Saturday night at HAVOC saw the big game - "Wellington's Waterloo", with the "Square Eagles" rules. These are a 3d6 variant of Neil Thomas' "One Hour Wargames", based upon ideas by Steve over at the Sound Officer's Call blog, and also Malcom Wright (who's rules I used for my three "Waterloo in Two" games at Historicon last year). .

Long view of Waterloo at about the end of Turn 2 - French to the right, Anglo-Allied to the left, (10 mm) Hougomont in the foreground. The risges were custom made my be for this year's game.
Light Infantry are especially useful combating defensive positions! French wisely decide NOT to close within 1 box of the British on the ridge, but rather exchange longer range skirmishing fire.
D'Erlon advances on the French right, with Picton's command in his sights.
Action around La Haye Sainte and Hougomont.
Ney (Mark T) and the Imperial Guard Cavalry support d'Erlon's advance, whilst Hill (James S) dispatches his cavalry to Picton's aid.
Picton's command is being ground down.
Reille keeps Hill honest; he can't afford top strip off too many troops to succor Picton, lest La Haye Sainte and Hougomont fall (results in immediate French victory - never yet accomplished in any of these games).
Picton was hit at least twice (he died at Waterloo in actual fact); his command is down to the Nassauers holding Pappelotte. In the event, the French ultimately decide to let him keep it!
The cards mean it is turn 9 (of 15), and Wellington has lost 10 units to 7 for the French. Scouts report that the troops advancing on the French right are not in fact Grouchy, but... Blucher! The French need to step up the pace if they are to eliminate
Lobau (blue command) has lost some of his infantry, and is awaiting an opportunity to charge with his light cavalry where they won't be shot to pieces on the advance.
Uxbridge hold La Haye Sainte, but the French Carabiniers have charged onto the ridge!
Turn 10 - 12 losses apiece! Wellington exclaims, "Give me night, or give me Blucher!"
Hill has moved to hold the Anglo Allied right, but finds himself stuck between d'Erlon (green), and the Guard (white).
The British maintain a hold on Hougomont and La Haye Sainte, but seeing the defeat of the Anglo Allied left unfolding, they now press the attack on both! It is roughly Turn 12 here...
Wellington's Waterloo - the Scenario:
The map - the table is 12 feet long by 5 feet wide, and the tabletop boxes are 6 x 6".
ANGLO-ALLLIED ARMY
Wellington
Army C-in-C; 31 units - 60% losses = 19 units
May
Rally 1 unit per turn
May
Re-roll Firing dice for
one
infantry unit per turn
Picton
(Orange)
2
Nassau Line Infantry - 6 hits
2
British Line Infantry - 7 hits
1
Medium Foot Artillery - 5 hits
3
Dutch-Belgian cavalry 4 hits
Hill
(Red)
1
British Guard Infantry - 8 hits
1
British Light Infantry - 5 hits
2
British Line Infantry - 7 hits
3
British Light Cavalry - 5 hits
1
Medium Foot Artillery – 5 hits
Uxbridge
(Yellow)
2
Dutch-Belgian Infantry - 6 hits
1
Hanoverian Line - 6 hits
2
British Line - 7 hits
2
British Heavy Cavalry - 5 hits
1
British Light Cavalry - 5 hits
Prince
of Orange-Nassau
(Black)
1
British Guard Infantry - 8 hits
2
Hanoverian Line - 6 hits
2
Brunswick Line - 6 hits
1
Brunswick Cavalry 4 hits
1
British Rocket Battery – 5 hits
FRENCH ARMY
Emperor Napoleon I,
Army C-in-C: 35 units - 60% losses = 21
May
Rally 1 unit per turn
May
re-roll Initiative Die for one Command each turn
Ney
- Additional Leader, can attach to any French unit,
giving
it +1d6 in Assault combat, and may command
up
to 3 French units within 2 boxes
Reille
(Blue)
1
Light Infantry 5 hits
4
Line Infantry 7 hits
1
Heavy Artillery 5 hits
3
Light Cavalry 5 hits
Lobau
(Brown)
1
Light Infantry 5 hits
4
Line Infantry 7 hits
3
Heavy cavalry 5 hits
1
Medium Foot Artillery 5 hits
Drouot
(White)
1
Guard Artillery 6 hits +1
die when shooting
2
Old Guard Infantry 9 hits, Veteran released
Turn 6
2
Middle Guard Infantry 8
hits, Veteran released
Turn 6
2
Guard Light Cavalry 6 hits released
Turn 3
1
Guard Heavy Cavalry 7 hits released
Turn 3
D'Erlon
(Green)
1
Light Infantry - 6 hits
4
Line Infantry - 5 hits
2
Light Cavalry - 5 hits
1
Medium Artillery - 5 hits
French
must either take both Hougomont and La Haye Sainte, or reduce the
British army by 60% without suffering the same themselves, in 15
turns. Failing that, Blucher arrives, and Napoleon is defeated.
What's that you say? Who won???!
At the end of Turn 13, the Anglo Allied army had lost 19 units to 17 French, although they still held both Hougomont and La Hay Sainte. With Blucher still aways off, Wellington commands an orderly withdrawal down the road to Brussels. "It was anear run thing", he remarks to his ADC. Napoleon is happy to get off his horse, having suffered from painful piles (thrombosed hemorrhoids) all day long, which made riding a torture. The game was finished in 3 hours, which was pretty much right on schedule. I may have given a little too much advantage to the French. Next time, I'd eliminate the Napoleon re-roll, and maybe give that ability to Wellington instead.
Several players and spectators asked about a copy of the rules. I am going to edit them a bit, and then post them to the blog. When that's done, I'll add a link to this post as well (now done):
Square Eagles - Fast Play Napoleonic Rules using a gridded table
Finally, I found out on Sunday afternoon that the game received "The Al" award, for the game with the greatest visual appeal. My sincere thanks to the organizers, who ran a great convention this year. If you live in New England or Eastern NY state, this is a show well worth attending! It has been running for 30 years, and I have been going most years since at least 2007. I really like the new venue of the past several years (The Best Western in Marlborough, MA). Being able to stay overnight on site is a game changer for me, as the drive is about 2.5 hours. It is held in late March or early April each year, and runs from Friday night until Sunday afternoon.