Napoleonic & ECW wargaming, with a load of old Hooptedoodle on this & that


Showing posts with label CCN. Show all posts
Showing posts with label CCN. Show all posts

Thursday, 12 September 2019

Maria de Huerva (15th June 1809) - I've just played a game named Maria...

Wargaming yesterday. Things have been a bit confusing lately, but luckily Goya was able to organise a free day, and he came down to these parts for a Peninsular game, which offered a very welcome diversion for me.

Suchet (that's me, folks) thinking that these Spanish fellows fight a lot better than he had expected
This was an engagement between GdD (later Marshal) Louis-Gabriel Suchet and part of the Spanish Northern Army under Joaquin Blake. Our game was based upon the scenario published in Expansion #1 of Commands & Colors: Napoleonics - tweaked a little to reflect the relative strengths in the actual battle. In the historical battle, Suchet, having left a garrison in Saragossa, and having split off Leval's Division to protect the roads to that city, had some 10,000 men in the field. Blake was advancing north on both sides of the River Huerba, Areizaga's (large) Division being some miles from the action, so he had about 14,000.

We used the latest edition of the Ramekin Versions (based on CCN); both armies had a small off-table reserve available - Suchet spent the day waiting for Robert's brigade to join him, while Blake sort of hoped that Areizaga might condescend to send him some help when he heard the guns. In fact, neither of these reserves played any part - Robert arrived right at the end, when the game was already decided, and Blake was so stretched keeping the French at bay that he had no spare orders to do anything about a reserve, so Areizaga's chaps, wherever they were, were not much help.

In the real battle, Blake's troops demonstrated against Musnier's Division, on the French right, in an attempt to goad the French into attacking them (the Spanish position was along a very presentable ridge, and the Spanish Army - especially in this game - is at its best when defending ground of its own choosing). On the French left, Wathier's cavalry brigade advanced, and frightened the Spanish cavalry from the field, leaving the infantry's flank exposed - the Spanish right crumbled, but Blake did a creditable job of withdrawing his army, and the defeat was not the complete disaster it might have been.

So much for history. Our game didn't really go like that at all. The field looks a bit barren - that is correct - apart from the parallel lines of hills, the scene was more or less featureless. For the record, Suchet and Co were rated as "Good" commanders for the day, and Blake as "Competent". C&CN Tactician Cards were in use, and 7 Victory Points were required for the win.


General view at the start, from behind the French left flank. From this end, the French have Habert's infantry brigade, plus Wathier's cavalry, and on the ridge is Musnier's division, with the Vistula Lancers attached. The Spaniards, on the other side of the field are, from this end, Col O'Donnell with the flank force, then the Divisions of Lazan (front) and Roca (rear). The Spaniards were all regular troops - no provinciales, no irregulars. The Monasterio de Santa Fe is in the foreground.
Spanish in a good defensive position. Blake is visible with the yellow border to his base, in the background.
Spanish light troops - these are the Cazadores de Barbastro, on the left end of the line.
More general view of the Spanish position, with Musnier's French on the right edge of the photo. That gap between the two ridges was a real killing ground.
Musnier finds it hard to get started, as his men are taking casualties already.
Quick aerial view of the Monasterio, with prize-winning vegetable plot visible.
It's very rare for my Vistula Lancers to put in a good performance, but on this occasion they got it right, and probably won the day for the French in the end. Occasionally they strayed too far from their command to be able to receive orders, which was a nuisance, but when they were good they were very good.
View from behind the Spanish left - having gone off the idea of a straight frontal attack, Musnier sends out a force (just visible at the left edge) to attempt to turn the left flank of the Spanish front line 
Here his leading battalion gets up onto the Spanish ridge, though they look very short of friends at this point
They were repulsed, and again lack of command was a problem as the French tried to advance
Over on the Spanish right, O'Donnell, with grenadiers, light cavalry and light infantry (1st Cataluna, in the foreground), fought doggedly and impressively
There weren't as many as there had been, but Lazan's force sorted themselves out and began to win some VPs of their own. They got the situation back from 2-6 to 4-6, and Suchet was getting very nervous
Musnier rode out to take personal command of the flank attack - that's him on the left, with the white base-border.
Now there is a 3-pronged attack (dashing, but not much support available), in the foreground, Musnier with the 2/86eme attacks the Regto de Africa, who are still fresh; in the centre, the lancers turn to threaten the Regto de Ribero, who are already fighting (very well) against more French infantry
Musnier and friends are making short work of Africa - lots of red markers in evidence on the Spanish left flank
Leadership in action - Musnier encouraging his lads...
...when suddenly there is a dastardly Spanish trick, and they play a Short Supply card - we don't know what it was that the 86eme were running out of, but whatever it was they were obliged to whizz back to the baseline to get some more
At this point, at long last, Suchet was delighted to see Robert's brigade appear from the direction of Saragossa, on the edge of the field by Santa Fe - the sight probably didn't cheer up the Spaniards very much, but Robert had no time to contribute much to the French effort...
...because the Vistula Lancers, in a "Combined Arms" attack with support from artillery across the valley, now eliminated the battered Regto de Ribero...
...and that was that - the French had won 7-4
A good game - no real problems with the rules or the scenario. The Spanish put up a good show, but they always have problems - they fight well enough, but moving fire is poor, and in melees they are reliable only when they are standing firm. The biggest disadvantage is the double-retreat rule - if they do fall back, they fall back a long way, and if the retreat is blocked they suffer losses instead.

Afterwards we retired to Zitto in North Berwick for food and deep analysis - always a good idea. Subsequently, things slipped a bit when Goya's train of choice was cancelled, but he managed to get a later one without problem, and made it home safely.


Friday, 16 August 2019

Reserve Chips in Ramekin (the Genie Delivers?)


New supplies of 18mm chips in two colours, and the requisite D3 to sort out the mysteries of off-table reserves. Hot from the Genie.
I've been doing some work on my Ramekin Napoleonic rules, to encourage the realistic use of off-table reserves. Ramekin is my house variant of Commands & Colors:Napoleonics - it uses the movement and combat systems from C&CN (with some minor changes) but replaces the Command Cards with a dice-based activation system which allocates Order Chips to units. The introduction of this hybrid game has gone pretty well to date, though my recent Neumarkt scenario got a little bogged down in the introduction of off-table reserves into the action. I have been thinking how to improve this problem, and I was delighted (and very surprised!) by the number of interesting contributions and ideas I received.

I am very grateful to Arlen, Dave, David, Chris, Chris, Mark, Peter, Dan, Ross and Rob (and certainly one or two others - if I've omitted you, you know who you are) for applying their very considerable intellect and gaming experience to the issue of my humble rules, and, especially, to Goya, for analysing my rambling draft, and to the Archduke, for coming up with the logical but ground-shaking idea that there should be two types of Order Chips - ordinary ones (as at present), and (exciting, new) Reserve Chips, which are a bit different, as I shall attempt to describe with some attempt at brevity. Thank you, gentlemen.
 
A proportion of this post is copied from an email exchange I had earlier today - the previous recipient may well recognise sections of the text - apologies, as necessary, but it seemed a shame to waste it! What I like about this is the simplicity - even I can understand it! No doubt some further tweaking will be necessary, but this seems to be shaping up, and it now needs a little playtesting.

Eventually there has probably been sufficient interest in this to justify a short blog post - it will mean little or nothing to most readers, but never mind. Here is what is beginning to look like The Answer (or the First Draft of The Answer...).

* Ramekin rules are pretty much unchanged, except there are now two colours of Order Chips - one colour is Reserve Chips.
* These Reserve Chips arrive by a slow trickle, controlled by the dice, rather like the Order Chips, but there are a couple of differences...
* If your army includes an off-table reserve (of any size) you get to roll an extra D3 along with your Initiative Dice each turn - it doesn't add to the Initiative Total - the only thing you can use it for is to generate Reserve Chips.
* All you can ever do with Reserve Chips is use them to move off-table units on to the table - you can double up these Reserve Chips if you have accumulated enough, to allow the reserves to travel a little further on to the table, but you can't use them for fighting, and once the reserve units are on the table you need normal Order Chips to do anything with them - which is in itself a good reason to wait a while before bringing them on. You can't change Reserve Chips into Order Chips. No.
* If any of your off-table reserves are delayed for any reason (such as the Prussians at Waterloo) then the scenario will include a rule to determine/restrict when they are allowed to come on.
* If you have Reserve Chips left after you've brought all your off-table units on, you can ditch them, and stop rolling the extra die, since it doesn't achieve anything.
* Ramekin already stipulates that normal Order Chips can be carried forward to the next turn if not used, subject to a maximum carry-forward of 5; Reserve Chips may be carried forward without limit. [I am thinking of also allowing Order Chips in the player's stash to be converted to Reserve Chips, without the option to change them back later, but haven't decided about this]
* [Designer's Note...] I have been nervous of creating gamey situations where (for example) a player may use the existence of a reserve as a crafty way to generate extra Order Chips for his army. I think the system set out here works for a number of reasons. I've also abandoned various ambitious plans to allow reserves to be activated by the surrender of accumulated Victory Points - not least because I was at a loss to explain what this represented in a real battle. Apart from the good sense of keeping the reserve fresh and safe, it requires some time to accumulate sufficient Reserve Chips to get a strategic advance organised, and also bringing on the reserve too early runs the risk that there won't be enough Orders to go round - when the army is getting worn out, some of the units will not be using Orders any more, so there should be spare to look after the reserve. The tactic of bringing on the reserve prematurely, to jam up the table when there are insufficient Order Chips to do anything with them looks (historically, I hope) like a bad one!

Anyway - it obviously needs a bit of testing. In the meantime I've taken delivery of a shipment of what spielmaterial.de (of Moenchengladbach) describe as Crusader-Dubloons - in two colours. These will result in the phasing out of my rather whimsical collection of blue Tesco customer tokens, which have featured on this blog in a number of conflicts of late - I shall miss them, I guess, but this looks a bit more professional.

Monday, 29 July 2019

The Battle of Neumarkt-Sankt Veit (24th April 1809)

We had a big wargame here on Saturday - we had four generals, no less - Goya and Stryker and I were joined by The Archduke, who had travelled through a tempest, by express carriage, over the mountains from foreign lands, so we were a happy and prestigious assembly, as you may appreciate.

Our event for the day was to be the Battle of Neumarkt, noted as one of Marshal Bessieres' bad days. If you wish to read about the real battle, the best coverage is in the second volume of John H Gill's Thunder on the Danube trilogy, and in the Bavarian chapter in the same author's With Eagles to Glory. Like me, you may be surprised that there is so little written on the subject, but you must bear in mind that (1) Napoleon was not present, and (2) the French lost, which explains a lot.

Allied forces frantically pushing the French reserve over the river early on, to support Wrede's Bavarians. A lot of congestion - a lot of tap-dancing and creative orders to squeeze everyone in.
We played to the latest upgrade of Ramekin (the house's tweaked version of C&CN), we played on a 17 x 9 hex table (that's 10'4" long) and as far as possible we fielded armies which were pretty much correct for manpower representation, though the number of separate units was understated to fit [i.e. we used a reduced number of full-strength units to achieve the correct army strength, since that saves space and the rules work best in that arrangement]. Since they contributed the bulk of the Austrian forces - and we had 21 battalions in the Austrian OOB, which is a fine effort - Goya and The Archduke commanded the forces of the Kaiser. Stryker and I were in charge of the Franco-Bavarian army.

My scenario is due for a bit of criticism at the end of this post, but we'll get to that. The idea was to make use of off-table reserves. At the start, the French infantry (a division under GdD Molitor) were behind the River Rott, and thus off the table (since the river was mostly along the edge of the table). The Bavarians were deployed on the other side of the river, with their backs to it - not a comforting situation. They were placed in and around the south side of the village of Neumarkt and the Abbey of Sankt Veit (St Vitus - yes, that one), with their front line on a ridge by the village of Ober Scherm. The Austrians were arriving on the table in 3 columns. One (the left one - Hoffmeister's) was delayed, and thus had to be cued onto the field by a dice roll of 6 [test every turn!], the other two columns being well established on the table, with the rear of each column being off table but able to march on as orders and space permitted.

In the actual historical battle, the Bavarians defended their position pretty well, until things became impossible, at which point they managed a moderately disastrous withdrawal over the Rott (only one bridge at the town). I had identified that this would make an unsatisfactory game, so for our scenario the French adopted a new Plan B, by which Molitor would bring his infantry over the bridge to reinforce the Bavarians (under Wrede), and the combined force would set about the Kaiserliks before the ends of the columns came up.

Aha.

The game was pretty hectic - and I have to say this was one of the hotter afternoons of the summer so far, so the level of personal courage displayed by the generals was - what's the word? - exemplary - yes, that's it. Extra Victory Points (VPs) were available to the Austrians for every unit they managed to exit over the French baseline - having crossed the river, these units were regarded as having outflanked the French position.

I'll attempt to indicate a narrative of some sort in the captions to the photos. If you can't be bothered reading all that stuff, you need to know that the French lost, and it was not close, so for once there will be no "it could have gone either way" malarkey.


The battlefield, river and town at the far edge, before the soldiers came. John H Gill present and correct - great book, by the way.
And with the first instalment of troops - French light cavalry far left, Bavarians in front of the town and in the Abbey (famed for its lofty tower). On this side of the table, Mesko's advance guard is moving up in the centre, and Reuss's column is moving up on the right. Hoffmeister should eventually appear on the left flank.  
This is Jacquinot's light cavalry brigade - the only French troops on their right. There would have been a regiment of hussars as well, but Bessieres had detached them to go and check on something or other [historical fact]. You will hear more of these chaps later on...
View over the Bavarian-held area - the River Rott to their rear has only a single bridge, and is unfordable - yes - quite so.
Over on the French left, the view across the field shows that Prince Reuss's column is moving up nicely, and getting bigger as the off-table elements arrive. At this point, there was a lot of anxiety about the French left, and a plan was emerging to shift some of the French arrivals over to that side.
General view at this point, with Molitor's troops pouring over the river bridge, and wondering where they should stand
The defence of the southern suburb is looking less sparse, but a lot of sorting out is needed to get them organised. The centre column in the background advances relentlessly. Apart from artillery exchanges, very little combat at this stage, so any chance the French might have had of gaining some early momentum has already largely evaporated.
The Austrians are beginning to realise that they don't need to bring on all the reserves at once - they can use some of their orders for doing some actual fighting. The French took a while longer to get this idea. The soldiers in the woods are two battalions of Grenzers who, along with the IR Benjowsky of Hoffmeister's column, were the stand-out troops of the day.
Ah yes - Jacquinot's cavalry spotted a fantastic opportunity to take out an isolated battery on the Austrian left. It did not go as well as we had hoped. The cavalry units were not eliminated, but were not in a fit state to contribute much thereafter. In earlier conversation, The Archduke had wondered how a cavalry attack on artillery would go under these rules - he had his answer - he may still be grinning.
Part of Hoffmeister's column (with the man himself attached), looking to do the crafty outflanking manoeuvre and cross the river for extra VPs.
The Austrians did not mop up on their right flank, though it looked as though they might, but then they didn't need to.
More Austrian infantry crossing the river for bonus VPs - the end is close. Austrians won 10-5. The 10 consisted of 3 units advanced off the table ("outflank") and 7 French units eliminated. No staff losses on either side, by the way - unusually, apart from the heat, the Generals were all safe.
A moment for the C&C buffs. At one point, an Austrian line battalion attacked a regiment of Bavarian cavalry from the edge of a wood. The cavalry performed the correct Retire & Reform manoeuvre, which means the infantry still get a bash at them, but do not get to count "crossed-sabres" symbols, only "cavalry" symbols counting as hits. Guess what the infantry rolled? - see above. This roll would have wiped the cavalry out otherwise - as it is they suffered no loss at all - very lucky indeed!

[This is the point I reached in this post last night - I am now editing...]

My thanks to my colleagues for their enthusiasm and hard work, and especially their excellent company. Many miles were travelled on a very wet Saturday morning to assemble the troops and the players, so my compliments and admiration all round - The Archduke had a long drive each way to take part, which is an especially splendid effort! Thanks again, gentlemen - I could not hope for better friends.

The Ramekin rules worked well enough (Ramekin has now reached Ver. 2.0, and some more gentle tweaks are probably in the pipeline). The Austrians' appearance at Eggmuehl a few months ago sparked the first adjustment to kill rates. Yesterday we saw some similar situations - those 5-block Austrian battalions secure in woods. The changes in the rules do make things more reasonable, but the Austrian line units still take some stopping!


Ramble about Off-Table Reserves, War Games, Waterloo and All Sorts

Allsorts
Analysis of the scenario design is interesting - I am now thinking hard about the best way to incorporate off-table reserves. That aspect of our game did not go as well as I had hoped - though the game was fine, and a lot of fun, there is something philosophically tricky about reserves. I had spent some time before the game trying to get some insight into how this is handled in "proper" [i.e. other people's] wargames. I didn't learn much that was useful. In particular, I came across lengthy discussions on BoardGameGeek and elsewhere in which a load of guys took the opportunity to spout everything they knew about WW2 boardgames and the correct way to win a real war with bits of cardboard - I regret that I slept through quite a lot of that.

Here's the nub. At the Battle of Waterloo (sorry about this, but please bear with me a minute or two), most of the fighting took place in an area which I could squeeze into my largest table size - well, you might have to exclude Plancenoit. You could have the Allied army at one side, and the fighting would all take place around their position and in front of it - that's pretty much how the battle went, and it makes sense, since the French were attacking. That's how the game is traditionally played. Good.

Napoleon had a lot of troops a fair distance behind his front lines. The big cavalry charges, the final advance of the Guard - all that stuff - would correctly manifest itself in a game as an off-table reserve marching on. What Napoleon did not do on the day was fire a cannon at the start of the action as a signal for everyone to charge at once. When I think about it, this means he used his reserves as, well, reserves. I appreciate that the world of 6mm brings a different dimension to the game, but most wargamers of my acquaintance - especially me - guys with 25mm soldiers and normal-length arms - would, as far as possible, have just flung all the reserves in straight away to try to get an advantage on the table. The advantage is mostly illusory. You have more troops, but you can't do much with them. Napoleon (unlike me) was smart enough to realise that he had too many troops to fit onto the immediate fighting area - good practice was to bring the boys up only when you could use them. I use Waterloo because it is a well-known situation, and even I understand it, and also [whisper it] because we are pondering having a bash at Waterloo sometime.

Right - the problem in the game is partly the instinctive behaviour of amateurs like me, who were brought up on small skirmishes with embryonic collections of toys, and partly is a matter of rules. A standard approach to this might be to artificially restrict the availability of the reserve troops. The rules might say, "you may not stage Ney's big cavalry attack until after 2pm (or something), because that's what happened in the real battle". Now that would stop the beggars charging onto the field at the start, but I really don't like that as a rule. It is scripting the action, which takes a lot out of the game, and it brings you into all sorts of areas of the defenders knowing what is going to happen, how many troops it is going to happen with, and a whole pile of conditioning based on our understanding of the real battle and a load of hindsight which would not have been available to the generals of the day. As soon as your game becomes a scripted walk-through it pretty much stops being a game.

Our Neumarkt game on Saturday involved too many units to fit comfortably on the table, but the military situation was historically correct, and the idea of keeping some of the troops off the table until they could be used is obvious and (I think) authentic. Where the scenario struggled a little is that the French Plan B involved getting their reserves on the table as fast as possible and - in response - the obvious thing for the Austrians to do was to get the rear of their columns on the table too, so they didn't become disadvantaged. In other words (to repeat the message yet again - for my own benefit), the wargaming instinct was to cram everything back on the table as fast as possible - thus defeating the whole purpose of having off-table troops in the first place. Because the supply of order chips is restricted, the need to march everyone into position limited the amount of fighting, and crowded out most of the manoeuvre that could have gone into the early stages.

As I mentioned above, the Austrian commanders realised what was going on and started attacking with what was on the table - they did a nice enough job and they certainly saved the game as a spectacle. And, of course, they won rather easily in the end. If I recall correctly, 9 of the Austrian units were still waiting to come on the table at the end. Meanwhile, the Franco-Bavarian side had a lot of units crammed on the field which had not done any fighting and had mostly consumed order chips by trying to get out of each other's way. Hmmm. Mea culpa.

I have a couple of discussions going on with people whose views I have a lot of respect for, so setting this conundrum out here is not intended to preempt anything they have to say. There is something basic here that I can't get the hang of - how to make off-table reserves available, and have the rules allow the players (force the players? - nah...) to use them correctly.

Interesting stuff. 

Hmmm.




Sunday, 14 July 2019

Scenario Design for Klutzes

There will be a game at the end of the month here. Since I have no sense at all, I have taken it upon myself to design a scenario. My methodology for this involves more of a pantomime than you might expect, but here you see some breathtaking shots of the stages in the development. The rule system is my Ramekin variant on Commands & Colors: Napoleonics.

How to fit the terrain features onto a hex-grid table (start off with 13 x 9 hexes)
Having plotted the terrain (which has now grown to 17 x 9), and having sorted out the OOB, I now work out the starting situation - you will see that both sides have lots of off-table reserves headed toward the guns at the start
And then I set it all out, with the units in place - Battle of Neumarkt-St Veit - not one of Jean-Baptiste Bessiere's best days, as it turned out...
More of this in a couple of weeks...

"I never wanted this stupid gig in the first place"

Wednesday, 19 June 2019

Quatre Bras - 16th June 1815

General view at commencement, from behind the French right flank. Quatre Bras itself is represented by the building in the distance, just below the purple cushion(!). No idea who that bloke by the fireplace is - he was there quite a lot
Very enjoyable game at Goya's estates yesterday. As always, we were sumptuously entertained and looked after. Thanks very much for everything, gentlemen!

The game was the Commands & Colors scenario #014, which is a standard-sized 13x9 hex set up. We used my Ramekin adaptation of the C&CN master game, with a few (inevitable) beta-test tweaks, of which I shall say a little more later (assuming I remember). I was Marshal Ney, in command of the French forces (most of which I brought with me across the bridge from sunny East Lothian), while Stryker was Wellington, in charge of the Allied army. Goya chose to umpire, which was a most generous thing to do, in the interests of keeping the sides balanced. Apart from my own troops, there were lots of lovely soldiers on view - I must apologise that my photographs may not do this justice - Stryker will undoubtedly produce something more satisfactory, so I look forward to that.

If a little French bias creeps into what follows, I trust you will believe that it is unconscious, and merely a result of my having spent a day looking at the game from a French viewpoint.

The scenario allows the French an extra Victory Point (VP) if they hold the actual crossroads at Quatre Bras - 9 VPs for a win.

The game started with most activity around the Bossu Wood, on my left. My intention was to use my light infantry battalions (I only had two) to try to flush out the Dutch-Belgian (henceforth D-B) and Hanoverian troops before the British got their terrifying (and large) Foot Guard units in there. We started well enough, eliminated a D-B foot battery which was set up on the edge of the wood, but thereafter things got bogged down - my light infantry did not do well - one unit managed to stray too far from Command and thus were unable to move into a promising-looking attack, and that whole flank got bogged down very quickly, which meant I was pretty slow getting my infantry and heavy cavalry over the (fordable) river and a little ridge and setting about the Allied centre. When we did get that going it went fairly well for a while, but a pattern emerged which was recognisable from what we saw at our Albuera game some weeks ago - the French managed to wear themselves out fighting the relatively "softer" non-British troops (who actually fought very well) so that by the time we got to confront the British reserve we were already running out of steam. One big lesson of the day was a reminder that heavy cavalry are badly handicapped without horse artillery - we didn't have any. The chances of breaking an infantry square with cavalry are not good (especially if the damned squares are on a hill), but using the cavalry to force the infantry into square and then having something else to hit them with (such as horse artillery!) would have been a much more useful strategy. Oh well.

The game was close. At one point, quite early on, I was 6-3 down on VPs, then I got it back to 6-6, then my attack in the Centre got it up to 7-6 in my favour, then it came back to 7-7, and the end, when it finally came, was quite sudden. One of my battalions was eliminated in melee, and General Bachelu was killed along with them, at which point the Allies won 9-7. It is a bit of a constant theme of these games to say that it could have gone either way, but it really could. Anyway, history won out, I guess, which is something of a compliment to the scenario designers.

Stryker made a very good job of moving his forces nimbly and effectively in the space available - the Prince of Orange and The Duke of Brunswick were especially successful at rallying their troops when they had suffered under fire. This is really an encounter battle - neither side has the mix of troops nor the starting positions they would ideally choose. The Brunswick artillery were effective, and there was a particularly troublesome RA battery which I chased off the ridge a couple of times, but each time they brushed themselves down and climbed back up to resume fire. Stand-out performances? Hard to say, really - the D-B boys did pretty well, the Foot Guards are unstoppable if they get going, the French artillery was unusually effective. As French commander, it felt from fairly early on that I was going to run very short of fresh troops eventually (since, historically, D'Erlon's boys were not present, spending their day marching around somewhere between Quatre Bras and Ligny) and, though the day swung backwards and forwards for a while, that is eventually what happened.

Good game - a fairly stodgy start by the French, but exciting stuff later on. Quatre Bras on Waterloo Day - that's not bad, is it?

Opening situation, from behind French left. Bossu Wood is most of the foreground - Perponcher's D-B boys are well established in there. In the middle distance the French cavalry await instructions, while Foy's infantry confront the Dutch-Belgians in the centre. At the far end, Bachelu's division glare across the river at the Brunswickers
The river was not an obstacle, though anyone trying to fight their way out of it might have been a little incommoded. Prince William's chaps on the ridge to the right of the river reconsidered their position when the French Grand Battery opposite opened up. Note the proper, Old School Bellona bridges...
Ah yes - the Bois de Bossu. Didn't go well for us. You see the Legere boys going in there to dispose of the Dutch-Belgians. Ha! We eliminated the battery on the edge of the wood, but that was as good as it got in this part of the field
Slender Billy (seen waving his hat in the distance) sensibly shifted his men behind the high ground to get them away from the Grand Battery in the foreground (he may have been studying the ridge, to see if it would be possible to dig it up later to create a monumental mound)
Wider view of the same stage of the battle. That battery on the end of the ridge was a very persistent nuisance
Back to the Bossu - 2/25e Leger manage to get themselves stuck too far from commanders, and thus, without orders, do not have the wit to fire on the exposed enemy unit opposing them - they do take heavy losses, though. Oh well
Still struggling, 2/25e Leger fall back. Top left you can see Coldstream Guards approaching. Hmmm. This is not going to plan at all. The Guards were supposed to arrive to find the woods packed with crack French marksmen...

In some disbelief, General Kellerman came to help out, ensuring there at least was a General Officer near enough for the French left flank to be able to think straight, but things went from bad to worse. Those Guards are getting nearer, and - yes - that is a very large unit
Since the battle was obviously not going to be won over in the woods, Foy made a belated attack in the centre - that's him with the white border. The Grand Battery now being masked, Prince William, still waving his hat like the hero he is, got his boys to pop back up onto their ridge. The blue discs with "Tesco" embossed on them are, of course, order counters. Wellington and his staff are somewhere behind the building in the background
Foy's Division actually did pretty well here, and the French started to level up the VP score. The French cavalry started to come forward, too
Things suddenly look more promising for the French Centre, but those reserves on the right are a bit worrying
Since Foy doesn't have any reserves, so as you would notice, Bachelu makes a very late attack on the French right flank
Very welcome break for rations - grateful appreciation to our host. We decided against any selfies of the generals eating. We may not fight with skill, but we have elegance in abundance
Suitably refreshed, Ney sends forward his cuirassiers - no horse artillery, precious little support of any kind
Here he is - a little out of focus, but enthusiastic
All on their own-io, the cuirassiers get up onto the ridge - WHAT IS HE DOING?? WHAT IS NEY DOING??
Whatever he's doing, there's an awful lot of empty space on the French side of the river now
Inevitably, the battered cuirassiers are pulled back, while Bachelu (unseen by the camera) has just been eliminated at this end of the table - that's about game over...
On the Allied side of the field, it is evident that some of their units are just about hanging in there, but it doesn't matter now. You can see Wellington and his entourage just this side of Quatre Bras itself (complete with his trademark Travelling Tree), and you can also see the requisite nine Victory Banners. Job done
Game end, Allies on the left. It could, as I say, have gone either way, but a French win would have been a bit of a surprise - overall, I think we were beaten fairly thoroughly. Very enjoyable defeat, I have to say, and - as ever - educational! Sincere congratulations to that bloke by the fireplace
Rules? Not much to say - Ramekin system worked well enough - we had a rule tweak to allow units which had suffered loss to rally - this was a bit generous as drafted, but is worth refining - and we also re-introduced the Tactician Cards from C&CN Expansion #5, which put some surprises and a bit of welcome colour back into the game. We'll keep that as a useful option for the future. The revised balance between ranged combat and melee combat in Ramekin continues to work well - we did some tinkering with the abilities of various troop categories. All worked nicely enough.