Over the years my style of Wargaming has changed dramatically, as I suspect it has with most wargamers. I started off playing on the kitchen table, then as the armies got bigger on the floor. Eventually I managed to get a permanent wargames table, and they ranged from 4x4 foot to 12x6 foot.
My main love has always been Napoleonic, but I have dabbled with Ancient and WW2. My first wargame figures were a handful of Hinton Hunt 20mm metal figures, quickly reinforced by Airfix 20mm plastic figures as they became available. My ancient armies were Romans and Ancient Britons, which was all that was available from Airfix. My WW2 much wider ranging because of their comprehensive range of both figures and vehicles.
The first few years was a very steep learning curve. There was not material available, and my main source was the series of Don Featherstone books, which I bought as soon as they were published.
My first armies were just a collection of figures, grouped in units depending on the current rules available. Finding a copy of Henry Harris “Collecting Model Soldiers”. From memory it had chapters on infantry, cavalry artillery and how to go about collecting models. It was aimed at Model Soldiers, rather than Wargaming figures, but it prompted me to reorganise my collection into correct military organisations. I didn’t have enough figures for Brigades and above, nor enough to attempt any historical orders of battles. But it did give me a structure and organisation which at least attempted historical formations.
For many, many years my wargames were a series of figures at either end of the wargames table, who would advance and fight a large melee. There was no attempt at historical tactics, because I did not have the facilities to do so. This was before skirmish wargames and the rules available did not have anything like orders of battle.
As more reference material became available, and as I gained more knowledge about Napoleonic warfare, my collection began to take shape. The games became more historical as the rules became more complicated. But my main inclination was always the look of things, accurate uniforms and commercial period buildings. When Wargames Illustrated arrived with its beautiful coloured photos of games from Peter Guilders Wargames Holiday Centre I, like many more, was inspired to improve the look of the table. A couple of visits to WHC resulted in my first wargames table with sculpted scenery, though much smaller than Peter’s tables.
The games at WHC were spectacular in their scale and detail. Waterloo looked like a diorama, with masses of figures to represent the various armies. He did have orders of battle for each major battle, but they were not historical. Each corps had a number of 36 figure units, but they were not grouped in brigades or divisions. I followed this with my own collection.
It was only when I started my 1813 campaign in 2009 that I really concentrated on creating orders of battle that would not only suit the collection of figures I had available, but also fit both the campaign map and the wargames table. The map was designed to be transferred to the table, so each map square had a corresponding square on the wargames table. I put a lot of work into trying to transfer current road maps into campaign maps, but eventually designed my own campaign maps, working from the table up rather than the map down. This required a lot of compromise, but the end result has worked really well.
Each wargame table is a military district on the campaign map, and each has a city or town. These are the strategic objectives in the campaign, and the tactical objectives on the wargames table.
Each wargames table has nine squares, and there is a physical feature on each square. One of those is a town or city, and that is the campaign objective. For many years the attacker had to defeat the enemy and force them to abandon the town. This was very difficult to achieve within the 12 moves allowed, and more often than not at the end of the game the town had not been captured. Most often the defender would retreat to the town, forcing the attacker to advance and have to deploy again. I would often have to make a decision based on casualties or routed brigades to decide the winner.
It was only when I decided to have game objectives that I overcame this problem. In the photo above there are nine squares, each with a terrain piece. The town is at the top of the photo in the centre, and the defending army deploy in these three squares. In the centre there is a hill on the left, a woods in the centre and a hill on the left. Nearest the camera are three more squares, and these are where the attacker deploys.
So the battle for the town is fought in the three centre squares, and the player who controls at least two of the three at the end of 12 moves is the winner. Having three objectives makes for a much more interesting wargame. There are three corps per side, and each objectives is allocated to each corps. The commander in chief can create a reserve by taking brigades from any of the three corps, which allows him to support one of the three corps and gives him a big tactical advantage. It also encourages the defender to create his own reserve to counter this likely tactic.
But most important it clearly shows who won the game. If the defender retreats he has to abandon one of the objectives, so this type of “gamesmanship” is no longer used. It is possible, but very unusual, for neither player to control two of the three objectives. Sometimes each player will hold one objective, but the third is still being fought over at the end of move 12. In those cases we allow one more move, and if that does not work the game is declared a draw. But the player with the most casualties or routed brigades must then retreat for the sake of the campaign.
I am at a loss to explain why it took me so many years to come up with this solution. It now seems such an obvious way to decide the winner, and it also makes for a much more interesting wargame.






























