Frankly, I’ve never liked any games on Waterloo. I love to topic but as a game, they always fall flat.
Frankly, I’ve never liked any games on Waterloo. I love to topic but as a game, they always fall flat. In many ways, they seem pointless. All the important decisions have already been made in the campaign. By the time the battle starts, in many ways it was already won / lost. There isn’t really anything left to do but throw troops at each other and see who gets more lucky. There aren’t really any strategic options left.
People have been pushing us to release a Pub Battles: Waterloo. I had many grave concerns at the outset. On top of that, look at all the other games on Waterloo already out there. What could we possibly bring to wargaming that would be new? Worthwhile? Something that hasn’t already been done?
We made a play test map and a block set. Laid out the historical positions and ran through a quick test. Wow. I was stunned. Even in it’s very rough, first draft state, it was tense and engaging. I stand corrected. Looking back, I think Pub Battles brings to Waterloo what it has always needed. This project has turned into the kind of game on Waterloo I’ve always dreamed of!
Most games limit the map to only the historical battle area. I always wonder, “What’s past the edge? Why can’t I go there? What if I don’t want to fight here?” I love having strategic options in a game. -Even if they are foolish. I want the ability to explore those options on my own.
In Pub Battles: Waterloo, we have an expanded map that opens up the entire field.
This allows the French the opportunity to explore many strategies of maneuver, greatly enhancing the replay-ability.
Full Order of Battle
We are including a full OB of the forces used in the entire Waterloo campaign. This allows you to explore many What Ifs:
- What if Grouchy marched to the sound of the guns and arrived at Waterloo?
- What if Napoleon waited until the 19th to start a battle?
- What if Napoleon hung on for a 2nd day of battle with Grouchy’s forces to reinforce?
- What if Wellington called in his reinforcements from Hal to fight a 2nd day?
We have already planned and sketched out the adjoining map areas for battles at Wavre, Quatre Bras and Ligny. We will release expansion maps and scenarios for these battle later.
You can fight each battle as a single game or combine them all together into an extended campaign!
Notice how we have aligned the boarders so that you can split the maps and play on another table. This will be perfect for 2 player teams. You can fight simultaneously but the players at Waterloo won’t know what is happening at Wavre during the battle! The same for Quatre Bras and Ligny.
The expansions will cost much less as they don’t need pieces or dice. They only need maps and Scenarios.
Pub Battles Movement
We noticed right away that the random Pub Battles movement sequence really mixes up the Reinforcements. The Prussians don’t start marching until they ‘hear the guns’. So if the Prussians move before the French, their entry is delayed a turn.
On top of that, the road column sprawls result in traffic jams! Let’s say IV Corps is marching in but I Corps is lined up on the road behind them. That’s great but what if I Corps gets pulled to move 1st? They can’t! The road is clogged. IV Corps might move later but I Corps is a turns march behind now! You get realistic snaking, traffic, bottlenecks with this system. You can use your HQs to try to sort traffic snarls like this out but what if you fail?
The Prussians can come in quickly and smoothly or be terribly delayed from game to game. With uncertain entry and all of the opened up strategic options, this will be a game you play over and over again.