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Waterloo: The Fate of France

Waterloo: The Fate of France Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Mapboard
    • 2.1 Area Mapboard
    • 2.2 Battle Maps
  • 3.0 The Playing Pieces
    • 3.1 Combat Units
    • 3.2 Leaders
    • 3.3 Unit Colors
    • 3.4 Markers
  • 4.0 Sequence of Play
  • 5.0 Reinforcements
  • 6.0 Area Movement
  • 7.0 Combat Resolution
    • 7.4 Artillery Bombardment
    • 7.5 Cavalry Charges
  • 8.0 Rally
  • 9.0 Leader Cards
  • 10.0 Optional Rules
  • Appendix I
  • Area Map Terrain Key

1.0 Introduction

Waterloo is an operational simulation of Napoleon's Waterloo campaign. Waterloo is basically a two player game. One player plays the French forces and the other player plays the Prussian and Anglo-Allied forces. Players maneuver divisions and brigades around an area mapboard. Battles are fought on individual battle maps. Players may play one of the three short battle scenarios - Ligny, Quatre Bras, or Mont St. Jean - or they may play the moderate length Waterloo Campaign scenario. It is suggested that new players begin with the Quatre Bras and Ligny scenarios. The Mont St. Jean and Waterloo Campaign scenarios also lend themselves quite nicely to three players, one player playing each of the three armies. The fate of France is in your hands!

2.0 Mapboard

There are two types of Mapboards in Waterloo:

  1. The Area Mapboard represents the area of Belgium where Napoleon's 1815 Campaign was fought. Players maneuver their units around this mapboard during the Area Movement Phase of each Game turn.

  2. The battle maps represent the terrain within each of the areas where battles are fought. Players resolve their battles on these maps during the Combat Resolution Phase of each game turn.

Some of the battle maps represent specific areas such as Quatre Bras; the rest of the maps represent different general types of terrain.

2.1 Area Mapboard

2.11 Area Identification - each area has a name and a red identification number.

2.12 Area Type - each area has a letter code next to its number identifying the Battle Map to be used to resolve combat within this area. (See Rule 2.21)

2.13 Terrain Key - the terrain key printed on the back of the Rules Book is used to identify types of terrain on the Area Mapboard.

2.14 Turn Record Track - the turn record track printed on the Area Mapboard is used to note the current Game Turn and the historical weather.

2.15 Weather Box - the weather marker indicating the weather that is in effect for this Game Turn is placed in the Box (See Rule 15.5, section 4).

2.16 Holding Boxes - for ease of movement, players may place units in the Holding Boxes on the edge of the Area Mapboard in lieu of areas. The associated leader is kept on the mapboard to indicate the area in which the units are located.

2.2 Battle Maps

2.21 Type

Area Type CodeBattle Map
NNamed (Quatre Bras, Ligny, Genappe, Mont St. Jean (Waterloo), Wavre, and Brussels)
TTown
FForest
RRoad / Wooded
WWooded or Broken
CClear or Open

Note: Use the River battle map when units cross a major river to enter an enemy occupied area other than a named area.

2.22 Entry Hexes - The hexes (denoted by brown shading and Napoleonic figures) around the perimeter of the Battle Maps are used to initially deploy attacking units and to place both players' reinforcements, or demoralized units that rally and return to the map, on the Battle Turn in which they arrive. Other than for these purposes, units may not be moved onto entry hexes.

Note: The Battle Turn Track is on the bottom of the Battle Map Terrain Effects Chart.

There are five battle turns of one hour each per Game turn.

3.0 The Playing Pieces

There are two basic kinds of counters in Waterloo:

  1. Units - represent the military forces commanded by each player.

  2. Markers - used to indicate certain types of unit status and other game conditions.

3.1 Combat Units

3.11 Size

XX - division XX (-) - reduced strength division X - brigade X (-) - reduced strength brigade

Diagram #1 (Size, Corps Identification, Division/Brigade Identification, Commanding Officer, Steps/Combat Factor, Movement Allowance, Morale, Type, and Reduced (-) as printed on the sample counter CHASSE, 3DB, Division (3DB) - see Rules 3.13 through 3.18).

3.12 Type - the unit type is printed on the counter as one of the following: Infantry, Cavalry, Foot Artillery, or Horse Artillery.

3.13 Corps Identification (see Diagram #1)

3.14 Division/Brigade Identification (see Diagram #1)

3.15 Commanding Officer (see Diagram #1)

3.16 Steps - The number of steps also represents the unit's Combat Factor. Each 'hit' incurred during combat reduces the number of steps by one.

3.17 Morale - The morale of a unit represents the overall quality of a unit. Morale ranges from 1 (poor) to 5 (excellent). Morale is a very important concept in the game.

3.18 Movement Allowance - The movement allowance represents the number of movement points (MPs) that a unit may expend on the Area Mapboard per game turn. It also represents the number of MPs that a unit may expend on a battle map per battle turn.

3.19 Backprinted Counters - Some combat units have a backprinted counter. This is used when a unit has become demoralized. Some of the larger units, such as the Prussian Steinmetz infantry brigade, also have a second counter (see Rule 7.3, section 8).

3.2 Leaders

3.21 Leader Name (see Diagram: Name (Drouot), Corps (I), Guards (GD), Leader Rating (2), Movement Allowance (4), Flag (France))

3.22 Corps Commanded - Note: The French Wing Commanders are denoted by an L (Ney) and an R (Grouchy). The army commanders (Napoleon, Wellington, and Blucher) have no 'corps' denotation.

3.23 Leader Rating - The Leader Rating represents the leadership value of the leader. It also equals the number of Leader Cards that the owning player may draw for that leader during a battle.

3.24 Movement Allowance - The movement allowance represents the number of MP's that a leader may expend on the Area Mapboard per game turn. It also represents the number of MP's that a leader may expend on a battle map per turn.

3.3 Unit Colors

The following denotes the color key for the various forces represented in the game:

  • British / Anglo Allied: King's Guard, Regular, KGL, Dutch-Belgian
  • Brunswick, Indian, Nassau, Hanover
  • Prussian: Regular, Militia
  • French: Guards, Regular

Note: the field (denoted by a # symbol) on which the morale number is located is printed in different colors for some units; note the different colors.

3.4 Markers

Rule 3.41 Hit markers (Marked 1 thru 6) - Front: 4 Hits. Back: 3 Hits.

Rule 3.42 Charging Cavalry - Front: Charging (CHARGE). Back: Tired (TIRED).

Rule 3.43 Demoralized unit marker - Front: French (DEMORALIZED). Back: Anglo-Allied (DEMORALIZED).

Rule 3.44 Bombarding Artillery Unit Doubled - Front: x2 Bombard. Back: No Bombard.

Rule 3.45 Game Turn Marker - Front: Game Turn (Napoleonic "N" side). Back: Game Turn (British flag side).

Battle Turn Marker - Front: Battle Turn. Back: Battle Turn (same wording).

Weather Marker - Front: Good Weather. Back: Poor Weather.

Rule 3.46 Battle Marker (similar British marker not shown) - Front: Battle Marker, ATTACK 1. Back: No Reinforce.

Rule 3.47 Wounded Leader Marker - Front: Wounded Leader, 4 Hits. Back: blank.

Rule 3.48 French Guard Demoralized Marker - Front: Imperial Guard, DEMORALIZED. Back: same.

Rule 3.49 Control Marker - Front: French (CONTROL). Back: Anglo-Allied (CONTROL).

4.0 Sequence of Play

The following Sequence of Play is for the Waterloo Campaign Scenario. An abbreviated sequence of play for the three battle scenarios is presented in Rule 11.2.

A Game turn consists of the five phases shown below. The Area Movement phase is further subdivided into a French player segment followed by a Prussian/Anglo-Allied (Allied) player segment. The player whose player segment is currently being played is known as the phasing player.

4.1 Weather Phase - the French player rolls a die to determine the weather (See Rule 15.5, section 4).

4.2 Reinforcement Phase - the Allied player places his reinforcements on the Area Movement mapboard.

4.3 Area Movement Phase

4.31 The French player moves his units on the Area Movement mapboard.

4.32 The Allied player moves his units on the Area Movement mapboard.

4.4 Combat Resolution Phase

Battles are resolved one at a time on the appropriate Battle Map. The order in which the battles are resolved is determined by the number of steps in the smaller force. Battles are resolved in ascending order from the smallest force to the largest. If two or more battles have the same number of steps in the smaller force, the French player determines the order of these battles.

Note: Battles that are not concluded by the end of five battle turns are continued during the Combat Resolution Phase of the following game turn.

4.5 Rally Phase - both players attempt to rally their demoralized units.

5.0 Reinforcements

The Allied player places his reinforcements that are scheduled to arrive this game turn on the Area Mapboard. They are placed in the areas indicated in the scenario. This placement does not count against their movement during that game turn.

If there are French combat units in the area in which the reinforcements are scheduled to arrive, they may be held off the mapboard until a later game turn. However, if they are placed in an area occupied by French combat units, the reinforcements must end their movement there and engage in combat. Exception: See Rule 6.6.

6.0 Area Movement

The phasing player may move any or all of his units during the Area Movement Phase. Units are moved from one area to an adjacent area.

6.1 A unit may expend movement points (MPs) up to its movement allowance. The number of MPs required to enter an adjacent area depends on the terrain (see Terrain Key).

6.11 Generally, a unit must expend 2 MPs to enter an area.

6.12 A unit is only required to expend 1 MP to enter an area when moving along a major road and 1 1/2 MPs when moving along a minor road. A maximum of 20 stacking points of units (see Rule 6.3) may move at the road rate between two areas during an Area Movement Phase.

6.13 A unit must expend an additional MP to cross a major river.

6.2 A unit may always move one area.

6.3 Stacking - A player may have (stack) more than one unit in an area. The number of units in the same area are measured by stacking points (SPs).

  • 2 SP: All units except those noted below.
  • 1 SP: Anglo-Allied infantry brigades, infantry units with 2 steps, any unit with only 1 step, and any unit reduced to its second counter.

Note: Leaders do not count against stacking limits.

A player may have a maximum of 48 stacking points of units in an area.

6.4 Units in an area do not affect enemy units moving in an adjacent area. Note: there are no 'zones of control' on the Area Mapboard.

6.5 A unit must stop moving when it enters an area occupied by enemy combat units and fight a battle during the Combat Resolution Phase (Exception: see Rule 6.6). A Battle marker is placed in the area to denote which player initiated the battle.

Note: A leader may not enter an area containing enemy combat units unless accompanied by friendly combat units or there are friendly combat units already in the area.

6.6 Overrun - An overrun may be achieved against an area provided both of the following requirements are satisfied.

a. The attacking force has at least 6 - 1 superiority in SPs. At least half of these SPs must be infantry or cavalry units. Demoralized attacking units are not counted. Each SP of demoralized defending units count as 1/2 SP. All of the overrunning units must have begun their movement in the same area.

b. The defending force has less than 10 steps. Non-tired Cavalry steps count double and demoralized steps are halved.

Effect: Each defending unit is demoralized, loses a step, and must immediately retreat to an adjacent area. The attacker loses one infantry or cavalry step if the defender loses two or more steps, otherwise suffers no losses, and may continue moving. Defending leaders make a casualty leader roll then retreat.

6.7 A unit beginning its Area Movement segment in an area containing enemy combat units may not move unless an overrun is achieved against those units. The units making the overrun must expend 1 MP before exiting the area.

6.8 Special Terrain Areas

6.81 Genappe - Any unit entering Genappe from Quatre Bras, or vice versa, is considered to have crossed a river.

6.82 Wavre - A unit entering Wavre does not spend an extra MP for the river. However, if a unit enters AND leaves Wavre in the same movement phase, it must spend one additional MP to exit.

7.0 Combat Resolution

Combat occurs when there are both French and Allied units in the same area at the end of the Area Movement Phase.

7.1 Battle Map Stacking - A player may have a maximum of 2 SP in a hex (see Rule 6.3). Infantry and cavalry units may not stack in the same hex. A player may not overstack at any time.

7.2 Battle Map Terrain - The effects of Battle Map terrain on movement and combat are summarized on the Battle Map Terrain Effects Chart (TEC).

Bridge/River: Units may enter a bridge/river hex from any adjacent hex and vice versa. Units entering a bridge hex from a river hex expend 2 MPs. Units entering a bridge hex from any other type of hex expend 1 MP. Units exiting a bridge hex pay the MP cost of the hex entered.

Pond: Units may not move across the pond hexside on the Quatre Bras battle map.

7.3 Battle Resolution - A battle is resolved according to the following procedure.

  1. Select the Battle Map corresponding to the type of terrain in the Area (See Rule 2.21). If the appropriate map is already being used, select an alternate map according the following hierarchy.
Map Type Needed1st Alternate2nd Alternate
TownClear or OpenWooded or Broken
ForestRoad/WoodedWooded or Broken
Road/WoodedWooded or BrokenForest
Wooded or BrokenRoad/WoodedForest
Clear or OpenTownWooded or Broken
RiverForestRoad/Wooded

Note: An alternate map is only required when the needed map is being used to resolve a battle that has extended into the next game turn.

Set the battle marker on turn 1.

  1. Draw Leader Cards - a player draws a number of cards equal to the sum of the Leader Ratings of a. The Army Commander if present in the area. b. Any one Wing Commander in the area. (Note: the number of cards drawn for a Wing Commander is halved if Napoleon is present.) c. Any corps commander present that has at least three of his combat units on the Battle Map.

  2. Both players deploy their units on the Battle Map. Unless otherwise specified in the scenario, the defender deploys first. The side of the Battle Map that the attacker enters on is defined in the scenarios. a. The defender deploys anywhere on the map at least 2 hexes from the side being entered by the attacker. b. The attacker deploys on the entry hexes on the side being entered. The attacker must deploy from the center out. Example: If there are 11 entry hexes, the attacker must deploy on hex 6, then hexes 5 and 7, etc.

Note: Leader units are not deployed on the battle map unless the optional Leaders rule (See Rule 10.1) is being used. Their effects are simulated by the Leader Cards.

  1. Players then alternate Battle turns where they move their units and resolve their attacks on the Battle map. The attacker moves first each battle turn.

  2. Artillery Bombardment and Cavalry Charges - Before a player places his reinforcements or begins movement, x2 BOMBARD markers are placed on artillery units that will bombard but not move during the Battle turn. The x2 BOMBARD markers are removed at the end of the Combat Phase. Similarly, CHARGE markers are placed on cavalry units that will charge during the movement phase.

Note: The attacker may not place x2 BOMBARD markers on the first turn of a battle.

  1. Movement - A player may move any or all of his units paying the MP cost specified on the TEC for each hex entered.

    a. A unit must stop when it moves adjacent to an enemy combat unit. Note: Artillery units may not move adjacent to an enemy combat unit. Artillery units may remain adjacent to enemy combat units if they do not move.

    b. A unit must expend one additional MP to exit a hex adjacent to an enemy combat unit. Exception: This cost is not required if the enemy unit is incapable of moving into the hex being exited other than by road movement. Example: An infantry unit would not have to expend an extra MP to exit a woods hex if the only adjacent enemy unit was a artillery unit.

    c. A unit may always move one hex even from a hex adjacent to an enemy combat unit to another hex adjacent to an enemy combat unit. Exception: artillery units. d. A unit may not move into an entry hex. Thus, once placed on an entry hex, the only legal move is onto the mapboard. Once on the mapboard a unit may not move back to an entry hex. Exception: Night turns (see Rule 15.5, section 6).

  2. Assault - Infantry and cavalry units may assault an enemy hex. An assault is always voluntary. Artillery units cannot assault; they may bombard a hex (see Rule 7.4).

    a. Units in the same hex may not assault two different hexes. The hex being assaulted is indicated by placing one of the assaulting units on top of the stack and facing it towards the hex being assaulted.

    b. Only one stack may assault a hex. Exception: Two adjacent stacks may assault the same hex but only if all enemy stacks adjacent to all the assaulting units are attacked. (Example: See Appendix 1). Note: Artillery bombardments do count as an attack for purposes of this rule even if they have no chance of a hit.

    c. After the attacking player has designated all of his assaults and bombardments, the attacking player resolves them one at a time in any order that he chooses. Note: This means that the attacker must designate all of his assaults and bombardments before resolving any of them.

    d. Immediately before resolving each attack both players have an opportunity to play a Leader Card. The attacker must decide whether to play one before the defender. Note: Some Leader Cards may affect more than one battle during a Battle turn; they may only affect battles starting with the one on which they are played. A player cannot have more than one Leader Card affecting a single attack.

A hit marker is placed on a unit when it takes an assault or bombardment step loss. Each hit reduces the effective morale of the unit by one. When the effective morale of the unit reaches zero, the unit become demoralized. (Exception: An artillery bombardment hit must reduce the effective morale of the unit to -1 to demoralize the unit.) Demoralized units are immediately flipped to their reduced strength side and are removed from the Battle Map. (Exception: See Rule 7.45.) If they are already flipped they are replaced with their second counter. Demoralized units are placed just off of the Battle Map on the owning player's side. They are still considered to be in that area but do not participate any further in the battle unless they rally.

Demoralized units are not removed from the Battle Map if they are completely surrounded by enemy combat units or impassable terrain. In this case, they are removed at the beginning of the first friendly movement phase in which they are no longer completely surrounded. Demoralized units cannot attack and defend against assaults at half strength.

Examples:

a. The French 7th Infantry XX (Girard) enters a battle with all 6 steps. An Allied bombardment attack puts a hit on Girard. A 1 hit marker is placed on the unit. It now has only 5 steps and an effective morale of 2. It takes a second step loss during an assault. The 1 hit marker is incremented to a 2. Girard now has 4 steps and an effective morale of 1. Another Allied bombardment attack puts a third hit on Girard. The hit marker is incremented to a 3. Girard now has only 3 steps remaining and an effective morale of 0. Since the last hit was a bombardment hit, the unit remains on the Battle Map. If the last hit had been an assault hit, the unit would have been demoralized.

On the following battle turn, the 7th Infantry XX incurs a fourth hit. This demoralizes the division and the unit is removed from the Battle Map. The division is flipped to its reduced strength side which has a printed strength of 3 steps. A 1 hit marker is placed on the unit to reflect the 4 hits that Girard has taken and its current strength of 2 steps. During the French rally phase, the 7th Infantry XX (-) makes the rally roll and becomes undemoralized. When it enters its next battle, it will have 2 steps remaining and a morale of 2 (its normal full strength morale of 3 minus one for the 1 hit marker).

b. The Prussian 1st Infantry X (Steinmetz) enters a battle already flipped and with only 6 steps remaining. It had lost 2 steps in a previous battle, been demoralized, and had subsequently been rallied. The 1st Infantry X is assaulted and takes two more step losses. Steinmetz is demoralized again and is removed from the Battle Map. Since the unit is already flipped, it is replaced with its second counter which has a printed strength of 4 steps. Since Steinmetz now has taken a total of 4 hits, no hit marker need be placed on the second counter.

  1. Advance After Assault - If the defending stack is eliminated or demoralized (and removed from the battle map), the attacking player has the option of advancing up to 2 SPs of assaulting units into the vacated hex.

  2. Withdrawal - At the end of Battle turn 5 either player may elect to voluntarily withdraw from the battle, the defender deciding first.

a. The attacker must withdraw to the area from which the attack came. The defender must withdraw to any adjacent area except the area from which the attack came. If the defender withdraws into an area containing enemy units, the retreating units lose 1 step for every 5 non-tired cavalry steps and 1 step for every 10 other enemy steps. Demoralized enemy units are not counted.

Exceptions: Retreating units do not suffer any losses if

  1. The area contains friendly units still fighting a battle, or
  2. The retreating units have at least a 6 - 1 step ratio over the enemy units (count only undemoralized units). Note that Overruns cannot be achieved during retreats.

Place a NO REINFORCE marker with units that have withdrawn from a battle.

b. Pursuit - The player remaining on the Battle Map may initiate pursuit. The withdrawing force loses 1 step for every 3 non-tired steps of pursuing cavalry. These losses are reduced 1 step for every 3 steps of withdrawing cavalry. Note: Demoralized cavalry units are not counted when determining pursuit losses. If a withdrawing unit loses steps such that the hit marker equals or exceeds its morale value, it becomes demoralized. A player may play a Leader Card to increase or decrease the effectiveness of the pursuit. The pursuing player may play a Pursuit card only if he has a non-tired cavalry unit. The withdrawing player may play a Rear Guard card only if he has a non-demoralized cavalry unit. To meet this requirement, the unit must be of the same nationality as the card played. Note: The Allied player may play either a British or Prussian card to gain the benefit but not both. Pursuit losses may be taken from any defending units including demoralized ones.

No pursuit is possible at the end of a 1600-2100 game turn. Note: Pursuing cavalry remain in the area in which the battle was fought. They may move normally in the following game turn.

  1. Reinforcements - Beginning with Battle turn 2, either player may attempt to bring on reinforcements from an adjacent area at the beginning of his Battle turn. Surviving units from a battle fought earlier in the Combat Resolution Phase may attempt to reinforce other battles beginning the battle turn after their battle ended. Exceptions: Units that withdraw from a battle and pursuing cavalry units are not eligible to reinforce other battles during that Game turn. Remove the NO REINFORCE marker at the end of the Combat Resolution Phase.

a. A player may attempt to reinforce with a maximum of 6 combat units per Battle turn from a given area. Roll one die for each unit. On a roll of 5 or more the unit arrives. Add one to the roll if there is a leader with the units. Note: A leader in an area may impart his DRM to units in that area attempting to reinforce during the battle turn in which the leader reinforces. The reinforcing player may also play a Leader Card to improve his chances. Leaders may automatically reinforce. Note: Leaders may see the result of reinforcement rolls before deciding whether they will reinforce.

b. Reinforcements are placed on the entry hexes on that player's side of the Battle Map. They may move and attack on the turn of arrival.

c. Demoralized units may reinforce an area but may not enter the battle map until they are rallied.

Note: A reinforcing Leader may be eligible to immediately draw a number of Leader Cards equal to his Leader Rating. An Army Commander is always eligible to draw. A Wing Commander may draw only if there is not another Wing Commander already in the area. A Corps Commander may draw on the first Battle turn is which at least 3 of his units are on the Battle Map. Note: Napoleon may only draw two cards when reinforcing a battle already containing a Wing Commander.

  1. At the end of a Battle turn, advance the Battle Turn marker one space to the right on the Battle Turn Track. The battle ends if one player does not have any combat units remaining on the Battle Map at the end of a Battle turn. The player without any combat units on the Battle map must immediately withdraw. If the battle has not been resolved by the end of Battle turn 5, do the following:

a. Resolve other battles. b. Perform the Rally Phase. c. Proceed to the following Game turn. d. Reset the Battle turn marker to turn 1.

The battle will continue on the next day turn.

  1. At the end of a battle, or at the end of a Game turn in which a battle is continuing into a new Game turn, both players roll for leader casualties. Roll one die for each corps commander for which Leader Cards were drawn.

If a '4' is rolled, the leader is a possible casualty. In that case roll again:

1 - killed 2 - wounded 3 - wounded 4 - wounded 5 - no effect 6 - no effect

Leader casualties are removed from the map. Note: Wounded leaders may return in the Waterloo Campaign scenario (see Rule 15.5, section 6).

7.4 Artillery Bombardment

7.41 Artillery units may not move into a hex adjacent to an enemy combat unit nor may they assault. Artillery conducts Bombardment attacks rather than assaults. An artillery unit may not bombard if there is an infantry or cavalry unit stacked on top of it. If there are two artillery units stacked in a hex, both units may bombard. Artillery may not bombard a hex that is being assaulted.

7.42 During the friendly assault phase, artillery may bombard enemy units up to 2 hexes away. Artillery may not bombard at 2 hex range if the hex in between is woods, fortified place, town, contains a combat unit (friendly or enemy), or if there is an enemy combat unit adjacent to the artillery unit. Artillery units also may not bombard at 2 hex range if the firing path crosses two slope hexsides, i.e. a hilltop.

Example: Two hexes east of Le Haye Saint on the Waterloo Battle Map to two hexes east of Mont St. Jean. If there is more than one 2 hex path to the hex being bombarded, the firing player may choose the path. The 2 hex path may be traced through an entry hex. Artillery units on a river hex containing a bridge may not bombard.

7.43 Only one stack may bombard a hex. Exception: Two adjacent stacks of artillery units may combine their bombardment factors.

7.44 Total the bombardment factors and consult the appropriate column on the Bombardment Table. Roll one die, add the appropriate DRMs, and read the number of step losses suffered by the enemy. Like assaults, either player may play a Leader Card prior to the die roll.

DRMs:

  1. Range - add one when firing against assaulting units; subtract one if any of the artillery units are firing at 2 hex range.
  2. Morale - add one if the morale of the firing units is 5; subtract one if the morale of the firing units is 2 or less. If units with different morale are bombarding, use the highest morale possessed by at least half of the steps. Morale is always based on actual steps even if the number of bombardment factors is doubled.
  3. Terrain - subtract any applicable terrain DRM (see TEC).
  4. Leader Cards - add any DRM gained from an attacker Leader Card and subtract any DRM gained from a defender Leader Card.

7.45 If an artillery unit is assaulted by enemy infantry or cavalry, the following procedure is used.

a. The attacker declares whether this is an intense assault. Once declared, an assaulting force will make an intense assault even if the defensive bombardment reduces its morale to 1 or less.

b. The artillery unit makes a bombardment attack against one of the assaulting stacks.

c. After implementing the required step losses in the attacking units, the surviving attacking units assault the artillery. Note: The attacking units may participate in the assault even if the bombardment roll caused them to take a hit which would normally demoralize them. In this case, they become demoralized and are removed from the Battle Map at the conclusion of their assault.

d. If all of the assaulting units are not eliminated or demoralized, the artillery unit is considered to be engaged. Place a NO BOMBARD marker on the artillery unit. It may not move or bombard during the following player segment on the battle map.

Note: For purposes of Rule 7.3, 7b., the unit(s) assaulting the artillery are considered to be "attacked" by the artillery unit. Remove the marker at the conclusion of the artillery unit's battle turn. The artillery unit then functions normally.

7.5 Cavalry Charges

7.51 A cavalry unit is eligible to charge if it is fresh, i.e. does not have a TIRED marker on it, and does not begin its movement adjacent to an enemy combat unit.

7.52 A cavalry unit may not charge through a woods, fortified place, town, or river hex at any time during the charge. The enemy stack being charged also cannot be in these types of terrain. Additionally, an enemy stack cannot be charged if the intervening hexside between the cavalry and the unit being charged is a stream hexside. An enemy stack on an entry hex may be charged.

7.53 A cavalry unit follows this procedure to execute a charge.

a. Place a charge marker on top of the cavalry unit prior to the Movement Phase (See Rule 7.3, section 5).

b. Move the cavalry unit adjacent to the enemy unit being charged. Resolve the charge as an assault but double the combat factor of the charging cavalry unit. Note: The number of steps are not doubled for morale calculation purposes. Assaults made entirely by charging cavalry units are resolved as intense assaults even if one or more of the charging cavalry units has a morale less than 2.

c. After resolving the assault, place a TIRED marker on the cavalry. If the defending hex is vacated, all charging units, up to the stacking limit, must advance into the hex. Exception: Units may never advance into an entry hex.

7.54 The effects of the cavalry units being tired are:

  1. Lose 1 MP.
  2. Lose 1 combat factor when assaulting. If a cavalry unit has only one step left, it cannot assault.
  3. Cannot conduct pursuit

7.55 A player may attempt to remove a TIRED marker at the end of his Battle turn movement phase provided that the cavalry unit is not adjacent to an enemy combat unit. Roll one die. If the die roll is less than or equal to the printed morale of the cavalry unit, the TIRED marker is removed.

A TIRED marker may be automatically removed during the friendly Rally Phase provided the battle is over or it is a night turn.

8.0 Rally

A player may attempt to rally his demoralized units during the Rally Phase.

8.1 A die is rolled for each demoralized unit. If the adjusted die roll is less than or equal to the printed morale of the unit, the unit recovers its morale and the demoralization marker is removed.

DRMs:

  • -2: Army leader in area
  • -1: Wing Leader or the unit's Corps Leader in area *
  • -1: Night turn **
  • +1: In an enemy occupied area
  • +1: Unit unable to trace a line of supply **

* Only applies if the Army Leader is not in the area.

** Waterloo Campaign scenario only.

A player may also play a Leader Card to get a bonus DRM.

8.2 A unit with a printed morale of 1 loses a step when a 6 is rolled (prior to applying the DRMs).

8.3 A demoralized unit, in an area in which a battle is in progress, that recovers its morale during the Rally Phase is placed on one of the entry hexes on the player's side of the Battle Map. The may move and attack on the following battle turn. Note: This situation could occur in a battle that extends over two or more Game turns.

9.0 Leader Cards

Leader Cards are used to abstractly simulate some of the effects of leadership and various uncertainties in the battles.

9.1 There are three decks of Leader Cards - one for each of the three armies. Unless otherwise specified, the Allied player draws from the deck corresponding to the nationality of the leader enabling the draw.

9.2 Leader Cards may be drawn at the following times.

  1. At the beginning of a scenario (see scenario rules).
  2. At the beginning of a battle (see Rule 7.3, section 2).
  3. A reinforcing leader may be eligible to draw cards (see Rule 7.3, section 11).
  4. At the beginning of each Battle turn except for a Battle turn 1, each player holding at least one Leader Card may draw another card. After examining that card, the player must discard one of his cards. The Allied player may choose to draw either a Prussian or an Anglo-Allied card provided that he has one of that nationality in his hand. His discard must be of the same nationality as the card drawn.

Note: If a battle extends into another game turn, players may draw additional Leader Cards as per 2. above.

9.3 Leader Cards fall into the following categories:

  1. Assault die roll modifiers
  2. Bombardment die roll modifiers
  3. Infantry squares
  4. Accelerated battle reinforcements
  5. Pursuit effectiveness
  6. Rally die roll modifier

Some cards apply to one specific action and others (flag cards) apply to two or more similar actions. The details are specified on the cards. Flag cards may only be played if an Army or Wing Commander is in the area. Exception: a player may play a flag card at other times; however, it only benefits one action.

9.4 Leader cards are played just before resolving the action. A player may play only one Leader Card per action. Leader cards may only benefit units of the same army as the Leader Card.

9.5 At the conclusion of a battle, unused Leader cards are discarded. Exceptions: Pursuit cards are played immediately after a withdrawal when determining pursuit losses. Rally cards are played during the immediately following Rally phase.

9.6 When a player runs out of cards to draw in a deck, shuffle the discards and reuse.

10.0 Optional Rules

10.1 Leaders - The following rules provide some additional detail and flavor to the Leader rules especially on the Battle Maps. Leaders are deployed and used on the battle maps.

10.11 Two adjacent stacks may combine for an assault or bombardment attack only if a leader with a leader rating of 1 or more is stacked with one of them. Three adjacent stacks may combine for an attack only if an Army Leader or a Wing Leader is stacked with the middle stack.

Note: Three artillery stacks may combine only if none of them moved during that Battle turn.

10.12 Any time that a stack containing a leader with a leader rating of 1 or more is involved in an assault or is bombarded, and any of the assaulting units or units being bombarded take a hit, the leader is vulnerable to leader casualties. If a '4' is rolled on the attack (prior to applying any DRMs), the leader must immediately roll for leader casualties.

Note: If the leader was coordinating a multi-stack assault, that assault may be completed even if the leader becomes a casualty.

10.13 Any units stacked with a leader that has a leader rating of 1 or more have their effective morale increased by one for purposes of determining whether they have become demoralized; it does not apply to other instances when a unit's morale is considered.

10.14 Brunswick, Frederick, and Decken may only benefit units of their own nationality.

10.15 If Blucher becomes a casualty, the Prussian player may replace him with Gneisenau. If Blucher returns to the map, Gneisenau is removed. While in play, Gneisenau functions as the Prussian Army Commander.

10.2 Artillery

10.21 An artillery unit may not fire if it moves its full movement allowance. In this case, place a NO BOMBARD marker on the unit after it moves.

10.22 An artillery unit may not fire across a slope hexside unless it is firing from the hilltop hex adjacent to the slope hexside or is firing at a unit in such a hex.

10.23 Rather than DRMs, artillery has strength multipliers for range.

  • Defensive fire: x 1.5
  • 1 hex range: x 1
  • 2 hex range: x 2/3

10.24 Bombarding artillery receives a DRM depending on the number of enemy steps in the hex being bombarded.

  • 2 or less: -1
  • 3 through 6: 0
  • 7 or more: +1

10.3 Cavalry

10.31 Cavalry units may enter a woods hex, not along a road, by expending all of their MPs.

10.32 Cavalry units may retreat before assault from infantry provided the following criteria are satisfied.

  1. The cavalry unit is not TIRED.
  2. All of the assaulting combat units are infantry or tired cavalry.

10.33 When in woods hexes, cavalry units have their combat factor reduced.

  1. Assaulting x 2/3
  2. Defending x 2/3

10.34 When charging a hex containing only enemy cavalry units, the charging cavalry units have their strength multiplied by only 1.5 rather than doubled.

Appendix I

Appendix I illustrates two points of play.

Multi-stack assault example (diagram): X and Y may combine to assault B only if both A and C are attacked. This can be accomplished by having W assault A and Z bombard C. (Z is marked "Artillery".)

Entry Hex Example (Battle Maps): Letters & arrows depicted here do not appear on the Battle Maps. This is for illustration purposes only.

  • Letter on brown border of the example denotes an entry area hex on the Battle Maps. Units must be placed on one of the hexes on the brown perimeter of the map before they may be moved onto the Battle Map board. Units may enter from any full or half brown edge hex.
  • Red arrow denotes where an entering unit may move to, after being placed on the perimeter.
  • N: Entry Prohibited from a solid blue hex. Stacking on this hex not allowed.

Area Map Terrain Key

The terrain key printed on the back of the Rules Book (Rule 2.13) is transcribed below as printed.

Terrain TypeNotes
River (printed as "Sambre R.")
Stream (printed as "Hain R.")
Major Road
Minor Road
TownBrussels is the largest town on the map and is denoted as shown. All other towns on the map are like the Waterloo example.
Village (printed as "Quatre Bras")
Area Boundary
Area Number (printed as "28 N")
Wooded
ForestOnly one area on the map is forested. The area marked: F 27

Note: When an artillery unit is assaulted, there are two separate actions to resolve. Cards may be played just before resolving the defensive bombardment (the bombarding player playing a card first). Cards may also be played just before resolving the assault (the assaulting player playing a card first).

e. The assault odds are determined by dividing the number of attacking combat factors by the number of defending combat factors and rounding down. Examples: 10 - 7 would round down to 1 - 1 and 12 - 7 would round down to 3 - 2. The number of attack factors may be reduced due to terrain (see TEC). Odds greater than 3 - 1 are resolved as a 3 - 1, Odds less than 1 - 3 result in an automatic 2/0 result.

f. The net die roll modifier (DRM) is equal to the sum of these modifiers:

  1. Morale - add the attacker's morale and subtract the defender's morale. If units with different morale are in the battle, use the highest morale possessed by at least half of the steps. Morale is always based on actual steps even if the number of attack factors is modified because of terrain, cavalry charges, etc.

  2. Terrain - subtract any applicable terrain DRM (see TEC).

  3. Leader Cards - add any DRM gained from an attacker Leader Card and subtract any DRM gained from a defender Leader Card. Note: the maximum net DRM cannot exceed + 4.

g. The attacking player rolls one die and determines the result on the Assault Table. The number to the left of the slash indicates the number of steps lost by the attacking player. The number to the right of the slash indicates the number of steps lost by the defending player. At least half of the steps lost must be taken by units with morale equal to that used in the battle.

h. An attacker with a morale of 2 or higher may declare an Intense Assault. Note: Only the morale level of the attacking force, as determined in section f. above, is considered not the morale of individual units. An Intense Assault is declared before leader cards are played or the die is rolled. In an Intense Assault both the attacker and defender losses are increased by one but only for combat results that are enclosed by brackets on the Assault Table.

  • Losses (Hits) - HIT markers are used to indicate the number of steps that have been lost by a unit. Each hit reduces the number of steps by one. A unit is eliminated when the number of hits equals its printed number of steps. If there is a choice as to which unit takes a loss, the owning player determines which unit takes the loss.