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Hannur. <strong>From</strong> Charleroi south, extend the Charleroi<br />

turnpike through VVl5/WW14/XX14 and off the<br />

board. Secondary Roads-from UU9 south, extend<br />

the road through VV9/WW9/XX8 and off the map-<br />

board. <strong>From</strong> U36 norrheast, extend the road through<br />

H28/G28/F28 to join the road to Wavre (not cross-<br />

ing any rivers).]<br />

5. New Combat Results Table<br />

<strong>The</strong> real heart of this rules revision is the new<br />

CRT, with a whole new set of combat results based<br />

on totally different ideas about the effects of battle.<br />

<strong>The</strong>re are 16 odds columns in place of 11, captur-<br />

ing a wider spectrum of possible encounters. Above<br />

all, there are two dice. This is the most revolutionary<br />

change of all.<br />

With one die, all six outcomes have equal prob-<br />

ability at any odds. At 2-to-1, for example, the<br />

suspense can be murder! You can lose everything,<br />

or kill all the enemy, or retreat-and there's not the<br />

slightest hint of which it will be. With two dice,<br />

we have a middle range ("5" through "9") which<br />

occur two-thirds of the time, and two extremes<br />

which each occur only one-sixth of the time-one<br />

bad for the attacker ("2" through "4") and one<br />

bad for the defender ("lo", "11" and "12").<br />

"Surprises" on the dice become truly unusual<br />

variations from the ordinary, expected results. Also,<br />

additive effects of modifiers are a serious matter,<br />

skewing the most likely combat results to more<br />

serious defeat or complete victory. A +2 modifier<br />

means there are six chances for a "12" instead of<br />

just one, and means results will fall in the "high<br />

extreme" range more than half the time.<br />

<strong>The</strong> possible outcomes of combat vary a great<br />

deal. Contact means no effect. It is the best result<br />

you can get-all the grief is in the enemy's lines.<br />

Shaken means a unit must roll for morale (see<br />

below). Passing the morale check is equivalent to<br />

a "Contact" result. Withdraw means your com-<br />

mander saw his unit getting mauled and conducted<br />

an orderly one-hex withdrawal. Retreat is with-<br />

drawal combined with a morale check. In particu-<br />

larly unpleasant circumstances, a unit Breaks<br />

without the luxury of a morale check-this is a<br />

retreat and automatic failure of morale.<br />

[OPTIONAL: French advantage-After resolving<br />

all his artacks, a player may move all his cavalry<br />

and horse artillery one additional hex IF this move-<br />

ment will end with another attack. <strong>The</strong>se units may<br />

attack even after first round combat, but they must<br />

attack without infantry or foot artillery being in-<br />

volved. <strong>The</strong>y may exposeJanks to adjacent enemy<br />

units without attacking them so long as they attack<br />

all units in theirfrontal squares. This sort of cavalry<br />

"mopping up" is particularly effective .against<br />

broken, retreating units when it can be managed<br />

safely. After such charges, cavalry and horse<br />

artillery must return to the hexes from which the<br />

charge began.]<br />

[OPTIONAL: Allied advantage-Foot artillery<br />

never "charged" into enemy lines during an attack.<br />

After an opening bombardment, it was up to the in-<br />

fantry and cavalry. To reflect this, foot artillery is<br />

left behind one hex to the rear of attacking units<br />

(horse artillery may gallop forward with the<br />

attackers). In attacks, foot artillery is counted as<br />

firing two hexes, a bombardment which occurs<br />

before the advance to contact by the infantry/<br />

cavalry. No combat results or morale checks apply<br />

to the "bombarding" artillery units themselves.<br />

However, they may not fire unless there is an empty<br />

hex between their guns and the enemy target at some<br />

time during the movement portion of the turn. After<br />

combat, the foot artillery may advance to stack with<br />

any units participating in an attack on the same<br />

target. Artillery defends normally; there is no<br />

"bombardment " on defense, and no two-hex defen-<br />

sive range. Combined arms bonuses still apply to<br />

"bombarding" artillery.]<br />

6. Combat Results Modifiers<br />

Rivers and hills no longer double defense factors.<br />

Instead, they are but one set of modifiers on the roll<br />

of the dice. As such, they join a number of other<br />

factors considered here. When resolving a battle,<br />

roll the dice and then go through each of these<br />

sections in turn, accumulating all appropriate<br />

modifiers.<br />

Combined Arms effects (see table) essentially re-<br />

ward stacking infantry, artillery and cavalry<br />

together. When a unit attacks alone from a stack,<br />

use the column for units involved in that attack only.<br />

Do not count other unit types in the same hex which<br />

do not participate in the attack. Different unit types<br />

in different hexes gain the combined arms modifier<br />

if they attack the same defensive unit(s).<br />

Unit Integrity effects (see table) give a bonus to<br />

Guards and a penalty to Landswehr. <strong>The</strong>se bonuses<br />

apply only to infantry and cavalry, never to artillery<br />

(neither horse nor foot). In mixed stacks, infantry<br />

always takes precedence over cavalry in determin-<br />

ing this modifier.<br />

Elevation effects are separate from other terrain<br />

modifiers, so they can be cumulative with such other<br />

effects. High ground is good defensive terrain. Slope<br />

hexes are the same elevation as the plain, but are<br />

"below" hilltop hexes. Hilltop hexes themselves<br />

are not "above" adjacent plain terrain however.<br />

Terrain effects include river fording, forests and<br />

towns. <strong>The</strong> defending player chooses any one<br />

applicable effect. Rivers offer the biggest advan-<br />

tage. <strong>The</strong> penalty for attacking from a hex in which<br />

the attacker also crosses a river applies even when<br />

bridges are present (crossing a bridge and then<br />

deploying into battle formation while facing a<br />

formed enemy is just as much a liability as fording<br />

in the face of fire). As always, river hexes are those<br />

in which a river both enters and leaves the hex. All<br />

hexes with green coloring are forest. Remember,<br />

these effects are cumulative with elevation effects.<br />

[OPTIONAL: Artillery fire is drastically hampered<br />

by dense forest. Hexsides partially or wholly covered<br />

by green are forest, and artillery fire across such<br />

borders is halved (retain fractions) for both attacker<br />

and defender.]<br />

Finally, the attacking player chooses one of the<br />

"Facing" effects if applicable. For all these<br />

modifiers, there is but one simple guideline. If they<br />

are in the same paragraph above, only one is<br />

applicable, but one DRM from each paragraph may<br />

be applied and are cumulative.<br />

Orders of Battle and Appearance for<br />

THE CAMPAIGN GAME<br />

SITUATION-7 am on June 15, 1815<br />

This chart lists all the units that are in play at the start of the Campaign Game (beginning as<br />

in my "Crossing the Sambre"), and all the units that enter as reinforcements. Players must place<br />

these units as indicated.<br />

French Army<br />

Napoleon HQ, Pajol HQ, Soult, Subverie, Excelmans HQ,<br />

Stroltz, Chaste1 XX14<br />

Gerard HQ, Pecheux, Vichery, Hulot, Morin, IV Artillery,<br />

1 rmv I<br />

. . .. . . . -- .

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