A Rose by Any Other Name

Napoleon's Defeat in Wellington's Victory

by William Sariego



The "Monster Mash" Vol. 1

I've often wondered where poor Blucher fits into this equation. I know Wellington has his apologists (the "Iron Duke" never lost to the Frogs, etc.) but IMHO (in my humble opinion), Wellington's ___ was kicked that day by the Master himself... if only the Prussians hadn't arrived like the cavalry in a cheap Western movie. But my opinion and 75 cents will get you a small cup of coffee at McDonald's.

WELLINGTON'S VICTORY has two incarnations in the hobby; SPI (1977) and TSR (1983). Both versions are practically identical so owners of one or the other should not feel that they've missed anything important. While it may lack the detail of the LA BATAILLE series, WELLINGTON'S VICTORY is more than enough game to keep the average monstergame enthusiast happy.

I've always favored the French in games of the Napoleonic Wars and WELLINGTON'S VICTORY is no exception. This could be explained in one of two ways: 1) A "psychic" once told me I was Jerome Bonaparte in a past life, or 2) I just plain enjoy playing the losers (the South in the Civil War, the Italians in WWII). I find the first reason to be far more romantic and likely, don't you?

But in keeping with reason number two, the French suffer a 60%-40% disadvantage in pure game balance when playing the full campaign game (the ONLY way to play). I say "pure" because of the situation itself, when using multiple players per side, the coordination problems effect the AngloAllies more, which mitigates the percentage somewhat. The early start scenario favors the French but not overly so, making for a very well balanced match.

Strategy can be boiled down to three approaches in planning the battle. You must choose between concentrating on the right or left flanks or the center. The Emperor attacked the center and met his Waterloo (sorry, I couldn't resist that one). Which one you pick is almost a reflection of personality as it is a strategy.

The right hook is for the gambler. You simply have to smash the Anglo-Dutch before Blucher arrives and saves the day for Lloyds of London. Using the early start makes this option more viable, but I still don't like it and have never seen it pulled off.

The center attack is the most common and offers a reasonable chance of success. The road to Brussels can help exploitation (if it comes) but terrain is otherwise favorable to Wellington. Establish a line as far east as practical to await the Prussian onslaught.

I favor a left hook. This puts pressure on the Anglo-Dutch without hope of immediate aid from the Prussians. With a pinning attack toward Mount St. Jean, the balance of the army attempts to hit the Anglo-Dutch flank and roll it up. Hougomont MUST ne seized quickly for this to work. Get your cavalry around the bloody ridges and don't commit them like Ney! Plancenoit will act as the initial anchor against the Prussians, but give ground in order to maintain line integrity, geography means nothing as far as victory totals.

Rules Variants

A friend once said, "Give Sariego a game and he will give you a variant!" Never one to prove a buddy wrong I offer the following four rules variations for WELLINGTON'S VICTORY. None of them are gamebreakers but do add a little something. After all, variety is the spice of life.

British Option One) Four rifle skirmish companies are available. Three are deployed at start, the other can be deployed from any unit during play. These units are valued at 1-6-5 instead of the normal 1-5-5 for skirmish units. Also, anytime a stack containing only rifle units performs fire combat, one is added to the die roll. Once eliminated these units may never be brought; hack into play.

British Option Two) Give the British a rocket battery. Give it a limbered value of 1-5-6 and an unlimbered value of 4-3-0. Each time it fires roll a die. A one indicates the fire was wildly inaccurate and has no effect, although an ammunition point is still expended. It begins limbered within five hexes of B1013.

French Option One) Members of the Imperial Guard were often trained artillerists. To simulate this allow units of the first and second Guard divisions to detach "skirmishers" for this purpose (only). An artillery unit so crewed is not considered disordered as when crewed by a normal skirmisher unit. No more than one strength point per brigade can ever be detached for this purpose. They can be reattached.

French Option Two) Ney was a brave soldier, of that there is little doubt. He was a great divisional leader and a decent corps commander, but stinks as an army strategist (sounds kind of like the Confederate general, John Bell Hood). Replace Ney with Marshal Soult (Napoleon's chief of staff in Armee Du Nord). Soult is rated 6-6 for game purposes. For fans of Marshall Ney (that includes me), consider him to be in command of the 1st Corps. D'Erlon is considered back in France.

The Problem of Prussia) What-Ifs abound on what would have happened has Grouchy pursued more vigorously after Ligny. Tinkering with the arrival times of the Prussian Corps (or their strengths) is an interesting pastime, but difficult to playtest on a game of this magnitude. Clash of Arms has a workable system included in MONT ST. JEAN/WAVRE. If you simply push back the arrival of the IV Corps until turn 34 (1730 hours), I feel this to make for a perfect balance.

I hope everyone has enjoyed this all too brief survey of this classic monstergame. I welcome any questions, comments or criticisms. The most important thing is to get WELLINGTON'S VICTORY off your shelf and on the ping-pong table!


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