by Matt Fritz
The Miniatures: The figures used were 1/72-scale plastics mounted two per base. The bases were 3/4" x 1 1/2". There are many companies producing 1/72 Napoleonic figures. I used five boxes of Italeri #6002 French Infantry and three boxes Revell #2571 British Infantry. I used the British infantry figures for the Dutch and Hanoverian soldiers but painted their coats green and their pants grey. Hat Industries makes Dutch infantry (#8025) .
The Board: A 7.5 x 5 foot table was used. The terrain was flat and open except for the walled compound of the Hougoumont farmhouse. In reality there was an orchard to the east of the farm, and woods and hedges to the south. Airfix makes a model kit called "Battle of Waterloo Farmhouse." The model isn't exactly layed out correctly, but it has a nice gate that looks like the famous North Gate. I cut the buildings and gate apart and built the farmhouse the way I wanted it, and added brick wall sections that I printed on my computer. Deployment : The French line units deploy in column formation at the southern edge of the board, the French legere deploy in column southwest of the farmhouse. The British Guards deploy in and next to the farmhouse, the British allies should be in line south of the farmhouse. Formations : Units must be in line or column formation. Line formation is a double rank line (3 in front, 3 in the second rank). Column formation is single file. Units inside the farm do not move in formation - each base moves and shoots independently. Sequence of Play:
2. British Move 3. British Shoot 4. French Shoot 5. Charges 6. Melee Movement: Units in line formation move 6", units in column formation move 12". Units inside the farm move 6". A French base that starts its move next to a wall may climb over the wall if there are no enemy units facing it on the other side. This is the only movement the base can make during the turn, except for charges. Only the base meeting this requirement can cross the wall, not the entire unit. Units may turn around (about face) or change formation at a cost of half their movement. During movement units may not move closer than an 1" to enemy units. British movement into and out of the farm: At the start of the battle the British and their allies may move into the farm by using any door or gate, or climbing the wall at their normal movement rate. Once the first French unit reaches the walls of the farm this freedom of movement ends. Thereafter the British may move in or out of the gates and doors, or climb the wall at half their normal movement. Shooting Units may fire 12". Roll 1D6 for each base. Units outside the farm hit on a 6, units inside the farm shooting at targets on the outside hit on a 5 or 6. Fire within the farm hits on a 6. The Jagers are armed with rifles which improves their chances of hitting. They hit on a 5-6 when outside the farm or shooting within the farm, and hit on 4-6 when inside the farm and shooting at targets on the outside. The farm and walls provide a lot of protection from shooting. When the French are outside the farm and shooting at targets on the inside they roll only 1D6 for each TWO stands (round down). Units may fire two ranks, so a unit in line can fire all it's bases, a unit in column only fires two bases. One base is removed for each hit. If a French unit outside the farm is reduced to one base this last base is immediately removed. This rule does not apply to the British and their allies, or to French bases inside the farm. Morale checks: The French must check morale if they lose bases to enemy fire. Roll 1D6 for each unit that lost a base this turn. The unit passes its check if the roll is less than or equal to the number of surviving bases in the unit. If the unit fails it loses one stand and retreats 12". The British and their allies do not check morale. French units inside the farm do not check morale. Charges: A unit may charge up to 6" if there is an enemy within charge range. If it makes a difference the French units charge first. If a door or gate has been forced open the French may charge two units through it each turn. Units may not use a charge move to climb over the wall. Melee: Outside the farm the melee is fought unit against unit. Each unit rolls 1D6, high roll wins (British & their allies win ties). Add one to the roll if the unit outnumbers their enemy, also add one if the unit is attacking from the side or rear. The losing unit retreats 12" and loses one base. Inside the farm the melee is fought base against base. Two bases can gang up on one base if the numbers allow it. Each side rolls 1D6, high roll wins (British & their allies win ties). Add one to the roll if there are two bases attacking one. The losing side removes one base. Breaking down doors and gates: If a unit starts the movement phase in contact with a gate or door they can try and force it open. Roll 1D6, if the roll is a 6 they have succeeded. The roll improves by one each turn (5-6 on the second turn, etc.). If the unit is forced to retreat and later returns, or another unit replaces it the process must start over again with a 6 needed for success. British reserves: The British reserves enter the North edge of the board in column formation. They should be placed on the edge of the board on the turn when they will enter. When they enter depends on how the battle progresses. The reserves should enter the turn after any French get into the farm, when a French unit is about to move around to the northern wall of the farmhouse, or on turn 8, whichever comes first. The North Gate must remain open until the reserves have entered the board. Resources:A search of the library and www.magweb.com turned up some useful resources for wargaming Hougoumont.
More Battle of Waterloo: Hougoumont 1815 Back to Table of Contents -- Junior General Report #3 Back to Junior General Report List of Issues Back to MagWeb.com Magazine List © Copyright 2003 by Matt Fritz. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles covering military history and related topics are available at http://www.magweb.com |