And yes, we fully appreciate that we probably should have put this off for a year and a half in order to cash in on the anniversary. Let's call this a test run, shall we?
Simply put, by managing leaders, forcing infantry to form square by threatening with cavalry, then firing with artillery, and holding the centre/flank while the other flank is threatened, one can win the battle. If only the confounded enemy would allow you to do this, things would be so much easier!
Again, the orders system does cause things to drag a little, though I suspect that this was because there were too few players. It does make sense nevertheless.
Snappy Nappy is uniquely designed for multiple players as corps commanders. This would have sped up the slight minutiae that we encountered in terms of resource management, though with a set of rules with this epic scope, that is to be expected to a degree.
Other facets of the game such as the relative quality aspects of troops, the inspired use of d10 rolls to simulate potential breakdown in order or the shaking off of fire in turn, allow for some planning, yet with the constant threat of everything falling apart very quickly - just as it should be.
Ans so to battle...
(There are a lot of pics here, so I'll try to keep the commentary punchy...if that's possible...)
Wavre remains a logjam of French columnar attacks across the bridges, so far blunted by (very) stubborn Prussians.
But the Allied left is about to be reinforced by advancing Prussian elements (at long last).
In the end, the French made great gains at Waterloo, but failed to exploit them due to lack of infantry, although for a time, Wellington was under significant pressure. The Imperial Guard seemed invincible in the afternoon (even threatening to send troops toward the Allied lines) yet began to waver - though at a heavy cost to the Prussian troops at Placenoit.
Had Grouchy escaped Wavre earlier in the day and hit the Prussian rear, we would have argued a tactical draw. As it was, it became an Allied victory in the closing stages of the battle. What a great game.
More Snappy Nappy to follow. The game is however more suited to multiple players for larger battles, not because of rules complexities, but simply because of resource management. This is a real benefit as each player begins to feel like a corps commander AND can get a game finished within a few hours. More of this to follow - and indeed, perhaps some 'hacking' of the mechanisms for other periods.