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wears on the British only get stronger, while the<br />

French get no reinforcements. As Wellington, you<br />

will not be confined by a downpour of rain to slog<br />

north along the one decent road. You will be able<br />

to fan out your army and defend forward river lines<br />

such as the Genappe, which was out of the ques-<br />

tion given the actual weather on that day.<br />

Indeed both players will see for themselves just<br />

how crucial weather could be in battles of this era.<br />

<strong>The</strong> contrast between the free-wheeling maneuvers<br />

you execute on the game board and the dull plodding<br />

on the Brussels high road which actually took place<br />

will be very great.<br />

In Napoleon and the Iron Duke then, the most<br />

likely evolution of play might be an early thrust<br />

foward by the French, seizing the Quatre Bras cross-<br />

roads from a smaller British force. Next might come<br />

a swing to the west, flanking the Genappe River to<br />

force the British army out of its fortress-like position<br />

centered on Genappe. This presents the French<br />

player with something of a dilemma. In swinging<br />

around this nasty terrain, one advances straight into<br />

British reinforcements, thereby coming against them<br />

earlier in the day. Two steps forward; one step back.<br />

You will have to weigh the tactical advantages<br />

yourself.<br />

If play is successfully maneuvered into the great<br />

open expanse between Nivelles and the north board<br />

edge, the French player will have a better chance<br />

of pushing back the British army and winning the<br />

game. To win this scenario, the French player must<br />

exit five infantry divisions and one artillery battalion<br />

off the board through either the Brussels road<br />

or the town of Hal. Brussels was not the only pos-<br />

sible French target, as anyone who has played<br />

NAPOLEON is acutely aware. <strong>The</strong> Grande Armee<br />

could also strike for Antwerp. A successful march<br />

through Hal would be the first step in that direc-<br />

tion. To win, Wellington must hold both Hal and<br />

Mont Saint Jean at the end of the game, and must<br />

outnumber the French in combat factors on the<br />

board. If neither player meets their victory condi-<br />

tions, the game is a draw. (If the French meet their<br />

victory conditions, the British conditions are<br />

disregarded.) <strong>The</strong> scenarios ends with darkness on<br />

June 18th.<br />

Like the two earlier articles, this third scenario<br />

offers a fresh approach to one major segment of<br />

Napoleon's final campaign. As noted, gamers prob-<br />

ably will not recreate the actual events of June 17th<br />

and 18th. As a peace offering to the historical simu-<br />

lation fanatics out there, three short encounters or<br />

"mini-scenarios" are presented here also. <strong>The</strong> first<br />

of these recreates the battles of Quatre Bras and<br />

Ligny, fought simulatneously on June 16th; either<br />

"half" of this mini-scenario also might be fought<br />

separately for a yet more compact game. <strong>The</strong> second<br />

mini-scenario allows players to re-live Wellington's<br />

famous withdrawal, screened by his cavalry, from<br />

Quatre Bras to Mont Saint Jean on June 17th. <strong>The</strong><br />

third and most dramatic mini-scenario is a re-<br />

creation of the set-piece battle of Waterloo. For a<br />

fan of the Napoleonic era who hasn't got all day<br />

to play a game, these short re-enactments offer a<br />

challenging, enlightening glimpse of military his-<br />

tory as it was made.<br />

Driving the Prussians Back<br />

In some respects, this first mini-scenario over-<br />

laps my previous article, "East of Waterloo".<br />

However, it concentrates more exclusively on the<br />

battles of June 16th and is meant to conclude at the<br />

end of that day. As a result of playing this scenario,<br />

the Prussian army and the main body of the French<br />

will likely be in slightly different positions than those<br />

specified in "East of Waterloo". However, if<br />

players are stringing all the scenarios together in<br />

a Campaign Game, you may wish to use the posi-<br />

tions of the forces at the end of this mini-scenario<br />

of June 16th for the starting positions for "East of<br />

NAPOLEON & THE<br />

Waterloo" instead of those published in my original<br />

article. If so, be sure to remove all units except those<br />

specified in that order of battle. <strong>The</strong> scenario may<br />

then be played normally, without any changes in<br />

victory conditions. (Note that the optional rules and<br />

unit designation changes in that article have been<br />

superceded here.)<br />

In the same way, ending positions in "Driving<br />

the Prussians Back" can be used as a starting point<br />

for "Wellington Withdraws", the second mini-<br />

scenario presented below, or for "Napoleon and the<br />

Iron Duke" above. In the latter case, however, the<br />

I Corps will need to be added to the board within<br />

two hexes of Gossellies at the same time as the<br />

French units from "East of Waterloo" are removed<br />

from play. Again, play "Napoleon and the Iron<br />

Duke" as described except for these altered po-<br />

sitions.<br />

Ney's left wing of the French army was assigned<br />

to drive forward along the Brussels road on the 16th,<br />

taking the crossroads at Quatre Bras and cutting lines<br />

of communication between Blucher and Welling-<br />

ton. At his disposal were Kellermann's 111 Corps<br />

of reserve cavalry and Reille's crack corps of<br />

veterans. D'Erlon's corps, suffering from unac-<br />

quainted officers and other problems, had gotten<br />

Anglo-Allied Army<br />

hopelessly delayed and took no part in the actions<br />

of the June 16. Girard's division had been detached<br />

from Reille and saw no action at Quatre Bras. <strong>The</strong><br />

Anglo-Allied forces begin with a motley crew of<br />

Dutch and Belgian units, including Chasse's troops<br />

whose basic tactic was to run away at the first sight<br />

of French regulars. By the time the battle got under-<br />

way in the afternoon, however, British regulars in-<br />

cluding Cooke's guards were on the scene and made<br />

it a very tough day for Ney.<br />

Further to the east, Napoleon also launched an<br />

afternoon battle against Blucher, who had been<br />

forced to form up and give battle or be pushed<br />

further and further away from his Anglo-Allied<br />

allies. This was the scene of the main action of that<br />

day, in which Napoleon had to apply a heavy dash<br />

of Imperial Guards in the late evening to finally<br />

drive the Prussians back from their positions around<br />

Ligny.<br />

For starting positions in this scenario, Welling-<br />

ton should be placed in W31 along with Alten,<br />

Williamson and Wissel. Chasse, Lux and Krahmer<br />

are placed in X27, and should be routed at the<br />

beginning of the game. (A rally attempt must be<br />

made to keep them in the game at the start of the<br />

first PAA turn.) Cooke, Sandham and Williamson

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