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enfilade shots into their advancing ranks, causing<br />

much destruction. When the attack finally struck<br />

home, it fell on the British Guards, who stood fast<br />

and, too everyone's amazement but their own,<br />

hurled the vaunted French Guard back down the<br />

slopes. In the four stages of the battle correspond-<br />

ing roughly to the game turns of this mini-scenario<br />

(1 1AM through 5PM on the 18th June), Napoleon<br />

had "cold dice". It's up to you to see if you can<br />

improve on his results.<br />

While "Wellington Withdraws" was above all<br />

a scenario revolving around the tactics of movement<br />

and position, this mini-scenario is nothing but a<br />

straightforward, toe-to-toe slugging match. Besides<br />

the insights it provides into the actual battle, it is<br />

an excellent and quick way to explore the my rules<br />

on combat (which are a radical departure from the<br />

original system). To give the French a chance, the<br />

Prussians are left out. Victory conditions are very<br />

simple. To win, a player must occupy two of three<br />

hexes at the end of the 5PM turn-Mont Saint Jean,<br />

Braine la Leude, and the village of Waterloo itself.<br />

Thus, the burden of attack rests squarely with the<br />

French player, and Wellington must conduct the<br />

defense he had planned the morning before.<br />

NEW RULES FOR AN OLD FRIEND<br />

With all the above possibilities for play, the new<br />

rules already mentioned become the next order of<br />

business. Gone are the one or two "Optional Rules"<br />

put forward as piecemeal revisions in my earlier<br />

articles. <strong>The</strong> inevitable conclusion finally was<br />

reached. A wholesale rewrite was needed. <strong>The</strong><br />

decision to resolutely rework the whole business has<br />

ended with a new version of rules for the original<br />

board and counters (the idea of revising counters,<br />

mentioned in "Crossing the Sambre" has been<br />

abandoned) which I call the Scenario Edidon of the<br />

WATERLOO rules. This edition is meant to replace<br />

earlier revisions suggested in two other articles and<br />

to be used in playing all three of the scenarios out-<br />

lined in this series of articles.<br />

Though these rules actually are no more com-<br />

plicated than the original rules, their use produces<br />

a drastic change in the play of the game. Some ex-<br />

planation and illustration is vital in coming to terms<br />

with them. In the following sections, separate con-<br />

sideration will be given to unit counters, to stack-<br />

ing, to facing, to terrain effects on movement, to<br />

morale, to a new combat results table, and to com-<br />

bat result modifiers.<br />

1. Unit Counters<br />

Unit types are more completely identified in this<br />

version of the rules. <strong>The</strong> basic distinctions between<br />

infantry, cavalry, headquarters, horse and foot<br />

artillery are preserved unchanged. In addition, units<br />

are now classed as Guards, Regular Line and Land-<br />

wehr (militia). <strong>The</strong> "Landwehr" designation will<br />

be used in these rules rather than "militia" since<br />

the majority of those units are found in the Prussian<br />

army.<br />

French Guards include all units in the Imperial<br />

Guards Corps (only infantry and cavalry units count<br />

as "Guards" for modifying combat, but all so desig-<br />

nated are "Guards" for morale checks). <strong>The</strong> French<br />

have no militia units; all others are considered<br />

Regular Line. <strong>The</strong> British Guards include Cooke<br />

(infantry), Sandham (artillery) and Somerset<br />

(cavalry). <strong>The</strong> only Landwehr in Wellington's army<br />

are the three Hanoverian brigades: Bennigsen,<br />

Bodecken and Beaulieu. On the other hand, the<br />

Prussian army has no Guard units. <strong>The</strong> Prussian<br />

Landwehr units number Luck and Stulpnagel (in-<br />

fantry), and Lutzow, Lottum, Sohr, Schwerin and<br />

Watzdorf (cavalry). Militia regiments also were<br />

mixed in with regulars in several British divisions,<br />

to "fortify" the militia and place them under close<br />

control of regular commanders. Instead of labeling<br />

the whole division as Landwehr in such cases, basic<br />

morale was lowered one point in these. As in WAR<br />

b<br />

COMBAT RESULTS TABLE<br />

Roll two dice. Apply all appropriate combat modifiers. Cross-referencing the combat value odds<br />

(shown attackerfdefender) with the modified die roll, find the result of the combat, shown as<br />

AttackerIDefender (AID). Apply these results to each participant in the combat.<br />

ODDS DICE ROLL<br />

1-6<br />

1-5<br />

1-4<br />

1-3<br />

1-2<br />

2-3<br />

1-1<br />

3-2<br />

2-1<br />

3-1<br />

4-1<br />

5-1<br />

6- 1<br />

7-1<br />

8- 1<br />

Results:<br />

C =Contact (No Effect)<br />

S =Shaken (Check Morale)<br />

W =Withdraw (one hex)<br />

R =Retreat (Withdraw two hexes and Check Morale)<br />

B =Break (Withdraw two hexes and Fail Morale)<br />

Note: Results of modification to the die roll may never result in a die roll greater than "12" nor less than "2". Odds less<br />

than 1-6 result automatically in a "B" for the attacker. Odds greater than 8-1 result produce overrun elimination of the defender<br />

durlng movement. Pay one extra movement point from each unit attacking and simply remove the defenders; movement may<br />

be cont~nued.<br />

& PEACE, all the different unit types are treated<br />

differently in both combat and morale situations.<br />

<strong>The</strong>se changes restore a key aspect of the real<br />

campaign to the game, and also resolve the often-<br />

cited problem of "under-valued" combat factors for<br />

the Guards. Now a combat point simply represents<br />

about a thousand men or a battery of cannon. Unit<br />

type differences now appear as modifiers to the dice<br />

roll in combat resolution and morale checks, instead<br />

of in the combat factor on a particular factor. Guards<br />

units cited should be indentified with a small "G"<br />

placed on the counter; Landwehr should be marked<br />

with an "L". This facilitates identification greatly.<br />

2. Stacking<br />

Under the old rules, you always knew what you<br />

were going to find in a stack. Fifteen strength points!<br />

Unit types made no difference. <strong>The</strong> number of com-<br />

mands required to operate together in a confined<br />

space made no difference. A dozen infantry divi-<br />

sions, totalling perhaps sixty thousand men, often<br />

could be found brawling over the Quatre Bras<br />

heights or some other battlefield on a front of barely<br />

three or four hexes, with no apparent crowding or<br />

untidiness.<br />

This is absurd. In fact, Reille's I1 Corps had only<br />

three of its four divisions engaged there on the 16th,<br />

with some support from artillery and Kellerman's<br />

cavalry; they stretched across this whole front and<br />

filled the very air with violence the whole way.<br />

<strong>The</strong>se new rules (based on stacking unit types rather<br />

than combat factors) do much to take advantage of<br />

all the information Avalon Hill has provided on the<br />

counters and to increase the realism in the way<br />

forces are combined , deployed and used. Based on<br />

those "X"s and "1"s above the unit type designation,<br />

my rules essentially limit players to having two<br />

infantry Xs, two cavalry Xs and two artillery Is per<br />

hex. <strong>The</strong> largest possible Anglo-Allied stack would<br />

then total 14 factors (e.g., Picton, Estorff, Ponsonby<br />

and the Cav Batteries). <strong>The</strong> largest possible Prussian<br />

stack would have 18 combat strength points (Steinmetz,<br />

the I Corps artillery, and Thumen and Sohr<br />

for cavalry). <strong>The</strong> best possible French stack would<br />

total 17 factors (Friant, the Guards artillery and<br />

Guyot). However, these maximums only will be<br />

found in a few stacks. Most will be decidely smaller.<br />

Besides bringing a wonderful dose of realism to<br />

resulting formations, these rules mean the only way<br />

to "pack more punch" into a given space on the<br />

line is through combined arms tactics, on which<br />

Napoleon based a great measure of his own success.<br />

To help reflect this, one set of combat modi-

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