Battle of Waterloo
I don’t get a lot of comments
on my blog, so I do appreciate the regular comments of Bob Cordery. He was one of the first to comment on one
of earlier blogs. He gave me some very
good advice on blogging, and was very supportive in the early days. He is a very successful blogger and author
of wargames books, and his comments are often thoughtful and always positive.
Last week he observed how often
one defeat in a campaign often leads to a series of victories for the winner of
the first battle. Normally I answer his
comment, but I found myself thinking about this one, and realising that it
needs a more detailed answer.
You will probably know that my
1813 campaign has been running for a very long time. As a result I have learned a lot about what
works, and more importantly what does not work.
First and foremost a wargame
campaign is very much a game. When I
first dabbled with campaigns I wanted to make them as realistic as possible,
and preferably follow an actual campaign.
I quickly learned that this usually ends badly. Historical campaigns tend to be either short
and sharp, or very prolonged lasting months if not years. For example Waterloo was the former, the
Peninsular campaign very much the latter
It is important to know which
of those two extremes you want to model for your campaign. If your aim is to provide exciting wargames,
it is probably Waterloo style. The
Peninsular type will involve weeks, or even months, of map movement whilst both
armies jockey for an advantage. This
can be very boring for your average wargamer.
I started my campaign with the
clear aim of providing interesting battles to wargame. I wanted them to have a flavour of the
Napoleonic period, but I did not want to spend hours and hours moving around a
map. So my choice was a Waterloo style
campaign. One that would last four or
five days and provide two or three battles to wargame. That is fine for a one off campaign, but I
wanted a long lasting campaign which would last for months, if not years. So I decided on a series of Waterloo type
campaigns, all within the overall framework of a major conflict involving all
of the major armies of the period. What
better than the 1813 campaign.
But a large amount of
compromise is required to make this type of project work. It is not enough to study historical
campaigns, because they did not follow this route. Almost
all were a series of major battles, often against different nations, spread
over a very long period.
First I had to model the armies
on the figures I have available. Then I
had to work out a set of campaign rules which would result in the type of
campaign I wanted to game. The series
of mini campaigns was essential. At the
end of each one I would move to a different area and two different armies. At
the start of the campaign both armies would be full strength and fully
supplied.
Hardest to model was a system
which would allow armies to lose a battle, but be able to retreat and recover
within a few days. Clearly this would
not happen in real life. In our wargames,
and as a result in our campaigns, armies suffer a much higher percentage of
casualties than history shows happened.
This is because our lead or plastic armies will fight much longer, and
suffer much higher casualties, than the flesh and blood armies they represent.
My answer was to allow a
defeated corps to concentrate all of their infantry casualties, less 10%, in a
single brigade. This resulted in that
brigade being removed from the wargames table for future battles. It also meant that any brigade which suffered
casualties in one battle would carry at least 10% for the rest of the
campaign. But that was far better than
having those casualties spread throughout the corps. This is because most of our dice driven
wargame rules punish casualties much more than real life. This is particularly so with my relatively
simple wargame rules. My compromise
means that after a couple of days both armies can take the table again, without
one side having a huge advantage, which results in almost certain victory. This inflicts more casualties on the weaker
side, making a further battle even more difficult to win.
So the answer is simple, but
perhaps the compromise required is too much for many wargamers. I am always depressed, if not surprised, to
constantly read on wargame forums how to make wargames more realistic. To constantly quote what actually happened
as a justification for what rules should allow to happen. In real life a well led army could recover
win against higher odds. In a wargame
this is really hard to model, unless you make the smaller army supermen, and
the larger one all ready to run at the first casualty.
My aim is to allow both armies
in every wargame an equal, or at least reasonable, chance to win. The result are enjoyable wargames whether
you win or not. Given that all players
understand the rules, the outcome is then down to a small degree of preparation
and deployment and a large degree of luck with the dice. It also results in short fast moving games
which are enjoyable for all players.