Prufrock's Wargaming Blog

Prufrock's Wargaming Blog
Showing posts with label W1815. Show all posts
Showing posts with label W1815. Show all posts

Monday, July 6, 2020

Waterloo Revisited

The urge struck last night for a wargame. A little fossicking brought out recent favourite W1815, and the board was set up.


Napoleon begins with a boom! - the Grand Battery roars its delight at battle commencing. Anti-climactically, the mud interferes, Orange is unaffected, and a relieved Wellington passes the baton to Blucher, who gets lost.

The Grand Battery fires again. This time Allied morale suffers. Blucher brings a division onto the field. Good man!

Once more the Grand Battery barks; again the mud interferes.


Blucher brings on another.

Napoleon changes plans. Reille is activated and Hougoumont threatened, but Wellington calls upon the Reserve, and Hougoumont holds.

Reille attacks again with casualties on both sides. Blucher brings on a third division.



Kellerman is activated to strike at Hill. Allied morale is affected, but at a cost. Hill, having formed square, orders his troops back into line.

Reille attacks again: more casualties on both sides. Blucher brings on a fourth division. Reille continues to attack, and the Reserve is called upon to reinforce Hill.  Reille attacks again with more casualties to both sides. The British cannot sustain the fight, and Hill's command is broken.

Wellington turns to Blucher, who brings on another division and is now present in considerable force.



Reille threatens Hougoumont again, and for the last time the Reserve is used to preserve the position. Milhaud attacks, but Orange goes into square and staves off damage. Blucher launches, and the Guard must activate to prevent Plancenoit falling.

Blucher moves to bring on another division. The Guard attacks Orange with Napoleon's blessing, and does good work.

Blucher launches at Plancenoit again, and this time it succumbs.

The Guard attacks once more, and the Allied army, morale test failed, routs. Victory to the French!


Game 2.

The Grand Battery fires off again, and Blucher navigates his way to the battlefield. This interplay continues for some time. Eventually Kellerman moves against Hill, who goes into and comes out of square. Reille hits Hougoumont but is repulsed. Casualties mount.


Reille throws his all into the attack on Hougoumont. The Reserve activates to hold the French off. Blucher comes as quickly as he can; so quickly that Lobau counter-attacks him.



The Guard moves and Blucher comes on in force. Casualties mount; the French push, but, just as they are about to drive Wellington off his hill, their morale breaks. An unlikely victory for the Allies!




And so W1815 provided an entertaining couple of hours play. The French were very unlucky in the second game to fail a morale test just as they were about to break Wellington on casualties alone. They rolled a six for morale, and with two plus-ones in play, just tipped over their breakpoint. It must've been the spectre of the Prussians that did it!

Overall, the game is nicely balanced, and there are different strategies to explore. It is mostly the French who drive the action, but there are moments when the Allies can apply pressure and force Napoleon into desperate choices. Well suited to solitaire play, I think.

Don't tell the missus, but I enjoy this game so much I've ordered its scion - Hollandspiele's Table Battles and all its expansions - from the US. I wonder if I can smuggle it into the house unnoticed? The chances are not good!

Monday, January 22, 2018

Waterloo in 20 minutes.

One of the most interesting small-footprint games in my collection is the innovative Waterloo simulation W1815 by Hannu Uusitalo. It was brought out by U and P Games in time for the hundredth anniversary of the battle, and while it's out of print, it's always worth a revisit.



Unlike most board wargames, the pieces in W1815 do not move. They can be removed as casualties - and there are a few of markers which indicate the arrival of Blucher's force and possession of Hougoumont, La Haye Sainte and Plancenoit - but other than that the board is static. In effect you are playing an interactive map game, not a usual hex and counter or area control style board wargame.

If you were ever the type of kid who would get books out of the library and pore over maps illustrating the different stages of Waterloo, Gettysburg, Blenheim, Hastings, the fall of France and so on, you'll have a sense of what a game board of this kind is like.

Board at start.

The game itself is played by referring to commander cards. The British have Hill, Orange, Uxbridge, the reserve, Wellington, and Blucher; The French have Reille, Kellerman, the Guard, Lobau, d'Erlon, Milhaud, the Grand Battery, and Napoleon. Each card shows the enemy the command can attack, the range of results (xC denotes casualty; xM denotes morale loss) and whether the enemy has a counter attack option.

Sample cards.

Cards can also be turned over if certain events occur (Hougoumont is captured, Hill's corps goes into square, Ney charges, etc.), and the reverse side gives a different range of options for attack or counter attack, or, for some cards, no options at all.

Play proceeds with the French player moving first to activate a command, consult the relevant card and roll the die. The 7th Coalition player then gets to react with a counter attack, use the reserve to cancel the French action, or else roll on a card of his or her own.

Play continues, with both sides accumulating casualties and morale hits, until one side fails a morale check and routs.

The initial dynamic is one of French attack and Allied defence. The Coalition player must react to French moves to prevent the French gaining a significant advantage, while also trying to activate Blucher as often as practicable in the hope that he will quickly make his presence felt on the field. As the French wear themselves out, the dynamic changes: the French search for the opening they need to activate Napoleon and push for victory; the Coalition player waits for the right moment to use Wellington's one-time general advance card and drive forward, hoping that this will be enough to win the day.

A Sample Game. 


In my most recent play through I decided to use the unofficial 7th Coalition bot (see boardgamegeek), which offers a programmed response for solitaire play. The bot is not necessary for enjoyable solo play, but it seemed like a good excuse to get the game to table again, so why not?

Turn 1) The first move of yours truly as the French is to attack Hill with Reille. Both sides take a casualty. The bot activates Blucher, who rolls a miserable 1 and no Prussians arrive.

Turn 2) The French attack Hill again, now with the cavalry under Kellerman. Kellerman takes a casualty, but with Hill's corps now in square any further attacks by Reille's infantry on Hougoumont are more likely to succeed. The bot activates Blucher again, who rolls a 2 and once more no Prussians arrive.

Turn 3) Reille attacks again to get the benefit of the +1 to his die roll for Hill being in square. Hougoumont falls, and the Allied reserve must be used to cancel the result. A second Allied casualty results.


Turns 4,5,6,7) Reille continues to press the attack against Hill/Hougoumont. Hougoumont is hit and relieved three times in four turns. There are 3 French casualties and 6 Allied casualties, but now the Allied reserve is expended. When not pulling the reserve in to hold Hougoumont, the Allies activate Blucher - this time with some success.

Constant attacks from the French left stretch Hill and use up the Allied reserve.

Turn 8) Reille attacks again: Hougoumont falls once more; this time for good.

Hougoumont has fallen. The French look now to press forward on their right.

Turn 9) Kellerman attempts to exploit, but both sides take a morale loss. The French have taken 4 casualties and a morale loss; the Allies have taken 6 casualties and a morale loss. It is now afternoon. The French must work to reduce Allied morale while continuing to preserve the relative loss advantage that they have established.

Turns 10,11,12) The Grand Battery fires to wear morale down. The Coalition responds by activating Blucher. He arrives in increasing force but the French maintain their advantage in casualties and morale losses inflicted. The exchange is even enough that it benefits the French to keep on with a low-risk, low-but-almost-sure-reward approach.

13) The Allies are now within an unlucky morale roll of capitulating. Millhaud attacks to cause another Allied morale loss. Blucher is now on the field in force, and the French take a casualty.

14) The moment of crisis is almost upon the French. They are within reach of victory, but it is not yet assured. Before activating Napoleon for what is presumed to be the decisive push with the Guard, D'Erlon is ordered to attack Orange and soften up the enemy one more time. He drives in with considerable elan and rolls very high. The Allies take a casualty and a morale loss, then roll badly, fail the morale test, and rout.

The moment of victory.

Thoughts.


The 'attack Hill' tactic worked again, and the bot, by failing to bring Hill out of square and back into line, helped render the Reille infantry attacks more effective. If the bot had brought Hill out of square earlier the cards tell us that his corps would have been open to a Kellerman counter attack rolling at +1, but at least Hougoumont would have had better odds of holding out, the reserve would have been maintained for longer, and with a Kellerman attack there was a higher risk of a French blow-out.

W1815 is a game of margins established by increments, and the ramifications of certain actions mean that player tactics in terms of which card to activate when become, over the course of a game, steadily more important. In this refight the initial high risk approach opened up a gap which the French only needed to maintain to force the win, but worse early dice and cannier bot play could have kept the Allies in touch and forced the French to either take more risks elsewhere or play conservatively and hope to time their final attack just right.

There is a lovely balance, and it takes time to see it.

So far, when playing as Napoleon, I swear by attacking Hill / Hougoumont, but it requires a run of good dice like the ones here to succeed.

The Grand Battery option (shown here), while seemingly safe, does not do enough



damage fast enough, and needs to be complemented by more aggressive play elsewhere. Nor does the Grand Battery attack force an Allied response: this then leaves Wellington free to concentrate on bringing those battle-winning Prussians onto the field, or to look at wresting the initiative in other ways.

I hope that this has shone a little light on what is a most enjoyable game. Most of my play has been solo, but I have a feeling that the more you play it with an opponent, the more other approaches will begin to suggest themselves.

It's a very fine game. It's beautiful to look at and the pieces feel good in the hand. It is enjoyable to study the cards and work out which combination of activations might work best given the board situation. If you have it, don't forget to play it; if you don't, perhaps consider pestering U and P for a reprint until you do!

Game end.


Tuesday, May 26, 2015

New boardgames

A very interesting and quick playing Waterloo simulation arrived in the mail the other day. This is from an outfit in Finland, U&P Games, and comes highly recommended by Phil Sabin. Besides looking rather pretty, the game ships to Japan for a very reasonable price. 

(Edit, see here for a review of the game by Steven M on his blog).


And while we're talking boardgames, I've just finished prepping a solitaire print-and-play game called "Roman Conqueror" from Berserker Games. It took quite a while to do; I put the counters (and there is a decent number!) onto the cardboard I use for my miniatures bases. Next time I think I'll follow the designer's instructions instead of trying to produce materials fit to survive a nuclear war!


Anyway, more on these in due course.



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