The Orders of Battle:
The Allied Army:
Brilliant Army CP - Wellington (30)
I Corps CP - Prince of Orange (15)
2 NL Div:
1 x Bayonets (Dutch) (4)
1 x Inferior Bayonets (Dutch Militia) (3)
2 x Bayonets (Nassau) (8)
1 x Smoothbore Artillery (Dutch) (8)
NL Cav Div:
1 x Light Cavalry (Dutch) (5)
1 Br Inf Div:
2 x Elite Bayonets (British Guards) (10)
0-1 x Smoothbore Artillery (British/KGL) (8)
3 Br Inf Div:
2 x Light Infantry (Hanoverian) (10)
1 x Bayonets (British) (4)
0-1 x Field Artillery (British/KGL) (8)
5 Br Inf Div:
3 x Bayonets (British) (12)
1 x Elite Marksmen (British Rifles) (3)
1 x Field Artillery (British/KGL/Hanoverian) (8)
6 Br Inf Div:
1 x Inferior Bayonets (Hanoverian Militia) (3)
Brunswick Corps & Nassau Contingent
2 x Light Infantry (Brunswick) (10)
1 x Bayonets (Brunswick) (4)
1 x Light Cavalry (Brunswick) (5)
1 x Field Artillery (Brunswick) (8)
1 x Bayonets (Nassau) (4)
Br Reserve Cavalry:
1 x Light Cavalry (British)
The Imperial French Army:
Wing CP - Ney
II Corps:
II Corps CP - Reille
9 x Bayonets (3 per Inf Div)
1 x Field Artillery
2 x Light Cavalry (Pire's Cav Div)
1 x Heavy Artillery
II Cavalry Corps:
II Cavalry Corps CP - Kellermann
1 x Dragoons
1 x Cuirassiers
1 x Horse Artillery
2 x Elite Light Cavalry (IG Lt Cav Div)
Deployment/Arrival Timeline:
1400: French Attack Begins
(Allies: 2 NL Div; Imperials: II Corps less Jerome's Div)
1500: Wellington, 5 Br Inf Div & Hanoverian Militia arrives
at QB; Ney arrives
1530: Merlen's Cav arrives
1600: Brunswick Corps arrives less two bns + arty; Jerome's Div
arrives
1630: II Cav Corps arrives
1700: 3 Br Inf Div arrives
1800: 1 Br Inf Div arrives
1900: Remainder Brunswick Inf + Arty arrive; IG Gd Cav arrives
2000: Br Cav arrives
The Battlefield:
The Deployment:
The view from behind Reille's advancing corps. Dutch-Belgian troops hold the farm and the wood-line, with artillery and infantry in reserve towards Quatre Bras. |
French Success:
The French Flanking Move:
Ney manages to get troops across the stream first! Can the Allies use their artillery advantage here to restore the situation? |
The Central Clash:
Same position, slightly different angle. |
Game Comments:
An exciting game, although strong performances by inferior Allied infantry in the middle of the game really spoiled the Imperials' chances of victory and they did significantly less well in this recreation than in the real battle.
The rules really do rattle along quite quickly. For anyone unfamiliar with them, they are based heavily on the "DBx" engine of WRG rules, with the basic command and control mechanic being the roll of a D6 every turn to generate acticity points. There are some qualifications to this, but that is it in a nutshell. Combat is based on D6 opposed rules, modified by a list of factors then the results looked up in a table. The factors quickly become second nature and I didn't actually have to look up the rules too often when I got into the swing of it. Phil Barker's writing has been described as a "love-it or loath-it" legalistic style: on balance, it is easy enough to follow after a little while and the rules are tightly written, there were very few instances when I had to puzzle out how to play out a given situation. Initially I didn't feel that involved in the game - I'm not sure why, perhaps as a result of the writing style or more probably the length of time since I had a full game using these rules - but after a couple of turns, I got really into the game. The game took just under two hours of playing time, which isn't bad at all, considering that I haven't played these rules properly for a long time. Tactically they work a little differently from other rules, so I expect to be able to play better in future games now that I have worked out/remembered some of the subtleties.
The simple dice throw for activity points works really well as a solitaire mechanic: it easily creates the friction that helps to create that immersive solo experience. It worked nearly as well as the similar but more involved system in the Polemos rules, but took significantly less time so perhaps on balance comes out ahead for solitaire play. That Polemos' tempo bidding system is hard to beat for a face-to-face game, however.
The draft version of Horse, Foot and Guns had been on the WRG/Phil Barker website for ages as a free download but it seems to have been removed recently - perhaps publication isn't that far off now? I think that they are still available on the Yahoo Group.
The simple dice throw for activity points works really well as a solitaire mechanic: it easily creates the friction that helps to create that immersive solo experience. It worked nearly as well as the similar but more involved system in the Polemos rules, but took significantly less time so perhaps on balance comes out ahead for solitaire play. That Polemos' tempo bidding system is hard to beat for a face-to-face game, however.
The draft version of Horse, Foot and Guns had been on the WRG/Phil Barker website for ages as a free download but it seems to have been removed recently - perhaps publication isn't that far off now? I think that they are still available on the Yahoo Group.
Really nice looking game and great to see something other than Waterloo.
ReplyDeleteThank you very much Steve. I must apologize (again) for the poor photographs: my gaming table is in the worst possible room for photography! I was quite pleased with both the game and the overall look, but I must get round to making some less regular looking bases for the woods and maybe some more naturally curvy streams, too.
ReplyDeleteAnd in case anyone had noticed and was wondering, the line of stones next to the Namur road is meant to represent the ditch that the Allied infantry used for cover, I didn't really have anything more suitable.
Hi thanks for posting this in response to my question on TMP, great to read a report of this system in action! I look forward to giving it a try.
ReplyDeleteNo problem, glad I could help.
ReplyDelete