FAQ

History of HistWar

Would you like to learn more about the HistWar project?

Difference between HW:N and HW:LG

HistWar: Les Grognards (HW:LG) is the initial version of HistWar.

Like HistWar: Napoleon (HW:N), it is a system that integrates all the tools for creating and playing engagements between 1805 and 1814.

However, the 3D graphics of HW:LG are less elaborate than those of HW:N and are not scalable. While the AIs are similar, that of HW:N is constantly evolving.

In addition, HW:LG is available in a ‘physical’ edition with a 120-page booklet for a very affordable price.

HistWar is

  • A historical military strategy game
  • A simulation dedicated to Napoleonic battles, with a high degree of tactical realism.
  • A deep immersion in the art of 19th century warfare
  • Management of units, morale, terrain and military formations like a real commander.
  • An advanced simulation with advanced AI
  • Opponents controlled by artificial intelligence capable of adapting their strategies to the context.
  • A game designed for history and strategy enthusiasts
  • HistWar is aimed at an audience looking for an authentic and historically accurate experience.
  • An experience focused on planning and decision-making
  • Little or no direct control of individual units, but a focus on orders given to an entire army.
  • Gameplay that combines realism and tactical complexity
  • Influence of weather conditions, lines of sight, troop morale and communications on the battlefield.
  • Customisation and an engaging multiplayer mode
  • Creation of scenarios, choice of units and confrontations between players in a demanding strategic setting.
  • A tribute to Napoleonic military history
  • Faithful recreation of the uniforms, orders of battle and tactics of the period.

In short: HistWar is a demanding military simulation that offers history and strategy enthusiasts total immersion in the Napoleonic era.

HistWar is not

‘Histwar’ is a term that generally refers to a historical military strategy video game developed to simulate Napoleonic battles. So, when trying to define what Histwar is not, we can say that Histwar is not:

  • An action game: Histwar is not based on shooting or fast-paced action mechanics like in an FPS or an arcade game.
  • A modern simulation: It does not include contemporary wars, modern weapons, or real-time conflicts based on current technology.
  • A role-playing game (RPG): It is not about creating or developing a character in a narrative or fantasy scenario.
  • A science fiction or fantasy game: Histwar does not include a futuristic universe or fantasy elements (mythical creatures, magic, etc.).
  • A simplistic game: Unlike ‘casual’ games, Histwar offers a realistic simulation with great strategic depth.
  • A purely visual or spectacular game: the priority is not on ultra-modern graphics, but rather on historical accuracy and tactical simulation.
  • An economic management game: HistWar is not about the development of cities, empires or the economy, as a game like Civilisation would be.

Network game

The network game allows clashes between players on both sides. Each player represents either the commander-in-chief of a side or one or more corps commanders. A graphic tool integrated into HistWar simulates the exchange between players on the same side. The exchange of messages takes into account the distance and therefore the time to transmit the documents, simulating as closely as possible the inertia of command.

Game by email

The e-mail game is a turn-based wargame, with each turn lasting between 20 and 30 minutes. Each player creates their orders for the next turn. The AI plays the game and each player can then see the result of the simulation before continuing to the next turn.

Corps command system

The HistWar concept is to place the player in the position of a Army Commander. He sends orders to his corps commanders. The available orders are

  • Deployment order, to send a corps to its final deployment line.
  • Diversion order, identical to the deployment order but without accepting significant losses, the AI only putting pressure on the opponent.
  • March order to concentrate a corps within a short period of time.
  • Liaison order to create an army; the corps then move together.
  • Defence order to establish a front line adapted to the terrain. (see this FAQ)
  • Each order is associated with parameters: date of execution, formation, organisation, reserve.

Division/Brigade order system

Version 6 of HistWar has been enhanced with orders to divisions and brigades

As with orders to corps, the player can send orders to the generals in charge of divisions or brigades. However, the liaison order has not been implemented.

Regiment order system

Regiment orders add more precise control of the army

  • Attack order on a designated adversary.
  • Reconnaissance order to obtain intelligence on a given sector.
  • Movement order to place a regiment in a given sector.
  • Liaison order to support a friendly unit, for example supporting artillery with cavalry

These orders are accompanied by parameters to define formation, initiative or, for infantry, to form a square when threatened by cavalry.

To keep the spirit of HistWar, it seems advisable not to abuse these direct orders to the regiments.

Saving a battlefield

There are three ways to save

  • Save the current battle to name it. However, the game is continuously saved.
  • Saving the initial positions of the units. This saving is necessary when creating a battle after indicating the historical placement of the units.
  • Saving the composition of the armies. This saving allows battles to be linked using the composition of the army at the end of the engagement as the Order of Battle.

HistWar: deterministic or not?

HistWar is by construction deterministic. The result of the engagement of two units will always be the same if the initial conditions are the same.

However, this will appear random in view of the number of parameters used to calculate the results of the engagements. Moving a unit a few metres could change the result of the battle... a phenomenon perfectly described by the butterfly effect (see chaos theory)

However, a random dose is introduced into the AI managing the battle:

  • Loss of a corps commander
  • Loss of a flag
  • Capture of an opponent's message. This capture may provide information on the opponent's objectives.

Line of defence

The defence order is a crucial order in HistWar.

On receipt, the AI identifies the objects that enable the definition of sectors where the troops must be positioned. These objects (town, village, etc.) are then used to support the construction of the line of defence. The Commander-in-Chief will need to understand how the system works in order to define his line of defence as effectively as possible.

Graphical tool

The graphical tool, integrated into HistWar, allows graphic elements (line, arrow) and text to be superimposed on the battlefield map

There are 8 basic layers and 8 layers associated with the network game.

In solo mode, the player can use this tool to draw up his tactical plans.

From version 7 onwards, the AI will be able to generate tactical plans to help the player, especially during the learning phase.

In MP, the 8 additional layers allow messages to be sent to or received from other players in the camp.

Doctrine

The doctrine editor is a tool integrated into HistWar which aims to define a priori the behaviour of a unit in a given environment, for example:

  • Priority choice of an artillery company against potential targets of the Infantry / Cavalry / Counter-battery type
  • Choice of reaction against an infantry regiment in attack column with superior potential
  • Choice of reaction against a cavalry regiment with superior potential

Possible reactions

  • Let the AI choose
  • Reply
  • Fight
  • Retreat

The configuration of this editor must be done with care. Combined with the Initiative parameter, it strongly conditions the result of engagements during the battle.

Price of editions

HistWar is a complete system integrating editors allowing the creation of almost all Napoleonic battles between 1805 and 1814.

However, the English, Spanish, Portuguese and, to some extent, Prussian armies are not present.

Compared with competing products that would require an investment of more than a hundred euros, HistWar remains accessible for a competitive price for a ‘niche’ wargame.

Campaign editor

This editor is not yet available.

It will enable a programme to be set up at ‘theatre of operations’ level, capable of linking battles together and reliving the various campaigns of Napoleon between 1805 and 1815.

Histwar in 4D

Napoleon Bonaparte, a great strategist, believed that success on the battlefield depended on perfect mastery of two fundamental dimensions: time and space. These were the main strands of his thinking:

Time: A Precious Resource

  • Speed of execution: For Napoleon, acting quickly was essential to seize the initiative. The ability to manoeuvre quickly made it possible to surprise the enemy and create unforeseen situations.
  • Exploitation of opportunities: Every minute could be decisive. Time was not simply a matter of duration, but a strategic resource to be optimised in order to exploit the weaknesses of the enemy.

Space: The Field of Victory

  • Knowledge of the terrain: Understanding and making effective use of the lie of the land and strategic positions gave a decisive advantage. Napoleon positioned his troops to maximise their impact while protecting his rear.
  • Choice of battle site: By carefully selecting the areas of confrontation, he succeeded in dividing and isolating the enemy forces, making their movements predictable and vulnerable.

The Interdependence of Time and Space

  • Strategic synergy: For Napoleon, time and space could not be considered separately. Speed (time) made it possible to seize and exploit key positions (space), thus transforming ordinary situations into decisive opportunities.
  • Dynamic planning: The coordination between the speed of action and knowledge of the terrain was at the heart of its military doctrine, ensuring that every movement and every minute played in favour of victory.

HistWar, space and time: the simulation offers a compression of time varying from 1/1 to 1/10, i.e. a real minute played varies from 1 minute to 6 seconds.

Battles cover areas from 48 km² to over 200 km².

Units are deployed taking into account historical reality... for example, a battalion in line occupies a front of 130 m.

Conclusion: Napoleonic maxims teach us that victory does not come about by chance but through meticulous planning where every minute counts and every metre of terrain is exploited. For wargamers, these principles offer a valuable source of inspiration: integrating dynamic time management and mastery of space into your strategies can transform a theoretical game into a concrete victory on the battlefield.