Sunday, 1 November 2026

Designing buildings and woods

  

Commercial buildings

When I left the UK almost all of my wargame buildings were commercial, mostly from Hovels.   I collected a large collection of 15mm north European and Spanish buildings. This photo does not really do them justice, as they are two or three deep. I choose 15m because I planned to have 18mm and 28mm duplicate armies. I painted both, but now only use the 28mm figures. I found that the 15mm buildings looked “right” with the 28mm figures.

My home made town walls are also on this shelf, plus a large collection of German paper buildings which are more suitable for the 18mm figures.


North Europe buildings

There are kept on my main shelves, where I also keep my 18mm and 28mm armies. The 28mm are one corps to a base as shown. Once more the photo does not do them justice, but you can see them all on the 531 campaign battles/wargames recorded on my 1813 campaign diary blog. Slightly more than half are suitable for Germany, slightly less for Spain.

Most of these buildings are scratch built and there are:
Two villages, including church
Two walled farms/manor house
One inn
Hedges and stone walls to create farms
Four churches for cities and towns
10 scratch build houses to create a wide variety of towns, when used with Hovels
 


Spanish buildings

Again these are scratch built and consist of:
Two walled villas
Two villages including church
Farm buildings to use with hedges and stone walls
Four windmills, popular on Peninsular battlefields
10 town buildings to create towns when used with Hovels
Four windmills  

The four boxes on the top shelf have stone wall and hedge sections
About half are bought and the remainder scratch built.

Woods

I have about 40 commercial trees. All are 15mm, which look right with 28mm figures. All woods consist of a dark green felt cut to irregular shapes to create different size of woods. The trees are free standing, and can be removed when I want to move model soldiers through the woods.


Villages

All built up areas are free standing. Villages can be open or walled and have one church and two buildings. They are placed on a 6x6 inch piece of light brown felt. Buildings can be removed to allow movement or fighting inside the village.

 

Towns

Each town has two pieces of felt. They consist of one church and six buildings, mostly scratch built. There are a sufficient churches and buildings to allow for a wide variety of towns. Larger Hovels buildings are sometimes used to add variety.
 

Cities

Cities have four pieces of felt, and take up most of one square. A combination of Hovels and scratch built town houses are used to populate the city. Our largest Spanish or German church is used on one square, and one large Hovels building on each of the others. We have pretty basic city walls which can be used if necessary. This photo shows our campaign version of Ratisbon, which bears no resemblance to the actual city at all!

In our next post I will explain how it all comes together in the campaign.

Sunday, 25 October 2026

Designing my wargame table


Table at the start of a wargame

The wargames table is 6x6 foot and has space for nine 2x2 foot scenic squares. It must be capable of creating any battlefield on the campaign maps.



Scenic boards side A

I have made 21 scenic squares from 2” thick hardboard. Each board is numbered 1 to 21 on the side. The boards are painted green, then roads and rivers painted on them. Seven of those boards have hills, which are made from pollyfilla. Because of the hills these seven boards can only be used on one side.


Scenic boards side B

The remaining 14 are have scenery on both sides. This means that there are 36 different combinations. It may seem confusing that those 15 boards are only numbered once, but it is immediately obvious which side should be used when compared with the campaign map.

The five hill boards, numbered 1,2,3,4,5,6 and 21.
They consist of 3 oblong hills, 2 ridges and 2 passes.

There are seven river sections, numbered 9,10,11,12,13,14 and 15.
There are 3 straight sections with roads, 2 straight sections and 2 bends

There are nine blank sections, numbered 7,8,13,14,15.17.18,19 and 20
These are used for buildings and towns

There are four straight road sections, numbered 10.11.12.16 and 20

There are four T junctions, numbered 8,9,18 and 19

There are two curved road sections, numbered 16 and 17

There is one cross roads, numbered 7

This is the only board used on every single wargame
It is always used with the city, which has four town sections.

Comments on scenic boards
All of these scenic boards were made before we set up a single wargame, so the different types required were guess work. The exception if 21, when I found that I needed more than two oblong hill sections.

Given that it was all guess work, I was really pleased to find that they work remarkably well. I have never had a campaign map which I could not recreate using these scenic boards.

Some have been used more than others. I hardly ever use the two curved road boards, numbered 16 and 17. But the reverse sides, straight road on 16 and blank on 17, are both used all of the time.

The sections most in demand are the blanks. I often have to adjust the first draft of the campaign map when I find I do not have sufficient blanks.

Next time I will cover the scenery required to make up each scenic block.

Sunday, 18 October 2026

The Battle of Lehtre



26 September 1813 – Hannover Campaign – Day 3

French abandon Peine
Prussians attack Lehtre

The Prussians occupy Peine and attack Lehtre
1st Prussian army – regroup at Celle
2nd Prussian army – attack Lehtre
3rd Prussian army – occupy Peine

The French retreat to Laatzen and defend Lehtre
1st French army – hold border
2nd French army – retreat to Laatzen
3rd French army – regroup at Soltau

Table at the start of the battle

All three French corps are deployed on and around the objectives
1st Guard corps on the right, 2nd corps in the centre and 3rd corps on the left

Prussian corps are deployed closer to the camera
4th corps on the right, 5th corps in the centre and 6th corps on the left

There are three game objectives
Woods on the left, hill in the centre and fortified farm on the right
The army who holds two at the end of 12 moves will be the winner

Table at the end of the battle

On the right the Imperial Garde are firmly in control of the walled farm.
Early in the battle their cavalry charged and routed the Prussian dragoons.
Without cavalry support 4th Prussian corps could not hope to take the farm

In the centre Napoleon has taken command of two brigades from 2nd corps
He holds the hill throughout the battle, despite a Prussian attack
As night falls 5th Prussian corps regroup and again attack the hill
This time they break and rout the French defenders

2nd French corps holds the area between the hill and the woods
Their artillery cause 20% casualties to the Prussian gunners, who rout
Without artillery support the Prussians cannot hope to attack

On the left the battle for the woods is undecided at nighfall.
Throughout the battle the Prussians have attacked.
But they are unable to take all three sections of woods
At night fall the Prussians hold one section, and the French hold two

The Prussians have been unable to take two of the three objectives
The French win the battle.

The French have lost 10 infantry, 1 cavalry and 1 artillery casualties (4200 men)
The Prussians have lost 7 infantry and 2 artillery casualties (3000 men)

There are 5 French and 5 Prussian brigades in rout

Comments
In most battles the attacker selects two of the three objectives to attack
He may move forward to attack all three, but usually abandons one objective

In this battle the Imperial Garde held the farm on the right
So this was always going to be the most difficult objective

Early in the battle the French cavalry charged and routed the Prussian dragoons
Without cavalry support the Prussians were content to observe and pin the French
Napoleon could have attacked with the Garde, and would probably have won
However it was too early in the campaign to risk the Imperial Garde.

In the centre Blucher took command of 5th corps.
His gunners were twice routed by the French artillery
Without artillery support he was unable to attack

The most interesting part of the battle was the woods on the left
This was the first Prussian attack, and it continued throughout the battle
There are three wooded sections and the Prussians would have to take all three
They managed to take two sections, but the French attack retook one section
At nightfall the French held two sections and the Prussians one.

Neither side managed to hold two of the three game objectives.
At nightfall they each held one objective, with the woods in debate
However to win the attacker must take two out of three
In a draw the defender is the winner
And in this case the French held two of the three woods sections.

An interesting wargame and the French player (Jan) deserved to win.

Sunday, 11 October 2026

Designing campaign maps

 

Table at the start of a wargame

The wargames table is the starting point for both my wargames and the maps of my fictional 1813 campaign.   It is 6x6 foot and has space for nine 2x2 foot squares.   This area would represent one map square on my stragetic maps, and nine map squares on the tactical one.   The above table shows the area I mean.  

For the campaign to work I had to be able to transfer any battle fought onto the wargames table.   So first I had to decide how I would use the 2x2 foot scenic squares to create the wargame terrain.

Campaign map master

The best way to describe this is to explain how the campaign map is created.

The area covered is from the attacking army depot to the defending army depot, which is always the campaign objective.

There are 108 squares, divided into 12 squares each three wide by three deep.   This area is one days march on the campaign map and also one wargames table.  

The map is four tables wide and three deep.

In the campaign each French and allied army has 3 armies each of 3 corps.   At the start of the campaign the two armies are deployed either side of the District border (the dotted purple line in the middle of the map).   A maximum of 1 corps can occupy each of the smaller squares, and on the wargames table one corps can fit in one 2x2 foot scenic squares.

The master campaign map starts with nine buildings.  The centre building at each end is a city and the army depot.   The other 7 are towns.   Each is an objective in both the map campaign and on the wargames table.  

Campaign map for Hannover campaign

This map shows the completed map with the location of each French and Prussian corps at the start of the Hannover campaign.   Three types of roads have been added, major are red, secondary yellow and tracks brown.

Cities and towns have been named.   Hills, woods, villages and farms have also been added. 

Most  important each small square now has a number, and this corresponds with a 2x2 foot scenic square.   This is how it is possible to transfer every small square on the campaign map to the wargames table.

Next week I will cover making the 2x2 foot scenic squares and the scenery that goes on top of them.

Sunday, 4 October 2026

Planning the armies of the 1813 campaign


 

Typical corps

 

I explained last week how I found myself with a large collection of painted figures, from which I now wanted to create all of the major armies of the 1813 campaign.

I had a very clear idea what I wanted to achieve, but not how to do so.

I wanted to use every figure in my collection in a series of campaigns

So do so I wanted to use them in sequence, with one allied nation in each campaign

I had 160 infantry, 16 cavalry and 4 guns in each allied “army”.    This was to be a fictional campaign based on 1813.  But I wanted to make it “feel” and look like a Napoleonic campaign.   So the basic army had to be a corps.  It would be very unusual for a French army to have just one corps, so my existing figures would have to represent three or four corps.  My wargames table was built by using nine 2x2 foot squares.

They were three wide and three deep.   I found that if I divided each army into four corps they would fit one corps to one square.    Thus I could have three corps wide and one corps in reserve for each army.

Fortunately my armies provided 4 infantry, 1 cavalry and 1 gun for each of the new four corps.   You will see what I mean in the photograph above.   Each corps would have 4 brigades of 8 infantry, one brigade of 4 cavalry and one corps artillery of one gun.   The four infantry figures left over would provide skirmishers if required.

I based the infantry and cavalry two figures to a stand.    This means that my infantry brigades could form column of march, column of attack, line and square.    My cavalry could form column of march and line.   I had to get used to 8 figures representing a brigade of infantry, but that was an acceptable compromise.  

Before leaving the UK I had discovered Le Feu Sacre (LFS) rules, which I really liked using.  However they are designed for a one corps game, with 12  infantry figures representing a battalion.  I decided to design my own rules, relying very heavily on the principles of LFS.   The only difference was that I replaced their orders of battle with my own 8 infantry figure brigades, 4 cavalry figure brigades and 1 gun for corps artillery.

These rules rely on command and control very heavily, which I liked.  It rewarded historical Napoleonic tactics.   Their command figure was brigade and division.   Mine would be corps and army.

I am very pleasantly surprised to find that the original planning back in 2008 has largely survived 18 years of frequent Wargaming.   We always have a game on the table and have a couple of moves four or five times a week.  It usually takes us about 10 to 14 days to complete a 12 move game.

The only major adjustment is that we soon adapted to three corps games.   This meant that each mini campaign order of battle would consist of slightly different armies as I switched the four corps to provide armies of three corps.

Next week I will consider designing the wargames table, which would be the foundation of the orders of battle and the campaign maps.

Sunday, 27 September 2026

Planning My Napoleonic Wargames Army


Table at the start of a wargame



I am fortunate that I have had a permanent wargames table for many years.
Before we moved to Spain my garage was converted to a wargames club room.
I had a wargames group of 4 to 8 for many years, and a 12x6 foot wargames table
This was long enough for 4, or even 6 at a pinch, but not for 8.
I came to appreciate that a playing area of about 4x3 foot per player was about right
I came to this conclusion after many years of weekly wargames.

When we were planning to move to Spain we bought our house “off plan”
This meant we had some input about the size of rooms, within reason
Our major priority in choosing a house was having a wargames room.
We had a large room with enough space for a 6x6 foot table
This was the first building block in my planning the wargames room

During our last couple of years in the UK I replaced all of my 28mm armies.
So I was able to plan the number of infantry, cavalry and artillery required
This was in 2004, before the popularity of 8 figure infantry units.

I decided infantry units would have 20 figures, 4 of which would be skirmishers
Cavalry units would have 8 figures and artillery 1 gun and 4 figures.

Each allied army would have 8 infantry, 2 cavalry and 4 artillery units
This would give me 160 infantry figures, 16 cavalry and 4 artillery
This would give me a good balance of arms, and scope for different types of troops

The French would have four such armies, old guard, young guard and two line
There would be 6 Bavarian units, 1 each Baden, Polish, Vistula, Wurtemberg and Italian.

I had no firm idea about orders of battle, or indeed which rules I would use
For many years I had used “house rules” based on “In the Grand Manner”
So brigades, divisions and corps were very flexible.

I completed painting the new figures just before we moved to Spain in 2006.

My first year in Spain was spent making the wargames table and storeage shelves.
We also played a lot of wargames, getting used to the table and the armies.

By 2008 I was getting bored with “one off” wargames.
We fought a series of games based on Wellington in the Peninsular
These were a series of stand alone games, not a campaign
I then tried something similar with Napoleon in Italy, but it did not work so well
That is when I decided to create my own fictional wargame campaign.

I wanted a campaign which would provide an endless supply of battles to wargame
I also wanted to be able to use all of the figures in my collection
There was only one historical campaign which would fit the bill – namely 1813.
The historical campaign covered both Germany and Spain
It was also the first time that Napoleon did not have an advantage in troop quality.

Next time I will explain how I created armies and corps out of this collection.

Sunday, 20 September 2026

The Battle of Peinne


25 September 1813 – Hannover Campaign – Day 2

French advance to the border
Prussians attack Peine

The Prussians occupy Celle and attack Peine
1st Prussian army – occupy Celle
2nd Prussian army – observe Lehtre
3rd Prussian army – attack Peine

1st and 2nd armies move to border, 3rd army retreat
1st French army – advance to border
2nd French army – advance to border
3rd French army – retreat to Soltau

Table at the start of the battle

French are deployed at the top of the photo
5 corps occupy the hill in the centre of the table
4 and 6 corps are either side of the town
All three corps may move at the start of move 1

Prussians are deployed at the bottom of the photo
7 corps on the right
8 corps in the centre
9 corps on the left

The three game objectives are in the centre of the table
Woods on the left, hill in the centre, farm on the right
The army which holds at least two objectives at the end of 12 moves will be the winner


 

Table at the end of the battle


On the right 7th Prussian corps are in firm control of the farm.
4th French corps have been forced to retreat to the woods
Their grenadier brigade launched a last minute counter attack which failed
Two infantry and one cavalry brigade are in rout (blue stars)

Both army commanders have taken command in the centre
Yorck has captured the right hand hill with half of 8th corps
The other half has captured the left hand hill
5th French corps have withdrawn to Peine where they have rallied
Victor holds the area between the town and the woods with three brigades
Two infantry and one cavalry brigades are still in rout behind the town

On the left fighting for the woods continued until the last move
The Prussians took the woods by move 8 (of 12)
6th French corps counter attacked and took two of the three sections
At the start of the last move the Grenadier brigade had just taken the last section
A badly damaged, but well placed, Prussian brigade counter attacked
They caught the grenadiers in flank and routed them, taking back one section
Two French brigades were in position to attack the right hand wood section
Before they could attack they suffered casualties by supporting Prussian artillery
One French brigade routed, the second attacked the woods
Despite 20% casualties the Prussian brigade won the melee and held the woods

At nightfall the Prussians held two game objectives, the third was still in dispute
Consequently the Prussians won the battle.

French lost 11 infantry, 2 cavalry and 2 gunners (4800 casualties)
Prussians lost 6 infantry, 1 cavalry and 2 gunners (2700 casualties)
7 French brigades were in rout and 3 Prussian brigades

Comments

The second battle of the campaign was a more convincing win for the Prussians. They clearly held two of the three battle objectives, and were clear winners

The French had suffered almost twice as many casualties
However numbers alone can be misleading.
As often happens, the game was won (or lost) in the last 4 of 12 moves

The first four moves are usually getting in position and preparing to attack

The next four are artillery and cavalry trying to achieve an advantage for the attacker
It is during the last four that the infantry attack and hold, or lose, the objectives

This game was no exception to that general rule
The infantry skirmish and melee actions are very dependent on the dice
The attacking army usually attempts to take two of the three objectives
If the CinC has created a reserve this is often now committed
So the attacker may well have an advantage in the final two moves

If is during moves 11 and 12 that most casualties occur
The winning side has easy pickings are the losers break and retreat
This is why the casualties are often very one sided

In this game the French appeared very strong on the left and right on move 10
They were well placed to counter attack the farm and the woods
Both sides rolled both good and poor dice during those two moves
But the Prussian good dice came at the right time
The French were less lucky.

Another tense and very enjoyable wargame.

Sunday, 13 September 2026

Wargaming the French Imperial Garde



French First Army at (fictional) battle of Hildesheim



I suspect that most, if not all, Napoleonic wargamers have at least one unit of French Garde, probably Old Guard grenadiers. I also suspect that most struggle to actually have a wargame with them. Their historical role was to form a strategic and tactical reserve under Napoleon’s personal command. They consisted of the best soldiers in his army, and were too valuable to risk in battle.

When I created my 1813 campaign my aim was to wargame with ALL of my model soldiers and use all of my scenery. This meant I had to find a role for both Napoleon and his Imerial Garde.

My Napoleonic order of battle consists of five Army Groups. There is one allied and one French in north Germany, Central Germany, Southern Germany, Northern Spain and Southern Spain.

Each army group has three armies. Each army has three corps. Each corps has 4 infantry and 1 cavalry brigades, plus corps artillery. There are 45 French corps, of which one is Old Guard and four are Young Guard. Each army group has one Guard corps. The Old Guard corps is part of First French army, which is commanded by Napoleon.


                                                   1st French (Old Guard) corps


1 Guard Grenadier brigade CA FB SC
2 Guard Grenadier brigade CB FB SC
3 Guard Chasseur brigade CB FC SB
4 Guard Chasseur brigade CB FC SB
1 Horse chasseur brigade CA Light
2 Guard foot artillery CB 12 pounder

C(lass) is morale, F(ire) is musket fire, S(kirmish) is skirmish ability
A is excellent and plus 1, B is average, C is poor and minus 1)

 

2nd French line corps


25 infantry brigade CA FB SB
26 infantry brigade CB FC SB
27 infantry brigade CC FC SB
28 infantry brigade CC FC SC
2 cavalry brigade CB dragoons
3 foot artillery CB 9 pounder

2nd and 3rd French corps have similar orders of battle

The Old Guard corps has slightly better morale than other corps.
Their musket fire is less effective than other corps
Grenadiers have poor skirmish ability, Chasseurs are average.

Each of the other corps in First Army have slightly lower morale
Their musket fire is less effective than other corps
Their skirmish ability is average because they are French troops.

You will see that the Old Guard brigades are only slightly better than other brigades
And the brigades of the other two armies are slightly worse than other armies

Each battle/wargame is decided by who wins at least two of three objectives.
Each objective is held, and attacked, by one corps
So at best the Old Guard brigade has a slightly better chance to taking the objective
But this is balanced by the other two corps having a slightly worse chance.

The explanation has proved more difficult than I anticipated, but I hope it makes sense. It is much more simple on the wargames table, where even the Old Guard grenadiers can be defeated by a Prussian landwehr brigade, if the dice is favourable to the Prussian player.

Sunday, 6 September 2026

Battle of Celle


24 September 1813 – Northern Germany – Day 1

The campaign opens with a Prussian surprise attack on Hannover district

The Prussians are deployed to the east of the Hannover-Brunswick border
They are out of sight of the French, but are concentrated ready to attack
1st Prussian army – attack Celle
2nd Prussian army – observe Lehtre
3rd Prussian army – observe Peine

The French are deployed to the west of the Hannover-Brunswick border
One corps from each army is deployed on the border
The remainder are in reserve for ease of resupply
1st French army – defend Lehtre
2nd French army – defend Peine
3rd French army – defend Celle

Table at start of battle

French are deployed at the top of the photo
HQ, 7th and 9th corps are in and around the walled town of Celle
8th corps is in front of the town either side of the main road

The Prussians are marching towards Celle at the bottom of the table
Blucher has taken command of half of 2nd corps on the left of the main road

There are three battle objectives
Woods on the left, hill in the centre, village on the right
The army who occupy at least two objectives at the end of 12 moves will win the battle

French HQ, 7th and 9th corps cannot move until the start of move 2

Table at end of battle

On the left the late arrival of 9th French corps allowed the Prussians to take the southern half of the woods, and their cavalry and artillery forced the French to deploy north of the woods. They continued to hold the woods throughout the battle.

8th French corps occupied the hill in the centre at the start of the battle, and bore the brunt of the Prussian attack. 2nd Prussian corps advanced between the woods and the hill, supported by Blucher with cavalry and artillery from 1st corps. Two infantry brigades stormed and took the hill. However a late counter attack by the grenadier brigade from 8th French corps took it back in the closing moves of the battle.

On the right the French occupied the village before the 1st Prussian corps could reach it. Murat took command of the village and 7th corps cavalry. His independent command played a major role in holding the village throughout the battle.

Comments

The late arrival of two of the three French corps allowed the Prussians to attack all three objectives before the French could fully deploy. This allowed them to take the woods on the left and the hill in the centre. The village on the right was further north, and the French occupied it before the Prussians could.

By move 8 the Prussians held the woods and the hill, and were deployed to attack the village on the right. They only needed to hold two of the three objectives to win the battle, and that outcome seemed to have been achieved.

However the attack on the village was foiled by Murat’s bold counter attack. He held the village with two infantry brigades, and the cavalry in support. As the Prussians approached the village he led the French dragoons forward. The Prussian hussars charged to hold them, but lost the melee and routed. The dragoons then charged the nearby artillery, forcing the gunners to seek shelter in a nearby square and the attack Prussian infantry to halt and form square. The Prussian attack was in disorder and the village held until the end of the game.

On the hill in the centre two Prussian infantry brigades had routed the two French brigades and secured the hill. 8th French corps had been soundly beaten and three of the four infantry brigades were in rout. The northern end of the hill was very narrow, and only one Prussian brigade would deploy there, which they did facing north towards the retreating French infantry. The defeat of the Prussian attack on the village allowed 7th French corps to send their grenadier to retake the hill. They managed a flank attack on the Prussian brigade, which was an automatic rout. The supporting landwehr brigade failed their morale test and also routed. During move 12, the last of the game, the French grenadiers took control of the hill.

At the last moment victory was snatched from the Prussians by this daring counter attack.

The French have lost 12 infantry, 2 cavalry and 2 artillery casualties (5200 men)
The Prussians have lost 6 infantry, 1 cavalry and 1 artillery casualties (1000 men)

Despite winning the battle the French are in a very dangerous position, and in no condition to fight a second day. They have lost twice as many casualties as the Prussians and their centre has gone. As night falls Murat orders a general retreat and abandons Celle.

This ws a really enjoyable game, even for me as the Prussian commander.

Sunday, 30 August 2026

Hannover Campaign Introduction

 

1813 Campaign Map

 

The next phase of our campaign is set in Hannover in Northern Germany, where Napoleon faces Blucher.   Each army has nine corps divided between three army groups.   Blucher has invaded Hannover district from his base in Brunswick.    His aim to take the French base in the city of Hannover.   They will fight six major battles to determine whether he is successful or not.

This is the 100th campaign phase since the campaign started in April 2009.   It has run non stop since then, but has had six major adjustments.   These have been caused by changing the campaign from solo to PBEM, and then back again.  And also when game play suggested a major rewrite of the orders of battle.   Another reason was the creation of new campaign maps.   I find it difficult to think of a suitable word to describe each of these “campaigns”.   The overall title is the 1813 campaign, and each stand alone campaign is called a phase.   But I struggle to come up with a title for the six reorganisations.   I am considering coalition, which was how the historical Napoleonic campaign is divided.

 

Sixth Coalition Campaign Map

The last major reorgination, or “coalition”, was when I redesigned a whole series of maps for northern Europe and Spain.   This abandoned any effort to recreate the physical and political maps of the area, and replaced them with military Regions and Districts.   Names of cities and major towns were used, but no attempt to recreate actual terrain or even rivers.  

This is the 26th campaign phase of the Sixth Coalition, and the map shows the location of winner of each of those phases.   It is the sixth phase set in Northern Germany, where t he French have won three and the Prussians two.   Blucher is hoping to make that three each with this phase.

  


French Old Guard



French Imperial Guard

The aim of the campaign is to allow me to use all of the model soldiers in my collection, plus all of the buildings and scenery.   This would include all of the command figures, including Wellington and Napoleon.   It would also include the famous Imperial Guard, both Old and Young Guard.

The campaign is designed to provide enjoyable tabletop battles, where both Jan and I would have an equal chance of winning each one.    So there is no room for brigades of “supermen”.   This creates a problem with Napoleon’s Old Guard, or Wellington’s Riflemen.   When used their metal representations on the table must have a flavour of the original, but must not give too much advantage to the player commanding them on the table.    This has been an ongoing problem since the start of the campaign, and has resulted in many minor adjustments to their combat or morale advantages. 

Even more of a problem is when Wellington or Napoleon is defeated on the wargames table.   It is a strange fact that whilst I can accept a completely fictional representation of Europe, I find it hard to accept that the Old Guard can be defeated by a Prussian militia brigade on the wargames table.  

It is ok in the heat of a wargame action, but I sometimes pause when writing the battle report.   I found it hard to justify, to myself, how a cossack brigade could defeat the horse grenadier brigade.   I doubt very much whether anyone reading the report would give it a second thought, and indicates how all of us serious wargamers must come to terms with enjoying our tabletop battles whilst still trying to recreate a feel for the historical battle itself, and in particular how much we must be prepared to compromise.

Sunday, 23 August 2026

A Near Run Thing



Background
My armies, scenery and rules are designed to wargame my 1813 campaign.
For many years all of my games have been based on the campaign.
There is a considerable amount of work to do between campaign phases.
This results in a, for us, long period between games.
This is an attempt to fill that gap, and allow us to fight a non campaign battle.
Our first attempt had to be Waterloo.

Table at start of battle

The table is loosely based on Waterloo.
The orders of battle are the same as for my campaign.
The three British corps have three British infantry and one Portuguese brigades.
The Portuguese represent the Dutch Belgian troops at Waterloo
The French have one Guard corps and two line corps.

There are three game objectives.
On the left Hougoumont, in the Centre La Haye Sainte, on the right woods.
The side which holds at least two of the three at the end of the game will win.

End of move 2

French have advanced towards the three objectives
Napoleon centre right has no command
1 corps advance towards La Haye in the centre
2 corps advance towards the woods on the right
3 corps advance towards Hougoumont on the left

British advance to support the three objectives
Wellington left of cross roads has no command
1 corps hold Hougoumont on the right, cavalry advance
2 corps hold La Haye in the cente, cavalry advance
3 corps hold the woods on the right , cavalry advance

End of move 4

French advance to attack objectives
Napoleon leads two infantry brigades in attack on La Haye
1 corps cavalry lose melee and rout
2 corps gunners 10% casualties and rout
3 corps artillery rout hussars

British vacate all three objectives to avoid artillery fire
Wellington takes command of Hougoumont
1 corps cavalry rout, gunners flee to square, garrison withdraw from Hougoumont
2 corps cavalry fail morale and rou t, garrison withdraw from La Haye
3 corps artillery hit gunners who rout, garrison withdraw from woods

End of move 6

French enter Hougoumont
Napoleon wins infantry melee between La Haye and woods
1 corps advance between Hougoumont and La Haye
2 corps rally infantry and gunners, cavalry retreat to regroup
3 corps advance and enter Hougoumont

British cavalry rally
Wellington prepares to counter attack Hougoumont
1 corps cavalry rally
2 corps cavalry rally, two infantry brigades rout
3 corps cavalry rally

End of move 8

French attacking all three objecties
Napoleon infantry melee in La Haye
1 corps advance between Hougoumont and La Haye
2 corps attacking woods on the right
3 corps infantry melee in Hougoumont

British counter attack all three objectives
Wellington regroup three infantry brigade behind Hougoumont
1 corps counter attack Hougoumont
2 corps counter attack La Haye
3 corps defending woods

End of move 10

French take Hougoumont
Napoleon attack on La Haye fails, old guard rout
1 corps young guard hold be tween Hougoumont and La Haye
2 corps attack woods
3 corps occupy Hougoumont

British retake La Haye
Wellington prepares counter attack on Hougoumont
1 corps four brigades in rout
2 corps retake La Haye, rout old guard
3 corps cavalry rout, infantry fight to hold woods
 

End of move 12

French hold Hougoumont and woods
Napoleon rallies guard to the right of the main road
1 corps withdraw infantry out of artillery range on the left of main road
2 corps capture woods at the end of move 12
3 corps hold Hougoumont

British hold La Haye Sainte
Wellington attempts to rally routed 1 corps
1 corps one infantry brigade in square covers rout of corps
2 corps hold La Haye Sainte
3 corps lose woods at the end of move 12

French casualties 6 infantry and 1 cavalry (2,500 men)
British casualties 8 infantry, 3 cavalry and 1 artillery (3,600 men)

Hougoumont from the allied side

1st British corps have abandoned Hougoumont and are in rout
One infantry brigade has formed square to hold off the French cavalry
The other three brigades, plus the cavalry are all in rout

La Haye Sainte from the allied side

2nd British corps hold La Haye and are concentrating behind it
The French Imperial Garde have retreated to regroup
French and British artillery exchange long range fire

The woods from the allied side

3rd British corps are intact and grouped behind the woods
The gunners have abandoned their guns to seek safety behind the infantry
The highland brigade have just broken and routed from the woods
The supporting infantry have all passed their morale test caused by this rout
One brigade has formed square on the left to hold off the French cavalry.

Summary
The French hold two of the three objectives and win the battle

But the outcome was decided with the last dice thrown in the game
The British held the woods on the right throughout the game
The highland brigade held the woods with 20% casualties
An elite French brigade charged the woods at the start of move 12
The French rolled a 6 for combat and a 5 for morale
The British received their third casualty and an automatic rout with 30% casualties
The French passed their morale test and held the woods.

This was a much more interesting game that I had expected
It had a flavour of Waterloo, because the result was uncertain until the end
Either side could have won and it was appropriate that the dice decided.

Sunday, 16 August 2026

Between Campaigns

 

There is always a lot of admin to be completed at the end of one campaign phase and the start of the next.   None of this work can be done until the final battle has been decided, which means that there is always a long gap between wargames at this stage.   For someone who is used to having a game in play all of the time, this can be frustrating.

It is all the more so this time because we are in the middle of a heat wave here in Spain, and we have very little energy for anything, let alone a lot of paperwork to prepare the next campaign phase.  In addition we have my son’s family with us for their annual three week holiday.   It is lovely to have them here, and having visited for 18 of the previous 20 years (thanks to covid) they are very little trouble.   But our normally quiet house catering for just two of us is suddenly required to cater for 7.   Our tranquil self centred routine is replaced by bedlam.   I hide in my office, but it is really difficult, if not impossible, to concentrate on anything as complicated as organising a campaign.

In the week before they arrived I decided to try a one off game to fill the time.  This would be the first non campaign game I have played in about 15 years.   I settled on Waterloo, but not the Waterloo that the world knows so well.   This one would have to fit into my campaign orders of battle and my rules.   They are finely developed to deliver the type of games we like to play, with a strict 12 move game to meet the 12 hour day in the campaign.   The result is the table you see above.

My first attempt included the ridge on the allied side and high ground on the French right.  It also included a woods in front of Hougoumont and no terrain features on the allied left.   The objective would be the cross roads and the road running left to right.   However just four moves made it clear that my rules would not allow a historical refight.   Hougoumont and La Haye Sainte quickly fell to French artillery and infantry.   The table was set up once more as shown above.   The game objective would be Hougoumont, La Haye Sainte and the woods on the right.   All three objectives were placed much closer to the road where the allied army was deployed, this would make it easier for them to support the objectives.

Not at all sure how it is going to work out, but already regretting that I did not just do the hard work of setting up the next campaign and setting up the first  campaign battle.

Sunday, 9 August 2026

Ratisbon Campaign Day 7



22 September 1813 – Southern Germany – Day 7


The French occupy Ratisbon
7th French army – occupy Lappersdorf
8th French army – occupy Ratisbon
9th French army – occupy Kofering

The Austrian retreat east of the river Danube
1st Austrian army – abandon campaign, retreat east
2nd Austrian army– abandon campaign, retreat east
3rd Austrian army – abandon campaign, retreat east

Summary

On 16 September Marshal Massena crossed into Ratisbon District with orders to defeat the Austrian army and capture their main depot in the city of Ratisbon.

The Austrians won the first battle at Prettendorf, but were forced to retreat when the French won the next two at Abbach and Rittendorf. The Austrians redeployed in front of Ratisbon, but were defeated at Kofering, Lappersdorf and Ratisbon itself.

The Austrians crossed to the west bank of the river Danube and abandoned the campaign. This left Massena the winner of the campaign

The campaign started on 27 May and ended on 15 July 2026

Comment
So the campaign ends with the Austrian army in full retreat, and the Bavarian army in possession of Ratisbon. At this point is all seemed so predictable, with Massena winning five battles out of six. It is easy to forget that after the first battle it looked like he would be forced to abandon the campaign and retreat himself.

It is also easy to forget that each battle was a hard fought wargame, and that all could easily have gone either way. With our rules on move 10 the outcome is often in the balance, with either side likely to win. Then one player is lucky and either moves first, or rolls a 6. This then has a knock on effect resulting in a seemingly overwhelming victory. It is unfortunate that in this campaign the Bavarian side seems to have an unfair share of that luck. But when Wargaming each battle that was not the way it felt.

Looking back we have had six enjoyable and challenging wargames, which is the whole aim of the campaign. The winner of the campaign is less important than both players having an enjoyable experience playing the games.

Sunday, 2 August 2026

21 September 1813 - Battle of Ratisbon

 


Campaign Map

8th Bavarian army, commanded by Marshal Mortier, attack Ratisbon
2nd Austrian army, commanded by General Klenau, defend Ratisbon

The Bavarians have 12 infantry brigades, 3 cavalry brigades and 3 corps artillery
The Austrians have 12 infantry brigades, 3 cavalry brigades and 3 corps artillery

Ratisbon is the campaign objective


Table at start of battle

8th Bavarian army are furthest from the camera
22 corps on the right, 23 corps in the centre, 24 corps on the left

2nd Austrian army are in the centre between the city and the Bavarians
6 corps on the left, 5 corps in the centre, 4 corps on the right

There are three game objectives
Farm on the left, woods in the centre and bridge on the right
The army who holds at least two of these at the end of 12 moves will win the game.

 
Table at end of battle

Summary

On the left 24 Bavarian corps have taken the farm
6 Austrian corps have retreated to the hill to the left of the city

In the centre 23 Bavarian corps have occupied the woods
5 Austrian corps have retreated to Ratisbon

On the right the bridge over the river Danube is still in dispute
22 Bavarian corps have taken the east end of the bridge
4 Austrian corps still hold the west end of the bridge

Having taken two of the three objectives the Bavarians have won the battle

The Austrians have lost 16 infantry, 1 cavalry and 1 artillery casualties (6,600 men)
The Bavarians have lost 7 infantry and 3 cavalry casualties (3,100 men)


6 Austrian and 3 Bavarian brigades are in rout