Cancon 2000

Élan Waterloo Re-fight

by Phillip Jones

or "My God Sir -- I've lost a leg!"
"My God Sir - so you have!"

or "Let them have a taste of it"

La Grande Bataille - the final French assault on the Allied centre.

As has been customary over many years at CANCON, the final day of a Horse and Musket Tournament has featured a "Big Bash" multi-player game. This year it was taken a step further with a structured scenario based on the Battle of Waterloo, pre-arranged Orders of Battle and used the new Élan rules.

The intention was to not only give a spectacle to passers-by, but to give the participants the flavour of being part of a big engagement with its unique considerations and scope. Intended to be ambitious in scale, the action featured over 3000 figures in something like 150 battalions, 40 cavalry regiments and 30 artillery batteries. This equated to something like 130,000 men and 240 guns- something to get your teeth into. To expediate play the commanders, Ian Turton of Wollongong for the French, and this magazine's esteemed editor, Brad Smith, for the Allies, were provided with OBs and maps some time before the event, whilst the terrain was made specially by the myself. There were dozens of spectators throughout the day, and I was even interviewed by the local ABC radio station about the event - all good PR for the hobby!

The armies were basically divided into three to four Corp each, with extra players and members of the public assisting in the play acting as Division and Brigade commanders. Some 12 players took part overall. To attempt this scale of game in one day was ambitious, and normally in the past these epics run out of time - sans result. The Élan rules are designed for Division and Corp scale actions at a 1:50 ratio. So this was stretching the envelope, but its Grand Tactical mechanisms (such as Bombardment by Mass Batteries and long distance movements) allowed the game to run pretty smoothly, at a good pace. Although I was busy going from one end of the table to the other clarifying matters, considering most of the players had never used the rules before it worked very well, thankfully without dispute. My thanks to the players for both be open-minded enough to try something new and to play in such good spirit.

The rules' interactive sequence of play results in players performing actions every few minutes, rather than waiting for the other side to finish what they are doing therefore I'm happy to report that the rules did their part! It must be said though that playing such a long table and with differing intensities of action resulted in one sector of the field playing at a different rate from the other. For those who wish to attempt large actions I recommend breaking the battlefield into either separate tables to enable players to fight at their own speed, and/or create " time-zones" on the table so that play can tick over promptly all sectors of the field.

Deployments were done by map, and general orders given the day before, thus enabling play to start first thing. Late players would have to march on from the rear!! Members of the public could join in to play , and even though most players had never experienced Élan this presented no difficulties, the game moderated and controlled by myself. The Battle of Waterloo is an evocative one for gamers, and the emotional/psychological aspects came to the fore in the playing of the game. For instance La Haye Sainte and Hougomont are like magnets to some players! [On this occasion the French remained demagnetized! – Ed]

The Allied position was a very strong one with really only the western flank vulnerable. To compensate Brad placed a strong reserve and his best troops in that sector. His plan was a simple one - use reverse slope (only troops visible to the French were deployed), hold on the defensive until it was clear where the coup de main would come and then reinforce that sector. This was combined with two spoiling flank marches on each flank, intended to distract and prevent massive French concentration.

Hopefully this would be enough to withstand the onslaught, and inflict enough damage to enable a counter-attack. A Corp sized force would attack on each flank of the French and both La Haye Sainte and Hougomont were well manned with crack troops (Sharpe and friends!).

For the French, the plan was to screen and hold the centre and left, supported in the rear by the Imperial Guard to keep any Allied forces pinned. A Grand Batter y (naturally) was to soften up the eastern flank, prior to a massive assault by a reinforced Corp on the line of Frishermont/Papelotte, aiming to pierce the line and roll it up toward the centre. This attack was to coincide with a flank march on the extreme eastern flank by another Corp. Once this had arrived, the frontal assault was to begin.

The Guard would attack in the centre along with the Heavy Cavalry Reserve (over 12 regiments of cavalry) once the line had been breached. A good plan – but it made little allowance for what the Allies might do!! As it turned out the plan unravelled at the start (don't they always?). Both players informed me of their off-table flank marches, which in one case was on the same eastern flank! T he two forces running into each other- an event which had great import to the development of the battle. Both flank marches were thus denied, but it was a question of whether the single Allied Division could hold an entire French Corp and save the Allied line. A new table joining the main battlefield was set up for this side action and the stage was set for an epic contest.

The Wrap

After reading the two versions of events, you might imagine that we are talking about two different battles!! Mont St. Jean or Waterloo? It was a very interesting exercise on several levels illustrating to players the need for good communication, simple coherent plans, good tactical employment, and how even minor tactical matters can influence larger outcomes. For the record, as umpire I think the Allies DID have the upper hand, and may have won the day. [Ha – see? I told ya so! – Ed.] But the Guard were just closing in and the Guard Cavalry did run over several British Squares (that made me smile I confess! Grenadiers a Cheval 2 British infantry -0). Casualties overall were over 10% for the Allies and about 20% for the French. A least 7 Generals were killed including two Generals of Division (a Guards Commander had his head blown off first turn!) ...so it wasn't a place for the feint-hearted!

So in closing, an epic encounter and my thanks to everyone who took part, especially those who were game to try something new in the form of a new rule set.

See you next year!

More CanCon 2000 Convention Coverage


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