way and not getting hurt, not rebuilding the Ottoman Empire. If players stray too far from what they have to do, the game can spin out-of-control. Also unfortunately, the game is so long, and so boring when you aren’t doing anything, a lot of the lesser powers will occasionally feel compelled to do *something* just to stay awake, which can lead to bad problems from the game perspective. Having said all this, EiA is a great game. It’s just one that works in a pretty narrow set of parameters, and can be unstable. I think it’s best not to plan on playing the whole 1805-1815. We always quit somewhere around 1809-1810, just because people got bored or all the little imbalances had added up to derail the game by that point. Posted by Chris Farrell on May 22, 2008 at 03:48 PM | #
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Larry, I think the diplomacy in EiA is much more dynamic that it is in Diplomacy itself. There are a lot more angles that can be discussed and options available to the players to use as leverage or bartering chips. Maybe Diplomacy is one of those games I unfairly disregarding due to not having had a good experience playing it. I will try to give it another shot, but I just can’t see the negotiation sessions matching up to the ones in EiA. TR Posted by Travis Reynolds on May 22, 2008 at 03:53 PM | #
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