geek
Rules | Subscriptions | Bookmarks | Search | Account | Moderators
Recommend
34
19 Posts
New Thread | Printer Friendly | Subscribe  | Bookmark
Your Tags: Add tags
Popular Tags: [View All]
Dan Edwards
flag
Avatar
070809
Napoleon at Waterloo » Forums » Reviews
ABBA, Nappy at Waterloo, and my secret shame
There have been quite a number of geeklists, forum posts and other forms of electronic ink on BGG spilled over the subject of “What makes a good introductory war game?” or “What war game should I start with?” or “Grognards are manly, wise and the ladies love ‘em, how do I become one?”

Ok, I made the last one up. The question in general is real enough, however, and it is an old one. How an introductory war game should look was a question pondered by Simulations Publications Inc (SPI) back in the age of EST therapy and one of the answers that they came up with is still with us today, and, like the best things in life (according to the song, anyway) it’s free.

I’m speaking of Napoleon at Waterloo, in particular, the 2nd edition of this game. Designed by Jim Dunnigan and developed by the late Redmond Simonsen, Napoleon at Waterloo (NAW) is a game simulating perhaps the most famous battle of all time, thanks in part to that catchy ABBA tune.

NAW was a giveaway game to ease new recruits in the arcane world of hexagons, zones of control and combat results tables that was wargaming in the ‘70’s. As wargames went back then, it was short, simple and painless. Apparently, however, some people found it long, complex and painful, for SPI later came out with a vastly simpler game aimed at toddlers and those damaged by glue sniffing called Strike Force One, but that’s another story.

Or is it? NAW was (and is) complex, compared to mass market family games, but because it was a simple, free wargame the grog community has always sort of dismissed it much like the really, really easy girl at school…not a serious challenge and sort of embarrassing to be caught, er, playing with. To continue this distasteful analogy, it got played a lot, but since only a grog with no standards or shame would be caught dead reviewing NAW, it has gone un-reviewed here until now.

Since I have no standards or shame, let’s start off things by looking at the components of NAW, consisting of an unmounted paper map, the usual die-cut cardboard counters, and the rulebook. The map is smallish but attractive, as big as a magazine laid open, and the single sided countersheet features some pleasant looking cardboard squares representing the units of the French, British and Prussian forces that fought at Waterloo in 1815. There are 18 British counters, nine Prussian counters, and 26 French counters, with additional Prussian and French counters for a variant (Yes, even in an introductory game, those compulsive rules lawyers at SPI couldn’t resist adding options).

The counters have simple NATO type symbols superimposed, two numbers, combat and movement rating, and a historical unit name. You can earn bonus trivia points while trying to recruit new gamers by pointing out to them that the “X” for infantry comes from the belts they wore, as does the “/” for cavalry, but the “o” for artillery is for the round shot, not a big good ol’ boy type belt buckle that artillery guys used to wear. At this point if they don’t get up and leave, you may have a gamer on your hands.

Cavalry and Infantry are the treated the same, with cavalry having a higher movement rating. Artillery can fire at range, adding power to attacks or “soaking off”, performing low odds attacks, since the rules dictate that after movement, everybody next to somebody has got to fight somebody, unless somebody else does it, then they can fight somebody else. Got that?


The starting positions for this modestly populated contest are printed on the map, and the game is vintage SPI in function: Movement phase, combat phase, rinse and repeat. The Combat Results Table (CRT) that is cross indexed with a die roll rewards attacks made at three to one odds. The rules for Zones of Control (ZOC) retreats and advances after combat reward the basic tactic of attacking the flanks to force retreats, surrounding the center and delivering the killing blow to the now cut off defender in the middle. That, gentle reader, is what it’s all about, not that damn hokey-pokey song.

The strategic situation has Napoleon outnumbering Wellington’s Brits at the outset, but the French have to get moving or the arrival of Blucher’s Prussians on turn three could spell Le Trouble. The game is won by inflicting enough casualties to demoralize the enemy army while preserving your own, and the French have to exit the map, going through the Brits to do it. Since the Prussians come from the side, the French should attack the center or the side opposite of Blucher’s entrance. See, that’s stategery! After ten turns, it’s over, unless somebody loses first, that is.

There really isn’t anything too fancy here, no getting in squares, forming for road marches, no weather rules, no rally, no supply or command and control, no Chistopher Plummer and Rod Steiger hamming it up, no anything else that could be added for flavor or authenticity in a Napoleonic game. It’s so, well, basic! And it’s small, and it’s over pretty fast! Beyond all these damnable attributes that no respectable wargame should have, NAW was, and is, cheap. Free, gratis, no charge, on the house, nada, zippo, null, cheap.

All these awful things that make the lip of the grognard curl in that condescending sneer usually reserved for history gaffes in Hollywood movies (“Magic marker in “Saving Private Ryan? The nerve of that Spielberg punk!”) make NAW endure.

As of this writing, NAW has about 530 total plays listed on BGG and that colossal mother of all Pacific war grogfest Omigod look at all them counters on them big maps super duper monstergame War in the Pacific has…one.

I’ve got scads of NAW games under my uncrossed belt. I’ve taken it to Japan and Iraq, played it under canvas and on airplanes. My copies have recruited gamers, doing what it was designed to do, and the games played were enjoyable, too.

Yes, the situation gets somewhat repetitive with repeated play, but you can play it repeatedly, not the case with many classic wargames, and it has surprising replay value for something that simple.

There are flashier gateway type introductory wargames available today, but even by today’s standards NAW isn’t too ugly. Redmond did well here. The basics learned, while requiring some effort to grasp, will hold true through a lot of different wargames, so the time spent isn’t wasted if you want to go on to the hard stuff.

Let’s face it, if the potential wargamer you are trying to sucker into the hobby with NAW is such a lout that he slips in a coma when presented with a game that doesn’t have cute mini figures or rules that read like something written by a self-esteem coach on Prozac, then maybe you should consider that a sign from the great Hexagon maker in the sky that this hobby isn’t for everyone and move on.

Check out the NAW page on BGG, follow the links to the freebies, then play it. Just don’t tell anyone, OK?

Did I say it’s free?

Last edited on 2007-07-11 02:42:11 CST (Total Number of Edits: 1)
David Bohnenberger
flag
Avatar
050608
Great review and very entertaining.

I've noticed over the years that simpler wargames are often derided as being "unrealistic" as compared to their more complex counterparts. But it's the simpler ones that actually get played, unlike their more complex counterparts.

I sometimes wonder if those "monster games" are really so "realistic", or if it's simply that nobody's played them often enough to find out.
Pee di Moor
flag
Avatar
0809
Just to tell you that while geekmodding your review I really got interested in trying this out.
Thank you!
(Mr.) Kim Beattie
flag
Avatar
040506070809
Anyone interested in giving Napoleon at Waterloo a try can do so at Hexwar.com. Hexwar.com is a subscription based service but in the tradition of SPI, the Napoleon at Waterloo game is free. Create an account and challenge opponents from across the world. Games are played in a PBEM (Play By Electronic Mail) format. The computer program provides the board, pieces and enforces the rules. Games can be played as quickly or as slowly as your opponent responds to your moves (and vice versa). The Hexwar version of Napoleon at Waterloo also includes "The Grouchy Variant" where additional French (and Prussian) reinforcements can arrive on the field of battle.
Steve Bishop
flag
This was my first wargame(sigh!), great review thanks for the nostalgia.
Jim Marshall
flag
Avatar
07
Dweeb wrote:
I've noticed over the years that simpler wargames are often derided as being "unrealistic" as compared to their more complex counterparts.


That's an excellent point. Hex'n'counter started to disappear up its own ass when a high degree of complexity (and a correspondingly high playing time) became, if not a selling point, a snob point in the late eighties. (I'd appreciate a view from a combat veteran as to whether a 30 page rulebook is a more realistic take on watching a buddy stand on a landmine than a 8 page rulebook).

Gone were the (relatively) simple, playable games of old. Once upon a time Panzer Leader was considered super-complex. It is complex when compared to Thurn and Taxis (just selected as an example, it's a game I enjoy), but compared to the super monsters of the late eighties (Imperium Romanum? Longest Day?) it's an absolute breeze.

Consequences? A degree of self-satisfaction amongst the increasingly dwindling band of (often solo) players who had the time and motivation to wrap their heads around the mega games and complete a turn or two, and a feeling complete indifference as the youth of the day sought their kicks with Warhammer or (if that was too complex) Sonic the Hedgehog.

Rant over.....
Jim Marshall
flag
Avatar
07
Dweeb wrote:
I've noticed over the years that simpler wargames are often derided as being "unrealistic" as compared to their more complex counterparts.


That's an excellent point. Hex'n'counter started to disappear up its own ass when a high degree of complexity (and a correspondingly high playing time) became, if not a selling point, a snob point in the late eighties. (I'd appreciate a view from a combat veteran as to whether a 30 page rulebook is a more realistic take on watching a buddy stand on a landmine than a 8 page rulebook).

Gone were the (relatively) simple, playable games of old. Once upon a time Panzer Leader was considered super-complex. It is complex when compared to Thurn and Taxis (just selected as an example, it's a game I enjoy), but compared to the super monsters of the late eighties (Imperium Romanum? Longest Day?) it's an absolute breeze.

Consequences? A degree of self-satisfaction amongst the increasingly dwindling band of (often solo) players who had the time and motivation to wrap their heads around the mega games and complete a turn or two, and a feeling complete indifference as the youth of the day sought their kicks with Warhammer or (if that was too complex) Sonic the Hedgehog.

Rant over.....
steven richard
flag
Well, I respectfully disagree. First off, Paper wargames represent troop movement and the like, usually on a scale much larger than man to man. As such, the feeling of watching your buddy step on a land-mine is not meant to be represented...nor would it be much of an enetertaining hobby if it did. Although I guess some video game players might disagree with me, which leads me to my next point.

Your post about wargaming having its' head up its ass because it doesn't appeal to the average person is a common one, but not one that holds much water for me. I'm reminded of Louis Armstrong complaining about the new crop of Bebop jazz musicians because they were too sophisticated for people to dance to and jazz would lose its audience. Well, sure, but does that mean the world would be a better place if Charlie Parker had stuck to playing Swing?

In other words, I don't expect the average person to sit down and play a game of ASL with me...but that doesn't mean it doesn't have merit on its own terms!

I may be merely self-satisfied when I finish a highly detailed "Con-Sim", but my opponents usually seem pretty enetertained too...and for those few hours in the basement that was what mattered to us. Not mass approval.
steven richard
flag
Oh, but entry level wargames are an important part of our hobby and this was a great review that made me interested in hunting down a copy!
Jeff Johnson
flag
I just have to mention that it's always bothered me that the ABBA song got the history wrong. 'At Waterloo Napoleon did surrender', the lyrics say - but he didn't. He retreated with the remnants of the army, abdicated 6 days later, and surrendered to the British over a month later after his escape efforts failed.
Colin Hunter
flag
Avatar
060708
m:cafe wrote:
Well, I respectfully disagree. First off, Paper wargames represent troop movement and the like, usually on a scale much larger than man to man. As such, the feeling of watching your buddy step on a land-mine is not meant to be represented...nor would it be much of an enetertaining hobby if it did. Although I guess some video game players might disagree with me, which leads me to my next point.

Your post about wargaming having its' head up its ass because it doesn't appeal to the average person is a common one, but not one that holds much water for me. I'm reminded of Louis Armstrong complaining about the new crop of Bebop jazz musicians because they were too sophisticated for people to dance to and jazz would lose its audience. Well, sure, but does that mean the world would be a better place if Charlie Parker had stuck to playing Swing?

In other words, I don't expect the average person to sit down and play a game of ASL with me...but that doesn't mean it doesn't have merit on its own terms!

I may be merely self-satisfied when I finish a highly detailed "Con-Sim", but my opponents usually seem pretty enetertained too...and for those few hours in the basement that was what mattered to us. Not mass approval.

Completely agree. And the Jazz example is spot on. Swing was pop music, Bebop was where jazz started to become classical (I mean this in the broadest sense, like indian classical, western classical, etc...). Anyway Great review :)
Dan Edwards
flag
Avatar
070809
Thanks for the kind remarks regarding the review.

It wasn't my intention to heap disrespect and scorn on more complex wargames (well, maybe a little). I do think that simpler wargames have merit that is often overlooked, but that doesn't render their more complicated cousins merit-less.

I'm as guilty of the next guy of impulsively buying the latest Magnum Opus, studying the reams of rules, clipping the countless counters (yep, I'm on of those) and gazing dreamily at the massive map, and then shelving the beast 'cause I'll never play it. I've even actually played a few, back in those long ago days before time became scarce.

There is a pleasure in merely having such a work of art, and generally speaking there were, and are, warning labels on the box about complexity levels and playing time, so it's my fault for having eyes bigger than my gaming schedule.

We need both types, although a geeklist that debates the merits of simple vs. complex would be a fine idea, as it would cause a lot of entertaining hate and discontent.
Dan Edwards
flag
Avatar
070809
m:cafe wrote:
...snip...Well, I respectfully disagree. First off, Paper wargames represent troop movement and the like, usually on a scale much larger than man to man. As such, the feeling of watching your buddy step on a land-mine is not meant to be represented...nor would it be much of an enetertaining hobby if it did...Snip


May I shamelessly plug my review of one of the land-mine steppingest wargames ever designed, Patrol! http://www.boardgamegeek.com/thread/178262?
Seth Owen
flag
Avatar
08
First, let me second the recommendations for hexwar.com. It's easily the most painless way to play traditional hex-and-counter wargames online. While it's a subscription service, NAW is free.
Secondly, in many ways I think it's the best purpose-built introductory wargame out there. It covers some very basic hex-and-counter characteristics that will be encountered repeatedly if players move onto more complex games. At the same time, it's not too simple, a mistake of Strike Force One for example, that leaves a newbie wondering why you'd play such a boring little trifle.
It has a famous theme, and just enough history to provoke any latent interest the recruit might have.
It's also a reasonably balanced game with both sides having a reasonable chance of victory.
Game & Destroy
flag
Avatar
06070809
Very entertaining review, but I think I just might be that lout to which you referred.
Michael Erwin
flag
Game Designer
SPI clearly modelled NAW on the AH classics, with certain changes:

1. the CRT is balanced at 1:1 instead of 2:1 and is not as bloody.

2. units cannot withdraw from EZOCs.

3. retreats are one hex, not two hexes.

4. units have only one combat factor (as in some classics).

5. stacking is forbidden (as in some classics).

6. advances are allowed into clear terrain (not just into doubling terrain).

7. rivers/streams are ignored.

8. artillery is added with two-hex ranges.

#1 & #2 make the attack far stronger, and the defense far weaker, than in the AH classics. In NAW, one force can tie down enemy units with 1:1 attacks while another force outflanks them, over two or three turns, while in the AH classics, the defenders would usually drive off the pinning force (since 1:1 attacks rarely work there) and turn on the flanking force (since ZOCs don't pin). #3-#7 are rather straightforward simplifications, and #8 the only real complication. Together, these give the game its flavor (including the excessive importance of the "front-to-flank" ZOC kill).

I think the game suffers because:

1. There is too much factor-counting, even without stacking. This gets worse because...

2. The CRT has some odd transitions, e.g. from the bloodless 1:1 to the bloody 2:1 column. B&G uses similar mechanics with bloodless 2:1 results, as does 4BAW with bloody 1:1 results. I'd suggest trying the 4BAW CRT to increase head-to-head losses and minimize the "front-to-flank" ZOC losses.

3. The map doesn't show the ridges which protected Wellington's center from artillery fire, or the streams which protected his left from flanking moves.

4. The Prussians arrive too early, and nobody has much reason to go to Placenoit in the game.

5. If the British are demoralized, the pursuit feels rather surreal.

6. It depends on the "conventional wisdom" of game design c. 1970/71, particularly the required attacks and the odds-based combat results tables. Both are good approaches, but probably not, in retrospect, the best approaches for an introductory game.

7. Hugeumont (sp?) always falls to the French on turn 1.

P.S. I quite agree that proper flanking attacks should have some importance, which the ZOC rules give them; but sequencing attacks so that one unit advances before another unit attacks is just too much...
Last edited on 2007-07-22 07:27:08 CST (Total Number of Edits: 1)
Leo Zappa
flag
Avatar
040506070809
Jim Marshall wrote:
Dweeb wrote:
I've noticed over the years that simpler wargames are often derided as being "unrealistic" as compared to their more complex counterparts.


That's an excellent point. Hex'n'counter started to disappear up its own ass when a high degree of complexity (and a correspondingly high playing time) became, if not a selling point, a snob point in the late eighties. (I'd appreciate a view from a combat veteran as to whether a 30 page rulebook is a more realistic take on watching a buddy stand on a landmine than a 8 page rulebook).

Gone were the (relatively) simple, playable games of old. Once upon a time Panzer Leader was considered super-complex. It is complex when compared to Thurn and Taxis (just selected as an example, it's a game I enjoy), but compared to the super monsters of the late eighties (Imperium Romanum? Longest Day?) it's an absolute breeze.

Consequences? A degree of self-satisfaction amongst the increasingly dwindling band of (often solo) players who had the time and motivation to wrap their heads around the mega games and complete a turn or two, and a feeling complete indifference as the youth of the day sought their kicks with Warhammer or (if that was too complex) Sonic the Hedgehog.

Rant over.....


I have to agree with Jim here. As a person who got started in hex-and-counter wargaming in the mid-70's, I grew up on AH classics like "Waterloo", "Afrika Korps", "Battle of the Bulge" and the like. These were relatively easy games for me and my friends and they got played A LOT! Later, we did "graduate" to "Third Reich" and "Panzerblitz" and enjoyed them, but that was pretty much the high-water mark. It seemed like most of the new games coming out after that were increasingly more complex (or, "realistic", depending upon your point of view) and less playable. Starting with "Squad Leader", our group were left shaking our heads at the rules and complexity and said "Enough already!" As a result, some of us got into Warhammer, and others into Axis and Allies, and, oh yes, we also continued to play our old favorites, the AH classics. I imagine that we were not alone in this regard. Sure, a hardcore group of wargamers ate up the increasingly complex fare, but I don't think it's a coincidence that wargaming's rise and fall in regards to sales figures overlapped the period where complexity increased to very high levels. The hobby shed a large number of gamers who were not interested in the longer rulebooks and longer playing times that the new games produced.

None of this is to say that complex wargames shouldn't be published. There will likely always exist that hardcore group who loves these games, and there is always likely to be at least a few game companies who will cater to them. That's great. But for the rest of us, and new, wanna-be wargamers, games like NAW 2nd Edition are just what the doctor ordered. Three cheers for simple, playable, fun wargames!!!
Mark Humphries
flag
06
The 2nd ed of NAW (i.e. the freebie one with the smaller map) suffered from a gamey strategy that that could be sprung on an unwary Allied player by taking advantage of the 'edge-of-the-world' effect on the Western side of the map.

My biggest problem with Napoleon at Waterloo, and other related SPI Napoleonic games such as Borodino and the Napoleon at War Quad, is that artillery units remain potent even when they find themselves on the front line. Hard to suspend disbelief at that point.

I suspect that of all the conflicts simulated by the descendants and variations of the basic NAW system (including many of the quads), the Napoleonic era was probably the least well served.
Front Page | Welcome | Contact | Privacy Policy | Advertise | Support BGG | Feeds RSS
BoardGameGeek and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.