Wargame Map
There is a lot of
administration when one campaign phase ends and I have to prepare for the
next one. It can take a couple of weeks to complete,
and during that time we don’t have a wargame on the table to play. We are used to having a couple of moves most
days, so this can be annoying. And
particularly at this time of year when it can be very hot here in Spain, and we
rely more on our wargaming than during the cooler months.
This time I have decided to have
a one off fun game, very loosely based on Waterloo. It is many years since we last did this, and
we both quite liked the idea of a game outside the constraints of the 1813
campaign.
I would stress that this is
not a wargame of Waterloo. The terrain
is wrong, the buildings are wrong , the orders of battle is wrong, the whole
concept is wrong. It is just a fun game
inspired by the famous battle
We used the same scenic boards
and corps organisation as in our 1813 campaign,
but the British corps do not have their Portuguese infantry
brigades. The order of battle is:
Brigades French British
Infantry 12 9
Cavalry 3 3
Artillery 3 3
The game would last our usual
12 moves, each move representing one hour.
The French objective was to
take the cross roads
Table at start of game
The British are deployed on
the left , with one infantry brigade in each of the three fortified farms to
their front. Wellington is centre
rear. He does not command any troops,
but can take command of any brigade by moving into base contact with them
The French are deployed in
column of march on the right. Napoleon
is centre rear and can also take command of any brigade by moving into base
contact.
Both armies are out of
artillery range at the start of the
game.
The French advanced their
artillery to short range of the three buildings. These were held by elite British brigades,
and supported by their artillery. The
French artillery were in place by the end of move one, but it would be move 6
before they inflicted sufficient casualties on the garrisons for the French
infantry to attack and take them. There
were then only six moves left for the French to take the cross roads.
The British artillery
dominated the open area between the three buildings. The French cavalry were sent forward to
cover the massed infantry attack. Two
of the three French brigades were broken by the artillery fire and by British
cavalry counter attacks. By the end of move 10 the cavalry on both
sides were withdrawn.
On the left the 4th
French corps took the ridge behind Hougoumont.
Only one of the four British brigades remained formed, and they covered
the retreat of the rest of 1st British corps
On the right 3rd
French corps took the ridge and routed all of 3rd British
corps. They were then able to move
infantry and artillery to support the main attack in the centre.
1st French (Guard)
corps advanced to take the cross roads.
This was the most heavily
defended area of the whole table, and they suffered heavy casualties. By the end of move eleven all three French
artillery brigades were firing on the cross roads. The Guard infantry suffered heavy
casualties, but managed to rout 4th British corps. At
night fall the only one British infantry brigade remained to cover the
retreat.
Comment
This wargame was never
intended to be a serious refight of Waterloo.
The table paid only a passing resemblance to the actual
battlefield. The orders of battle were
nothing like either Wellington or Napoleon armies. The rules were our standard campaign wargame
rules, designed to provide a fast, fun game.
Despite this the course of the
battle was similar. The three villages
held up the French for half of the game.
The French took the high ground either side of the cross roads, but
struggled to take the centre. In fact during the closing phase of the game
it looked like they would run out of
time and fail to take their objective.
The stars on the photograph
indicate brigades in rout. The French
has four, compared to fourteen British brigades. However this is a reflection of how our
wargame rules work, rather than a complete French “walk over”. To create a clear winner my rules rely
heavily on morale. As the battle
develops both sides suffer casualties, which in turn reduce their ability to
survive a morale check. When one
brigade does rout, all friendly brigades within 4” have to test their own
morale. Quite often one or more will
join the rout. This in turn forces other
friendly brigades within supporting distance to test their own morale.
This was a really enjoyable
game. It was nice not to have to
consider the consequences of the outcome, and therefore to just fight to the end. Not sure I would want to play too many games
like this, but it was a nice way to cover the gap between the end of one
campaign and the start of the next.