1815: The Waterloo Campaign
1815: The Waterloo Campaign Rulebook
Table of Contents
Table of Contents
Introduction
1815: The Waterloo Campaign is an operational-level game covering Napoleon's attempt to defeat the armies of Prussia and Britain and thus unhinge the alliance of European states opposing his return to power in France. 1815 covers the three days in June of 1815 which encompassed the battles of Ligny, Quatre-Bras, and Waterloo. It is a two-player game; one player (the French player) commands the French army, and the other player (the Allied player) commands the Prussian and Anglo-Allied armies. Each player maneuvers his units and leaders, which represent the actual formations and personages involved in the campaign, in an attempt to achieve his goals or to thwart the actions of his opponent.
1. Game Components
The game consists of the following components:
- One rules booklet.
- Two maps, labeled north and south, depicting the area over which the historical campaign was fought. A hexagonal grid is superimposed on the map in order to regularize the movement and combat of the playing pieces. Specific hexagons (hexes) are indicated in the rules and charts by letter prefixes (N for the north map, S for the south map) and hex numbers. For example, N1131 refers to hex number 1131 on the north map. The distance across each hex represents 600 meters. The map legend and turn record chart are located along one edge of the north map.
- One set of charts consisting of: a. One Anglo-Allied/Prussian order of battle chart. b. One French order of battle chart. c. Two combat results/terrain effects charts.
- One sheet of counters. There are three types of counters: units, representing the infantry, cavalry, and artillery formations that fought in the campaign; leaders, representing historical leaders and their staffs; and markers, which are used to denote various special conditions of the units. The types of counters and the information on them are displayed on the unit identification chart, which is located on the back cover of this booklet.
2. Basic Game Concepts
A. Friendly-Controlled Roads: Any hex containing a road or high road is considered to be a friendly-controlled road hex to the side whose units occupy or were the last to occupy the hex. At the start of the game, all roads and high roads on or south of hexrow 2800 are friendly-controlled roads of the French player, and all other roads and high roads are friendly-controlled roads of the Allied player.
B. Die Rolls: Several tables in the game are used in conjunction with die rolls in order to obtain a specific result, and these die rolls may be modified under certain conditions. A die roll modified beyond the highest or lowest number on a table is treated as being the highest or lowest number, respectively. Example: When using the initiative table, a modified die roll of 7 is treated as a 6.
C. Fractions: Whenever a unit's strength is halved, any resulting fraction is retained intact. For example, half of 7 is 3 1/2.
3. Sequence of Play
The game is played in a series of game turns. The turn record chart is used to keep track of the current turn. A white box on the chart is a daylight turn and represents the passage of one hour; a gray-shaded box on the chart is a night turn and represents the passage of several hours.
Each game turn is divided into player turns: a French player turn followed by an Allied player turn. In a player turn, the phasing player (the player whose player turn it is) is allowed to undertake various actions, as defined in following rules. These actions must be performed in accordance with the following sequence:
- Movement Phase: The phasing player may move his units and leaders.
- Morale Recovery Phase: The phasing player may attempt to rally disrupted units.
- Combat Phase: The phasing player resolves all combats in which his units are engaged.
When both players have completed their player turns, the game turn is finished and a new one is begun.
4. Zones of Control
Each unit exerts a zone of control (ZOC) into the six hexes surrounding the hex the unit occupies. A unit does not exert a ZOC into a hex if a pond hexside separates that hex from the hex the unit occupies. A leader does not exert a ZOC.
Many game activities are influenced by ZOCs; the effects of ZOCs on these activities are defined in the appropriate rules.
5. Movement
The phasing player may move his units and leaders during his movement phase. Each unit and leader has a printed movement allowance, which is the number of movement points the counter has available for movement. Units and leaders spend movement points in order to enter hexes and cross certain hexsides; the number spent depends upon the mode of movement (cross-country or road) and terrain of the hex or hexside. The terrain effects chart lists the movement point costs of terrain for the various types of units. For example, an infantry or cavalry unit must spend one movement point to enter a clear hex, while a foot artillery unit must spend two. Leaders use the infantry and cavalry column of the chart. In general, a unit or leader may not spend more movement points than it has available. However, a unit or leader that has not moved at all in a movement phase may move a single hex, even if the cost to enter the hex is greater than the number of movement points the unit or leader has available.
A unit or leader that enters a hex in the ZOC of an enemy unit must stop and may move no further that movement phase. An infantry or foot artillery unit which begins its movement phase in a hex in an enemy ZOC may not move at all that phase. A leader, cavalry unit, or horse artillery unit which begins its movement phase in a hex in an enemy ZOC may move, as long as the first hex it enters is not in any enemy ZOC.
A. Movement Modes: Units and leaders have two movement modes, cross-country and road. The owning player may split the movement of a unit or leader between the modes as he wishes.
-
Cross-Country Movement: This uses the movement costs given in the cross-country movement section of the terrain effects chart. A unit or leader must pay a basic cost to enter a hex. (When both woods and high ground are present in a hex, the woods cost is used.) This cost is increased by the amount shown on the chart if the unit or leader crosses a brook hexside or moves up slope. A unit or leader moves up slope when it moves across an entirely non-high ground hexside into a partial high ground hex. Examples: A unit moving from hex N2717 to hex N2617 or from hex N2718 to hex N2617 would be moving up slope. A unit moving from hex N2616 to hex N2617 or from hex N2518 to hex N2617 would not be moving up slope.
-
Road Movement: A unit or leader moving along a road or high road or within a village may use road movement instead of cross-country movement. A unit is moving along a road if it moves from one road hex to another across the hexside crossed by the road. For example, a unit moving from hex N1229 to hex N1228 may move by road; a unit moving from hex N1228 to hex N1128 may move by high road. A unit or leader is moving within a village if it moves directly from one hex to another hex within the same village. For example, a unit would be moving within a village when moving from hex N1705 to hex N1604 or hex N1804, but it would not be moving within a village when moving from hex N1705 to hex N1704. Units using road movement use the road section of the terrain effects chart. The road movement costs are paid instead of the normal terrain costs. There is no additional cost for moving up slope or crossing a brook hexside. (All brook hexsides crossed by roads or within villages are assumed to be bridged.)
A unit or leader may not use road movement to enter a hex in an enemy ZOC. A leader, cavalry unit, or artillery unit may not use road movement to leave a hex in an enemy ZOC. A unit may not use road movement to enter a hex if that hex is occupied by a friendly unit (the hex may be occupied by a friendly leader); the road movement of a leader is not restricted in this manner.
B. Mud: Turns marked with an M on the turn record chart are mud turns. During mud turns, the mud column of the terrain effects chart is used for the movement of leaders, infantry units, and cavalry units.
Movement of artillery (both foot and horse) is especially limited during mud. An artillery unit may move a maximum of one hex per turn.
C. Enemy Units and Leaders: A unit or leader may never enter a hex occupied by an enemy unit. A unit (but not a leader) may enter a hex occupied solely by enemy leaders.
6. Stacking
A limited number of units may operate effectively in a single hex. The stacking limit is in force at the end of each movement phase and combat phase. Leaders never affect the stacking limit; there may be any number of leaders stacked in a hex in addition to the units in the hex. There is a different stacking limit for each of the armies:
- Prussian: One full-strength unit or two reduced-strength units of the same unit type may occupy a hex. In addition, the 4th Hussar cavalry regiment may stack with any Prussian cavalry units in a hex.
- Anglo-Allied: Two units of any type and size plus one artillery battery or battalion may occupy a hex.
- French: All units of a cavalry corps may occupy a hex. (A cavalry corps is designated by a C in its corps identification; each cavalry corps consists of two cavalry divisions and one horse artillery battalion.) Otherwise, only one French unit may occupy a hex. The Imperial Guard Gendarmerie d'Elite cavalry regiment is an exception to the stacking limits and may stack with any French units in a hex.
A player may stack units in violation of the stacking limit. Units in violation of the stacking limit at the end of a movement or combat phase are disrupted (per Rule 7). When the stacking limit is violated in a hex, the owning player determines which units in the hex exceed the limit (and thus are disrupted); the other units in the hex are unaffected.
7. Combat
During the combat phase, all units of the phasing player which have enemy units in their ZOCs must attack, and all enemy units in these ZOCs must be attacked. A unit may attack or be attacked only once per combat phase. All units in a hex being attacked defend together; separate attacks may not be made upon the occupants of a single hex.
More than one hex may be attacked as part of a single attack. Units occupying several hexes may make a single attack upon enemy units in several hexes as long as each attacking unit has all defending units in its ZOC.
The combat results table is used to resolve combat. Attacks at odds greater than 6:1 are resolved using the 6:1 odds. Attacks at odds less than 1:5 may not voluntarily be made. That is, the phasing player may not move his units adjacent to enemy units so that an attack at odds less than 1:5 must be made. If an attack at 1:5 must be made (for example, an infantry unit which starts its movement phase in enemy ZOCs can not withdraw and must attack, even if the odds are less than 1:5), the attack is an automatic ARL result.
A. Procedure
- The attack strengths of all attacking units are totalled.
- The defense strengths of all defending units are totalled.
- The total attack strength is compared to the total defense strength as an odds ratio, in the form attacker:defender. This ratio is rounded down to correspond to the odds ratio on the combat results table that most closely equals without exceeding the original odds ratio of the attack. For example, a total attack strength of 25 attacking a total defense strength of 7 is 25:7, which rounds down to 3:1.
- One die is rolled, and the roll is modified as called for by terrain and shock. The modified die roll is cross-indexed with the odds column on the combat results table to obtain a combat result, which is immediately implemented.
B. Combat Results
-
Explanation
DR: The defending units retreat one hex.
DRL: The defending units lose a number of steps equal to the number of hexes occupied by attacking units, and all surviving defending units retreat one hex. For example, defending units in a hex attacked from three hexes must lose three steps if a DRL is the combat result.
AR: The attacking units retreat one hex and become disrupted.
ARL: The attacking units lose a total of one step, retreat one hex, and become disrupted.
EX: The defending units are eliminated. For each hex containing attacking units, the attacking units in the hex must lose a total of one step.
HX: Each defending unit loses one step. The defending units may retreat one hex, at the owning player's option. The attacking units lose a total of one step.
-
Losses: Most units have two steps, a full-strength side and a reduced-strength side. When a full-strength unit is required to lose a step, it is flipped to its reduced-strength side. When a reduced-strength unit is required to lose a step, it is eliminated and removed from play. Some units do not have a reduced-strength side; these units have no printing on the backs of their full-strength sides. When such a unit is required to lose a step, it is eliminated and removed from play.
-
Retreat: A unit required to retreat must be moved one hex from the hex it occupies by the owning player. If it is impossible to retreat the unit without entering a hex in an enemy ZOC or crossing a pond hexside, the retreating unit is eliminated instead. If a unit is retreated to a hex where it violates the stacking limit, it immediately becomes disrupted.
C. Special Effects on Combat
-
Terrain: The terrain effects chart summarizes the effects of terrain on combat. The terrain effect of brook hexsides is used only if all attacking units attack across brook hexsides. Units are attacking up slope when they occupy non-high ground hexes and the defending units occupy high ground hexes. The terrain effect of attacking up slope is used only if all attacking units attack up slope. All terrain effects on combat are cumulative. For example, a unit attacking across a brook hexside (+1), up slope (+1), and into a village (+1) would have its die roll for the attack modified by +3.
A unit may not attack across a pond hexside.
-
Shock: A unit has a number of shock points equal to the number of asterisks printed in the upper right corner of the unit counter. The side with a shock advantage is allowed a favorable die roll modification when the combat is resolved. (The modification is added to the die roll if the defender has the shock advantage; it is subtracted from the die roll if the attacker has the shock advantage.)
For each combat, each side must determine its average shock points per unit. All shock points of that side's units participating in the combat are totalled. This number is divided by the number of infantry and cavalry units of that side participating in the combat. Leaders, foot artillery, horse artillery, and the French Gendarmerie d'Elite cavalry regiment are ignored when determining the number of infantry and cavalry units involved in the combat. The side with the greater average shock points per unit has the shock advantage and receives a favorable die roll modification of 1. If the side with the shock advantage has at least two shock points per unit and its average shock points per unit is at least twice as great as the other side's, then the side receives a favorable die roll modification of 2.
Example: Three French units (a cavalry unit with two shock points, a cavalry unit with one shock point, and a horse artillery unit) are attacking a Prussian infantry unit (with no shock points). The French player has 3 shock points and 2 units (the horse artillery unit is not counted), for an average of 1 1/2 shock points per unit; the Allied player has 0 shock points per unit. Thus, the French player has the shock advantage, and 1 is subtracted from the die roll used to resolve the combat.
-
Mud: During mud turns, the following rules affect combat.
D. Retreat Before Combat
In certain cases, defending cavalry and horse artillery units may retreat before combat. After the attacker has announced a specific attack but prior to the resolution of it, all cavalry and horse artillery units among the defending units may retreat one hex unless the attacking units consist solely of cavalry and/or horse artillery units. This retreat before combat follows the regular rules of retreat. If any units retreat before combat, the odds of the attack are recomputed and the attack is resolved as normal. If all units defending against an attack retreat before combat, the units allocated to attack them may make no attack that combat phase; they may advance into the hex vacated by the units retreating before combat.
E. Unit Types in Combat
-
Cavalry: A cavalry unit attacking across a brook hexside, into a village, or into a woods hex has its attack strength halved. A cavalry unit's attack strength may be halved only once due to terrain. A cavalry unit attacking into or defending in a village or a woods hex may not use shock.
Whenever a cavalry unit attacks at any odds or is attacked at odds of 1:2 or higher, the cavalry unit is blown; the unit should be marked with a blown marker. A cavalry unit remains blown throughout the following two player turns. A blown cavalry unit may not enter a hex in an enemy ZOC; if it starts its movement phase in a hex in an enemy ZOC, it must leave that hex if at all possible. A blown cavalry unit may not attack; if at the start of its combat phase it has enemy units in its ZOC, then it must retreat and become disrupted instead of attacking. This retreat may occur any time during the combat phase at the owning player's option. A blown cavalry unit has its movement allowance halved, and is considered to have no shock points. A blown cavalry unit has its defense strength halved if attacked solely by cavalry and/or horse artillery.
-
Foot Artillery: A foot artillery unit required to retreat due to combat must lose one step. This step loss may be counted toward the required losses of a DRL or ARL result.
F. Bombardment
In addition to normal attacks, artillery may bombard enemy units. An artillery unit may bombard during its combat phase only if it did not move during the movement phase of its player turn. The owning player should use bombardment markers to mark his artillery units which do not move to show that they may bombard. The bombardment strength of an artillery unit is equal to the unit's defense strength.
An artillery unit may conduct a bombardment attack from a range of one hex (adjacent) or two hexes. An artillery unit may not make a bombardment attack at a range of two hexes if there are any enemy units in its ZOC. An artillery unit may make a bombardment attack at a range of two hexes only if it has an unblocked line of sight to its target hex. The line of sight is a straight line from the center of the artillery unit's hex to the center of the target's hex; the line of sight is blocked if it passes through a village or woods hex. If the line of sight passes down a hexside, it is blocked only if both hexes adjacent to the hexside contain blocking terrain. The line of sight is blocked if it crosses a full high ground hexside and either the artillery unit or the target is in a non-high ground hex. For example, an artillery unit in hex N2131 may not bombard a unit in hex N1932. The line of sight is blocked if it passes through a hex containing any high ground and both the artillery unit and the target are in non-high ground hexes. For example, an artillery unit in hex N1928 may not bombard a unit in hex N1728. A pond hexside does not block the line of sight; an artillery unit may bombard across a pond.
An artillery unit making a bombardment attack does not suffer any adverse results (for example, it does not lose steps or retreat), and it may not advance after combat.
Artillery may bombard by itself or, when bombarding from a range of one hex, add its bombardment strength to the total attack strength of other friendly units attacking a hex. All artillery in a hex bombarding a target hex at a range of two hexes may bombard together; however, no other friendly units (including bombarding artillery in other hexes) may participate in the attack. When units are attacked solely by bombarding artillery, the following rules are in effect: 1) brook hexsides have no effect on combat; 2) an EX result is treated as an HX result.
8. Leaders and Command
A. Leaders: Leader counters alone in a hex do not block the movement of enemy units. If an enemy unit enters the hex occupied by a leader, that leader is removed from the hex and is stacked with the nearest friendly unit. If the leader is displaced more than five hexes due to this, he may not be used for any command functions during his next player turn.
B. Command
-
Determination: At the start of each movement phase, the phasing player determines the command status first of his leaders and then of his units. This determination affects the leaders and units throughout the movement and combat phases of the player turn.
-
Leaders: Leaders command units. A leader may command units only of the same army as himself. For example, a Prussian leader may not command Anglo-Allied units, even though both the Prussian army and the Anglo-Allied armies are controlled by the same player. There are three different types of leaders for command purposes:
a. Army Leaders: Napoleon, Blucher, and Wellington are army leaders. An army leader may command corps leaders; in addition, he may command one or two units directly.
b. Army Detachment Leaders: Ney and Grouchy are army detachment leaders. An army detachment leader may command corps leaders; in addition, he may command one or two units directly.
c. Corps Leaders: All other leaders are corps leaders. In addition, Wellington is a corps leader as well as being an army leader. There are two types of corps leaders: cavalry and infantry. French corps leaders with a C as part of their corps identifications and the British corps leader with the corps identification of Cav are cavalry corps leaders; all other corps leaders are infantry corps leaders.
A French or Prussian corps leader may only command the units of his corps (those units with the same corps identification as the leader).
The Anglo-Allied Army used the corps organizations for administrative, not combat, purposes; thus, Anglo-Allied corps assignments are not used for command purposes in the game. An Anglo-Allied corps leader may command units as follows: 1) a British infantry corps leader (Orange, Hill, Wellington) may command any Anglo-Allied units; 2) the British cavalry corps leader (Uxbridge) may only command Anglo-Allied cavalry and horse artillery units; and 3) a non-British Anglo-Allied corps leader (the Duke of Brunswick, Decken, Frederick) may only command units of the same nationality as himself.
A leader must be in command in order to command units and other leaders. An army leader is always in command. An army detachment leader is in command if his initiative is rolled on the initiative table. A corps leader is in command if his initiative is rolled on the initiative table or if a path of no more than five hexes can be traced from the leader to an army or army detachment leader. The path may not be traced through enemy occupied hexes or across pond hexsides; it may be traced through hexes in enemy ZOCs. A corps leader must either attempt to roll his initiative or trace command to another leader in a player turn; he may not attempt to do both. All corps leaders tracing command to an army detachment leader must be designated as doing such before the command status of the army detachment leader is determined. If the army detachment leader fails his initiative roll (and thus is out of command), all corps leaders tracing to him are out of command; they may not then attempt to roll their initiatives or trace command to an army leader or another army detachment leader.
9. Morale
A. Disruption Effects: Units become disrupted due to a variety of reasons; players should use disruption markers to denote which units are disrupted. A disrupted unit may not attack, has its defense strength halved, and may not use road movement when moving. A disrupted artillery unit may not bombard. Any disrupted unit which begins its movement phase in an enemy ZOC must leave the ZOC, even if the disrupted unit is of a unit type that normally may not leave an enemy ZOC. If a disrupted unit cannot leave an enemy ZOC without entering another enemy ZOC or moving across a pond hexside, the unit is eliminated.
A cavalry unit which is both blown and disrupted has its defense strength halved only once when attacked by enemy cavalry and/or horse artillery units.
B. Morale Recovery: In order to become undisrupted, a unit must be able to trace a path of no more than three hexes to its corps leader or to the army leader or an army detachment leader of its army. The leader himself does not have to be in command. The path may not be traced through enemy occupied hexes or across pond hexsides; it may be traced through enemy ZOCs. All units able to trace this path during their morale recovery phase of the early morning game turn automatically become undisrupted. In addition, units may attempt to recover from disruption during their morale recovery phase of each game turn. The owning player rolls one die per hex containing his disrupted units. This die roll is used on the morale recovery table to determine if disrupted units in the hex recover; the die roll for the hex is modified and applied individually for each disrupted unit in the hex which can trace a command path to an appropriate leader.
Example: A hex contains a British line infantry brigade and a British Guard infantry brigade, both of which are disrupted. A path of three hexes or less can be traced from the units to a British corps leader. During the morale recovery phase of the British player turn, the British player rolls a 4 for the hex. The line infantry brigade does not recover. The guards infantry brigade does recover, since there is a -2 modification to the die roll for guards units.
C. The Old Guard: If at any time in the game the French Old Guard infantry division becomes disrupted, all French units within four hexes of the division must check morale. One die is rolled for each unit: a French Imperial Guard unit fails its morale check on a roll of 1, 2, or 3; a French line unit fails its morale check on a roll of 1, 2, 3, 4, or 5. Any unit which fails its morale check immediately becomes disrupted. A unit disrupted in this manner must immediately withdraw from the hex it occupies if it is in an enemy ZOC (per the regular withdrawal rules). A French line unit disrupted in this manner may recover from disruption only during the morale recovery phase of the next early morning game turn.
10. Night
Gray-shaded boxes on the turn record chart indicate night game turns. During night game turns, all units are automatically out of command, regardless of the presence and command status of friendly leaders.
11. Supply
At the start of each 7 AM game turn, before either player takes his player turn, the supply status of all units on the map must be determined. A unit is in supply if a path of no more than three hexes can be traced from the unit to a friendly road hex and a path of friendly road hexes can be traced from the road hex to a friendly map edge. In either case, the path may not be traced through enemy occupied hexes or across pond hexsides, but it may be traced through hexes in enemy ZOCs. Friendly map edges are: the south edge for French units; the east edge for Prussian units; and the west and north edges for Anglo-Allied units.
Any unit not in supply when supply is determined immediately loses one step.
12. Arrivals
Units and leaders are scheduled to arrive at various times and places, as specified on the order of battle charts. These forces enter play at the specified times and places during the owning player's movement phase. Before entering play, the command status of the arriving forces must be determined; out of command units entering play must obey all restrictions of the command rules.
A player may voluntarily delay the entry of any of his arriving forces for any number of turns. The Allied player may change the entry hexes of any of his arriving forces, as described below. If all the entry hexes of a specific group of arriving forces are either occupied by enemy units or in enemy ZOCs, the entry of this group must be delayed or changed.
Anglo-Allied and Prussian arriving forces are scheduled to enter the map at specially labeled entry hexes. On the turn a specific group of arriving forces is to enter play, the Allied player may change the location of its entry. Anglo-Allied arriving forces may have their entry hexes changed to any other numbered entry hexes; Prussian arriving forces may have their entry hexes changed to any other lettered entry hexes. Changing the entry hexes of a group of arriving forces automatically delays its entry for a number of turns. The length of the delay is found on the appropriate entry chart by cross-indexing the scheduled entry with the new entry; the number obtained is the number of turns of delay. If any portion of the delay occurs during mud turns, then the number of turns of delay is doubled.
Example: The Prussian IV Corps is scheduled to enter at entry C on the 12 PM June 17 game turn. On that turn, the Allied player decides to have this corps enter the map at entry D instead. Cross-indexing entries C and D on the Prussian entry chart gives a delay of four game turns. Since this entry change is occurring during mud turns, the delay is doubled to eight game turns. Thus, instead of entering at entry C on the 12 PM June 17 turn, the IV Corps arrives at entry D on the 8 PM June 17 turn.
13. Victory
The game ends upon the conclusion of the night game turn of June 18. At the end of the game, victory is determined. Each player receives 1 victory point for each eliminated enemy defense strength point. Thus, a totally eliminated enemy unit yields victory points equal to its defense strength, and a reduced strength enemy unit yields victory points equal to the difference between the unit's full-strength and reduced-strength sides. The French player receives 3 victory points per attack strength point of units exited off the north edge of the north map between hexes N0731 and N1024, inclusive. If units totalling at least 25 attack strength points have exited the map in this area, the French player receives a bonus of 100 victory points. In either case, the French player receives these victory points only if, at the end of the game, a supply line can be traced by road from either hex N0731 or N1024. (A French unit in a hex in the exit area may exit the map by spending one movement point during a French movement phase. Any French unit which exits the map may not subsequently re-enter the map.)
The French player wins the game if his victory point total exceeds the Allied player's victory point total by at least 230 victory points. Otherwise, the Allied player wins the game.
14. Netherlands Defection
At the point when French units totalling at least 25 attack strength points have exited the map between hexes N0731 and N1024 inclusive, the Allied player must check all Netherlands units for defection, including those which have not yet entered play. Any unit which defects is immediately removed from play (and counts as eliminated for victory purposes). All Netherlands cavalry and all disrupted Netherlands units automatically defect. A die is rolled once for each other Netherlands unit: on a roll of 1 or 2 the unit defects, on a roll of 3 or 4 the unit loses one step, and on a roll of 5 or 6 the unit remains loyal.
15. Preparing for Play
A. Order of Battle: The order of battle charts designate the initial forces and arrivals for each player. Both players deploy their initial forces as specified on the order of battle charts; the Allied player deploys first.
B. Wellington's Reputation: After both players have deployed their initial forces, the Allied player secretly rolls the die twice, adding the numbers rolled together. If the total is 2, 3, or 4, the Allied player receives the units of the British 1st Division and the Allied 2nd Division as additional initial forces. If the total is 5 or 6, the Allied player receives the units of the Allied 2nd Division as additional initial forces. If the total is 7 or higher, the Allied player receives no additional initial forces. (The British 1st Division consists of the 1/1 and 2/1 Guards infantry brigades and Adye's British artillery battalion, all of which are scheduled to arrive on the 5 PM June 16 turn. The Allied 2nd Division consists of the 3/2 British infantry brigade, the 1/2 KGL infantry brigade, the 3/2 Hanoverian infantry brigade, and Gold's British artillery battalion, all of which are scheduled to arrive on the 10 AM June 17 turn. If these units are received as part of the Allied initial forces, then their scheduled arrivals on the order of battle chart are ignored.) The Allied player does not place these units on the map. Instead, the Allied player secretly notes their deployment on a piece of paper. These units may be deployed in any hexes adjacent to Quatre-Bras (hex S0931). Their positions remain secret until the Allied player moves any of them or until a French unit enters the ZOC of any of them, whereupon they are placed on the map.
If a French unit enters the ZOC of any of these units, it must stop moving and must attack during the combat phase, per the regular rules. However, all of the previously hidden Anglo-Allied units have their attack and defense strengths doubled for the rest of that game turn, due to surprise.
If the Allied player moves these units before a French unit enters the ZOC of any of them, they do not receive any surprise bonus on the turn they are revealed.
C. The First Turn: The game begins with the French player turn of the 11 AM June 16 game turn.
16. Optional Rules
The following three rules are optional and may be used only by agreement of both players. Each rule may be used by itself or in conjunction with other optional rules.
A. KGL Dragoons: In the fighting in Spain, the two KGL dragoon regiments proved themselves to be among the best heavy cavalry in the British forces. After Napoleon's first abdication, however, they were reorganized and re-equipped as light dragoons as an economy measure. Assuming that this re-organization did not take place, the 4-3-5 3rd KGL Cavalry Brigade (one shock point) is substituted for the 3-2-7 3rd KGL Cavalry Brigade (no shock point), which is scheduled to arrive on the 5 PM June 16 game turn.
B. Anglo-Allied Reserves: The Anglo-Allied Army had a number of troops garrisoning Brussels and other Belgian locations while the campaign was being fought, and some of these could have been sent into action. The Allied player may bring the forces listed on his order of battle chart as Optional Reserves into play on or after the 11 AM June 18 turn. If any of these units are brought into play, then the French player has to exit units totalling only 10 attack strength points from the north edge of the map in order to receive the 100 victory point bonus and to cause Netherlands defection.
C. The Hal Detachment: Wellington stationed a number of troops at Hal (a Belgian town to the west of the area covered by the game map) as a covering force in case of an Anglo-Allied defeat. Assuming Wellington decided to use these troops in action, the forces listed as the Hal Detachment on the Allied player's order of battle chart enter play on the 11 AM June 16 turn.
Charts
Combat Results Table
Rows are the modified die roll; columns are odds (attacker:defender). Modified die rolls below -1 are treated as -1 and above 11 as 11.
| Die Roll | 1:5 | 1:4 | 1:3 | 1:2 | 1:1 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 |
|---|---|---|---|---|---|---|---|---|---|---|
| -1 | AR | AR | DR | DRL | DRL | DRL | DRL | DRL | DRL | DRL |
| 0 | AR | AR | AR | DR | DRL | DRL | DRL | DRL | DRL |
Combat Results
- DR: The defending units retreat one hex.
- DRL: The defending units lose a number of steps equal to the number of hexes occupied by attacking units, and all surviving defending units retreat one hex.
- AR: The attacking units retreat one hex and become disrupted.
- ARL: The attacking units lose a total of one step, retreat one hex, and become disrupted.
- EX: The defending units are eliminated. For each hex containing attacking units, the attacking units in the hex must lose one step.
- HX: Each defending unit loses one step. The defending units may retreat one hex, at the owning player's option. The attacking units must lose a total of one step.
Initiative Table
| Die Roll | Result |
|---|---|
| 1 | In command |
| 2 | In command |
| 3 | In command |
| 4 | In command |
| 5 | Out of command |
| 6 | Out of command |
Modifiers:
- Army detachment leader: no modification
- Cavalry corps leader: +1
- Infantry corps leader: +2
Morale Recovery Table
| Die Roll | Result |
|---|---|
| 1 | Recover |
| 2 | Recover |
| 3 | Recover |
| 4 | - |
| 5 | - |
| 6 | - |
Modifiers:
- -2: French, British guards units
- 0: French, British, KGL line unit
- +1: Nassau, reduced-strength Prussian unit
- +2: Hanoverian, Brunswick, full-strength Prussian unit
- +3: Netherlands unit
Terrain Effects Chart
Cross-Country Movement (movement point cost to enter; columns are unit types: infantry/cavalry and leaders; horse artillery; foot artillery; and the Mud column for infantry/cavalry/leaders)
| Terrain Type | Infantry/Cavalry/Leaders (clear) | Horse Artillery (clear) | Foot Artillery (clear) | Mud (infantry/cavalry/leaders) | Combat Effect |
|---|---|---|---|---|---|
| Clear hex | 1 | 1 | 2 | 3 | no effect |
| Woods | 3 | 4 | 4 | 5 | +1 to die roll if defender occupies a woods hex |
| Full high ground hex | 1 | 1 | 2 | 3 | no effect |
| Partial high ground hex | 1 | 1 | 2 | 3 | no effect |
Road Movement
| Infantry/Cavalry/Leaders (clear) | Horse Artillery (clear) | Foot Artillery (clear) | Mud (infantry/cavalry/leaders) | |
|---|---|---|---|---|
| Cost per hex entered by road | 1 | 1 | 1 | 2 |
| Cost per hex entered by high road | 1/2 | 1/2 | 1/2 | 1 |
| Cost per hex when moving within a village | 1/2 | 1/2 | 1/2 | 1 |
See Rule 5.B for the movement of artillery during mud turns.
Anglo-Allied Entry Chart
Turns of delay, cross-indexing scheduled entry (rows) with new entry (columns).
| 1 | 2 | 3 | 4 | 5 | |
|---|---|---|---|---|---|
| 1 | - | 2 | 4 | 6 | 8 |
| 2 | 2 | - | 2 | 4 | 6 |
| 3 | 4 | 2 | - | 2 | 4 |
| 4 | 6 | 4 | 2 | - | 2 |
| 5 | 8 |
Prussian Entry Chart
| A | B | C | D | E | |
|---|---|---|---|---|---|
| A | - | 1 | 3 | 7 | 10 |
| B | 1 | - | 2 | 6 | 9 |
| C | 3 | 2 | - | 4 | 7 |
| D | 7 | 6 | 4 | - | 3 |
| E | 10 |