Solo Day 1 of the Pub Battles Waterloo Campaign!

The latest trend in RPGs is away from voluminous rulebooks and towards fewer rules. The bite size way they describe it is “Rulings, not rules.” Or as I often say, “What do you think would happen?”

As a dungeon master, you can run the game as you like without worrying that some rules lawyer player is going to be citing corner rules and undermining your authority. What I have found, and this is critical to our discussion, is that my players, instead of trying to get away with whatever the rules fail to prevent, respond to open ended rules by limiting their own actions.

This is the underlying philosophy of Pub Battles. What they essentially doing is put the role of game designer in the players laps. “Would you allow this in your game?”

The rules need to provide an essential frame work, and then the big question becomes “what is essential?”

So far, I’m loving the full movement rule (the 1/3 deduction for moving in terrain is dropped). It allows for a more fluid feeling game, without feeling like players can just plop down blocks wherever. I think it opens up the game in excellent ways , because while movement isn’t hidden, your opponent has to be prepared for all the options that the increased movement opens up, and yet can still react (with equal alacrity) to the your plans.

I’m recorded a “June 16” Waterloo Campaign game this morning. I can’t fit all four maps anywhere at home unless I move to the floor, and I’m getting to old for that!

I can just fit the Southern two maps on my dining room table, and I think this will be a more playable option for many.

My personal flavoring:

The British use the QB setup, and the Prussians can set up anywhere 1/3 away from the Southern edge. On turn 1 of Day 2, the rest of the British army may enter on the Northern major road. Studying the map, I can see Zieten setting up I Corps not far from where II, and III Corps enter, or even in the center of the map, so the French have to advance forward, but Guard their right flank.

So many possibilities!

For this first time, the French are going to try the typical alternative of putting their full weight on Quatre Bras. My French rules for setup are:

Turn 1: Corps must enter in road column on any road at least one mile from any other road being entered on. The one mile scale is right there on the map, and the proper roads are easy to discern.

Turn 2: Corps may enter anywhere on Southern edge (not in column).

Interestingly, I find the QB option (as I call this strategy) less desirable, because you still have to deal with the Prussians, and you would rather hit them before they concentrate their forces. I can see Napoleon’s logic of just sending Ney up to QB to hold the British, while the main force knocks Prussia out of the war. But we shall see. Maybe this will open up different options.

VICTORY CONDITIONS

Normal Victory Conditions apply.

LoC’s: The three major roads are LoCs for all armies.

French: The three Southern points.

Prussians: Both Eastern points.

British: Both the Northern and Western point.

Any Prussian or British forces that escape off the Northern edge are not considered eliminated even if their LoCs are captured (have an enemy block within command range).

Does Wellington go all in and try to stop Napoleon at Quatre Bras, or hold off until the 18th. The big kicker is what Blucher are doing (besides asking for help!).

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