Waterloo a la Carte (Complete Wargame)

This game follows on from my Napoleonic hex Grid game adaptation. It addresses the battle of Waterloo in a very simple format using a modification of Worthington Games' Scotland Rising rules. Again, this is in playtest mode so any feedback or comments are welcome.

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12 comments:

  1. Hi
    These look most interesting I shall give them a try and provide feed back.
    Thank you for sharing them.
    Paul

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  2. I have had a go and am impressed. The game mechanics work well and it is a more challenging game than I expected.
    I would only seek clarification that advancing infantry can share a hex [at the end of a turn] with friendly artillery as they pass through?
    And that even after multiple ‘hits’ by artillery at long range, that there is only one level of disruption ?
    I like the retreat option to taking a hit – It’s like regrouping before a second attack!
    Keep up the good work and thank you for sharing.
    Paul

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  3. Hi Paul,

    Thanks for playing the game and for letting me know you enjoyed it. It is really difficult testing things out on your own so feedback from others is great to have.

    1. I'm still of the view that there should be no stacking at the end of a turn (except for leaders). I think that both sides failed to manage their artillery assets during the battle. Allied artillery fired too early (against orders) and shot off their ammunition to little effect as well as revealing their positions. French artillery was badly handled after the initial grand battery phase and was never manoeuvred into the right position to destroy the allied infantry. Using your artillery in this game should be difficult and well thought out.

    2. Yes, there is only one level of disruption, to keep things simple and reduce the need for tracking.

    I'm really glad you have given this a go. I see from re-reading the rules that I have a few things to clarify and tweak. I'll look forward to doing that later this year. In the meantime, let me know please if you have any more feedback and I'll have a good think about it!

    Cheers

    Jay

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  4. Hi Jay,
    My next project is the Napoleonic period and I like the look of these rules for large battles. I have yet to play them, but they will be my starting point and converted to squares for my gridded 6x4 tabletop.
    Cheers, Peter

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  5. Hi Peter,

    I look forward to seeing what you do with these rules. I based them very closely on Worthington's Scotland Rising (Bannockburn) rules. They are deceptively simple but give a good game.

    All the best

    Jay

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  6. Hi Jay,
    A quick clarification on the rules please. Artillery shooting at a range 2-3 hexes rolls 2 successful scores on a target unit with a defence of 5. Does this cause 2 disruptions so the target unit has a defence of 3 when attacked again? Or can you only have one level of disruption and the unit would have a defence of 4?
    Thanks, Peter

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  7. Hi Peter,

    I very pleased that you are persevering with these rules in your new project.

    Disruption is envisaged as a one off. Disruption cannot be caused twice. So two successful bombardments can only cause one disruption result. Attackers only get a +1 if their target unit is disrupted. I think I may need to add o the rules about this. I also notice I missed out a diagram so will add that to the list!

    Hope that helps.

    Jay

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  8. Hi Jay,
    I think I have almost got to the end of the clarifications. Where say two infantry units attack another infantry unit, are the attacks completed in sequence. For example, the first attacking unit rolls their two dice can the target unit make their choice of retreating at this point? Or does the target have to wait for the second unit to attack? So do I roll four dice at once and deal with hits, or roll two lots of two dice, dealing with hits after each two dice rolled?
    I am trying these rules with my 19th century image-nations armies (1870 or thereabouts) using free movement rather than hexes or squares.
    Thanks again,
    Peter

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  9. Hi Peter,

    I activate and resolve all actions one unit at a time in sequence. Therefore attacks cannot be combined. In your example the first attack is resolved and the defending unit can retreat at that time. This is to encourage phasing of attacks between the various arms.

    I look forward to seeing your take on these rules, lots of pictures please!

    Cheers

    Jay

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  10. Good Morning,

    I have had your rules for awhile now and just set it up and did a small walk though of them. I noticed that if a unit with a 6 Defense is in a fortified hex or ridgeline they can never be damaged. Maybe I missed something but with a 6 Def and a -1 to the attacker the best the attacker could do is a 5. Those terrain areas make them invulnerable and for the most part they were that day but La Haye Saint was taken which couldn't happen here. Can you let me know what I am missing? Thanks so much, I really like the rules and want to see if I can use them on some other battles.

    John

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  11. Hi John,

    Thanks, that is a really good question. The -1 is not a modifier to the die roll. Otherwise the impact would be as you suggest. The -1 refers to the number of attack dice. It is always possible to take fortified hexes, even though it might be a slow process.

    The key thing is that the rules can be clarified to ensure that this is clear right from the start of the rules so your question is very helpful. I hope you enjoy the game, very pleased to get feedback on how it works for you.

    Cheers

    Jay

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  12. Hi Jay,
    I am about to try the game, looks really interesting and reasonable easy for me (beginner) to start into war gaming. Played so far only Columbia Games - Julius Caesar and Crusader Rex.
    One question about action points that I don’t get. French have 4 actions plus d3? Is d3 a dice trow (with d6 die) for more action points and how does it work exactly? Thanks for answering and all the work you put in the game!
    Jaskata

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