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The Grognards of the Imperial Guard: when and how to engage them?
September 10, 2026



The Grognards of the Imperial Guard: when and how to engage them?


Introduction
Among the most famous soldiers in military history, the Grognards of the Imperial Guard hold a special place. Veterans of the Napoleonic campaigns, admired for their endurance, discipline, and experience, they formed the heart of the French Imperial Guard. Their reputation was such that their mere appearance on the battlefield could be enough to cause panic among the enemy.

However, the Grognards were not intended to be engaged at the beginning of combat. Their deployment followed a precise logic: to preserve an elite reserve capable of intervening at the decisive moment, restoring a compromised situation, or delivering the final blow. Understanding when and how to engage these troops provides a better grasp of Napoleonic strategy and the Guard's particular role.

Over time, the strength of the Imperial Guard significantly increased.
This increase led to the creation of Middle and Young Guard units.
Of course, these new units did not have the same value as the Old Guard.


Who were the Grognards?
The term "Grognards" primarily refers...

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Home of Wargamers 2026 is almost here
Tue, 8 September 2026



Home of Wargamers 2026 is almost here. Our yearly live showcase, streamed on Twitch and YouTube, returns on September 30th with fresh announcements, updates and a look behind the scenes at what's coming from Matrix Games.

This edition brings together longtime fan favorites and brand new projects. Developers and producers will step up to walk you through what they've been building, share previews, and talk about where their games are headed next.

On the schedule: Strategic Command, Armored Brigade II, Decision Point, Decisive Campaigns, Flashpoint Campaigns: Lowland Lions, Commander: Europe at War, Nuclear War Simulator and more, a mix of reveals, walkthroughs, and titles landing very soon.

Mark your calendar: September 30th, 2026 at 7 pm CEST.
Join us on YouTube and . See you there for an evening of strategy and wargaming.


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Outmatched, outgunned, but not outsmarted, you'll command a tank squad in tense urban warfare across a shattered megacity. A great power has collapsed, and opportunity is in the air. Take contracts and ambush powerful enemies, customize your squad, and reap the rewards.

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Single-player


Armaphract Gameplay Trailer



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A slow paced tactical tank sim with bursts of action. You can choose to be methodical, pausing to plan out every move, or advance violently and adapt on the fly.



This game is still early in development. Please follow or wishlist if you want to be be notified when the game is out! Additionally, feel free to join the discord to chat with the community or try a dev build on itch.

Maneuver through desert streets, assessing choke points and watching for ambushes in the alleys. Use powerful ordnance to eliminate clustered forces or collapse buildings to form new routes. Smoke to stage a push or obscure a retreat. Fight intelligent enemies which play by the same rules, lying in wait, organizing flanking attacks, or regrouping when threatened. Infantry can stalk armor from buildings across the map, which are destructible.

You'll have time, even in the most chaotic battles,...

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Comparison of 'Paper' Wargames and the HistWar Simulator
September 2, 2026



Regarding tactical realism, HistWar and Napoleonic paper wargames approach the problem with two almost opposite logics, even if they aim for the same final objective.


"Physical" rather than abstract modeling

HistWar offers a precise and deterministic modeling of combat, taking into account numerous parameters such as the relative position and orientation of the protagonists, the presence of corps commanders or guard units, the density and formation of regiments, their quality, their value, their morale, and their fatigue.

This is the fundamental difference with paper: on the tabletop, a regiment's formation (line, column, square) is represented by an abstract convention—a counter is turned, figures are aligned according to a written rule, and a numerical modifier applies ("+1 if in line", "-2 if flanked"). In HistWar, each figure represents one or two real combatants, so the formation literally emerges from the individual position and orientation of each simulated soldier—it's not a modifier read from a table; it's a real geometry that mechanically produces its effects.


Morale as a system, not a dice roll

Paper generally...

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