This page is for the play test version of the Quatre Bras a la Carte game. It follows on from the Waterloo a la Carte game which is now due a second edition of the rules. Like the Waterloo game, QB is very simple and uses a modification of Worthington Games' Scotland Rising rules. Please feel free to try it out and let me know how it goes.
Note: Following some very helpful feedback I have updated the counters and reinforcement schedule to correct an error in the earlier draft about the number of British counters to use.
Reinforcement schedule (v2 April 2016)
Counters (v2 April 2016)
I have been looking at this and getting ready to play. I have noticed a bit of confusion with the British Line and Artillery units.
The table in the rules contains 5xLine and 2x Artillery.
The reinforcement schedule has 6xLine and 1x Artillery.
And there are 5xLine and 4xArtillery counters?
The rest looks fine and I am keen to give it a go.
Thank you for sharing – you have done what I have been trying to do for years !!
I also have H&R 6mm ECW armies which have not been used for years, so will have a go with your ECW hex rules as well soon.
As for your question about where to get a 6mm poodle – I made mine from a 2mm French Dragoon !!!!
First complete play through last night and it worked very well, almost as it did in history! A great little game - the limited Action Points for the French side work very well and really make you think about what you need to do next AND what can wait!!!
Thanks for your interest. I'm really pleased that the game works as intended. Its all well and good me pushing bits of cardboard around but the only test is when someone else has a go. Thanks for the feedback!
I have resolved the British infantry and artillery issue. The counter sheet does include too many artillery units. An artefact of the development process. The numbers in the OB are correct: 5 British line and 2 British artillery. The real error is in the reinforcement schedule. The 15.30 entry should read as follows:
15.30 2 British line, 1 British Artillery, 1 Brunswick Infantry (militia), 1 Brunswick cavalry (light).
Luckily I kept my original manuscript notes! I'll post an updated version at the weekend.
I love the idea for the 6mm poodle! Not even Baccus do a poodle. Let me know how you get on with the ECW rules.
Now here’s an idea..
Quatre Bras - DAY 2. Wellington’s Retreat.
Play the game as per the rules and let it end where it ends. But then freeze the board layout and then play DAY 2 [17th June] – can Wellington get all his troops away, intact.
Wellington could be reinforced with some extra light cavalry over night and have additional action points in the morning. Ney should have only 1 action point until midday. In the afternoon, dice for Napoleon’s arrival along the Namur road with light cavalry and guns. I think it could be fun – what do you think????
Actually – I may try this, in real time as it were, with your Waterloo game, over the 16-18 June this year – still a couple of weeks left to get myself organised !!!!!!
I think that's a great idea. I don't think it would be much trouble to knock up a map covering the area beyond Quatre Bras. I've always been interested in the potential for an action around Genappe, but it depends how hard the French are pressing. Let m e know how you get on.
I did have a go at Quatre Bras day 2.
I had to produce a few more units than I expected and made them into Brigade size units. it seems to work ok. Many thanks for all the original ground work you did !!!!!!
I have posted a photo on my blog, hope you can see it.
Thanks ever so much for giving the rules a go and expanding the scope of the game. Thanks for your picture as well.
I was really interested to see the pictures of your Peninsular armies on your blog. These look great. I recognise some old classic figures in your collection. Congratulations on the paint job, this is exactly the look I'm aiming for as well.
Our local group had a good game over Zoom with your Quatre Bras rules. One thing we weren't sure about is how a stream hex side restricts charging cavalry. Are cavalry barred from crossing a stream hex side at any point during their charge eg between 1st and 2nd hex in a 3 hex move or is it only if the enemy is directly behind the stream, hex side.
Sorry - another question. If a unit receives 2 hits in one attack, can it still disregard one and retreat?
Thanks for your questions, answers herewith. I’d be grateful for any other feedback that your group has on this game as it is on my list for a bit of a refresh.
Q1: How does a stream hex side restrict charging cavalry? Are cavalry barred from crossing a stream hex side at any point during their charge e.g. between 1st and 2nd hex in a 3 hex move or is it only if the enemy is directly behind the stream hex side?
A1: Really good question. The rules could do with some precision editing. However, paragraph 11 is clear: The charging unit may not cross a stream hex side during the charge movement. This reflects the problem cavalry have in charging effectively in restricted terrain.
Q2: If a unit receives 2 hits in one attack, can it still disregard one and retreat?
A2: Yes. This represents a unit breaking off an attack in the face of heavy losses.
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