Review By R Ayliffe
Game in Command Magazine Issue #11 This issue of Command leads with an extended article and game about the fight for Hougoumont Chateau during the Battle of Waterloo. This is a tactical level simulation covering the first two hours of the fight, from 11.30am till 1.30pm - the only serious fighting to occur at Waterloo at that time. Napoleon had intended that the attack, commanded by his brother Jerome, was only to be a diversion for his main attack in the centre, some 1200yds away. What actually happened was that Jerome attacked with his entire division, pouring more and more troops into what became a French bloodbath. The fighting became a desperate close quarters affair as the French tried to overwhelm the Allied defenders. The fighting surged back and forth across the chateau compound, gardens and orchards. At one stage event the courtyard was captured by the French and only cleared and the gate secured by a bayonet charge. Wellington was reputed to have said that the entire outcome of Waterloo hinged on the shutting of the gate at Hougoumont. The map, at a scale of 25yds to the hex, covers the chateau, walled gardens, orchard and the wooded enclosures to it's front. Each turn represents about 10 minutes and each counter a company of troops (25-100 men). The rules for movement and combat are very easy to learn and remember (no charts or tables for firing or fighting!) and this combined with a very interactive sequence of play keeps both sides constantly involved and the game moving quickly along. Indeed, this game can easily be set-up and completed in a n evening - a decided bonus in this day and age! There are a few additional rules (most of which are optional) covering subjects such as; the British howitzer batteries firing in support of the defenders; fire; capturing gates; British ammunition supply; and of course the famous Lt. Legros makes an appearance the first time the French attempt to storm a gate! To win the game the French must capture one or more of their objectives - the Chateau itself, the flower garden, and the main orchard. So, how does the game play? The British start with a small force of British Guards in the Chateau and the Nassau Regiment and Hanoverian Jager Corps deployed forward of the main objectives amongst the forest and enclosures. Then the French hordes start to arrive - two light battalions initially. The Allies are so outnumbered that a fighting withdrawal is the only option available. Covered by howitzer fire the allies can be quite successful as they fire and drop back towards the garden and orchard. Inflicting as many casualties as possible to break up the French assault, whilst preserving as many troops as possible is the key at this stage. The French, however, have plenty of troops available and casualties are ignored when determining victory so they can afford to trade casualties for space. Both sides receive reinforcements throughout the game, the British always seeming to arrive at critical moments - Wellington's influence no doubt! Once the French reach the walled garden and orchard there follows a period of desperate assaults and close range musketry against the beleaguered Guards who must stop the French from gaining a foothold at all costs - even to the point of counter-attacking at bayonet point to clear them out. Once the orchard and garden have been captured the Chateau's defenders will be cut-off and surrounded. An experienced French player at some time will also aim to move troops around the Chateau to force the British player to shut the North gate - and stop the ammunition supply to the defenders. Much needed reinforcements will then have to be diverted to clear away these French infiltrators. Throughout the game fortunes can seem to ebb and flow - at times the British player will wonder how he is ever expected to hold with so few troops, and others the French will find his loses crippling and his attack grinding to a halt. These changing fortunes mean that the game is very rarely decided until the last few turns - which adds much to the enjoyment and replay value of the game. `Hougoumont - Rock of Waterloo' is a quick, fun game of one aspect of this famous battle. The component quality is second to none and the rules are well written and laid out. Beginners are well catered for throughout with additional explanations and optional rules which can be added on with experience. Highly recommended. Command magazine is available from all good game shops or by mail order, price œ7-99. Other articles in this issue include ``Typhus fever and the destruction of the Grand Army (1812)'', ``A Christmas gift for the Yankees - Japanese attacks on the US mainland in WWII'' plus several shorter articles and snippets on varying military topics. More Reviews
Minifigs 15mm Swedish Napoleonic Range Bicorne Miniatures 25mm Napoleonic Napoleonic Scenarios (Book) Hougoumont [Command Magazine] (board wargame) Empires in Arms (board wargame) Back to Table of Contents -- First Empire #5 Back to First Empire List of Issues Back to MagWeb Master Magazine List © Copyright 1992 by First Empire. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |