Tuesday, 26 January 2016

West Country Waterloo Project: La Haye Sainte Refight at 1:3 - Part Five


Summarising the three-day game
This is the final part of my account of our attempt in the West Country to refight the action round La Haye Sainte at 1:3 scale which took place last July. Here is a link to  Part Four 
This one will summarise how we thought it went and call on some personal views.  It also gives me an opportunity to use some of Kevin's superb close up photos of small parts of the action. (Too many of the latter to include all, so keep watching for more).

First some photos of the battlefield at the end of our playing time
I appear to be pontificating about the end result and Richard and Mike politely listening impassively, presumably exhausted by 3 days wargaming :-).  The blue dotted line indicates the extent of the French advance by 5pm historic time.
 Photo - Dillon Browne
Above and below: two photos necessary to show the full width as I can't get the camera up sufficiently high for a wide enough angle! Between them they show that the Allies still have four solid squares of redcoats and a shaky one of green jackets, backed up by three squadrons of KGL Hussars.  The French have a Cuirassier regiment closely engaged on the right with another approaching at the baseline; Horse Artillery are two moves away from a prime central firing position; a practically untouched Dragoon regiment is on the left, backed up by the mass of three battalions of the fresh 13th Legere infantry regiment. La Haye Sainte farm is surrounded. 

How to decide who had won the refight?
Instead of the 14 Moves we managed I had hoped to get at least one more move done each day to reach 17 or 18 moves - 6pm Waterloo time, roughly when LHS finally fell historically. I think the initiative token system conspired against us on that one. But in the event I had little choice but to see who had fulfilled the objective best as written in the briefs. 

Bearing in mind Napoleon's historic orders Ney's job was not just to take LHS but to take the "elm tree crossroads" and the Mont St Jean crest and then forge ahead to Mont St Jean Farm and village (off the North edge of our table). So to win the French had to be dominating the ridge crest along the line of the sunken road and have seen off most opposition by close of play (about 6pm real time) on our third day's play. Bringing up artillery would have been a conclusive bonus. There were 4-5 Allied battalions still intact and 3-4 more squadrons of KGL Hussars just arrived, in addition the Allies still had a British Light Dragoon squadron and a small Rocket Troop section to come later. So the French were not in that position and it was with some regret that despite their hard efforts I declared it was an Allied victory.
View looking over LHS from near the Elm tree crossroads - position of part of Ross' battery
Even so Richard's French were well on the way to a victory eventually with large parts of the strong cavalry force well placed on each wing and three fresh high quality battalions just arriving. The HA battery too was within two moves of setting up near Wellington's elm to dominate the crossroads. More infantry and cavalry reserves were in the order-of-battle had there been time. Also in the French favour James declared to them that the LHS "Out of ammo " rule had been invoked due to being surrounded and there were only about two moves left before rifle ammunition ran out. This would have resulted in minuses to rifle-armed fire, melee and morale. By that time all other riflemen were either destroyed or fleeing.
The main gate of LHS farm - site of the barricade across the chausee; now a very busy road. The Grand Battery ridge is in the distance.
View from the Hanoverian monument, built on what was the sand pit. The sides of the road were much steeper in 1815
So if we had managed those 3 or 4 more moves the fatal combination in close proximity of cavalry, infantry and guns would have made life on MSJ very unpleasant for the Allied squares. 
Voltigeurs of 13th Legere advance up MSJ
Why did it happen that way?
I think the key elements to the way it went were:
  • Allies throwing forward, often to "Very Close range" - 6 inches, the whole Rifle battalion and whole 1st Bn KGL light (about 300 elite figures) which slowed up and killed a lot of French. This proved rather suicidal in the game and was not "historically" how the rifle-armed troops should have been used; but James declared this to the umpires as his plan from the outset and Mike "played a blinder" putting it into effect over the 3 day's play. 
  • French insisting on committing a lot of force into subduing LHS not just masking it and passing on to get up MSJ faster and surround the farm. 
  • Failure, for whatever good reasons, to commit the 1st Cuirassiers earlier to the full blooded charge they deserved, given that all their casualties were recyclable into a new regiment!
  • Some failures on my part with game design and movement distances as discussed below.
What may not be apparent from all the info provided in Part One, and the narrative of Parts Two to Four, was that to recreate the iconic atmosphere of the La Haye Sainte I had to set orders of battle that included as many as possible of the units that operated in those few hundred square metres from 1.30 - 6pm. In reality both sides committed more units in response to success or failure over the hours, but I deemed it too difficult to make reinforcements conditional on failure. Also to keep the game going I had to anticipate reinforcements ahead of time or they would have been too late to have any impact. As Dillon says below, this had a disproportionate advantage for the Allies in defence.  So I might have been too hard on the French but to have called it a draw felt like those unsatisfying cricket test matches deemed a draw because "rain stopped play"!

What worked well and what didn't?
Strangely I think the bit that worked best was the peripheral action of the Scots Greys and lancers. The former managed eventually to recover on the reverse slope sufficiently to counter attack down to the Elm tree crossroads and at the end were holding off a Cuirassier squadron.
The Scots Greys clash with the Cuirassiers
 My rules for the Greys' retreat and recovery of morale took what felt like a realistic amount of time (about 2 hours) and in Mike there was a resolute and experienced commander who wasn't going to let an opportunity slip to use even their small numbers to crucial advantage at the end.

I was very pleased with the concept of the the Command/Events chart (see Part One) and the way the advantages worked out over the 14 moves to give highs and lows of excitement, a few potentially game changing activities, but mostly well balance distribution of Initiative tokens. There was a maximum of 12 tokens for each side and this posed the kind of command decisions I wanted; even the Allies didn't find it sufficient to make their defence as flexible as they would have liked. The French never had enough and more would probably have made a  more satisfying game for the French players.

Artillery fire was fun to play. The very long ranges and "off field" guns gave a dimension to fire support not usually experienced in horse and musket period games. I gave an individual figure-based casualty infliction that felt quite personal when several model guns picked on a particular unit. The attrition rate was sufficiently heavy to feel the pain but not so bad that units crumbled quickly. The feeling of relief among the Allied players was palpable on those moves when the French advance up MSJ masked their own artillery - just like that reported in first hand accounts of the battle.  

Surprisingly we lost very few senior commanders as casualties, despite multiple ways this could have happened. Maybe I didn't make it easy enough given the high density battlefield.

We decided on some improvements immediately after the game:

All movement needed to be increased so 15" close order and 18" skirmish for infantry would give more fluidity. Cavalry needed an extra 3" to walk, trot and canter moves.  Troops fighting in built up areas where they can't retreat due to high walls or no doors/windows (especially when pushed) ought to be destroyed more easily.  This would be a significant factor in the Hougoumont game yet to come.

A Participant's view
 Dillon, who commanded the French Cuirassiers and Horse Artillery on Day 2 and 3, has given me some thoughts on his part in the game:
" ....... I thought I would have another look at the game back in July. I couldn't help but notice your comments on my cautious advance with the cuirassiers. I cannot deny this but thought I would explain how this came about. The first problem I had - and it may be that this is due to something that had been overlooked at the time - was that my commander was quite stretched to control his forces. I had the colonel of the 1st Cuirassiers, but looking at the documentation before me I'm wondering where Baron Dubois (Brigade commander) got to? When the force was handed over to me on the Saturday morning I don't recall being given a leader with two figures and I can't see him in any photos. Should he have been on the table? 
The Elite squadron leads the 1st Cuirassiers advance, followed by 2nd squadron
Anyway, my first move was to start advancing up the hill as required. But then it was pointed out that I still had two more squadrons to bring onto the table ('What? More!'). Due to the command radius and only one 'leader' I had the option of advancing with the first two squadrons and leaving the others behind immobile on the baseline, or wait to gather my forces before a more co-ordinated advance. Assuming that the French were going to capture LHS eventually, for most of the Saturday the right flank always looked like it was going to have a better chance of giving the Allies a hard time (than Dillon' s left ). In front of the Cuirassiers there were two or three quite steady looking regiments. Knowing the likely outcome of cavalry against square I wasn't too eager to destroy my regiment.

2nd and 3rd squadrons on the attack
But the other factors to account for were having to limber the artillery and getting them up the hill - stretching my leader more - and having to advance at such a speed that I could keep the whole force moving together without leaving anybody behind.

In hindsight perhaps if I'd spent more time trying to understand the leadership chain and initiative I might have queried where the Cuirassiers generals were. Also it may have been more interesting, although I don't think it would have succeeded any better, if my one leader attacked with one squadron at a time.
A look inside the Luneburg square assailed by Cuirassiers. Casualty figures were not literal replacements, but one figure roughly represented  the removal of a 6 figure base. Luneburg had suffered badly from long arrange artillery fire before the cavalry blocked line of sight.
In general one of the biggest problems the French have is that the Allies are playing at home. When they receive any reinforcements they are available immediately to throw into the fray. The French forces have to slog up the hill. Even for cavalry I suspect it would take about four moves to get up to the sunken road without any "faffing about". As I was there for about 9 moves I think and the problems associated with waiting two moves for the rest of the regiment to appear on the table, I think I probably was 'slow' by only a couple of moves. The other problem was the time taken up by the fighting in LHS. My advance ran to the clock ticking in the farmhouse and the melee probably lost the French a couple of moves I should think from the whole battle.

Anyway, whatever should or shouldn't have been done on that sunny weekend in July, I really enjoyed the whole affair. You and fellow organisers pulled off what I think is one of the true momentous wargame events. Yes, I've played Borodino over a weekend and just about every major Napoleonic battle, but in 6mm and nothing one tenth as grand as your version of LHS."
The North face of the sunken road on MSJ just West of Ross' position in 2014. Given that the Lion Mound construction reduced  the height of the ridge the sunken road must have been a formidable obstacle in 1815 as this bank is still high now.
The 5th Line KGL fire down on Cuirassiers from the height of the North side of the sunken road
My reply:
"Good question about all that command stuff and Baron Dubois in particular. Hindsight shows that if I hadn't messed up and you both had checked the orbat, numbered generals and your chances of getting them, we may have recovered from it. It was only right that you were trusting me to have it right and not try to "interfere". So my answers:

1. Baron Dubois had a numbered figure on the "Command figures" tray and was in the Orbat scheduled to be with his units so did not need to be in the Command/Events" chart. "Someone unknown" evidently forgot to place him on the table ! doooooooh!  General Piquet for the Dragoons was in the chart as he wasn't listed by me as automatically present, and his number came up.
2nd Dragoons with Lancers behind
2. Watier, your Divisional commander, was in the chart but his dice score never came up.

3. Milhaud your Corps commander was in the chart and did come up at a useful time and was used. He had two Command tokens - did you use them? Maybe Richard didn't allow you 2 as he had a maximum of 12 for the whole force.  

4. But the big issue as far as I was concerned was that I had deliberately allowed the whole 1st Cuirassiers Regt to be expendable. The Orbat shows that 4th Cuirassiers could only arrive (from Move 8) if there were enough casualty figures from 1st to make up the numbers. So in my GM's pre-game mind I had envisaged some ferocious "charges" by 1st Regt Squadrons earylish in the game regardless of loss. (Thus simulating the historical bravery and tenacity of this Cuirassier brigade all the afternoon of 18th June). I'm sure that the outcome would have been a destroyed Cuirassier regiment eventually but some major messing up of the Allies on MSJ, and wargame excitement too.  4th Cuirassiers Regt could have then come on earlier to exploit and threaten.  If you and Richard hadn't thought of this between you I'm not sure why not?

5. I should have made the cavalry move distances longer. This was realised quickly after the game, but see Nr 6.

6. As for waiting, the order system is intended that a senior commander could use his 12" mounted command range to order a charge without accompanying, so giving at least an extra  minimum 24" extra charge distance from him. And if you had been prepared to launch a squadron charge with one order for 3 moves from a walk, by agreement privately with an umpire, you could have had (12"  + 15"[walk] + 18"[trot] + 24"[canter] = 69"" from the initial ordering position.  Sorry if that was not appreciated. In short the "orders" were not meant to be move-by-move but issued in a realistic way to subordinates who would be left to carry them out however long that took while the senior commander went elsewhere if desired"
Colonel of 1st Cuirassiers
Excerpt from Dillon's response:
"The option to throw the 1st Cuirassiers into the fray quickly was recognised, but then as a gamer I fairly quickly realised the logistics problem of getting enough cavalry killed to bring on another squadron or two and then the time taken to get them forward to have any influence on the game. So, despite the intent, I had subconciously figured out the cuirassiers were probably a one-shot weapon. This is the problem of the French having to 'play away' that I've already discussed."

Thanks Dillon for all this entirely logical explanation, and your enjoyment of the game despite the problems.

What did I learn about Waterloo from the whole exercise?

In my time I've organised and played in many skirmish level games, but usually not more than about 100-200 figures in play at once. About 25 years ago I devised a Napoleonic Peninsular system which had battalions of about 100 figures, but that was in 15mm and seemed quite manageable. This attempt to recreate one of the most crowded battlefields of the era at 1:3 figure:man scale was going to combine some elements of skirmish detail with wargame "armies" of as many tactical units as a decent sized conventional scale wargame. Therefore my research required an understanding of:

  •  what was happening right at grass roots level,
  •  how the entirety of units in the chosen area had inter-acted dynamically on the day, 
  • and also what outside influences had made the battle fluctuate how it did. 
All three levels had to be reflected somehow in the rules and the orders-of-battle and the random Command/Events chart.  I quickly found that my copy of Adkin's "Waterloo Companion" had most of the answers. To anyone attempting something like this I would thoroughly recommend this book as it sets out very clearly all the events, with formations, unit sizes, commanders, good maps and some uniform information. Adkin attempts to analyse the hour by hour or even minute by minute sequences of events in a way which can save the amateur historian like me a lot of anguish.  Trouble was, to get everything I wanted needed a simulated 6 hours of play (24 Moves), quite a tall order as our game had shown and real time had to be telescoped somewhat.
Some of the King's German Legion Hussars
Colonel of the KGL Hussars, painted by CG
Obviously I read many other general histories of Waterloo too but I thought I had the "script" of characters (units) entering stage left or right sorted until I got a copy of "The Longest Afternoon" by Brendan Simms. This small volume concentrates, in even greater detail than Adkin,  on 2nd Light Battalion KGL and how their defence of LHS developed over the afternoon of 18th June. The biggest lesson in this was that many of the timings were vague, even by eyewitnesses. Some major events, such as the riding down of the 5th (or 8th?) KGL Line by Cuirassiers, were placed at completely different times to what I had in mind. That had the effect of freeing up my "simulation" to become much more of a balanced wargame, but still trying to effect timings that created dramatic tension. To me it seemed to work OK, but the comments of more of the 6 participants, please, will be the test of that.
Men of the 5th Line KGL by Kevin
The main advantage of this scale (while trying to ensure the size of units, weapon ranges, and terrain features were in roughly the proper relationship) was the easier realisation than one gets in a conventional wargame scale of why some things happened as they did . Readers will, no doubt, have many questions of their own not addressed here.

Why did Wellington have so many expert skirmishers in this area but use most of them in close order?
Open order troops take up more space than we usually allow in conventional wargames and there just wasn't room on this frontage. Initially 1 LB KGL had a company of skirmishers out on the right of LHS and 1/95th had companies forward in the sandpit and its supporting hedge/treeline, but half the battalion followed doctrine by providing a solid line further back.  Historically the bulk of 1 LB KGL stayed back on MSJ and they spent most of the day in square. The difference in our game was that our Wellington chose a forward strategy of close range delaying tactics with his light troops, firing and retiring, not distant sniping, and that also created the space to deploy about 2 and half battalions of green jackets, about 400 figures, as skirmishers. They lost terrible casualties through a combination of Paul's close range volleys and Richard's long range artillery but it paid off tactically in the end result.
Part of the 1/95th main body in the sunken road on Mont St Jean
In general these units were mostly elite and it was understandable that Wellington wanted dependable troops holding his vital centre, whether in close or open order. Reflecting that status enabled most of them to hold out for 2 to 3 hours in our game against about twice their numbers of enemy infantry.

Could the Luneburg battalion have been destroyed in our game as in the real battle?
I set the deployment up to ensure Luneburg was near enough to LHS at the start to reinforce it but had sufficient open ground to cover to given the hidden French cavalry a chance. The scenario built in that any units beyond the table were hidden by a combination of smoke/mist from the excess moisture that day, and dead ground. Richard had a fairly free hand to deploy the Cuirassiers near the table edge, and given more determination, different use of Initiative tokens, and preparedness to gamble one squadron, Luneburg could have been reached and pinned early on. Subsequent squadrons would have surrounded it and led to destruction. If I'd made the cavalry move distances a bit longer that would have helped. Even if they had formed square down by LHS they would have been very distant from the supports available at that time.  Discussion in the narrative and in Dillon's account above explains why it didn't happen.
A company of the Luneburg Battalion main body climbs out of the sunken road
Why did Wellington pull out Ross' Royal Horse Artillery battery?
By early afternoon on 18th June Wellington deemed his right centre was more vulnerable than his centre round the chausee. So he shifted some troops and artillery out of the area we were representing, Ross' battery being one of them. Visiting the actual battlefield and then building MSJ and the Elm tree crossroads position in scale you can understand that, while Ross was well placed to fire on any approach to LHS farm and orchard, once the French were fighting round the buildings and creating smoke most targets were in dead ground or hardly visible.
Overview of Ross' position near the crossroads and above LHS
The view from behind the battery gives some idea of the amount of dead ground - add your own ideas of poor visibility and battle smoke
When Wellington made that decision one can imagine that Ross' position was failing to have its earlier appeal and he was moved.   I gave this a random chance on the Command/Events chart and to my delight it came up just about the right time to make things more interesting for the French.
Roos' reassignment in progress

Historically even Rogers' Royal Foot Artillery battery was redeployed during the afternoon
Why did the Allies form 4-ranks deep instead of the two ranks we always associate with British infantry?
I believe this had a lot to do with how to fit the whole army into the narrow but strong frontage Wellington wanted to present to Napoleon matched to the width of Mont St Jean ridge. Our section of the frontage was sufficient to give an insight into the logic.  We tried hard to get the areas covered by the units to match their historic counterparts, and although I used a bit of licence (one could argue that the 79th Highlanders and the 28th North Glos regiments should have been included) the whole thing felt right and there just was not enough room to deploy a whole battalion in two ranks. The Allied professional officers calling on their Peninsular experiences must have been well aware of this constraint -  and at 1:3 scale so were we!
8th Line KGL look appropropriate 4 ranks deep
How did our game in LHS farm itself differ from history and why?
As GM I chose to use the historical deployment  of three companies of 2 LB KGL in the orchard, two in the farm and one in the garden, but the difference was in our game James chose to defend the orchard until wiped out and driven out.
First fight in the orchard
Historically it was a fighting retreat to the safety of the buildings. The consequence in the game was that half the battalion was broken fairly early on and so fewer remained to garrison the rest.
A section of 2LB KGL mans the barricade outside the LHS main gate
This was compounded because the random availability of French pioneers and engineers occurred due to Event dice about 3 pm, an hour or more earlier than reality. Even though 2 LB got reinforced the French breakthrough brought the inevitable conclusion about an hour or so earlier than in 1815.
French view through the stable archway: KGL Riflemen about to be pressured from two sides
Surprisingly to me LHS farm sucked in three French battalions simultaneously just as in history, so bogging down the advance up MSJ. That contributed to less success overall (that's not to demean Pat's determination as well as good humour as the wargamer responsible for taking the farm!)
The axe-armed sappers turned up early for our game
Any more questions you think the 1:3 scale game could have answered? Please feel free to ask.

Final words on LHS go to Kevin 
"I have to say, as an umpire and assistant, over the three days I thoroughly enjoyed my time even though, after all this effort, I was not playing. ( I had sneaked a few games in during the testing!) The actual outcome to me was not of importance strangely enough – surely an umpire’s imperative. It was the gaming and comradeship that I was there for as well as the sheer spectacle and to pay homage to the brave combatants of those 200 years ago.  After all the contributors hard collecting and painting labours - “Let everyone enjoy” was the message..........but naturally  everyone wants to win (don’t they?!) Wargaming at this scale brought a different perspective on troop formations, movements and activities. 
A few of the hundreds of French infantry in Kevin's collection (Photo and digital effects KE)
I remember having a particular discussion about how the French horse artillery guns should be picked up by their respective limbers. One wargamer asked me why I had moved the limbers in front of the guns facing the enemy. It was Richard who had seen the RHA at a show who discussed the method he saw whereby in real life they ride past the guns and the guns are then turned 180 degrees and attached to the limber and then the gun goes haring off towards the enemy.  (In this case the limbers could only get to the guns location in this movement).  Detailed  military drill practice knowledge came in useful in a number of cases. 
French Infantry battalion commander outside LHS farm
The three days did not pass without difficulty particularly concerning the above mentioned issues, and also figures getting mixed into other units. I am sure the latter happened in real life though. :-) 
I felt it all brought us a lot closer to the real action of the day. For the first time we saw the real scale of the activities (albeit with 1:3 rose tinted spectacles!) None of the wargamers were wounded – except their pride in the result! All in all it was a great long weekend that would have benefitted from one more day wargaming activity. But, alas, people have homes to go to and we were to leave the hospitality at Chris’s house, which was exceptional, and as gamers we actually got to know each other a bit during the “downtime” at the pub and when having breakfasts.  
Beautiful animation in the French artillery train, by Kevin
A truly enjoyable time.  A truly memorable occasion. But it was not over............Next to come was the battle for Hougoumont. (Yes at 1:3!)"
Kevin's Hovels Hougoumont model painted and ready to be put in a landscape
 Here it is modelled by CG, and the game in full flow (in September 2015)
Here are links to the earlier parts of the LHS wargame refight so that you may access the full story easily;
Background, Rules, maps and initial positions - Part One
Wargame Day 1 -  Part Two
Wargame Day 2 -  Part Three
Wargame Day 3 -  Part Four

CREDITS
Original crazy concept, game design and rules, umpiring, note and photo taking, tea making - 
Chris Gregg (CG), aided and abetted by Kevin East (KE).
LHS Farm model - Hovels 25mm resin building (painter unknown), adaptions such as cut-out doorways and opening gates by KE
Trees, hedges, fields and all landscaping - CG scratch built
28mm figures mostly Perry metal and plastic, but also Warlord and Victrix plastic, and more metal from (at least) Foundry, Essex, Trent, Front Rank; from the collections of Kevin East, Paul D, Paul H, Chris Gregg, James Fergusson, Richard Newcombe, and with subsidies or donations from Mike Tovey and Ian Allen
Casualty marker bases in MDF - hand crafted by Kevin and from Warbases.

Artillery, wagons etc
Learning about our project on the A Military Gentleman Forum, Niels of Westfalia Miniatures had donated some British artillery equipment for Kevin to paint and use. A couple of Westfalia pieces are in this scenario but we do have more that couldn't easily be used in the front line - I will feature them on another blog posting. Thanks Niels. Well worth looking at the company website for a lot more than Napoleonics.
Status Bases and Markers
If you want to get yourselves, at a special price, some Wargamer ADC plastic status bases and markers like Martin had provided to us for these games, please visit this blog post first waterloo-project-record-keeping for the link.

Tuesday, 29 December 2015

West Country Waterloo Project: La Haye Sainte Refight at 1:3, Part Four

Here's your reminder link to  La-haye-sainte-refight part 3

And to start off a photo by Dillon Browne which seemed to be near the beginning of Day 3 of our refight back in mid- July.

All eyes on Mike as he is about to decide what the long lines of 95th Rifles skirmishers will do next. At this point the French are able to direct a lot of volley fire on the sand pit....and watch those lancers lurking on the "extra bit" just to the right of Richard. (Photo DB)
3. 45 - 4.00 pm
We'd now got to Move 10 and the Event dice came up with both Ney and Alten deciding their presence was required with units other than those in our sector, so each side was a bit down on Initiative Tokens.

Two squadrons at the corner of the "extra bit" of terrain, actually very near and poised to charge the sunken road 

Poor photo, sorry, but this is the first line of 2nd Dragoons further down hill on the "extra bit"
There were potentially significant events on the British extreme left where the Scots Greys had got through Rogers' battery and down the rear slope.

Ponsonby has now got his Scots Greys remnants to a safe position to rally
 This left the way clear for the French lancers to charge that portion of the 95th skirmish line near the sunken road and which had been providing some covering fire. The Riflemen were overwhelmed suffering 10 hits of whom failed saving rolls took off 6 figures, the Lancers only losing 1. The remnants of the gallant Rifles fled away, but happily for the British, Rogers' men had a clear line to send canister into the exposed flank of the Lancers at close range sufficient to send them scuttling back in disorder.  It could have been worse as James had used the respite given him by the 95th to form the 32nd Foot into square on the North side of the sunken road, and the canister saw off the most immediate threat.........But not far behind were massing several squadrons of the French 2nd Dragoons.

In the foreground Scots Greys are rallying and getting in the way of the 32nd forming square! In the distance Rogers can now get the lancers in his sights for canister
All squadrons of 2nd Dragoons are now on the table, jostling for position in the relatively confined space. Red plumed Elite Squadron on their right
...........and in close-up. This lot are Perry plastics painted by me but were only about one third of the total provided by others in metal.
Further down the slope of Mont St Jean you will recall the 1st Life Guard Squadron had charged the Fusiliers of 1/28th Ligne, come off worse and boosted the morale of the French unit as a consequence. The French had initiative first here and surrounded the luckless troopers, destroying the squadron to little loss themselves with James rolling "c**p dice!"

This focuses on the Riflemen holding out in the sandpit but in the distance can be made out the red coats of the Life Guards about to meet their demise
French infantry were steadily advancing up the chausee and along to the East where they now brought the Riflemen in the sandpit under volley fire. Mike's men had superior fire skill but the rifle advantage was lost at this close range as they had to return quick volleys using their smaller balls in prepared cartridges, just like the French, for this kind of exchange.

Fusiliers of 55th Ligne approach the sandpit in line while a skirmish company engages the 95th Rifles at close range. A good view of some of the hundreds of Perry French carefully painted by Kevin for these battles.
Close up of the sandpit fire fight. Voltigeurs - Perry metal painted by Kevin East; Riflemen - various manufacturers painted by CG. Digital effects by CG.
So began more attrition with the British green jackets sustaining their position through better cover from the sand pit rim.

Looking up to LHS farm from behind the Horse Artillery howitzer that had contributed to setting it on fire earlier 
To the East of LHS Paul is manoeuvring his French infantry against the garden and sandpit
The KGL in La Haye Sainte itself were under severe pressure.  Fighting was still going on in the courtyard so these German Rifleman were pressed from both sides as the Engineers broke through the stable door and infantry crashed over the barricade at the open barn door. Behind the farm a firefight was ensuing across the chausee from KGL infantry in the garden.

LHS gate and walls under attack. The barricade has been brushed aside by the mass of infantry
Fighting goes on inside. More French infantry will soon take the hard pressed defenders in the rear through the barn and stables. The northern roof continues to blaze.
The courtyard is filling up with even more troops. Reinforcements from 1st Light Battalion KGL are now in evidence including a company echeloned back from the NW corner of the farm.
This photo shows 1LB KGL companies and Light Company 8th KGL defending the garden
In the steep cutting between the sandpit and the elm tree the remnants of Advanced Wing of 2LB KGL have rallied behind the abatis across the chausee, but since they have suffered about 60 - 70% casualties they can't stand with any further loss...
.............Shortly afterwards they were practically surrounded and destroyed by musketry; only 6 figures got away
On the British right flank things were changing. The Luneburg Battalion Rifle company skirmishing inflicted another 10% losses on 1st Cuirassiers Elite squadron bringing them to 40% casualties. Even their higher Morale factor couldn't save them with such losses and they retreated, leaving the much stronger three remaining squadrons to press on uphill. However their loss had created a bit more clear space which gave the Luneburg battalion line companies plenty of time to form square on the south edge of the sunken road.  This proved too much temptation for Richard commanding the Grand Battery and subsequent artillery fire felled 16 figures from Luneburg. Their morale still held though.

The Luneburg Battalion's Rifle company has fallen back to form square with their musket-armed compatriots at the lip of the sunken road. 5th and 8th KGL still in line on the other side.
4.00 - 4.15 pm
Event dice brought back Uxbridge for the Allied cavalry and Baron Milhaud for the French Cuirassiers. Their Initiative tokens and morale boosting ability would prove useful for both sides at this time.  The 27th Foot became available to Wellington just to the East of the chausee.


Allied centre rear: 27th Foot make an entrance; Uxbridge organises the now-tiny cavalry force of Scots Greys and Life Guards; remnants of of a wing of 1/95th Rifles flee off, totally shattered
The French Cuirassiers continued a cautious advance up hill, possibly their ardour slowed by seeing the intact Luneburg square ahead.

Smoke filled sky casts an eery light over 1st Cuirassiers Regiment in its entirety, although the elites at the front have, by now, suffered badly from artillery and skirmisher fire. The Horse Artillery, except the howitzer, are limbering up to take up a new position. Foreground figures are from Paul D's collection and you may already have seen them in our 1:100 refight of Waterloo. The remainder are mostly Perry metal from the collections of Kevin East and Paul H. Photo digital effects by CG.
Cuirassiers' eye view of Mont St Jean ridge line.
The Horse Artillery now in motion
And the reverse view, by now that Cuirassier Elite squadron has been badly reduced and is retreating to recover.
Attrition carried on for both sides in and around LHS itself. Most of the action was taking place now on the Allied left flank.

The French Lancers lined up to recover parallel with the sunken road but received more canister fire from Rogers' battery and the 2nd Squadron broke and fled.

 Tempting Lancer flank. Mike was very happy to give Kevin an excuse to use his special Perry lancer action casualties!
At the hedge line 32nd Foot Light company is about to be overwhelmed by French infantry
Rogers' guns, even though gaining some cover from the lip of the sunken road, was targeted by the Grand Battery and the few extra losses caused a morale reaction pulling the guns back down the reverse slope out of the direct line of fire.

Allied left flank is temporarily clear as Rogers' Battery falls back down the rear slope, and the 32nd square appears complete
In this closer look we can see beyond the hedges  the backs of the French infantry who have surrounded the 32nd's Light company
Nearer the hedge line the light company of the 32nd Foot was overwhelmed and destroyed by 1/28th Ligne Fusiliers still enjoying their +1 Elan, but at least the Battalion and Grenadier companies of the 32nd were able to complete their square in anticipation of further cavalry attacks.

4.15 - 4.30 pm
Rogers' battery was in a sorry state having been under artillery fire on and off for over two hours, half their limbers and teams had gone and many crewmen. Although disordered their morale still held and Mike decided to virtually abandon the teams to bring all his remaining soldiers to scrape together a viable gun line just down slope of the sunken road, awaiting any enemy incursion over it with loaded canister. They intended to sell themselves dearly.

Rogers' scratched together crews stand ready on the reverse slope
In the LHS courtyard it was like a rugby scrum of heaving men under the dark smoke of the burning farmhouse and stable roof. The pushing rule for the initiative side in melee was breaking up the small pockets of KGL riflemen, who now garrisoned less than half the buildings, as the numbers of French infantry was overwhelming.

LHS blazes as the garden is attacked on the East side and Cuirassiers thunder past on the West.
 In the garden an attack went in against the Light Company of 8th KGL and pushed them back from the hedge.  Men of the 55th Ligne were attacking and surrounding the sandpit but the garrison of 1/95th still held out.

8th KGL Light Company is pushed back from the garden boundary
Combined with this, the move of the 1st Cuirassiers and their supporting artillery to the West of LHS meant the umpires deemed LHS farm was now surrounded and the rifle armed troops would have to start accounting for ammunition expenditure until more supplies were gained. This involved James counting up the remaining rifle armed figures for which he got 2 "rounds" each. Subsequent firing and melees would diminish this and, once used up, severe penalties would ensue on infliction of casualties and the units' morale.  This had been a GM-inspired rule unknown to the French which only kicked in when we deemed the farm was completely cut off. Had they pressed up MSJ with more vigour instead of getting obsessed by the farm itself, and the cavalry intimidated by the main infantry lines above it, the rule could have come into play earlier.

The strong 2nd Squadron of 1st Cuirassiers echelons to the right past LHS instead of pressing on into Luneburg. This movement was to contribute significantly to the umpires' decision to deem LHS surrounded. You can see the small but plucky Elite squadron rejoining the fray just ahead of the Horse Artillery
4.30 - 4.45 pm
Although things looked bleak for the Allies they now had reinforcements available where it mattered. The 50-figure-strong Nassau Voltigeur company arrived at the Allied right rear, and to the West of the chausee two squadrons of Kings German Legion Hussars. Fortunately Uxbridge had stayed around and could organise them.

Two Squadrons of KGL Hussars and a large Nassau Voltigeur company arrive at the Allied rear right flank
 For the French there were now 3 strong battalions of the 13th Legere coming onto the field of play; but as is the nature of an advancing force, these reinforcements were further away from the business end of the action.

95th Rifles fighting back to back in the sandpit, now fending off French on all sides
The 28th Ligne by this time had passed the sandpit and was in a position to fire down into the sunken road at the now-reformed Life Guards; the latter charged up the sunken road at skirmishers of the 28th.

Remnants of the Life Guards charge up the sunken road at a Grenadier company skirmishing but prove vulnerable to fire from 28th Ligne lining the hedge
Things took a slightly surprising turn inside the LHS courtyard where the commander of the 55th Regiment de Ligne, Colonel Morin, was killed, and subsequent morale on the very worn 1/55th Fusiliers (which had started the game with 126 figures) saw them break and flee, much to Pat's chagrin. Apart from individual Voltigeur and Grenadier companies this was the first "big" French unit to break, so they had done rather well really to last that long.  Even so Pat still had the 2/54th Ligne inside LHS with no sign of flagging yet, and as stated, the 13th Legere champing at the bit to get into action nearby.

1/55th Ligne Fusiliers break from the action at LHS. In the foreground is a battalion of 13th Legere moving up the lower slope of Mont St Jean. 
 At the farm rear the Elite squadron of the 1st Cuirassiers had recovered from its retreat and, undaunted, now charged the defenders of the LHS garden western  hedge. They were terribly weak in numbers and the hedge gave the KGL infantry better saving rolls so, not too surprisingly, the Cuirassier attack was held.

Elite Squadron attacks the KGL light troops in the garden.
2nd Squadron 1st Cuirassiers veers to the left flank of Luneburg's square
And the same view from behind 5th Line KGL
But shortly afterwards James opted for 5th KGL to form square too......
....and for the moment kept 8th KGL in two lines 
The "crisis point" had at last been reached between 1st Cuirassiers  and the Luneburg battalion formed in a shallow (oblong) square along the southern edge of the sunken road. Who would get the higher Initiative number? Since the Allies felt short of Initiative tokens this turn Luneburg remained "unplayed". so it was the Cuirassiers by default. 2nd Squadron, still quite strong at this stage, shifted to the right and headed towards the Elm Tree crossroads. 3rd Squadron, also strong, charged at the front face of the Luneburg square.

2nd Squadron nears the Elm tree and 3rd Squadron hits Luneburg's front face....... 
 .....formed in two company lines
View behind 2nd Squadron 1st Cuirassiers
An aerial view shows 8th Line KGL has now decided to form square too. French Lancers are trying to make some  sort of claim to the crossroads, not for long...
Close up of the 8th Line KGL in square. Figures mostly plastic painted as British Guards by James and Richard for the Hougoumont game, hence the white not grey trousers. This smoke is kapok not digital effect!
The clash of Cuirassier steel as seen from the 5th Line KGL square above the sunken road.  This battalion was made up mostly of metal blue-facings, grey trousered British and KGL from the collections of Kevin and Pauls D and H
Luneburg diced to see if and when they fired and James failed to get sufficient score to fire at all due to the Hanoverians relatively ordinary fire discipline. A melee ensued in which the height and power of the Cuirassiers was tested against the massed numbers and bayonets of the infantry. Neither side inflicted enough casualties to cause a morale test. Luneburg now got a volley in due to our special rule allowing infantry in a "proper" square to use the front rank of (kneeling) figures to keep cavalry at bay with bayonets while the rear ranks fired. Even so 3rd Squadron hadn't had much loss on the way in and held firm, "milling" round very close by.   4th Squadron moved up in two company lines to give back up to their comrades fighting Luneburg.

4th Squadron waits to exploit any advantage gained by the front squadrons
One advantage for the Allies this turn at least was that the French infantry and cavalry had advanced so far the troops on the MSJ crest were masked from fire from the Grand Battery. To compensate Dillon was moving his Horse Artillery battery up at best speed past LHS and towards the crest formerly occupied by Ross' battery earlier in the battle, planning to canister those squares at close range.

The whole French HA battery advances past LHS encouraged by General Milhaud
Above and below: The mass of 2nd Regiment of Dragoons had taken up a threatening position athwart the right angled gap between the "extra bit" and the main table. At the back are two battalions of 13th Legere just arrived. Lancer Squadron has rallied

4.45 - 5.00 pm
The Allied random Event this turn gave them an ammunition supply wagon on the chausee  theoretically to help relieve the dire situation of rifle balls in LHS.  Unfortunately the reality was that by this stage of the battle not only was there a mass of Allied troops ahead on the road but the entire defile to the farm was filled with Frenchmen. So this was to prove of no use.

General Ompteda continued to encourage resistance by the remaining garrison of the farm but the French pioneers were now gathering to batter down the back door from the LHS garden. So it appeared that this would not be an Allied stronghold for much longer. Even so the garden was still being held as the hedge-bound Elite Cuirassier squadron finally broke for good and fled off back past the farm.

The remainder of the 1/95th in the sandpit was finally surrounded, overwhelmed and destroyed by Paul's French infantry.

This move failed to secure a decision where 3/1 Cuirassiers were battling Luneburg's square. According to our rules Luneburg could not move in square and the cavalry could extend their line to engage other faces of the infantry formation. But the infantry were close packed 3 ranks deep and that brought more bayonets to bear which offset the advantage of the big men on big horses. Consequently both sides suffered more casualties and neither gave way, but the tactical situation favoured the Cuirassiers for the following move.

In the centre exciting things were happening. The weak 2nd Squadron of Life Guards made a final charge against 1/28th Ligne which was the +1 Elan unit, this failed and the Life Guards broke and fled to the rear. By now Mike had reformed the Scots Greys' remnants and had taken the time to regain full morale (but not of course any more numbers). This meant he had a small but highly motivated heavy cavalry force at the crossroads which charged downhill on the remaining Lancer squadron. The Scots took the melee to a second round in which the Lancers were at a significant disadvantage. Losses caused Morale checks on both sides, and with lower dice scores being better, the Scot's '1' was well received by Mike, and Richard's "3" was enough to see off his tired Lancers.

The Scots Greys have seen off the Lancers from the cross roads area
But no time to congratulate themselves as the Scots Greys were immediately charged by 2/1 Cuirassiers. Summoning the energy to countercharge, somehow they managed to hold the fresh Cuirassiers to a draw right on the crossroads. Limited volley fire from 8th KGL into the French flank did some damage but not enough to alter the outcome yet.

2nd Squadron, 1st Cuirassiers takes casualties from fire from 8th KGL; ranks are thinning but ardour is maintained. Perry metal by Kevin
2/1 Cuirassiers hit the Scots Greys while receiving more fire from 8th KGL
Close up of the heavy cavalry clash. Photo by Kevin East
A third squadron of KGL Hussars now arrived behind the position occupied by 32nd Foot and gave a bit more stability to the threatened British left.

A third KGL Hussar squadron arrives near to Rogers' battery, and beyond them 27th Foot have completed the Allied units deployment in squares
Meanwhile the first two squadrons advanced downhill towards the crossroads where the Scots Greys were buying time.

This photo shows the KGL Hussars taking up counter attack positions at the crossroads, still intact. Note the sandpit has by now been emptied of 95th Rifles.
This brought 1st Squadron KGL Hussars into a position where they could be targeted by the Grand Battery and they lost a staggering 12 figures in one go.  The Earl of Uxbridge was lucky to escape this devastating fire while he was preparing an attack and James rolled a "1" for the KGL morale which made him very happy for them to sustain their position!

The overall position at the end. The KGL Hussars at the crossroads now have distinctive gaps in their ranks from Grand Battery fire.  Cuirassiers are now milling round two sides of Luneburg's square. At the far right distance can be seen the first squadron of another French Cuirassier regiment - the 4th.
What next?
But, this had brought us to early evening real time even though it was  merely 5 pm on the tabletop. All had journeys to make back home and it was impossible to persuade them to stay on further. The narrative must end here. I had hoped for 18 Moves which would have been 6pm - the historic time when LHS fell, or I would have been content with 16, but in the event I only got 14 Moves and was now presented with the problem of trying to decide who to declare the winners of an incomplete situation......

I might be accused of trying to milk this game for too many blog posts, but frankly, we had been anticipating it for nearly two years, we'd used about 3000 of the 3500 figures on the orbats, and played for three days solid. So, rather than rush it, I will devote the next post to a wrap up analysis of my decision and what we learned from the detailed refighting of a most significant portion of probably History's most famous battle.  

I'll finish this part with two of our favourite photos.
First mine -
General Milhaud supervises the advance up Mont St Jean. Part of Kevin's wonderful 1:3 scale Horse Artillery battery and Paul D's Cuirassier general
And this one apparently is Kevin's -
One of my squadrons of KGL Hussars. This one is made from Perry plastic British Hussars. Kevin is too flattering since they were painted quickly with just an ordinary wargames standard paint job not hyper detail like his! Anyway the verve conveyed by the superb Perry sculpting cannot be denied.  Photo by KE.
Many more of Kevin's superb close-ups of this game will be featured in further blog posts.