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Waterloo Rules (English) PDF

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100% found this document useful (3 votes)
783 views290 pages

Waterloo Rules (English) PDF

Uploaded by

Jorgito Magan
Copyright
© © All Rights Reserved
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5 be WATERLOO = YAR ————— sHISTORICAL® | J INTRODUCTION. + Getting Started. Tue RULEs........ GAME OVERVIEW + Models & Units + A Typical Game THE GAME TURN CONTENTS 24 THE INITIATIVE PHASE. THE ARTILLERY PHASE, 26 THE MOVEMENT PHASE 27 + Movement Rates ms + charges, a 28 + Manoeuvres 32 + Formations 7 smn “Terrain SIR 40 ‘THE SHOOTING PHASE 42 = Line of Sight 7 | # Range cornu “4 + Weapons. 7 44 + Removing Casualties... . 46 + Cover 7 THE MELEE PHASE 7 48 + Strike Order, ii 48 + Attacks and 49 + Melee Weapons. 7 49 + Casualty Removal ensue 50 + Combat Results. 7 50 COMMAND AND CONTROL. 54 + Command Cheeks .. 54 + Disordered, En + Routed ie : 56 + Panic. 7 mn 56 UNITS AND OFFICERS.. 57 + tnfantry, 57 * cavalry 5B + Anilery, 59 + Command Companies nresuesoun 65 + Officers 66 + The Army General 67 SPECIAL RULES. DEFENSIBLE TERRAIN. PRATEGIES + Spending Strategy Points. + special Orders. + Unit Orde + Grand Strategi SCENARIOS « "The Siege Scenario, ‘THE ARMIES + Army Lists FRANCE, + French Peninsular War Allies GREAT BRITA) + Peninsular War Coalition Allies. + Waterloo Campaign Coalition Allies PRUSSIA (1815) THE AGE OF NAPOLEON * Napoleon Bonaparte + The Armies: * Weaponry hhe French Revolution (1789-99), imeline of the Napoleonic Wars NAPOLEONIC WARGAMING. + Collecting Armies.. + Assembling Miniatures + Painting Miniatures * Painting NAPOLEONIC CAMPAIGNS... FIGHTING A CAMPAIGN. + Common Campaign Rules THE WATERLOO CAMPAIGN. + Campaign Seenarios.. + Orders of Battle LEGENDS OF WATERLOO, LEGENDARY OFFICERS. + France, Britain. REFERENCE Baitles in the Napoleonic Wars were brutal and bloody. Vast armies fought with musket and bayonet on rain-soaked fields, half blinded by acrid smoke and deafened by the ceaseless barrage of Gistant artillery. Men fell in great swathes, arching to death or glory to the chythmic beat off Grums. Those who opposed Napoleon's campaign of conquest stood and fought in many foreign lands, Many were destined never to see their homes | as they sold their lives against those revolutionary veterans who marched beneath the golden eagles of their Emperor. PLAYING WATERLOO This rulebook is focussed on the campaign and battle of Waterloo, the climax of the Napoleonic Wars, but the rules within allow you to recreate battles from the entire period 1792-1815, and even beyond with litle adaptation and ingenuity, From the War of the Fisst Coalition against’ revolutionary. France, through the Napoleonic Wars, and even the War of 112 hetween Britain and the United States, the tact the day we y identical, and these rules are ideal for representing those titanic struggles, However the book takes its name from perhaps the most famous and epic land bautle of the era, Waterloo, and the Fighting « Campaign’ section of the book provides all the details and scenarios you'll need to recreate that battle and! the engagements that preceded it YVetenans of Napoleonic wargaming will recognise this bole as a set of ‘brigade-level' rules, This means that typical army represents a reallife brigade or two. Whilst the rules eater for larger (or indeed smaller) uumies, this is the stanchid sized game, which can be comfortably played in an aRemoon. Some guidance on the quantities of miniatures involved, along. with slotails of figure ratios, ground seale, and other things that aficionados of the genre require appear shortly Jowever, if you're new to tabletop gaming, don’t he pt off: These rules are written in such a way as to be aecessible to all, Newcomers and experienced gamers like will find all the information they need 0 start collecting, and playing within this one volume. In sdaltion, this book treats historical wargaming. as an silencompassing hobby rather then just a set of rules mechanics. In this book you will also find guidelines tod instructions for collecting and painting armies, Ustomising battalions with scenic bases and. paper jours (Mags), and even making your own scenery. THINGS YOU’LL NEED In addition to the rulebook, there are a few basic things that you'll need before you can start playing this game. Recause this is quite ‘a hefty volume to leaf through constantly, the basics of the rules and the ‘most common charts are summarised at the back of the ook in a handy reference sheet. This is also available INTRODUCTION as a pdf download from the Warhammer Historical ‘website (www,wachammer-historical.com) so that you don't have to unduly bend. your rulebook to take a photocopy. Telow, we've highlighted the essential things you'll need to play. AN OPPONENT While this goes without saying, ifs worth noting that Waterloo is primarily designed for «wo players, each taking charge of one of the sides in a battle, How. it's possible to have more than one player on each side, with multiple players forming teams. This is particularly useful for very large battles, or games that feature multiple contingents of allied troops. ‘MINIATURES ‘The toops under your command are miniature soldiers, and obviously the you wish to play, the miniatures will need to be. fepresented by inger the battle arger your collection of The game is designed with 25mm to 25mm miniatures in mind, but it is possible below to use miniatures of other sizes and Scales ~ 5 for some guidelines. Many miniatures com produce models for Napoleonic gaming, and the choice ean often be quite confusing. You can find the details of some suppliers on page 288. Make no mistake — rece Napoleonic battles in miniature is 2 stunning .ecomplishment. For many players, the art of assembling and painting regiments of soldiers is real labour of love, as the pageantry and distinctive Uniforms of the period ‘make for colourful and evocative battles, You will find guidelines for painting and basing your miniatures later. ating the grandeur of FIGURE SIZES Many Napoleonic gamers like to play with miniatures smaller than 25mm. (some play with miniatures that are larger, in fact, but these are geared towards skirmishes and are_not really Suitable for brigade-level actions), is. quite possible to tweak the rules and basing ‘conventions so that the game can be played with smaller figures. For 18mm or 15mm miniatures, you could feasibly keep the rules exactly as they are, but you may wish c use smaller bases for your models, or increase the number of models fon a base (lor purists, the latter option will exaggerate the ground scale of a formed-up unit ‘you have been warned!). For 1mm or 6mm miniatures, you could simply halve all measurements in the rules — from weapon and movement ranges 10 the size of the company bases. This is quite an abstraction, but is a simple rule of thumb to provide a fun gaming experience with very little legwork. Opposite Page Carat ier af Ie npr ar, 1812 ty Trendore Goncaut(powe ‘gma, London) ‘en testing @ twreopverion A olection of tight baby os sata from Games Wert, From left Mar Movement Thay, Dus and Tape DICE You will need a set of ordinary six-sided dice to play. In addition, in. some special ‘situations you will he required (0 roll Artillery dice and/or Scatter dice. An Axtillery dice is a six-sided dice with five numbered sides @2, 4, 6, 8 and 10) and one special “misfire symbol.” A’ Scatter dice has four faces showing dlicectional arrows and two faces showing a special ‘hit symbol. These dice are available from Games Workshop. MEASURE The movement of models and the measuring of weapon ranges requires the use of a measure, marked in inches (). A tape measure will be most use although a ruler will do just Fin NB. Some players will be more used to metric ‘measurements (centimetres and millimetres) than the good old-fashioned Imperial measurements commonly Used in wargaming. If you wish to play the game using, centimetres (cm), then simply double the ranges and distances given in the book, so that 1" = 2em. This isn't a wholly accurate conversion, and may cause Some diserepancies, but as long as both players use the same system there Shouldn't be any problems ‘TEMPLATES AND COUNTERS Some instances in the game require units to be marked counter; for example, if battalion has failed a Command check and become disordered, Additionally, artillery batteries often require templates to represent the area of effect of their shots. All of these counters and templates are provided later in the book for you to photocopy and cut out, and are also available asa hhandy pa download from the Warhammer Historical website, Additionally, the templates (sometimes called ‘blast_markers) can be purchased from Games Workshop. See the Reference section at the end ofthis book for all our website information. ARMY ROSTER, NOTEPAD AND PENCIL Also included in this book is an army roster sheet, which you cin photocopy or download trom the Website: This allows you to record the composition (or Of your force, and make a note of ‘order of battle’ their statistics and special rules for ease of reference In addition, you may find a notepad and pencil useful for recording wounds taken by your battalions and other special occurrences that may crop up. GAMING AREA Of course, you will need somewhere to play. To set up the gaming area (often referred to as just ‘the battlefield), you will need any reasonably sized at face ot area of floor. The average gaming area is 6/180cm by 4'/120em, but can be larger or smaller depending upon the size of the game you're playing and the number of miniatures you want to use. The simplest battlefields are made by covering a table with 8 green cloth or blanket, but many gamers prefer to make purpose-built gaming boards for a. more aesthetically pleasing setup ~ you can find several examples throughout this book, as well as some great pictures of inspirational battlefields and. gaming set-ups beginning on page 206, SCENERY While the ideal battlefield was a fat, featureless plain, historical generals were rarely able to bring thelt ‘opponents to battle ia ideal circumstances. Therefore seenery plays a large part in this game. As a bare minimum you will need some model hills and some trees to provide objectives and block fields of fire. You may also find some 18th century model buildings rather useful, too, especially when representing some of the iconic stages of the Battle of Waterloo, such as Hougoumont or La Haie-Sainte, Many players go on to build large scenery collections, with roads, fields, walls, fences, hedgerows, ruins and even forts Populating their gaming tables. Some examples are shown later MOVEMENT TRAYS In Waterloo, models are or to large units, representing an infantry battalion, cavalry squadron oF anillery battery. These units comprise several smnaller formations, called companies, each with six infantry, ‘Wo or three cavalry, oF one artillery picce. These are placed onto small trays or bases, which are best made out of card or styrene/plasticard, See page 195 for ‘more information about basing your models, GETTING STARTED Before diving straight into the rules, it’s worth Spending a moment establishing some of the basic principles of the game. Presented here are some Conventions and abstractions that secur throughout this rulebook, so familiarising yourself with them is fessential (0 gain a full understanding of the game. THE GAME RULES The miles section of the book may look daunting at first, particularly if this is your first foray. into historical wargaming, However, there's no need to worry. the rules are organised in a logical order, so that the Fest few sections contain everything you need tw have an enjoyable game of Waterloo, allowing you fo move, shoot and fight. Later in the book you'll find rule Land uncommon situations, such as siege € not necessary for an average game, but add an extea level of realism and tactical options to the game, SCENARIOS Bach game of Waterloo represents a conflict between opposing, sides, and the aim is to complete one or more objectives in order to determine a winner. For this reason, games are structured around scenarios (ee page #4), which provide a variety of battlefield setups. army dispositions, special deployments and vietory conditions to keep each battle fresh and challenging. Scenarios usually pit armies of roughly equal strength against each other, but some are Aeliberately weighted to allow for mismatched sides and historically accurate forces, SCALE AND FIGURE RATIO As mentioned earlier, these rules are primasily designed for miniatures of 25mm-28mm, which ace available from some sources as a ‘scale’ of 1/64 or 1/58 respectively (S0 Lmm of the model equates to 64mm or 58mm in the real world). Players may well be able to Use 1/72 oF 1/76 scale Napoleonic models (common scales for plastic soldiers) or 20mm figures, using cexicily the same cules and measurements as For the larger figures, but be aware that these sizes and scales do not mix well together. Players wishing to use 18mm oF 15mm miniatures to play Waterloo will find that some work will be needed to convert the measurements and ranges provided in the rulebook, They will need shorter ranges for shooting, slightly shorter movement distances, a smaller average gaming, area, and smaller - movement trays, for example. Samers wishing to play with smaller models shoulel agree on these factors before beginning play. A commion feature of all Napoleonic wargames is the Figure ratio’, Because the constraints of scale and the size of gaming areas generally mean that large battles ‘annot accurately be refought in miniature (well, not without painting tens of thousands of models’ and fsking serious back pain every time you try to move a battalion), wargamers instead apply a simple ratio, so that one ‘miniature in the game represents. several Sciual soldiers historically. Waterloo uses just such a figure ratio, albeit a faiely loose one. In this game, one ‘try model represents somewhere in the region of 20-30 real soldiers, a cavalry model represen :pproximately 12-20 real cavalrymen, and an atillery piece represents 3-5 guns and their crew, This means that a six-man stand of infantry isa fair ‘of a complete historical company (about 120 men). A full-strength French infantry battalion, for example, ‘comprises six such companies on average. The figure ratio is really in elfect to save space and to create a ‘good-Jooking. game ~ 28min figures look superb on the tabletop, but aren’t practical in real terms for battalion: level gaming, unless you really do have tens of thousands of figures, a crane to move them around, and a gaming area the size of a car park to account for xzenuine 1/58 scale measurements! This compromise affords hobbyists the best of all possible words However, figure ratio is an abstraction that confuses some people, especially those who come from a background of fantasy gaming or skirmish gaming, where each model represents a single brave warrior, and you build an emotional attachment to each one of your beautifully painted soldiers. If you have trouble getting your head around it, then the best advice is just con't worry about itl 1f you want each soldier to represent a single man, then you ean, and you'll have just as much fun playing the game. Prone Dani of the Line Tse ev fairy standart infty companies bs Wath, wit each Ina presen iri 20 men oi INTRODUCTION @ TnrRopuction f GROUND SCALE Another thing that many Napoleonic gamers look ati 4 set of game rules is the ground scale ~ that Is, wl real world’ distance is represented by the size of model battlefield. In Waterloo, I" represents approximately 7-8 metres (or 8.9 yards). Using this ground scale, an average company of six models, for example, would have a frontage of around. 20-25 metres, which historically is about right Ground scale is not absolute — some abstraction is Fequired. For example, while most weapons ranges are calculated at their ‘effective range rather ‘maximum range (60 a Baker rifle has an effective range of 200 yards, or 24°), some weapons have had to be adjusted artificially to make for a better gaming experience. Muskets, for example, are the most common weapons in’ the game, but using an exact ground scale ratio would give them a range of just 12° ~ we have adjusted this (0 18" (closer to the maximum range of the historical weapon), otherwise line infantry ‘would not be as effective as they should be on the battlefield. Obviously, when you ty to fire a weapon at long range in the game, you suffer some penalties to hitting your target, so these abstractions balance out Attllery have the most abstracted ranges in the game ~ realistically, even small cannons would have a tinge longer than ‘most people's gaming. tables. ‘To. stop cannons from having completely free tein on the battlefield, we attribute them a nominal range. Finally, the bit that makes many gamers’ heads ache is the ‘ground scale’ and scenery. Using 28mm miniatures means that most people will use 28mm-compatible scenery, because it looks good, However, such scenery is usually designed with @ 1:1 figure ratio in mind Cone ‘model = one man), and aot with ground scale in mind. To be honest, the fact that 28mm figures look great on 28mm terrain overcomes most head-scratchings objections ~ after all, it’s the aesthetic of the perio that attracts most people to Napoleonic gaming in the first place. However, purists sometimes use smaller seale scenery, such as 15mm of even 10mm terrain, to compensate ‘for the distorted ground scale. The photographs in this book all use 28mm figures ‘on 2amm terrain, because we don’ like to let mechanics get in the way of a greatlooking game As with figure ratios, iF you don't want to worry about such things as grand scales, then simply ignore the Whole principle ~ it won't detract from the game at all if you picture exch model as one man, and size your scenery accordingly. Just be aware that you may meet some opponents to whom it matters a great deal! COMPANIES AND BATTALIONS As mentioned earlier, models are grouped into units fon the battlefield. “The basic units’ are infantry battalions, artillery batteries or cavalry squadrons which historically would comprise hundreds of men These units are made up of groups of models, which are called ‘companies’ throughout the game rules, So, for example, an average French infantry unit — the battalion ~"is made up of six companies, each Fepresented by a tray or base of six models. More detail on the exact composition of various types of unit ‘ean be found later, MOVEMENT TRAYS Companies are marked on the battlefield by arranging ‘models on rectangular movement trays or bases. By placing models onto movement trays to. form companies, you can move around large armies much more quickly than if you were moving them ane model at a time. Note that it doesn't matter whether or not you glue the models to the movement trays — we dont worry about removing individual models as casualties in battles of Waterfoo, only removing models when an centire company has been lost; so instead casualties are marked with counters. Some gamers like to represent their skirmishing, units with individual models, or ‘models based in twos or threes = this is fine, but is the exception rather than the rule A movement tray, and all the models on it, is treated as a single entity for the purposes of the rules. They ‘move together, shoot together and fight together. The actions of the whole company are worked! out eather than that of each individual model, although ‘some special troop types ~ represented by single models do acd a bonus to the actions of their unit What this all means is that you'll aced a number of {ays or bases to play Waterloo — one for each company in your army. Trays can he made from any kind of thin, Aa, sturdy material, cut to the dimensions given below. ‘The amount of leeway given to base sizes is important, 5 many gamers picking up this rulebook for the first Hime will already own a sizeable collection of miniatures. We have tried £0 tale info account all of the most common basing conventions when working ut these recommended tray sizes, Company Type Tray Width ‘Tray Depth Min Max Infantry 45mm 60mm — 30mm 40mm Artillery 45mm 60mm — 40mm 8mm. Independent Officer (mtay® 20mm 50mm BASING CONVENTIONS If you already own a collection of models and find that they don’t conform to the basing conventions above, don't worry! With just a litle adaptation you can use your models regardless. For example, i you have smaller bases than the above, or even use smaller models (down to about 15mm), then there's no reason you can't just stick them 10 slightly larger company stands ‘when you play. Likewise, some people prefer to play ‘with’ just four infantry models to a stand instead of six. ot three cavalry instead of two ~ as long as each stand uses the same rules as presented fora sx oF ‘6vo-man stand, then i's perfectly acceptable, COMPANY TYPES Artery haters osficer MEASURING When gauging distances, the rules generally require you (© make an estimate before actually measuring, For example, you must declare the target for your shooting before measuring the range, and if your festimate is too generous then the shot will fall shor, When measuring distances between companies, use the closest point oF their movement trays as your reference points. If you have special models that don't have bases (uch as horse limbers for your artillery), then measure to the closest part of the model instexd So, for example, if any part of a company is 6" away from anothers, then the whole company is said to be Within 6” of the other. Equally if these companies are Part of @ larger formation, then those formations are Said (© be within 6* of each other ~ this is particularly important when calculating the influence of the army ‘commanders, for example. DICE In a game of Waterloo, you will frequently need to roll dice 10 see how the actions of your models turn out how effective their musketry is, how much damage they've done in their bayonet’ charge, or whether they've routed in the face of the enemy, ete, During the course of the rules, normal six-sided dice are often referred 10 a5 D6 ($0, for example, if the rules ask you Infontey Company avery Company to roll 2D6, you must roll two dice), Occasionally you will also be asked to roll one or more ‘D3’. This is done by rolling an ordinary dlice and counting a score of 1 or 2a al’, $or4as.a‘2, and 5 or 6 as a3 MODIFYING DICE ROLLS Sometimes. you may have to ‘modify the result of a ice roll. When this is necessary, itis usually denoted in the rules as D6 plus or minus a number, Le. D6-1, 206-2, and so on, Roll the dice and add or subsract the number to or from the score to get the final result. So, rolling DG+ will give you a final score of berween 2 and 7, for example. REROLLS. fons, the rules allow you to ‘e-roll” some dice. This is exactly how it sounds ~ pick up the dice you wish to re-roll and roll them again. The second score always counts, even if it is worse than the fiest, and no die can ever be re-rolled more than once, If you re-roll 2D6, 3D6 or some other multiple, you must reroll all of the dice, not just the ones with the worst scotes, unless the ules specify otherwise ROLLOFFS If the rules require the players to ‘oll off or ‘dice off, this simply means that each player must roll a dice, ind the player that scores highest wins the roll-off, 1 the scores are tied, then players must roll again uatil ‘winner is determined, gh tnetry Company 66 If they want peace, nations should avoid the pin-pricks that precede cannon shots.9 9 - Napoleon ambronne, afer a ining by Herd (at a.m Sond. GAME OVERVIEW page summarises the sequence for playing a game of Waterloo, and points you to the relevant part (or parts) of the rulebook that explains how each stage works, 1. MUSTER YOUR FORCES mne of Waterloo is usually played betw do is assemble to pick theit forces (a were present at a spes Ceorps of troops f the points values system and army lists to ensure that their games are evenly balanced for a closely fought battle. This particular system is explained on page 108. 2. PICK A SCENARIO Most games are governed by a f scenario ~ a loose se¢ of rules that h the battlefield is set up, how you oops deploy, and so on. ‘The sce rules on how to determine which 0 presented on page 84. OF course, make up their own scenarios, often based on histor battles, andl there's more on this method of play lave 3. SET UP THE BATTLEFIELD Next, you will need a battlefield to fight large table, area of floor, or a fully-modelled be ita ming, board, The players set up the terrain for their armies to fight over ‘and around, representing open. fields, Forests, villages and so on. You'll find some guidelines fon page 85; 4. DEPLOY ARMIES The two opposing armies are deployed facing exch cther aeross the battlefield, ready to fight. Details on how to deploy and who gets to go first are given in the os section on page 87. 5. FIGH’ Fight the battle using the main rules from this book, with players taking it in turns to move, shoot and fight with their miniatures, 6. DETERMINE THE VICTOR Battles usually end afier a set number of turns, or when one player has claimed a key objective. At this point it is often obvious who has won, but many Scenarios offer alternative ways to win a battle to keep nes fresh and ext MOobDELs & UNITS fn the rules that follow, the miniatures used to play fumes of Waterloo are referred 10 as ‘models’, Fepanies' or units’, AS described earlier, models are grouped into companies, which are in turn banded fogetner to form a larger unit. Models represent a huge Mtkeyy of Napoleonic troops, and to reflect the Ullfercnces between these troops, we give each Company in the game a ‘characteristics profile CHARACTERISTICS In Waterloo, the strengths, weaknesses, fightin ‘csilience and leadership qualities of every ire expressed through characteristics. listed as a series of statistics on a abilities, company hese are characteristics profile. There are six simple attributes that define a troop Iype's battle prowess; Type, Fighting Skill (F), Attacks (A), Resilience (R), Command Value (©) and Tactics points (TAC). Officers replace the Tactics points hharacteristic with Strategy points (STG). TYPE There are four broad categories for troop types Waterloo: Infantey, Cavalry, Artillery and Officer Officers come in two forms ~ those that join units, and those that are deployed independently of other troops. Officers that join units have @ reduced profile, as they lend fo suugment their company's profile rather than fight alone. Officers are discussed in-depth on page 66. A company’s Type is used for a variety of things. It determines the Order in which the models stike in ‘ombat, as well as the bonuses it receives, It can also affect how the company interacts with terrain, formation of benefits from various special nally, it informs the number of models in the company, this: change rules. ec fos ami eamny 6 intcry model (te nant nie ee SESE Pe 1 officer, mounted oF on foot igh Sey btalins had sina nubs oti sly reeset tei iy ta wae persed formation, FIGHTING SKILL @) A company's Fighting Skill represents its prowess ~ the ability of the soldiers to hold their own in hanclo-hand combat, A Fighting Skill of 3 is about Average, but the higher this number the better! ATTACKS (A) The Atacks value indicates how many blows the company can strike in close combat. The average {nfanury company thas 3 Attacks, while cavalry ca have up to 6 When a company takes severe isualties, its Attacks can decrease, In the case of Officers that are part of a company, the Attacks value is often displayed as a modifier, such as 41, #2, etc ‘This simply indicates that the Officer's presence adds a ‘number of Attacks to the company’s profile. RESILIENCE (R) ‘The Resilience value represents how many hits each ‘company can suffer before i takes a dam is a combination of toughness, hick and t nost eases, the Resilience value i 1; @ sulficient (0 cause a single damage marker token to be placed next to the unit. Cavalry are more resilient than fantry, and usually have a Resilience of 2 or 3, though they have fewer models in each company. Some wlependent officers have more than a single point of Resilience, a5 the model represents not just them but also their staff and aide de camps ~ on top of that they may just be very lucky, or difficult to target on the battlefield compared to & large formation of men, The removal of casualties will be discussed in more detail later; suffice it to say that each company in a battalion can take a certain umber of damage points before the stancl is removed from play. The number of points of damage that a company can sustain is called the ‘Damage Threshold’. The following chart shows the Damage Threshold values for various types of troops in the game: DAMAGE THRESHOLD CHART ratty é : EE Ganley > “Independent Offers Ps n most of the photographs in this book, you will fin hat the number of miniatures on a company stand is representative of the company's Damage Threshold. OF course, there is nothing to stop you from reducing or even increasing the number of models on a stand if you so desire. Such an adjustment will have no real bearing on gameplay, and may better suit the individual hobbyist’s resources or penchant for spectacle respectively. The Rus @ ‘A assebled and Datnted company (plac et {ine nga @ ter Ruts polo exrses tbe deployment of be Ae of te ‘Nor pera COMMAND VALUE (c) ‘The Command Value is a measure of the bravery and determination of the company, the quality of its officers, along with its ability to give, receive and follow ‘orders. In the Napoleonic era, units, were thought of as a coherent mass, with theit own morale, rather than a group of individuals. An 1843 article in Colburn’s United Service Magazine discussed. this concept, saying ‘whenever two bodies of infantry mect, W is the least daring mass which gies way... the courage of the mass may exist without individual courage... The private will do bis duty: bis arm may he unnerved, indeed, by bis individwal terrors, bt still be feeps bis place ~ the man is there at bis pest, forming Part and parcel of a brave and formidable whole The average Command Value of normal troops in the game is 3, while Officers tend to have Command Values in excess of this, up to a maximum of 9. Sometimes, troops are called upon fo take a Command check. Here, 2D6 are rolled and added together, and the company’s Command Value is added to the total It the final oral is 10 or more, the Command check has been passed ~ the battalion's leaders have managed to hold their troops together. If the Command check. is failed, the battalion could become disordered, ot could rout altogether in the face of the enemy. If there is more than one Command Value in a battalion, always luse the highest: You will find more information on id checks, and the eigcumstances under which ce them, in the section entitled Command and Control, beginning on page 54 ‘TACTICS (TAC) AND STRATEGY POINTS (STG) Pethaps the most important rules concept in Waterloo is that of Tactics. Every unit in the game has a nuinber of Tactics points (abbreviated to TAC), which essentially govem how many actions the unit gets to perform each um. TAC points are spent when moving, ehanging Formation, ‘shooting, charging, receiving ‘an enemy charge, ete, and are replenished each tum. Generally speaking, the more TAC points a unit has, the more it can achieve during the game turn Strategy points (or STG points) are a litle different — these are only available to officers, and are a finite avantity. Onee they're gone, they're gone. Officers have 4 more strategic overview of the battle, and so rather than rely on TAG points, they instead use Strategy posts to improve the morale of their men, motlfy dice tolls, oF enact special orders such as rapid redeployment, More (on Tacties and Strategies can be found later SPECIAL RULES ‘Some companies also have special rules. These cover unusual abilities that are outside the norm for the ‘company’s Type. Special rules are discussed later ‘his is « simplified example of an army list entry for a British [ne Battalion. The characieristies profile is ipical of infantry tatapaies in the game. You can find complete army tists for Gnltuin, France, Prussia and their allies on pages 107-155. BRITISH LINE BATTALION (80 POINTS) type F A R CTACSTG Line Infantry (Reg) Infantry 3031 33 Engineer Special =e aw Captain Officer - +l 14-1 Majo Officer =e a 2 Colonel Officer = 41-15 2 Companies: A Line Battalion comprises three companies of Line Infantry. One of these is automatically designated as the command company, and contains a drummer, regimental colours and King’s colours (standard bearer). Additional ‘companies may be purchased for the battalion as follows: *Up to 5 additional Line Battalion companies at 120 pts per company. Armament: Musket and bayonet Command: The Line Battalion is led by a Captain. If totals six ‘of more companies, the Captain may be replaced by a Major for 425 pts, or a Colonel for +40 pts, Options: + I the battalion comprises at least five companies, one may be ‘upgraded to a Light Company for +25 points. + Ifthe batalion comprises at least five compan ‘upgraded to 2 Grenadiers for +30 points. fone may be + ‘The command company may take an Engincers contingent Gepresented by a single model for 25 points + The commander may be mounted for 45 points. Special Rules: If the battalion includes a Light Company, it szains the Skirmish Sereen special rule. IFit includes Grenadiers, it gains the Hardened special rule, ‘THe Rutrs FORMING UNITS The companies of models that form larger units are srranged! in orthogonal base contact with each other — (edge-toredge and cornerto-cornen). Units can be arranged! in a variety of shapes, called Formations, on. the batllefield ~ see page 34 for more details squ formation ~ which are detailed on pages 34-39. UNIT FACING Al models in a company must be facing the same way, nel in most cases all of the companies ia a unit must Iso be arranged to face in the same direction, There are some very important exee} ptions ~ such as the infantry ‘thd {xine gone the ite A TYPICAL GAME ‘So what’ it like to play a game using the Waterloo rules? If you're new t0 Napoleonic wargaming, or ‘even new to the wargaming hobby completely, then the following pages will give you a general idea, Here, we take a quick look at sciting up a battlefield, deploying armies, fighting out the battle and, finally, determining whether you have won of lost. SETTING UP THE BATTLE la’s assume that you and your opponent ty ste aries ready for bate Prom there, you na KenmantingeDrtish choose a scenario to play ~ essentially a scenario 1s seche in ows”* framework for the game; a ‘mission’ of sorts, which ‘ney includes objectives and: setup. guldelins for” your thes forces. You can read all about them on pi onwards, Once this is done, for the game. While you will find some proper guidel set up the battlefield later in the hook, esse 1d your opponent work together to place ode hills, trees, buildings and the like ~ to create an | 4 erie tees plenty une or in not only | jum an Sec ora ate THe Rus @ DEPLOYMENT Pics the terrain has been set up, it's time to choose hie sides to deploy the armies on. The usual method Hilo cach player to roll a dice and whoever rolls phuhest picks the side of the table he wishes to deploy aaanne layer who lost the roll-off gets the opposite Uible eeige. The two players then take it in tuens to set bp theie force Whilst a game cannot usually be won or Tost in the Ueployment phase of the battle, you can give yourself jet where the an early advantage by trying to pr tnemy will atack from and set up accordingly, or by fing to claim tactically advantageous positions such ings. Remember, you are my, and it is your job to the commander of the Exploit the lay of the land to give your men the best chance of vietory Mark hcl ine of ight rm bi ley bate, be bope of {nto fon’ runing uno Cet salt ne detain sot Mark has pid fora tnganonbeay force and dfowive acc own trap, bower, aston a mx of had Neroee eis oe ‘Dot is eta to bea tly contested obec — Iifntrymadleinsie ung gan many adeaagen ‘and ae afc shen ‘oth playors baw found Bille om bic dp tht artery pices. The bigher teu pasion sb greater tells of fe. fan FIGHTING THE BATTLE, Once the armics are deployed, it is time to fight the battle. Players take it in tuens to act with the forces at their disposal. During the course of a typical turn, a player will rain down a barrage of artillery fire upon his opponent, move his units — including, charging, them into combat with the foe ~ unleash fusillades of usket and rifle fie and, finally, fight out any close: quarter combats. Once these things are done, itis the ‘opponent's turn to have a yo. In your turn, you have the chance to enact your master plan, attempting to manoeuvre into advantageous Position, claim battlefield objectives, “shoot your ‘enemies to pieces and run them down after the cut and thrust of melee. During your opponent's turn, you will still be catled 'upon to do a few things ~ unfortunately for you, however, this often involves rolling dice to see if your {troops rout in blind panic, and then moving them as they flee! However, there will also be opportunities to use special rules and abilities to ‘counter. your ‘opponent's tactics, ‘These nods are mount base and ure tet a lif erin, Mark got anne ths by moving bis Rife I Si Ca ove for annoying eva wo nd ic ert ba going As models are removed from play due to falling as casualties, they should be taken away from’ the battlefield! and kept somewhere safe. AS the battle niges, armies are slowly but surely whittled down as whole companies are lost to massed musketry, or centire battalions flee the field in panic WIN, LOSE OR DRAW After a set number of turns, or once a particular objective has been reached, the gume ends. Every scenario has a set of rules allowing you to work out who has won ~ in some eases, however, it will be Preity obvious, as one side will have taken a mauling at the hands of the enemy! Other times you will have fo work it out by totalling up ‘victory points’ or consulting the rules for battlefield objectives, Regardless of the outcome, it’s time to shake your ‘opponent by the hand and count the cost of victory ot cat. If you've played a particularly fiendish scenario, perhaps one in which the armies are not of equal size Or the battlefield objectives make it tricky for one player, it only sportsmanlike to offer your opponent 4 rematch, swapping sides 10 see if he can do better, ‘he Arsh 240 Line made ito te lon badges ~ Mav ‘ep tbat this wou ge bin soma sl cau of rowcionom ncomin ie. Tur Rutrs @ KEY TO THE BATTLE Ajim’s anillery pieces have the best of the early exchanges Focussing all their fie on one target at a time, until the 32nd Foot are forced to fall back. 1B ‘The French infantry form column of march and head for the British lines, hoping. that their cavalry support will have an impact before the British musketry can do too much damage. © ‘The 19th (Yorkshire) British Line Infantry battalion takes the inn, determined to hold this vital objective against all comers. D Realising that the French Cuirassiers are getting too clase for comiort, Mark harasses them with his Riflemen (hiling in the \voudls) to slow them down, and forms his end-most infantry unit into a defensive square lirects his imposing unit of Imperial Guard infantry co the inn ese hardened toops represent the French army's best chance to take the defended building, A soon a tbo bate ons, the payers sae avd on a ard ought ‘pues before beng ef forte tseroed copes aed che bond Set hed tt oe ei F with hi challenge the F 1 Jim's deployment zone to ride down the French art can just weather the storm of grapeshot, he should be okay! ly unit of cavalry ~ light dragoons - out of position to enh Cuirassiers, Mark sends them towards the hill, Whe French cotonns of ‘tack each the feos are for tough ht Ina real battle, opposing armies would manoeuvre, open fire at each other and fight bloody handto. ‘hand combats all at the same time, all whilst halt. blinded by smoke and deafened by the roar of heavy cannons. In a game of Waterloo, these actions are regulated by a turn sequence. In a turn, players alternate between moving, firing ancl fighting with their oops. Each turn is spit into several ‘phases’; when both players have completed @ phase, the next one begins. The turn sequence is shown on the right. ENDING A BATTLE Battles are recreated on the tabletop by means of arios. ‘There are six standard scenarios presented in this book, which are genetic enough to represent a variety of historical engagements, ar even ones of your own devising. In addition, there are some extra scenarios specifically for the campaign of Waterloo, Scenarios include rules for setting up the gaming area, deploying your forces, and clear objectives that you ‘must meet in order to win, ‘TAKING SIDES There are always two sides in a game of Waterloo ~ Usually the British and/or their allies ane! the French, Fach side is represented by a number ‘of units, controlled by one or more players - the Army Lists section contains rules for choosing forves, There must be at least one player on each side, If there are more players present, then each controls a portion of the Forces involved. THE GAME TURN THE TURN SEQUENCE 1. THE INITIATIVE PHASE ‘The two players determine who gets the initiative, and therefore who gets to act first in each phase, 2. THE ARTILLERY PHASE The cannons, howitzers, mortars and rockets on each side begin their bombardment. of the enemy. Once one side's artillery has resolved its shooting, the other side does the sane. 3. THE MOVEMENT PHASE Both sides move their battalions, change formations and charge the enemy if desited! Once the side with the initiative has finished moving, the other side may move. 4. THE SHOOTING PHASE Both sides’ battalions may shoot. Once the side with the initiative has finished shooting, the other side shoots 5. THE MELEE PHASE In this phase, battalions fight their opponents hand-to-hand. Both sides fight at once in this phase; the player with the initiative determines the order in which combats are fought. 6. END OF TURN Both players tidy up the gaming area and resolve any effects rer THE INITIATIVE PHASE ‘Ag the start of every turn, both generals dispatch heir orders, and commanders across the battlefield Nike « play to seize the initiative from thei ypposite numbers. This phase is all about gaining fg iactical advantage for the turn ahead. ROLL FOR INITIATIVE The result of a battle depends upon a whole host of feasons. The stengihs of the opposing sides, the {quality and experience of the troops, the lay of the Datileicld ~ all ofthese things are important. However, perhaps the single most important factor in Getermining success oF failure isthe ability to seize the fnititive. The side with the initiative atthe start of any’ turn has some distinct advantages, and this represents a bold commancler dictating the flow of the battle Initiative can be your closest ally or your deadliest enemy. Sometimes you'll want your opponent to seize the initiative and act firs, allowing you to react to his plans or capitalise on his mistakes. Other times, particularly late on ia the game, you'll find that acting, first is crucial to your plans, although the fickle fi fof fate may have other ideas for you. The scenario you are playing may specify which side ets the initiative in the first turn, If it does not, players must roll-off to see who starts the battle with the initiative In the second and subsequent turns of the game, both players roll a D6 at the start of each Initiative phase, Whoever rolls the highest chooses who has the initiative for that tur, Ifthe dice are equal, the players continue to roll off until a clear winner is determined ‘The player who takes the initiative will act first in each phase of that turn. It's important to remember who has the initiative each tuen - you may find it useful t0 pass a coin or other counter between you as a reminder of ‘who has the initiative in any given turn, START OF TURN Once initiative order has been determined, the game turn proper begins, Any effects that require a check to be made ‘atthe start of the next turn’ must be resolved now, in order of Initiative Ge. battalions that begin the tusn Routing or Disordered can take a Command check now 0 restore order), and players resolve these effects in order of initiative. ‘These situations will be detailed in their appropriate sections later in the rules. MOVING ROUTING TROOPS Any troops that begin the turn routed, and fail to ‘must flee again towards their own deployment now, before the next phase begins, Routing mov is exactly the same as that described in the Melee phase, on page 51 fend trundering tage towards ney lines. ‘The sound of a battle beginning in the Napoleonic era was an unmistakeable one. It was a thunderous cacophony of field artillery, as each general attempted to soften up the foe with cannon and mortar fire before committing his troops to the fray. In Waterioo, each tuon begins with the Artillery phase. This is not only atmospheric of the period, but also conveniently allows generals to get all of their range. suessing and heavy ordnance effects out of the way before moving and fising with the rest of their troops Note that artillery batteries move in the normal ‘Movement phase (and in very rare situations may find themselves fighting in the Melee phase, too) ~ the only thing they do in this phase is shoot. Artillery units in the game have a host of special rules and firing options, so only the firing procedure andl general principles are listed here, For the full rules for anillery, turn to page 59. THE FIRING SEQUENCE 1. PICK BATTERY AND TARGET ‘The player with the initiative chooses each of his anillery batteries in turn, and declares its target. All the guns in a battery must fire at the same target, No Fanges are measured at this stage. ‘The target uit must be within tine of sight of at least one stand in the battery, and may not be engaged in melee. The player ‘must spend 1 Tactical point for every battery that fires note that only 1 TAC point is required regardless of the number of stands in the artillery unit. 2. DECLARE MODE OF FIRE Some artillery cin choose t© fire either ‘direct or ‘indirect’. An artillery battery can only fire direct if there is no scenery or troops, friend or foe, in the Wty Of their shot (see the line of sight rules, on page 42). IF there are obstacles in the way, artillery can only fire Side seaton of a rsh tb jt gun, pro813 pater, THE ARTILLERY PHASE indirectly, assuming they are allowed to do so at al However, artillery in an elevated position may be able to fire over the heads of troops, as described later 3. GUESS RANGE Ranges are not measured straight: but rather are guessed by the player. Guess the range to the target, in inches, up to the maximum range Permitted for the attllery type you are firing, Only fone guess is made per bauery, rather thin per individual gun. You must guess the range of exch artillery battery in your army before taking any Measurements (Chis is another reason why the Artillery phase takes place before movement or shooting). Note that artillery usually has 4 minimum ange (0 guess, too, You may find it useful to note down or otherwise mark the distanc ‘especially if you have a lot of guns to fire for artillery, You guess, 4. MEASURE RANGE AND ROLL DICE Measure your estimates and mark those points on the tabletop before working out the effects of the shots The best way to do this is to extend a measuring tape in a dead straight line from each of your cannons to the target, marking the exact point of your estimate along this line. The guess may fall short or long, but it’s important that you complete the procedure, other units may be hit, or your cannons inay misfire! Next roll the required dice (usually an artillery and/or scatter dice, as specified in the Artillery rules) for each anillery piece in the battery — while the target and inge is determined for the battery as a whole, each piece resolves its shot separately, 5. WORK OUT THE DAMAGE At this point, the various types of guns and ‘ammunition types have their own unique niles, If any units or even buildings lie under the shot marker, you must determine whether of not they are damaged, Using the profile for the weapon you are using, and the rules for damage in the Shooting phase section (sce Page 49). Cannon shots may then bounce onwards, possibly causing additional damage or hitting a new arget altogether, while mortars ancl howitzers will have templates that may cover multiple targets i lethal canister, incendiary or shrapnel shot. TYPES OF TARGET At various points in the rules, you will find that targets are referenced as ‘hard’ or ‘soft’, Hard targets include terrain, artillery pieces and fortifications. Soft targets are men and horses. Most axtilery pieces inflict varying, damage and/or secondary effects depending on the type of target, DIFFICULT SHOTS In the Shooting phase, you will read about ‘Difficult Shots’, which makes certain targets harder to hit by nan with a musket or rifle. Amillery batteries don't fre in the same way as other missile weapons, and therefore ignore Difficult Shots unless their rules specifically state otherwise THE MOVEMENT PHASE once the preliminary artillery bombardment has Finished, che Movement phase begins. During this phase of the game, each side gets to move its units, Ruempting & outmanoeuvre the enemy and seize ital battlefield objectives. ‘rhe Movement phase isa particularly important part of hhe game, and i's the only phase where the player is Completely in control of his soldiers’ actions. Unlike hhe other phases of the game, there are few dice to plane (or even to thank) for strategies gone awry, 30 the pliers’ own tactical acumen and. skilled manoeuvring will prove decisive. Canny generals will tise this phase to great effect, setting up ambushes, reinforcing strategie positions or launching devastating Charges that will help to dictate the shape of the battle in the following turns, The nature of tabletop wargaming, the varied terrain it s fought over and the stability of the models themselves mean that it is almost impossible to be absolutely aecurate about the movement of units ~ the fod fraction of an inch will inevitably disappear as lines are neatened and models edged together. On the whole, this need not cause concer luring gameplay, ts it is fav better to keep the game flowing than worry thout unavoidable imprecision. However, it is recommended that where a move is especially important, oF an exact measurement eritical, itis good practice to agree what you are doing with your ‘opponent before moving any troops, WHO MOVES FIRST? The player who won the initiative and chose to go first :oves his oops fist in this phase, in whatever order he wishes. There ave advantages to both moving first and moving second. By moving first, a player can force his ‘opponent 10 react to his manoeuvres, of launch a vital change against nearby enemy units. On the other hand, by moving second a player can observe his opponent's strategy and hopefully react to exploit weaknesses in it, Once the fist side has moved all the units i wishes {o, the second side moves its formations, TACTICS POINTS IN THE MOVEMENT PHASE Like all actions in games of Waterloo, manoeuvring costs «number of TAC points. It costs 1 TAC point to do each of the following, and each may only be performed once per turn: + Declare a charge * Perform a Normal Move, up to the Luni’s normal movement allowance + Change formation ge precludes 2 unit performing any other move or changing n. However, a unit may perform a normal move «l change formation in the sasne Movement phase. from form MOVEMENT PHASE SUMMARY ‘As with the overall tum sequence, the things you can do in this phase are performed in’a strict order: 1, Declare charges and determine charge reactions 2. Measure charge distances and move charging tnits| 3. Move and/or reform remaining units MOVEMENT RATES The normal speed or movement rate of a unit is determined by its type. Obviously you would expect ‘cavalry to move faster than infantry, for example. All woop types have three movement’ rates — one for normal movement, one for charging (usually couble the unit's normal movement) and a third rate used when the unit flees from the enemy or pursues a beaten enemy. Note that the flee/pursue value is a random number, determined by rolling several dice and adding the’ scores together. ‘The result is the ‘number of inches the unit moves. Type Infantry Gall types) 4” BY Move Charge Flee/Pursue 206" Cavalry, Light 8" 3 Artillery (limbered) 6" Models do not have to move their full movement allowance, and can even stay still if you prefer, but they cannot move further than their movement rate unless charging, pursuing or fleeing, or unless they have received some form of movement bonus (for ‘moving ‘at the double’ or along a road, for example). MINIMUM DISTANCE APART Players will sometimes find that the movement of troops results in the tabletop becoming quite crowded, especially when several units are engaged in close combat. IC is important to establish which units are actually fighting and which are close by but not engaged. For this reason, units must always be kept at least 1 apart when they are not fighting. Models which would otherwise approach to within 1" without ‘engaging them must simply halt 1" away instead, Remember that in normal circumstances units may only engage in close combat by means of a charge. However, during charge moves a charging unit may approach to within 1" of any enemy, not just the one they are charging, f Liberts ak Sgalirs @ Te Rutes Gib montsiting Watrog, 15 (inne 8 Bowen ‘itary corn, ‘Brown tert rary). CHARGES At the start of your Movement phase, the first thing you must do is declare which, if any, of your units will charge an enemy this turn.’ You will never normally be forced to charge, although some unusual situations may lead to unexpected charges ~ these are discussed later Charging is the only way that units are normally allowed to move into melee. If you want to attack an enemy unit, then you must charge it. CHARGE DECLARATIONS Charges can be declared in any order that you wish, but all charges must be declared before any movement rringes are measured or any troops ate moved. To declare a charge, simply nominate one of your units, spend a TAC point, and nominate the enemy unit that it is going to attack. Note that a unit’ must. be reasonably considered to be in charge range for charge to be declared ~ players must not declare an unrealistic charge against an enemy unit just to Force a reaction from it only declare a charge if at least one the unit can see the enemy = its not ‘company necessary to draw at line of sight from every company in the unit as long as at least one can see. For more on line of sight see page 42, Troops can only charge up 10 a predetermined distance, as described in the Movement Rates section earlier. When you declare a charge you must do s0 Without measuring the distance, You must also take into account the affects of battlefield terrain on your charge distance ~ as you can see, declaring an effective charge requires a good judgement of distances, CHARGE REACTIONS After you have declared your charges, but before you leastife 10 see whether or not the charging units are in range, your opponent must declare how cach charged “unit will respond, Note that this is an exception to the usual sequence of play, as. the charged units may be able to move or shoot ducing your turn, Most charged units have three charge reactions available to them: Hold, Flee, or Stand and Shoot In the unusual circumstance’ that infantey try sn ladvised charge against cavalry, then the cavalry uni being charged may choose any of the above reactions, or it may choose to Evade or Counter-charge may only declare a single charge reaction, regardless of how many attackers charge them inthe same turn, Units that are already engaged charged may only Hold. Units thy charged may only Flee combat when ie fleeing when Finally, some types of units have compulsory charge reactions in certain siwations — for example when artillery is charged by cavalry, the arillerymen must flee. ‘This is covered in depth in the section on Units, beginning on page 57. HOLD A unit can opt to stand fast and receive an en charge, representing the individaal soldiers, bracing themselves for the inevitable onslaught. This is the usual, response of woops who are changed from outside of their fie arc, oF too close to the enemy to Stand and Shoot, STAND AND SHOOT Ti the unit being charged has missile weapons (and ost units do), they may be able to stand and shoot at the advancing enemy. This reaction can only be chosen if the chargers start their charge move from 6" away or fore, giving the defending unit time to compose themselves and crack off a volley. The defender takes a ‘Command check. If t passes it may make a regular shot i the enemy unit, worked out just before the enemy init measures the charge distance and moves. The e counted as Difficult Shots (sex page 45). It is Guite possible for a charging unit to be out of range of the charge, and still get shot at ~ such is life! IF the defending unit is being charged by multiple wcuckers, it can only Stand and Shoot at one of the ritackers (the controlling player may choose which unit his brave defenders targed. In this instance the \elenders automatically Hold against all other chargers. Ii is possible that the Stand and Shoot reaction will cause the enemy battalion to break or become isordered before it can close (see page 55), in which case the attackers may not complete the charge An artillery battery may only Stand and Shoot if it did not fire in the Artillery phase, and even then only with canister shot (sce the Artillery rules on page 62). Finally, if after measuring the charge distance the autackers age found to be closer than 6" to the shooting uunit, then the defenders may not shoot, and-must change their charge reaction to Hold instead. FLEE Opting to Flee from an approaching enemy is often a desperate option ~ the defenders see a unit bearing down on them with hooves thundering or bayonets wirling, and decide that its time to curn tail and run! Just before the charging unit makes its charge move, the ‘iefender flees directly away from the charger, using its random flee movement rite to determine the distance, The unit must pivot on its centre point so that it is facing disectly away from the chargers, before moving in a dead straight line. If the fleeing unit is being charged by multiple attackers, then it will flee from the anit with the most companies in it IF the number of companies in the attacking units is equal, use dice (0 randomly determine which unit the defenders flee from. Duce the fleeing unit has moved, measure the charge distance of the attackers in the usual manner. If the charge distance is still sufficient to contact the Uefenders, the chargers move and the defenders are \wiped out. If not, the defenders are placed facing away from the chargers, and count as Routed (see Command and ControD. The chargers move their full charge distance towards the fleeing enemy. In some instances this may take the chargers into contact with another enemy — rules for dealing with this situa presented later. Finally, fleeing tops may not always have an unimpeded corridor of flight ~ there may well be other Units or terrain in the way. Rules governing the ‘movement of fleeing troops in these situations c: Found in the Melee phase section, under the Rou Pursuit rules (page 51) MEASURING When measuring the movement of a unit of models, it is inevitable that some inaccuracies ‘will occur. To ensure that units are moved as accurately as possible, it is good gaming etiquette to measure the distance from the company that will have t© move the farthest, to make sure that all the models in the unit are within the required range. You'll never be able to measure distances ‘completely accurately all of the time. Models fall ‘over at inopportune moments, companies slide down hills, and stray hands can alter a unit's ing accidentally. AS a result, you'll sometimes lose the odd fraction of an inch here and there as the game progresses, Don't fret about it ~ as long as you don't seek to take advantage of such things in an unsportsmanlike manner, it will rarely affect the game too much, SPEGIAL CAVALRY CHARGE REACTIONS ‘The following charge reactions are available only to cavalry units, and only then when they are charged by infantry. Historical instances of infanty charging cavalry are few and far between, and the sparseness of historical accounts’ is testament 0 just how reckless the ploy was. However, desperate times call for desperate measures, and there may well come a time when players feel that they must resort 10 this risky tactic. Rather than disallow this course Of action in the rules, we instead highlight just how dangerous itis by allowing cavalry to use the following, charge reactions: COUNTER-CHARGE (CAVALRY ONLY) cavalry unit is charged by infantry, the cavalryman’s superior vantage point and speed allows him to counter-charge instead. As long. as the charging enemy is within the cavalry squadron's front arc, it may counter-charge. Resolve the infantry battalion's charge as normal, bur the infantry loses any bonuses it may hhave been entitled to for charging, while the cavalry squadron counts as having charged in the Melee pl EVADE (CAVALRY ONLY) When charged by infantry, cavalry squadrons also opt to evade their attacker, This is treated like a flee response except that, if the cavalry squadron successfully outruns the charger, they are placed back in their original formation, facing whichever way the controlling player wishes, and ie free 10 act normally from that point onwards This is the ideal charge reaction for cavalry units that find themselves charged from the sides or rear by opportunistic infantry battalions Tue Rues @ I SISOOS'SS=SZi- @ Tx Rus Diagram 4, ‘above, clearly Shows the 90" ares ofa company Diagram B, right, shouts bow tbe company’s are ‘affeets where tbe enemy can charge ‘0. Toe Pronch company on the ight straddles too ‘arcs, but as the majority ofthe attaching models ‘are inthe target's Side are, the Charge i treated 48a flank charge. MOVING CHARGERS Once charge reactions have been declared and resolved, the charging unit can finally be Charges are resolved one at a time, in the order that they were declared, FLANK AND REAR CHARGES Sometimes you will find that units are able to charge the enemy in the flank or rear of their formation. ‘This is particulaely good for the attacker, and potentially catastrophic for the defender, A charging unit's relative Position (o its target at the start of the Movement phase FRONT, FLANK & REAR (A) Front Zone Flank Zone Flank Zone | determines whether it cages the enemy in the fon Male or rear. Diagram A, below, ilstrstes the fro Munk and wear zones of uit the zone i which changing unit begins determines whete thy wil en ‘up when the charge is completed. I' chevuing straddles two zones, then the unt is considered in the zone where the majoriy of ls meets are ea Giagram 1). 1f the situation Is 0 close that yon co determine where nit should change, then rel as to decide i CHARGING Measure the distance from the front of the charging Unit fo the nearest edge of the enemy unit. Like ‘normal moves, discussed! shorily, charge distances can} be affected by terrain (see page 40), If the enemy is found to be in range, then the chargers will move is 4 straight line until the two units make contact Ifthe ‘enemy unit is not in range, then the change is failed ‘The charging unit simply remains stationary, as the troops quickly realise that they aren't going to cover the required distance. MANOEUVRING DURING A CHARGE ‘Whe the player must possible number of from both sides into combat. Sometimes this achieved simply by moving directly forwards, more likely that a manoeuvee will be required compan ‘can be Dut itis A charging unit may not perform any complex manoeuvres or formation changes ducing its charge, but it may wheel as described on page 32. Only one wheel may be made during a charge, and it can be Performed at any point during the move. The unit can, and indeed must, wheel in order to maximise the number of company bases able to fight. If chargers need 10 wheel towards their target, execute the wheel as described on page 32, measuring the distance wheeled as you normally would. This distance counts | own, FiANK & REAR @) =u $ Charge Rear Charge Flank FAILED CHARGE 9" = Too Fart ‘This British company bas elected to charge the French Infantry Company, failing by Just" Toe British company must move divecly forwards (its normal Mouement rate) The French compan) ‘may still stand and shoot atthe bapless redeoats, estate! THE Rutes @ as part of the total charge distance, For example, ian Peco unt with» change diss of & wi Paina ore models into line with the e gr move may not exceed GY'The only rule isi the disance of the wel thatthe chargers ave unable to complete all inthis ease they should move into the chang contact with the enemy, doing the best they can to get more companies into the fight, Once « unit has moved and/or wheeled towards the tenemy, it sf0pS as soon as their bases touch, ALIGNING THE COMBATANTS (Once: the charging unit isin contac, count towards the charge distance IF i¢ impossible to form a proper battle interposing terrain or other model sre eat ie dened ek . eS cane: —— ae Tine ul contac Recryae ad Caton again until they are destroyed or flee Unless something unusual occurs to pat leoops, they will not act again until the Dirt aks @ Tre Russ NORMAL MOVES ‘Once any charges have been resolved, the rest of the player's units may move. Units can be moved ia any order, up to their maximum movement allowance, described earlier A normal move costs 1 TAC point to perform. This type ‘of move is simply one that does not invalve charging, fleeing or changing formation, Units move one at a time ~ you must complete the movement of all the companies in a unit before moving another. To move unit, simply measure its movement allowance from the front of the foremost company stand, and place the ‘companies in their new location on the tabletop. Units must start and finish each move in a legal formatio and that formation may not change partway through moving - this is explained fully in the rules for Formations, ater MANOEUVRES: Obviously, you won't always want to move your troops ina dead Siraight line, but umning a large battalion of men in strict formation is not an easy exercise. During, a move, a unit may perform one or more manoeuvres Without expending any additional TAC points. ‘These manoeuvres are wheeling, pivoting, retiting, snaking, and turning ‘about face’. Note that the exact movement distance of a battalion may be affected by its current Formation and/or scenery (wheeling is more unwieldy when in line than when in column of attack, for example. WHEELING in the game, much as in real life, units most commonly. manoeuvre ‘around the battlefield by wheeling, To wheel, the front edge of the formation moves forward, pivoting around one of the front comers. The unit swings around like a spoke in a turning wheel, and completes the manoeuvre facing ina new direction, (Gee the Wheeling diagram, below), When it wheels, the entire unit counts as having moved as far as the outermost company. Once the wheel is ‘complete, you may use up any remaining movement, For example, a unit of Young Guard might wheel 2" to the left before moving 2" forward, Tor a total of 4, A unit may wheel several times during its move, ay long as it has enough movement to do so and isnot charging. A charging unit may only ever wheel once, as described earlier: PIVOTING A pivot manoeuvre can be very useful to change a nits direction without actually moving too far ~ this can be vital when trying to avoid closing with the enemy, turning to face a new threat, or when terrain ‘means that space is tight. ‘The manoeuvre itself is very similar to wheeling, except both the outermost companies move ~ one forwards and one backwards, so that the entire company pivots on the centre point, just like spokes moving around the axle of a wheel, ‘The entire unit PIVOTING =e Tue Rutes @ counts as having moved as far as one of the outermost (Smpanies, and all of the rules about wheeling apply (eakhe pivoting diagram on the previous page). .ETIRING : This manocuvre may only be performed by Infantry, dnd is the only time a unit may be moved in any nection other than Forwards without first wheeling or joing, The wait may Opt to move either backwards Brsiicways in this Movement phase, but its movement tilowance is halved (See the Retiring diagram, right) SNAKING Somictimes the battlefield terrain is particularly dense, anu! units may be unable to manoeuvre through it. In sich situations, the only recourse (other than staying Sill, oF course) Is to ‘snake’ between the obstactes. In onler to snake, the unit must first form a single file column of march (See page 36). When moving, the companies follow the path of the lead company, ‘wheeling individually around obstacles. Fach company must remain in contact with those in front and behind yy at least a corner of the base, and must form up, properly into the column as soon as it is able (ee Siagram, righ. If charged in the flank while snaking, tay (0 align the combatants as best as possible ~ as this {ype of movement is quite unusual and awkward, some igreement between players will often be required to ‘ork out exactly which companies are fighting, ABOUT FACE By expending half its movement allow tum to face another direction, The “About Face’ rnunoeuvre is designed to allow units to face a threat quickly and efficiently. This manoeuvre may only be employed by units in column of march or line Formation (See pages 35 and 36). To complete this manoeuvre, each company in the unit must {urn On the spot either 90 degrees (left or righ) for 180 degrees. All companies must move the same way, s0 the unit comes to face in a new direction Once the manoeuvre is complete, companies are shutfled together to form a coherent unit as usual. Left tw onder to form ‘an effective fring line quick bis British baitalion fuses the “About Face’ fo face an enemy in (Bete lank 7 they new 10, wey can false move bal thelr normal movement vate (29 & @ Tue Rurzs ® What is special about this manoeuvre is that it can be used to. change formation without expending an additional TAG point. For example, if a unit is in column of march (see page 36), and each company tums 90 degrees clockwise, the unit will end up int line formation, ready to fire. This is an emergency measure, however, used (0 save on either space or TAC points itis unlikely that the command companies will end up in the correct place during this move, which means that in either this or the following turn they: must spend a TAG point anyway to change formation, otherwise the emergency line or column will not count asa valid formation, INTERPENETRATION ‘The term ‘interpenetration’ simply refers to friendly Woops passing through other units in the army, Normally, units (friend or foe) may not move to within 1" of each other unless charging. However, some types of troops may move through certain other types of friendly troops, as long as their movement will tae the entire unit at least 1° clear of the unit they are passing through, The following restrictions apply. * Any friendly unit may pass through a skirmishing Unit. Likewise, skirmishing units may always pass though any other friendly troops Cavalry units may always pass through infantry Artillery may not pass through any troops, nor be passed through themselves, Note that units may only make a normal move through’ 8 friendly unit - they may not charge in the same turn Also, these restrictions do not apply to routing troops, Who may pass through any friendly unit with impunity, as described on page 51, ‘TROOPS LYING DOWN Desperate measures call for desperate actions, and sometimes the only way for an infantry battalion fo weather the storm of enemy fire is for them to lie down flat on their bellies and hope for the hest! This tactic was used to great effect by Wellington at the Battle of Waterloo, Troops may lie down as part of a normal move. 0) fantry can lie down, and it costs half the ‘unity ‘movement allowance t0 lie down, and half to stand ‘up again, Any enemy unit firing at a target that is Iying down, counts all ofits shots as Difficult Shots (sce page 45), Units lying down gain +1 to their cover save, and gain 8 special cover save of 6 when in open ground. See age 47 for details of cover saves, Models lying down may not move or shoot, nor may they charge, and they may only hold or lee as a charge reaction. In addition, a unit Iying dawn that is forced to flee for any reason rolls one less D6 than Usual when determining how far it flees (so it will usually flee just D6"), Battalions lying down that end up in combat fight at reduced effectiveness ~ they always strike last, and Companies locked in combat (see later) halve’ th attacks (rounding up), while supporting companies ‘may not attack at all, FORMATIONS Formations were incredibly impostant in Napoleon warfare. Each formation was developed for a specific battlefield task ~ lines are great’ for maximising firepower, for example, while squares provide an almost impenetrable defensive block for infantry 10 fend off enemy cavalry. To represent this, every unit in the game must always be in 4 valid formation, unless itis routing, As described earlier, changing a unit's Formation costs LTA point, and may be done before or after a normal move, The’ distance moved during the formation change does not count towards the unit's movement allowance, although companies can only move up (0 double their regular Movement rate when moving, into formation ~ the lead company must remain stationary if possible, and other companies must form around i as shown in the examples later. A.unit may not change formation in the same turn that it declares a charge, nor if itis in combat STARTING FORMATIONS At the start of every battle, players may choose which Formation each of their units adopts as they deploy them on the tabletop, Sometimes a scenario. may’ restrict the formations’ available, in which case the soenario-specific rules talce precedence, ‘THE FORMATIONS There are five common formations available to units in games of Waterloo: Line, Column of March, Column of Attack, Square and Skirmish Order. Fach’ of these is Presented over the following pages, along with any special rules they confer, and some examples of how to represent them on the tabletop. Some formations are not available to every type of unit (cavalry and artillery may not form” square, for example) ~ after each heading, you will see the types of unit that can adopt the formation in parentheses LINE (tfantry, arsitiery ana cavatry) ‘he line formation is the most common, and is used primarily 10 maximise the firepower of the unit, Every company in line has the potential to fire forwards, making a full fusillade particularly deadly. To form a line, companies are arranged in a single rank, facing, in the same direction, The command company must be placed as close to the centre of the formation as possible. Flank companies, if present, are placed at either end of the line. ue (0 the battlefield terrain and the proximity of fother troops, it is not always possible to form a ingle-xank line. For this reason, a line is defined as, having the same number or more companies in the front rank than in the rear rank. A line may never mprise more than two ranks, Larger units may uggle to form a perfect line in a single Movement phase due to the distance each company will have fo move. In this instance, units may need to move in (wo stages to achieve the ideal single line, staggering the formation change over two tumns Gee the diagrams below), Infantry in line gain advantages against artillery fire (tillery must deduct 1 from the number of hits per company when firing at lines ~ see the Artillery rules fon page $9), but sulfers against cavalry. Ifa line is charged by’ cavalry, the battalion must pass a Command eheck at “1 to its Command value if it \vishes to do anything other than flee ~ if the check is failed, the unit is Routed (see page 51). Ifdefeated in combat by cavalry, infantry in line will automatically rout without the need for a Command check. See page 54 for more information about ‘Command checks. A cavalry line actually comprises two ranks, which attack in two waves. This is usually organised as two lines, with three companies in each (see the diagram below). When a cavalry squadron has three of less companies remaining, it must form a single line rather than (wo ranks. Line is also the most common formation for artillery, but artillery units may not move when formed up in line. Whenever artilery is unlimbere fire, it counts as bei one aillery model remaining in the unit, SPLITTING FIRE WHEN IN LINE ‘As you'll see later, every company in a unit must usually fire at the same target. However, when in line the endmost companies (usuaily flank companies such as Grenadiers or light infantry) any line can choose t0 shoot 0 the left or right respectively, even if the centre companies fire to the Front, Only infantry units may split fire like this. ABOUT FACE Units in a single-rank line may tuen to form a rapid ccolumn of march by using the ‘about face’ rule, as described on page 33: THE Rutes @ @ Te Rus COLUMN OF MARCH dian ‘column of march was simply a long, thin column of ‘men, and was a formation adopted © march quickly from place to place. Whilst not commonplace on battlefields, it was sometimes. necessary to move ‘oops quickly in this manner when they found themselves woefully out of position Companics are arranged in single file, following the Jead company. tn an infantry battalion, Grenadiers or nt i present, ae positioned at the front, mmand companies behind them. Light infantry are always placed at the back (iF you prefer the aesthetics of having your command company at the front of the column, it doesn't really matter), No company in a column of march formation fire in the Shooting phase, nor may the unit in the Movement phase Infantry in column of march may move ‘at the Artillery and Cavalry) double’ (8" per turn), as long as there a ‘enemies within 12" at the start of their move. Axtillery may not form column of march unless they are first limbered (see page 60) This formation is quite unwieldy to manoeuvre. In addition to the rules for normal movement, the Imiay move by ‘snaking’ (see page 33). ABOUT FACE Units in column of march who wish to form line during their movement may simply ‘about fa rather than form up around the command company ~ see page 33, ENFILADING FIRE, When in column of march, the front and rear of the column count the same as the files of a line formation 40) for the purposes of enfilading (see pay Arrangement of a standard line formation (British) 1. First move ~ still Grenadiers hank Company) Command Company: ‘lank Light Company ak Company) Example of infantry forming line feom column (two stages): company) 4 valid Hine at (b) Ligh Company ‘rink conan ‘ommnand ‘Company Light Company ane Company) ‘THe Rus @ ' COLUMN OF ATTACK dyin) uring mytha about the French ave into had ive colonnes dattaqu wat the Beth line, tans volley. Historians never. seem to Dik akhough the joleonic Wars | hand combat | | Typical French Column of Attack 1g steadfastly es with every ee on the are certainly ‘Command, column of attack was really a method of sployment that was somewhat safer (although not quick) than a column of march, It is thought that ing the confusion of the battle and the ‘fog of war attack columns found them: nemy 10 safely change forma ‘ther effective, if unintentional To form a column of attack, companies are arranged in tovo files, with the command cor flank companies positioned at the rear, as shown site. A unit with only three or less companies remaining no longer counts as a column of attack, but Tine instead. Companies directly behind the lead! companies (the second rank) gain one more (+1) support attack than when the battalion charges (so they get +2 in the tum that the battalion charges). See rages 48-53 for more on melee combat, Flank Flank @ Ti Rus SQUARE anyon When infantey are not formed up into squares, they are ripe forthe taking by eavaly unite As sean, whenever cavalry are neatby, the sensible option i 10 form square as quickly as possible becetce eo foolhardy (or very, very good) cavalry sywacion To form square, companies are placed in a rough square or rectangle, all facing outwards, as shown below. Officers, standard bearers and musician ‘models are removed from their stands if possible and placed in the gap in the centre, otherwise they remain {in their company. Units in square may not move or charge, nor may they pursue a fleeing enemy. Battalions comprising three companies or less cannot form squares. If a battalion in square is reduced to less than four companies during a turn, then they must reform into another valid formation in their next Movement phase (assuming that they are not routing, of course). Ifa square is reduced to three or less Companies while locked in combat, then they must immediately switch to a line oF column of attack formation, at no TAC points cost This is the only circumstance under which a uit in ‘combat may change formation, Squares offer protection from cavalry (see the Cavalry rules on page 58), but are vulnerable to atillery, especially those that use templates. Models charging squares do not count as charging in the Melee phase, so they do not automaticaly strike first ‘or gain any extra attacks that they may be entitled ‘Squares have no flanks or rear ~ every part of every company in contact with an enemy counts as fighting to its front. As a result, squares may not be enfiladed in the Shooting phase (see page 46 for more on enfilading fire), Infantry battalions in sq re are Stubborn (see page 70). 1a unit that is already Stubborn forms square, then it gains +1 to its Command Value for as long as it remains in squat, Whilst artillery cannot form square themselves, they can be protected by an infantey square. To do this, the infantry unit must move into base contact with the artillery battery and form square, The artillery battery must be incorporated into the square as best as possible (depending on the basing convention used for your miniatures, some inevitable give and take is required here) ~ the artillery pieces may not while in this formation, but gain all the benefits of being in square. Even if the artillery stands protrude from the square (see the diagrams below) and are subsequently charged, they are counted 2s infantry stands of the same type as the rest of the unit for the purposes of resolving the combat, Casualties from melee and normal. shooting are counted towards the line infantry battalion rather than the artillery battery. Only artillery shots may ireetly damage those artillery pieces. that are protected by squares, as the shots can bounce through the entire formation, oF companies with templates. In this i use the Actual locations of the companies ~ both infantry fo for charging (described fully later). Likewise, | and anillery ~ to see who is hit. See pages 59.64 fo cavalry normally stike before infantry in melee, but | more information on aitilery Fre ‘squares negate this rule, so that all combatants strike in order of their Fighting skill (see page 48), Square Square (with Gomm x 40mm bases) (with 45mm x 40mm bases) oman ompaay Grenadiers ight company —] Gank Company) Flank Company Gropadiers ‘tink Company) lnk Gomuany Lhe Company SKIRMISH ORDER (soicct nfentry units and tight Cavalry) Most armies engaged some light companies, whether cavalry oF infantry, to act as advance scouts Or to harry enemy troops on the battlefield, ‘The fain advantage of these units was their ability to pend out thinly, making use of the terrain to shield themselves from incoming fire, whilst being free in turn to pick their shots well. On the other hand, if thiey were ever caught by heavy cavalry or even riled infantry, the results were never pleasant! nly units with the Skirmish special rule may use this formation, To adopt skirmish order, the whole Unit must be placed in a loose formation, as shown below, with companies no more than 2° apart. Skirmishers have a much easier time negotiating terrain than other units ~ they ignore dificult terrain, und creat very difficult terrain as difficult instead. See page 40 for details of terrain types and their effects Units in skirmish order may move at the double (8 per turn), as long as there are no enemies within 12 Every company in a skirmishing battalion can shoot, With an unlimited G60-degree) arc of fire. They must be able t0 draw a line of sight to their target Cand line of sight can, of course, be blocked by other companies in the same skirmishing unit) Firing against skirmishing infantry is counted as Difficult Shots (see page 45), and artillery is at -1 to ‘wound them, too. In addition, skirmishing infantry units add +1 to any cover save they may be entitled to ~ see page 47 for details of cover saves. Light cavalry do not gain any of these bonuses, as they are just too large a target While skirmishing, light infantry may not charge cavalry of any soft, nor line infantry who are in column of attack, line, or square. These formations are simply too ‘well-prepared for an assault by skirmishers. If charged by infantry while skirmishing, light infantry only ever count as having single company locked in combat, plus one supporting attack dice for every company remaining in the unit (see the Melee Phase rules, page 48). Skimishing infantry units do not fare well against cavalry. If charged by cavalry while skirmishing, the infantry unit must pass a Command check or automatically flee. If they pass and choose to receive the charge, they may only roll one attack dice for each company in the battalion, DEPLOY SKIRMISH SCREEN (mfantry) Some line infantry battalions are able to inelude one for more flank companies as part of their unit. Sometimes this grants them the Skirmish Screen special rule, which enables them to use this formation where this is the case, it will be clearly marked in ‘our army list. Line battalions may deploy skirmish screens when they are already in column of attack, column of march of line formation, by spending 1 TTAC point as normal ~ deploying the skirmish screen ‘counts as a formation change. They may also deploy in one of those formations with the skirmish screen slready ‘activated’, at the start of the game. Once the skirmish sereen is adopted, one or more light companies are thrown out to the front of the battalion. Remove the light company bases) from the unit and position it to the front of the unit, or replace it with six single or skirmish-based figures if you prefer. Skirmishers are placed (and must remain) within 2" of the foremost companies in a Formation, Skiemish screens offer protection against enemy shooting as they obscure the bull of their unit and distract’ attackers. Any enemy unit shooting through the skirmish screen (Le. firing from the front of the unit) must count their shots as Difficult Gee page 45), Skimish screens are vulnerable to close combat attacks, especially cavalry charges. If the unit is, ‘charged (from any side), take a Command check. If itis passed, the skirmish sereen simply returns to its regular place in the battalion. If failed, the whole skirmishing company is removed, and the unit loses. the Skirmish Screen special rule for the remainder of the game, NORMAL TERRAIN Th game terms, ‘normal terrain’ is anything that ean be Gost, clambered over or pushed through by your Ghits There are three ‘levels’ of normal terrain ~ the hishce the level, the harder it isto traverse 1. Open Terrain: Open terrain covers any stretch of Tana that can be easily crossed by a man ~ grassy Fields, paved courtyards, beaches and so on, All of the normal movement rules apply. Hills and road flso courte as open terrain, although they have the {wn additional special rules too ~ see below. 2. Difficult Terrain: Crops, thick ground foliage churned, ploughed and muddy ground, loose rocks unl seree, fords and shallow water, orchares and Tight woodland, ete, all count as difficult terrain Units ae reduced to half movement through these seas, rounding up Go infantry is reduced to 2° hornally). Barriers such as hedgerows and fences count as difficult terrain to any unit wishing to cross them, but they also have their own special oe Ha 3, Very Difficult Terrain: Dense thicket, deep water und Swampland, sheer slopes, etc: Units are reduced fo @ quarter _movement through these areas, sounding up (so infantry is reduced to 1" normaly) BATTLEFIELD FEATURES As mentioned above, roads, barriers and hills all fall under existing terrain categories, but they have their ‘own additional rules: + Roads: As long as the majority of a unit is on a road the start of the turn, it may add D6" to its movement allowance. If also moving ‘at the double’, Infantry units eannot move more than 12 in a single Movement phase, © Barriers: Fences, hedgerows and walls cin traversed as if they were difficult terrain = the uni ovement js halved as long as any company in the nit is in contact with the terrain piece. Sometimes 1 batialion ean be split by a linear obstacle ~ this is okay as long as companies that should be in touch, use aligned, and remain in contact with the obstacle, Barriers can also be defended by troops ~ see page 71 for details, lls: Hills count as open terrain for the purposes movement, but if a unit occupies the crest of the ey gain an advantage to their shooting (due ‘o their improved line of sigh? and in melee (for the high ground bonus, page 50). Bear in mind that many gamers use ‘stepped hill’ (hilly with several tiers), as sloping ones tend to be impractical for ssaming purposes. In this instance, units that occupy. iny level of the hill count as being on the ‘crest’ of, the hill compared to any units beneath them, but, not to those above, OTHER TYPES OF TERRAIN In adltion to the categories and features described above, there are two other types of terrain that might blay part in your games: impassable terrain and elensible terrain AMPASSABLE TERRAIN Deep, fastflowing rivers, sheer cliff faces, and any other’ scenery that you and your opponent deem impassable’ may not be traversed at all, Be wary of putting too much impassable terrain on the tabletop, a it limits the gaming surface that can be used during the battle, DEFENSIBLE TERRAIN As its name suggests, defensible terrain is an enclosed area that can be occupied and defended by a unit. It is represented by a scenery model with a defined footprint, such as a based forest, building, ruin or enclosed field, Defensible terrain has its own special rules ~ see page 72.75 FORTIFICATIONS ‘Taken (0 iis extreme, defensible terrain also includes fortresses — youll find rules for Napoleonic siege battles later in this book, Essentially, when a building d by defending soldiers, or has been obviously for Js a purpose-bu ‘counts as 2 fort (see page 98). THE RuLes @ Infantry ace Spe ate ‘fe dram {me 8 Broun Hira y | Aston ofa Forming tet ing tne, While many gamers thrill to the image of the close- quarter clash of bayonets, heavy cavalry charges oF the roar of artillery, in actual fact most Napoleonic battles were won or lost by virtue of musketry and the ability of the average line infantryman to stand and fire in the face of the enemy. Once the artillery batteries have spoken, and troops have manoeuvred into position, it is time for the battlefield to ring to the sound of muskets, rifles, ‘carbines and pistols. The Shooting phase is very important in games of Waterioo. Whether you rely on amassed musket fire in your army, or simply wish to soften up the enemy before delivering 1 killer cavalry charge, you'll find that there's a lot going on in th, phase of the game, ‘The player who won the initiative fires with all of his eligible units, one at a time, before the opposing player does the 5 THE FIRING SEQUENCE 1. DECLARE TARGETS FOR ALL FIRING UNITS Shooting costs 1 TAC point if the unit did not move or ‘change formation in the Movement phase, and 2 TAC Doints if it did move, 2. MEASURE RANGE Measure the range to the target and work out the rhumber of shots 3. DAMAGE Roll for damage. THE SHOOTING PHASE WHO CAN SHOOT? Once you have selected the unit that you wish to open fire with, you'll need to check that they are actually eligible to do so. A unit that has no TAC points remaining cannot shoot, ergo any unit that is Disordered or is fleeing cannot shoot, as they have ne TAC points at all (see Command and Control, page 34 onwards). In addition, you may never fire into.a melee that involves any friendly model, as the risk of hitting your own men is too great, As mentioned above, if unit remained stationary in its Movement phase, and is otherwise eligible to shoot, then it must spendl just 1 TAC point in order to fire. If it moved, then it may stil fire but at the greater cost of 2 TAC points, If a unic is able to shoot, you'll need to choose a target based on several other factors: line of sight, firing anc and, finaly, range. LINE OF SIGHT Fist of all, you necd to make sure that the unit can see their intended target ~ this is called ‘drawing line of sight’. The game uses ‘tue line of sight”, meaning that You can trace an unobstructed line between Firer and target, you may shoot. Sometimes terrain may be in the way of the shot, but if you get down to table level for ‘2 model’s eye view, the target is only partially obscured mn this case you may stil fie, but you'll need to consult the rules for cover. Models (friend or foe) always bloc line of sight unless the firers are on the crest of hill or occupying the upper levels or ramparts) battlements of 4 fortified position. You may not take a shot at an FAST DICE ROLLING Gite often during the Shooting phase you'l find Sourself rolling whole Kandfuls of dice to resolve yee unis! atticks, This doeant take ae long a8 Yeur'd imagine, ae all the dice are rolled together Tne moot practical way of apeeding up the dice Polling proses is {o tke as many dice 48 you have ‘Nossa sol them ala once, Example: As you'll see later, a musket armed line hyfantry company usualy bas D6 shots. If there are jour companies in a battalion, and all can fire, that's 4D6 shots! Roll them all at once and total up the scores - on average, for the example above, you'll score about 12 shots. Next, you'd take 12 dice (one for each shot), and roll these all at once to see which Shots actually manaye to bit and wound the enemy. Pick out the successful wounding rolls (the law of ‘averages will say about 4 this time), and calculate the effects of the damage (see page 45). Sometimes you'll have special attacks from within the unit, ike extra shots from an opening volley, for ‘example. If any of the dice you roll aren't typical of the unit as a whole, then roll them separately or use different coloured dice ‘The same system of fast dice rolling is used for close combat too. Not only does it speed up play, but there's something very satisfying about rolling lots (of dice all at once, andl watching the look of horror ‘on your opponent’s face as you inflict catastrophic damage on his prized Hussars, ‘enemy if itis even partially obscured by other models. I they're friendly, your unit wouldn't want to risk hing them, and if they're the enemy they're probably Joser, and thus a more pressing target! HILLS AND ELEVATED POSITIONS Lills offer hugely important tactical positions, allowing. tunis to overlook the battlefield and pick their targets more effectively. A unit on the erest or 2 level) of a hill is assumed to be able to see over the heads of other models, and can therefore attempt to shoot through inteeposing units at enemy units beyond (as long as the targets and the models in the way are on a lower level, of course). ‘The firers can also be seen in return, so any Units on ground level can retumn fire over the heads of units in front of them. Units behind cover can still claim the benefits of said cover (See page 47), and units behind tall scenery features, such as buildings, fovests and other hills, still cannot be seen, IF both players agree, tall buildings can be treated as elevated terrain in exactly the same manner, We recommend that buildings must be at least two storeys, SCENERY SCALES If you're using 25mmm28mm scenery with your 25mm-28mm_ figures, as. illustrated by the photographs in this book, then using the principle ff true line of sight will not cuuse any problems whatsoever. However, if you're using small-scale scenery (see the notes on ground scale on page 10), then you'll need some abstraction rather than use true line of sight. This is simply because the men in dels your companies will not be as tall as the suggest (veritable giants). Remember we mentioned earlier that true ground scale can throw up problems whea using 28mm figures? The Fecommendation, should you really want to go for itis to classify all the terrain on the board with a theight level ~ so if you count a man as ‘Tevel 2°, then a low wall would be level 1', a single-storey house ‘level 3', and 50 on. Noone can see past a terrain feature that is level higher than themselves, fr the one that they're occupying. Simple (kind of), FIRING ARCS Unless a unit is in skiemish order, in which case each company can see all around itself with impunity, they will be subject toa firing are. The close press of men a battalion or squadron means that exch soldier will b limited in how far they can tum and shoot — it’s important to set up your units carefully in the Movement phase, therefore, 0 maximise your firing potential. Firing ares are worked out on a company by company basis rather than for the unit as a whole. All shots from 4 unit must he fired at the same enemy unit ~ you can't split fire unless you're in line and using the special flankc companies rule on page 35. As a result, you'll want to pick a target that most of your companies can see. All companies have a 90-degree firing are to their front. The historians amongst you will realise that this is quie generous when compared to real life, especially for line infantry, but it is a nice abstraction that is easy to calculate, allows one rule for every type of unit in the game, and also allows a bit more of a margin for error when positioning your units in the Movement phase. LINE OF SIGHT @ Te Rures Bisa the are of ie of Indl companies fombin for ptinal ft of fr Teng nt old eat serv fring Tar tl tes sent ‘tha rages fat st omen Diigo area). ty woe ff at Tope Bind, onby tue computes fe, ‘berg una eed Sot the ef ent ot company anee soothe rage RANGE, The final stage in checking to see if your unit can fire at its intended target is to see if it is in range. In Waterioo, every weapon is given a range, which is value in inches (see the chart opposite for 2 summary cof weapon ranges and other special rules) Simply measure the distance between your unit and. the ‘enemy, from closest base edge to closest hase edge. Remember to check each of your companies separately, just like when checking the firing arc, as not every’ company in your unit may be in rage Conversely, if you can reach just one company in the target unit, then you can fire at the whole unie FIRING OVER HALF RANGE. The blackpowcler weapons of the 18th and early 19th centuries were nowhere near as accurate as the weapons of today, and as such had difficulty when fining at targets at long range. Some weapons were, of course, more accurate than others, “and this’ is represented in the game by having a longer range value ‘The ‘effective range’ of any given weapon is half of or less than its range value in inches. At this range all shooting uses the normal rules. Shots fired at greater than half range, up to the weapon's maximum range are treated as Difficult Shots see page 45) For example, @ musket has a maximum range of 18". Ifthe target uni lies 9° or less avway, itis a normal shot. If it les more than 9" away and sill within 18", it isa Difficult Shot, IF it lies beyond 18', you may not fire at that target HOW MANY SHOTS DO I GET? So, you've established that your unit can shoot (don't Worry, it seems like a lot of rules when you Titst read them, ‘but after the first couple of runthroughs i'll become intuitive), now it's time to work out how many shots you get. As you'll see in the weapons summary fon page 45, cach weapon type has a ‘Shots. Per Company’ value, usually denoted by a dice type (D3 or D6). This is titerally the random number of shots each company gets if itis in range of the enemy. So, for example, a musket gets D6 shots per company. If you f€ six companies in your unit, all armed with muskets and all eligible to fire, you roll 6D8 and add the totals together ~ the result is the number of shots you get at the enemy. This random number represents how many men in the press of the battalion or squadron are able to snap off an accurate. shot Remember that during the confusion of battle, soldiers could often fail to aim correctly, their weapons may’ mistire, or they may fire in a panic. IF you roll high, simply represents the captains taking command of thei companics and reminding them of their practice drills! WEAPONS Before we look at how to resolve the effects of all those shots at the enemy, it's worth looking at weapon {types in a litle more detail. When choosing your army, you'll sometimes find that the types of weapons «aetied by your troops is a deciding factor in choosing them, as some weapons are better at certain battlefield roles than others. We've included a useful rangcd ‘Weapons summary chart on the next pate WEAPON SPECIAL RULES Fire on the Move: Weapons with the Fire on the Move Special rule can always shoot by spending just 1 TAC Point, regardless of whether or not they moved. Opening Volley: Muskets tend to become less effective the more they are used, and in fact are more reliable and at their most effective the first time they are fired ina battle. ‘The first time a musket armed batalion fires in a game, it gains an extra D3 shots — this is the same regartiless of the number of companies in the unit. Put @ coin or counter next to the musket-armed units at the start of the battle, andi remove it when they open fire <_< RANGED WEAPONS CHART Weapon Range —_‘Shots per Company Mu 18" D6 Musketoon a8" D3 Rifle 2" D3 cad aa DB 6 1 ED WEAPONS WITHIN UNITS units contain exactly the same weapons Most thioughiout, but there are some exceptions ~ for fecimple, Hanoverian Field Battalions are musketarmed infantry, but they ean include Jaeger companies armed with rls. IP a unit has a choice of weapons (such as Cavalry with pistols and carbines) then it must choose which weapon it 18 using before firing — all of the Companies in the same unit must use the same weapon. However, some units have the option for one or more companies to be atmed differently from the rest of the Unie (such as Hanoverian Field Jaegers, for example, who have muskets, but may take a riflearmed company). In these instances, simply resolve the shooting, for those companies separately from the rest Of the units shooting, All the unit's shooting must be complete before moving onto the next firing unit in your army = you cannot fire a unit's muskets and then ove onto the shooting elsewhere efore returning to shoot its rifles. DAMAGI Now you've calculated how many dice your shooting attack has, is time to unleash a volley! This is the really fun’ bit, as it can involve intimidating your foppanent by rolling a bucketload of dice! Not all the shots you fie will cause a significant hit on their Base chance to wound Special Rules 5+ Opening Volley 5+ 4+ Fire on the Move 3 ‘ Se Fire on the Move target. Some will miss altogether, while others cause only flesh wounds ~ injuries so minor that we discount them for the purposes of the game. Each dice you roll represents a variable number of shots, and you're jing for each 10 cause a significant number of ‘easualties in the enemy unit Roll all of your dice together, and consult the Ranged ‘Weapons summary chart. You're looking for the ‘Base Chance to Wound! value. The number shown is the number each dice needs to score in order to count as p all of the successes. and cessful roll to. wound causes 1 point of resilience damage. Against infantry this will be enough to place one casualty marker ‘THE RULE OF 1 AND 6 Regardless of any modifiers to the roll to wound, a 1 always fails to wound, and a 6 always succeeds, DIFFICULT SHOTS Some shots, such as those taken as part of a Stand and Shoot charge reaction, are counted as ‘Diflicult Shots’ rhis means that the shots are at -1 on the roll to wound 0 if you have a base chance to wound of 4+, you ‘must roll a 5+ instead if the shot is Difficult), There are many situations in the game that may make a shot difficult, but the effects of a Difficult Shot ave only ever ‘counted once, and are not cumulative Tue Ruts @ Steals be tine ax te roneh font cluding xfer Giant ‘at force aS @ Te Ruies REMOVING CASUALTIES Al units in the game have a ‘damage threshold, which is the number of damage markers the company can sustain before it is removed from play. ‘The damage threshold is often equal to the number of models on the company base, This represents the fact that battalions ‘can suffer a large number of casualties before losing fighting effectiveness ~ other men in the ranks simply step up to fighting position to cover any deficiencies. Therefore we don't need to worry about Temoving models until the equivalent of an entire company is wiped out ~ that's when a battalion really starts to feel the ravages of battle, ‘When the aumber of casualty markers placed on a unit equals its damage threshold, a whole company is removed. Models with a higher — Resilience characteristic must suffer a number of wounds equal to that number before a casualty marker is placed. Excess wounds that do not place a casualty marker are not carried over for subsequent shooting at the same unit Hits may not be split between companies ~ the owning, player must endeavour to remove whole companies before carrying excess wounds over to another Ifa battalion loses one or more of its companies during, @ single Shooting phase, it automatically becomes Disordered. The battalion must also take a Command check at the end of the phase — if they pass, there is ‘no effect. If they fail, they are Routed (see page 51). For example, a unit of French infantry (D6 shots per turn) fire at some British Life Guards (Resilience. 3, Damage Threshold 2). They manage to inflict ? wounds (on the unit, This causes the cavalry to lose a company stand (ibe company can soak 1p 6 bits before. bet, removed). The seventh wound 48 ignored as it is not enough to cause a casualty marker on another company in the unit. Asi bas lost a company stand, the entire unit becomes Disordered, and must take a Command check at ‘the ened of the Shooting phase to avoid being routed. ENFILADING FIRE ‘In this example, firing companies B & Care enftlading, ‘and each recoive +1 to their rolls to wowed MIXED COMPANY TYPES WITHIN UNITS If the target unit contains special companies, such ag Grenadiers or Light Infantry, for example, these ate Rot removed as casualties until the whole battalion numbers three companies or less. As soon as the battalion is reduced to three companies, these special companies are removed (replacing them with regular line companies if possible, carrying over any excess wounds in the process). The benefit for having the special companies is then lost, In ‘real! terms, this represents the gradual thinning out of specialist companies until there are so few of those men remaining that they can no longer operate effectively, A that point, the specialists are swallowed up into the Unit asa whole, plugging the gaps in the line and taking on regular duties, Command companies are always the last to be removed, and may not have wounds allocated against them unless 4 special circumstance specifically calls for it Guch as a Called Shot being made against the officer ~ see late). ENFILADING FIRE In the Napoleonic era, one thing feared by units more than anything else was being caught ‘in enfilade’. It'a Unit is shot at from its flank, so that the shots are travelling through the ranks of men, it is in enfilade, While the firers are ‘enfilading’. Draw an imaginary corridor extending from the flank of the target unit, 4% shown in the diagram below. Note that this type of shot only works when the target formation isin line oF tack, of is shot at head-on or from behind in column of march, Units in square formation may not be enfiladed, as they have no flanks or reat Companies that are enfilading get +1 to all oftheir rolls {© wound, to represent the increased chance of wounding an enemy when firing along the line. Roll the number of shots and wounds for entfilading, ‘companies separately, | | | EEO eee COVER Js discussed earlier, terrain is very important in games of Waterloo, and in the Shooting phase it can mean the fhifeccnce between a unit being wiped out and staying fn the fight If there is any cover in the way of shooting Ge. the taruct is partially obscured by battlefield terrain), then the target unit may get cover saves fo prevent any successful wounds. IF only part of @ unit is behind over, you must work out which firing companies get a {lear shot, and which get an obscured shot, and resolve thein separately. Ifa target is eligible for more than one ve, they always take the best available, ‘TAKING COVER SAVES Ifa unit is eligible for cover saves, then these saving throws are taken before any casualties are removed oF damage markers placed. For every successful COVER SAVES Type Light Cover Examples Hedgerows, picket fence, 6 tall wheat field, ete ‘Dense Cover Stone wall, solid wooden” S# fence, rocky outcrops, abions, ete. Fortification Fortress walls/battlements 4+ ‘wounding hit you inflict, your opponent rolls one cover saving throw. Each suecessful save negates one wound. Gover saves are also conferred if the target unit ‘occupies a defensible terrain feature ~ these saves are slightly different, and are summarised on page 72 ft he fring st, only company A iets eloairshot The aetna {Er cover saes against wounds tit compan Bod at olow One of thi tn companies i Dorty Bebidas te not of ‘he nt i eb slid wal Te lent wold get aver save of 3 as ‘remap ofthe ats aren Tue Rus @ THE MELEE Once shooting has been resolved, itis time to deal with the brutal cut and theust of close combat. Any uunits that are engaged in combat now have their chance to fight, attempting to hack down the foe with bayonet and sabre, Napoleonic battles were traditionally won with attillery sand musket fire, and if you find most of your troops committed to close combat during a battle, i's likely that your situation is desperate. Of course, if you have specialist melee troops at your disposal, such as heavy cavalry, then you can stack the odds of a melee in your favour, but otherwise itis rare for either side to come out of combat unscathed. For the purposes of the rules, a ‘combat’ is a group of two or more enemy units in’ base contact ~ one side having charged earlier in the game, Additional units may join the same fight, in which case they become part of the same ‘multiple combat. Each combat is worked out separately, using the following, sequence: THE COMBAT SEQUENCE 1, Player with initiative selects a combat, 2: Caleulate strike order. 3. Work out number of unit striking first 4. Repeat for other units in the combat, in strike order. 5. Move onto next combat, icks and damage for the SELECT A COMBAT The player who won the Initiative at the start of the tum decides the order in which combats are resolved. Choose the combat and run through the combat sequence, before moving on to the next. PHASE STRIKE ORDER Units in melee strike blows in a specific order, often based on their troop type. The stslke order reflects the tactics, fighting style and armament of the troops oF the dlay, resulting in a sort of hierarchy of effectiveness ia combat. The strike order, then, is as follows: fantry and! artillery (except when Infantry are in square ~ see page 38). + Infantry strike before artillery If several units are eligible to strike first, then resolve ties in the following order * Units that charged in this turn strike first. I several tunits charged this turn, making a multiple combat, then the rest of the strike order nules, see below, are Used fo work out which of them goes first. + In the case of a tie, the unit with the highest Fighting Skill goes fist, If there’s still a tie, units strike imultaneously (see below) ‘STRIKING SIMULTANEOUSLY When units are required to strike simultaneously, this simply means that any casualties inflicted on one side ido not prevent the stricken enemy from fighting back Ordinarily, 2 company that is removed due to combat ualties ‘cannot strike blows. in return (as. you'd expect), but simultaneous strikes make this. a moot point. Players should roll their combat dice separately. in order of initiative, but neither side removes any models or places any damage counters until the other has rolled all of his dice, EXAMPLES OF STRIKE ORDER in Cte oy fbn un Une erage his ‘ar Un B brane ses fir and © must athe ‘athe same tne bacause their Fighting Sel agua Gul norma rb before fan “ocve, tis uns feed to broth te ‘infty sauare lat urn in barged, “andthe infant ow tte bans tam ATTACKS AND DAMAGE Once the order of the attacks is determined, it is time lo calculate how many attacks each unit gets, and start rolling those all-important dice, NUMBER OF ATTACKS a company has its entire base area (front, side or reat) in contaet with one of more opposing companies, itis locked in combat, Companies that are locked get full allocation of attack dice (Attacks) if they're stacking to the front, or half (rounding up) if they are ‘tacking t0 the side or rear, Units that charged in this tum gain +1 company that is locked in combat. tack for every Companies that are partially in contact with an enemy give 1 Attack dice t0 their unit ~ this is called a Supporting attack. Companies directly behind. those that are locked in combat (a second rank), also lend supporting attack this second! type of supporting aitack does not count ifthe unit is being attacked from the side; the supporting attack may only be made to he company’s front THE DAMAGE ROLL Roll all of the attack dice, using the base chance to svound from the Melee Weapons chart (opposite), just like in the Shooting phase, Each successful roll to wound causes 1 point of resilience damage. Against infantry this will be enough to place one casualty marker, although tougher opponents such as cavalry will require more than one hit to cause a wound. COMMAND COMPANIES IN MELEE \ company that is in base contact with an enemy mmand company (usually the one containing the colours and the captain, or his equivalent) may specifically target that company specified before any dice are rolled. When calculating the company's number of attacks, any scores of 6 may be traded for a single strike against the command company ~ this represents the difficulty of pielcing out « specific opponent in a whirling melee. INDEPENDENT OFFICERS IN MELEE, On page 66 you will find rules for using independent officers in your battles. Independent officers have the ‘option during a game to join a friendly unit, bolstering both their Command value and fighting ability to an extent, However, in melee, they are as vulnerable as any other command model. If they are locked in combat, they may be attacked in exaetly the same way aS a command company. Ian independent officer remains locked in combat for more than one turn, then he may use the Movement phase fo change his position in the combat. He may cither move from an unengaged position into a more prominent role (shuffling the other companies arou to do so), or move from a precarious central position to an unengaged one ~ the choice is yours. MELEE WEAPONS CHART ‘Weapon Base chance Spe to wound Bayonet 3 Pike* Se FL attacke per company against charging cavalry. 42.10 wound when ‘charging infantry ‘or anillery; +1 £0 swound when ‘charging cavalry. Revol se ules only apply when the ene company foamed Single models in company ams with these weapon, sich {as sergeans, nx benef from any speci rules or eased Shunce to wound, ancl are jst cute 3 normal mene of Ser comp. Ifa compiny ic med with pil it my resol one fae wound in each Melee pase. Hs sin adton to the nes fo ny other mle weapon the company may Be using. ‘WHO GAN FIGHT Tae Russ @ @ Te Ruts One afte tench ‘otis ee ‘managed charge Ihe ith ve Te ‘tah barton ‘el bot pet they face ov matic changeit seo? CASUALTY REMOVAL In combat, damage is inflicted in much the same way in the Shooting phase. Once enoigh damayge has been inflicted to wipe out a whole company, you just need to work out which company. is removed Companies are removed as damage is inflicted — companies re wiped out before they've had a ‘chance to strike may not participate in the combat inflicted against those con that are actually involved in the fight first ofall that are either locked in c those mbat or supporting. The owning player chooses exactly where. to allocate wounds first, bu ‘must endeavour to remove whole i. As with shooting attacks, once all ignored completely. © fighting are destroyed, a the unit, If enough is quite possible to that weren't in base conta move onto th fn to another company in the unit if that are not directly involved in the comisat. Th iat command companies can always fight if they are locked in combat, unless the entire unit is wiped out. It sometimes also means that it’s harder to break down those last couple of companies, as the command company can effeetively soak up extra damage. possible, ev ‘Throughout the combat, keep a note of how man wound counters have been allocated to the enemy Gincluding those allocated against companies that were wiped out). This will be important when we come to work out the winner of the co eee 5 a COMBAT RESULTS Once both sides have fought and casualties have been Femoved, it is time to work out who has won the combat. ‘This isn't always as obvious as one might think ~ while casualties go a long way to determining the victor, other elements (such as the number of men in a unit, defended positions and good command) also come into play’ Once everyone in a combat has fought, total up the number of wounds caused by each side (the actual wound counters placed), plus any relevant combat modifiers (see below). The side with the highest total score is the winning side Every battalion on the losing side must take a ‘Command check. ‘This checle m modifiers, as detailed on page 54. If the Command) check is failed, the unit becomes Disordered, If it was eady Disordered, it will Rout. y well incur some MODIFIERS TO COMBAT RESULT Attacking in the flank 42 Attacking in the tear 43 On higher ground 4 Unit is nfantry ia Square AL General is within L 1 Won previous combat -H1 against same opponent Outnumber foe +1 by 2:1 or more™ 4, Qecupying the creat or a higher level of & hil, defending feetifenion for cxcalaion te © The eta aunver of companies tthe end of the combat is te to eels whet the oumumbeing hom apien, ROUT AND PURSUIT § Routing battalion must flee directly away from the Jaugest battalion on the winning side, Roll the snit’s flee distance as detailed in the Movement phase. Masse the elstance rolled from the rearmost edge of | the unit, and move all of the remaining companies 10 that point, in a loose formation (like 2 skiemish oration), facing directly away from the enemy. The winning unit(s) can usually choose to hold or pursive, unless some special rule dictates otherwise. If s uit holds, it simply stays in place, choosing 10 ‘consolidate its position after a hard-fought victory. Ift pursues, roll the unit's flce/pursuit distance. I'the total Scored Is equal 10 or higher than the loser’s flee distance, the fleeing unit is wiped out and the victor has captured their colours! This is the only way that colours can be captured, and it can be quite important in some scenarios, so make a note of any captured tandards you may have. IF neither side flees, simply tidy up the units but keep them locked in combat ~ combat then resumes in the next Melee phase. MULTIPLE COMBATS. While the rules for working out combats are written with one-on-one fights in mind, in most cases it is straightforward to apply them to multiple combats, A multiple combat is simply a fight between three or more units, and because this invariably means that units will be engaged from several sides at once, or because more than one unit has charged in the same turn, sometimes it can be unclear exactly how to work out the results, The most important thing to remember in a multiple combat is that all units from the same army are on the same side. It sounds obvious, but the combat rules often refer to the ‘sides' in a fight, Things like stiking order take care of themselves, as the fules are quite strict, 50 the thing thar might cause confusion is the combat result and the resulting flight and parswit Combat Results Ina multiple combat, take each unit in turn and total up their combat score, then add up all of the combat scores from units on the same side to get the score for the whole side. Sometimes you'l find that a unit gets a bonus for charging an enemy in the flank oF rear, whilst being engaged in'the flank or rear itself by another enemy. Imagine the confusing swirl of melee rather than the ordered ranks posed by the neatly arranged ‘model soldiers and this all makes perfect sense Compare the total scores of the 1wo sides to get the overall result. All of the units on the losing side must take a Command check to avoid becoming Disordered or being Routed. ROUT AND PURSUIT Ina multiple fight, i's possible that one or more units will flee from the enemy. It is a faiey common ‘occurrence that a unit will lee while its fellows hold firm ~ this can sometimes throw up a situation where the victors are unable to pursue the fleeing enemy because they are still engaged, The general nile For this situation is that a victorious unit may only choose to pursue a fleeing enemy iit finds itself unengaged at the end of the fight In addition, if several enemies flee from combat, each nit that is ‘eligible to pursue must choose just a single enemy to chase after. Even if the pursuers roll higher than every fleeing unit for the distance they move, they ‘will still only catch the unit they chose to pursue, The Life Guards arg the prio Chane SK Boson Sivan cation, ows ete rary). @ Tr: Rus If a unit is being engaged from multiple sides, or units are fleeing from several enemies, itis not always clear which direction 10 flee in, In such situations 4 unit will always flee from the largest ‘enemy unit (the one with the most companies in i). If there is no unit clearly larger than another, then it will fice from the one that caused the most damage actually placed the most wound counters on the foe) in the combat. IF there is still no clear winner, the player in charge of the fleeing units simply chooses the direction in which to flee, as long as itis not towards SURROUNDED! Sometimes a unit will find itself engaged on al sides by ‘enemies. If a surrounded unit flees at the end of the combat (a fairly likely occurrence given. the circumstances), then it will be eaught and wiped out automatically ~ there's nowhere to go! ‘The opponent chooses which of his units captures. the stricken cenemy’s colours, and all of his units are considered to hhave held their ground at the end of the fight. As there is no direction of pursuit, the victorious units may not take advantage of the Overrun rules (below) even if they want to Disordered Sait mene mer Grenadiers La) a} omer a tie ie ate ons ir | Command check and begins ‘this Melec | a | 1. The French player has the initiative and | charges units FI and F3 into combat with | See Soros {In the Melee phase, tbe Dragoons strike frst | (charging cavalry trump charging infant), and inflict a whopping 7 wounds | re woul FE, teiping ous company with 1 ‘wound carrying over. Unit #1 goes ness, | causing 1 wound on the Dragoons in return, and 4 wounds on the Srtish lafantry~ they would bave done beter, bit because they're engaged in the flank they lost their supporting attacks, Unit 3 alsa charged, and inlets 5 wounds on ibe British | Infantry. As unit F216. Disordered, the | British infantry go next, causing 8 wows {in total (none on FI, 6 on F2 and? on F3). Finally, Preneb unite 42 causes 4 wounds “wiping out another company witb soma ‘wounds carried over 2. The combat result is now totale up. The. ‘British side cased 15 resus foal, while the Prench caused 14 wounds, Toe British Ihave a flank attack (42). However, the | French ‘how outnumber the British by 2:1, | ‘and gain +1 to ter resull~ bust the Boks sll ein 17-15, The Fronch units all take Command ebects. | BI ts unlucky to. fail, and becomes | Disonored. F2, already Disordered and tus suffering a penalty to its cbeck, also fails. | ‘This time the lossee aro too much and the unit routs ~ it rolls 206 and scores 8,0 # Mees 8° directly ase fom the largest enemy | ‘unit (B2). The fina Preneh unit (83) passes its checks and Bolds, ae both Brtish units | ‘are engaged, netibor cam pursue wit 12, | ‘and so the French colours are retained. 3, there are now some uy bole in the | remaining combat. All of the units are nudged a roughly equal ameunt wnt they | fare back in their erainal formations avid Ihave as many companies as possible locked. ‘combat, ready forthe next turn, J another enemy unit. When this happens, the it move becomes an ‘overrun’, Work out whether 1 pursuit will become an overrun before moving ny models. An overrunning unit is subject to the same rules as a charging unit, and counts as having charged in the very hex! Melee phase. However, by this stage the pursing. c suffering from fatigue ~ place an Overrun it, When itis their turn to fight id check. IF they pass, they may we the counter). If they fail, they we counter with a Blown counter, of attacks is halved — the duration of the combat, The unit receiving the overrun may only choose 10 hold or flee (some units will be obliged to flee epending on who is charging them, of their special rules). The attack is so unexpected that they don't have time to consider any other charge respons. If the unit elects to flee, but the overrun move is still ‘enough to catch them, then they are wiped out. Their colours are not captured, but are instead lost in the confusion. Ifthe flecing unit escapes, it starts the next turn Routed (See the Command & Control section on page 54) END OF THE TURN Ifyou haven't already done so, tidy up the ranks of any Units that have taken damage, maintaining the current formation of each. So if a formation has gaps in it due to unusual combats, for example, close them up, being sure to cause the’ least disruption possible to the positions of the troops. Once that's done, you're ready to start the next tur, With the basies of the game now covered, the sections of the rules that follow deal with some important concepts, such as Command checks, and special rules for the various unit types in the game (including, of course, « look at how artillery works), as well as some more unusual situations such as defending buildings and fortifications Tue Rus @ | The importance of strong command and direc and well-drilled troops with good morale, can be overestimated. The ability of « unit to stand and fight when all seems lost can be the turning point of a battle, while the presence of an inspiring officer can’ make blue heroes of even the: moc. bedraggled regiment. During protracted firefight, ceaseless _antillery bombardments, bloody hand-to-hand. fighting anal sweeping cavalry charges, the courage of the individual soldier is sorely tested. The outcome of battle often hung on several equally important factors Z, bravery, good generalship, weight’ of mumbers, tactics and, of course, luck. In games of Waterloo, you will often find that these factors are condensed favo single rules mechanic ~ the roll of two dice to make a ‘Command check’. If you've stacked the odds in your favour with good troops, masterful tactics and: the close proximity of your officers, then Lady Luck will have to be a cruel mistress indeed to take your moment of glory from you. Conversely, if things really aren’ going your way, then you may have to pray fer the fickle finger of fate to keep you in the game COMMAND CHECKS When you are called upon 10 take a Command check, imply roll 26 and add the total score to the unit's Command Value (or the highest value in the unit if there are several to choose from). Some circumstances «all for a modifier to this score (see a list of modifier, et). A score of 10 or more is a success. A faled Command check will usually result either in the wait becoming Disordered or flecing, depending on the situation USING TAG POINTS Units may spend an unused TAC point to add +1 t0 their Command value for a single check They may boost the Command value by as many points as the, have TAC points remaining, but the effect lasts only foe 4 single roll. The use of TAC points in this manner ‘must be declared before any dice arc rolled, PROXIMITY TO OFFICERS In many situations, having a senior officer nearby has 4 steadying factor on the common soldier, If not thee then units often perform more reliably if they are within shouting distance of a sergeant or have recently COMMAND AND CONTROL received orders from an aide de camp. As a result idependent officers may lend their Command valu 4) ny friendly unit within 6. This radius is extended to 12" ifthe officer is mounted. An officer within 4 une Gither the battalion commander or an independent officer who has joined a unit) may only lend Ine CV ce the battalion he is with. Finally, tis important to nore that the army general always has a Command radius of 412", whether he is mounted or not, COMMAND CHECK PENALTIES The rules for Command cheeks, above, assume that a uunit has been previously unscathed ‘and is. at full Fighting effectiveness. Unfortunately this is not often the case ~ the rigours of battle and the confusion of wae mean that men steed to have nerves of steel i they ve to hold in the face of extreme odds. To this end, there ate some circumstances in which @ unit's Commanel Value (or that of its ncarest officer) must incur penalty, making it increasingly difficult to pass the Commun check, The modifiers o 2 unit's CV are listed here Situation CV Modifier Below balf strength. The unit has -1 less than half its original number of companies ing. If the unit began with only one company, the Lost the Colours. ‘The unit has had its colours captured earlier in the battle, Outnumbered in combat by 2:1 or 1 ‘more. As described in the Melee phase section, outnumbering, is culated by totalling up the number of companies on each side of the combat, Gavatry wishing to charge square. Unless armed with lances, all cavalrymen will naturally resist any order to charge a well-formed square * Cumulative wit below hal strength penal. Tue Russ @ | | | DISORDERED During a battle, a unit may find itself px ill sides or isolated from the chai When the situation gets die, the of Welngon athe be wmelled from ‘ e ef Vino, fu 2, 1813. of command c rinton ‘defeated the ‘oc ede sep enemy. When a unit loses heart and wavers, it wecomes Disordered. there are several ways that a unit ean become Disordered during Most commonly, & unit »ecomes Disordered when it loses whole Cone stand) in the Shooting phase or Artillery pl iF it loses a fight and subsequently fails a Com cheek in the Melee phase. As soon as a unit becomes Disordered, it imme loses all ofits remaining (move or shoot, for exa itself in close combat, The cflectively reducing le) other than to defend will strike last in melee, ghting Skill value to 0. Wf charged while Disordered, a unit must take a Command chi choose to ei this stage to s lunit must flee, ‘o Routing. A Disordered formation must also rout i it loses another whole company in 1 Shooting phase. If a Disordered unit manages to win a combat, it immediately regains its composure and is no longer Disordered, However, it may not pursue the defeated enemy, and does not regain its TAC points until the start of the next turn. A Disordered unit must pass a Command check at the start of their next tun t0 see if they rally. If the test is passed, the unit gains its full quota of TAC points for the turn and may act lly. from th Disordered units engs ‘ombat may not attempt tau 7a fan Toe ogbecat ene ee a point @ TH Rvs ROUTED AA unit that is Disordered is only a small step away from breaking and fleeing in the face of the enemy. If order is not restored by the army's officers, then the unit may well Rout, ‘A unit that is Routed for any reason must automatically flee directly away from the source of its panie (Le. if an artillery battery inflicts enough casualties on the unit to Rout i, then the unit should be tured directly away from that battery before fleeing in a dead straight line away from if). Place a Routing counter next to the Routed battalions are arranged ina. rough skitmish-type order, facing away from the enemy. All the rules for terrain affect fleeing movement ~ s0 if a unit flees through Difficult terrain, for example, it must roll its flee clistance and then halve whatever portion is travelled through the Difficult terrain feature. Fleeing {oops contacting impassable terrain will attempt to move around it by the shortest possible coute, Routed troops have no TAC points, just as if they were Disordered, and may do nothing else in a turn except to flee, Routing units must take a Command check at the start Of their next tum to see if they rally. If the test is passed, the unit stops fleeing and becomes Disordered instead. Ithe testis failed, the unit flees again. If the is an enemy unit within 6, they will turm and flee dligectly away from the closest enemy. Otherwise, they will flee directly towards the nearest table edge by the shortest possible route lroops may never pass within 1" of an enemy unit If there is no other way t0 go, they will simply Stop running and test again fo rally’ next carn if they survive, If they contact a friendly unit they run through them and end up on the other side. Move the unit ee though the friendly formation was not there. Tt the AAccing uni’s movement is not cnough to take i completely clear of the friendly unit, it will sill fee through them ~ simply place the Routed init 1" clear Of the friendly formation. ‘The friendly unit does not come through this encounter completely unaffected, however ~ see the Panie rules that follow PANIC Being shot at or hacked at in combat are not the only reasons for a unit to lose heart, Seeing one's friends battered and bloodied, and watching trusted comrades um tail and flee is often enough to send a ripple of Panic through an army, causing nearby units to waver A unit must « for Panic as soon xs either of the following crite + A routed friendly unit flees through them. * A friendly unit within 6" is wiped out. Take a Command check. Ifthe test is passed, there is no effect and the unit continues to fight as normal, If the test is failed, the unit becomes Disordered, However, ifthe unit has no unit commander (pethaps because he has been killed in combat), it Routs instead, fleeing directly away from the nearest enemy unit, ROUTING EXAMPLE A; FLEEING THROUGH DIFFICULT TERRAIN ROUTING EXAMPLE B: FLEEING THROUGH FRIENDLY UNITS “Move out of friendly unit by 1" to determine final position The key to victory in the Napoleonic Wars was siviking a fine balance between each of the main types of unit: Infantry, Cavalry and Actllery. AIL acted differently on the battlefield, and all were a vital part of any battle plan. In Waterloo, each of these three types of unit has its own special niles, and is also divided up into several sub-classes. For example, infantry can be line or light iojantry, cavalry can be light or heavy, and artillery can of several types of gun, each with its own specialities and effects. Amidst all of this variety ~ and holding it all together ~ isa fourth unit type, officers, voth the steadying hand of individual units and the niaster tacticians who watch over the battle from afar. This section, then, compiles all of the common rules ‘or units and officers, Jn most cases itl be faicly obvious which unit type category a model falls into, but as unit type is essentially an extension of the characteristic profile, you'll find thar information in the Army Lists section, beginning on page 107. DAMAGE THRESHOLD As described catlier, a unit's Damage Threshold is the number of wound markers it can sustain before one of its companies is removed from play. For convenience, the Damage Threshold for cach unit type is listed her INFANTRY Infantry units comprise men on foot, and form the backbone of most Napoleonic armies, They are flexible units and represent the only practical method of taking. and holding key battlefield objectives, trom walled fields to huge fortresses. In games of Waterloo they are fielded in battalions ~ a fighting formation comprising jable number of companies, The main game rules in most cases, written from the point of view of infantry, and as such you'll find that infantry have the Fewest exceptions to the core rules than the other unit types in the game, Infantry may be versatile, but they struggle against cavalry due to the extra manoeuvrability and strength of mounted troops. Asa result, infantry may not charge cavalry without first passing a Command check, LINE INFANTRY BATTALION Line infantry is the ‘standard! unit type in games of Waterioo, with no special rules. However, most battalions have the option of taking flank compan their number (usually Light or Grenadier companies), purchased as ‘upgrades’ from the army list, which confer special rules upon the unit as described on ages 68.70) Damage Threshold: 6 UNITS AND OFFICERS LIGHT INFANTRY BATTALIONS Most Napoleonic forces infantry battalions — entire units of troops who were well trained in skirmishing tactics, scouting techniques and, sometimes, advanced marksmanship. The British, for example, employed both standard light infantry battalions and elite riflemen battalions; the latter were fewer in numbers but well armed, and every man was a crack shot, Light infantry battalions should not be confused with light infantry flank companies, which were discussed earlier. Regarclless of their particular armament and battlefield prowess, all light infantry battalions have the following special rule in. common: Skirmishers: Light infantry may adopt the Skiemish Order formation in addition to the usual infantry formations (see the Movement phase rules), Damage Threshold: 4 mployed some form of light "he 330 Regiment fot in eau ofan, ) THe Ruies Ait i hatte mat are ‘ose tnt — ini a ‘ct single compen CAVALRY Cavalry units are, obviously, those formations made up of horsemen, Heavy Cavalry specialise in performing devastating charges, using the momentum of mount and rider to smash enemy formations apart, whilst Light Cavalry perform more of a scouting and harrying role GENERAL CAVALRY RULES Regardless of what type they are, heavy or light, all cavalry units are subject to the following rules Melee Specialists: Due to their vantage point and the specialist combat training afforded the typical cavalryman, cavalry squadrons strike before infantry and artillery in combat, unl fantry are in square, in which case strikes order of Fighting Skill Refused Charges: There are times when a cavalryman knows that a heroic charge is pure folly, and even ihe wanted to try it, his mount would shy away from the danger. In battle, this most commonly oecurs when a cavalry squadron is confronted by a unit of infantry in ‘square formation. AS a result, cavalry cannot charge infantry in square unless they first pass a Command check. Unless the squadron is armed with lances, this check is made at -2 Command value (see page 54), Formidable: Such is the imposing sight of a cavalryman on the battlefield that some lightly armed units would not dream of engaging with them in melee. Arillery units must flee as @ charge reaction when charged by cavalry, and automatically count as routing. IF the artillery unit is in a defensible position, they may choose to hold rather than flee, but automatically becomes Disordered Cavalry Charge: No other units on the Napoleonic battlefield could charge with the force of heavy cavalry = the impetus and weight of the steed added to the skill at arms of the cavalryman. Cavalry companies gain an extra supporting attack in the turn they charge Go they gain 42 attacks when support +1, unless the squadron has declared a walking charge (see the heavy cavalry ules, below). This bonus is lost against infantey in square. Opportunity Charge: One of the henefits of the cavalry squadron is its mobility. When combined with e, opportunistic nk before the Ifa friendly cavalrymen can spot an exposed ‘enemy even realises the danger they a unit within the cavalry squadron's charge arc is charged by an enemy, then the cavalry squadron may spend a TAC point to mount a charge of opportunity on the enemy. Declare the opportunity charge first, wait until the enemy units original charge has been resolved, then check that the unit is an eligible target and range, From this point on, it counts as a regular charge. Damage Threshold: 2 HEAVY CAVALRY SQUADRONS In addition to the cavalry special rules above, heavy: cavalry squadrons have somie additional rules. Heavy cavalry were so called because they used heavy horses, carrying men who were tained in shock tactics and sabre fighting. This combination of strong, skilful men and a mountain of horse-flesh was incredibly effective, but if the horsemen found themselves out of position they were susceptible to enemy counter charges. Charge Impetus: Nothing hits harder than a heavy horse carrying its sword-wielding rider, Heavy cavalry ‘compantes locked in combar receive +2 attacks in the turn they charge instead of the usual +1, except against infantry in square, Break the Line: Heavy cavalry rely on shock tacties ~ a decisive charge to force the enemy to break, If heavy ‘cavalry defeat a unit in combat, then the defeated ‘enemy will always rout if it fails its command check, rather than become Disordered. Enemy heavy cavalry Units and infantry in square are immune to this effect hares Heavy cavalry units instead of Te be before’ s not gain the b ly afforded “cavalry, However, charging is mach more intimidat d by the si ching towards them, cwirling, «atillery units charged in this way are at Command value from the moment the harge is found to be in range, to the end of the turn, CAVALRY SQUADRONS alry units do not have the sheer force of heavy cavalry, and thei batlefield role is, accordingly their heavier, more aggressive cousins. 3 Th that they may lescrihed, rules However, units. in ed for their combat and so light cavalry do not ry Charge special rule 66 Without cavalry, batt are without result.9 9 - Napoleon One of the most terrifying images of a Napoleonic battle is thar of artillery fire ripping through tightly- packed ranks of men, Given the devastating effect th artillery hac wonder that so many men ed the ave bombardment ~ a true testament to the bravery of th common soldier, There were several types of artillery available to Napol is well as a sel (of ammunition types, Reg ‘of type he following rule rd As a result, ver charge into melee. Finally, on above, artillery 5 must flee as a charge reaction when charged by alry, and automatically count as routing. If the lery unit is in a defensible position, they may choose to hold rather than flee, but automatically becomes Disordered, y batteries may bed in the n_by enemy troops, na +1 modifier to their cover and gain a cover save of G+ even when in the open, to represent their cug-in positions and the by their guns. In addition, v fired upon by enemy artillery, roll a D6 for each successful hit; on 2 1 o¢ 2, the shot is resolved against the guns ¢hard ), while on a 3+ it is resolved against the crew (soft targets). @ We Ruts tes oct riery tng tei ts canon ‘Targeting independent officers: There may be times when players wish to snipe at unprotected “enemy officers with their artillery, and it is certainly possible 0 do so. However, picking out independent officers oon a large battlefield is very difficult. To represent this the number of hits inflicted on independent officers by artillery fire is halved, rounding. fractions dow represent the decreased chance of hitting 2 lone fi ‘or small group on the battlefield Damage Threshold: 4 FOOT ARTILLERY RULES Batteries of foot artillery were intended to support the rest of the army from fixed positions on a battlefield. The guns were still drawn onto the Field by Horses, but the men marched on foot, and the batteries often A foot artillery batte single, large company base, which includes the antllery piece plus four erew models. One shot is allowed for each artillery base in the battery, If the is represented in the game by a battery includes different types of artillery piece these are represented by a single model of the appropriate type. So, for example, when choosing 4 British Foot Anillery battery, your can choose up to three 91b (medium) cannons, and one of these can be swapped out for a Howitzer, In addition to the rules given above, foot artillery batteries have the following rules Hefty: Foot artillery can be moved in the Movement Phase up to 4", However, batteries moving on foot may only move through open terrain ~ this represents the difficulty of dragging a heavy gun around. the battlefield! To turn, artillery must wheel in the same way as other units, Limbers: As an alternative method of manoeuvre, foot anillery can be limbered to a team of horses, then lowing (© move more quickly. Limbered artillery may not fire. Limbering counts as a full move, although unlimbering does not ~ therefore an artillery hattery an be limbered in one Movement phase, and both ‘move and unlimber in the next. Spike the Guns!: When a foot artillery battery flees oF routs, the crew spike the guns and then flee on foot ‘The artillery pieces are renclered useless for the rest of the game Gemove the models from play), while the crew are replaced by a single company of light infantry, with no weapons, Gunnery Officers: If the battery includes a commander, he can either be based with one of the _gun crew oF separately, in which case he is positioned behind one of the batteries as shown. HORSE ARTILLERY RULES Unlike foot artillery, batteries of horse artillery were hot expected to stay in the same battlefield position for Jong, and so the limber teams were kept close at hand during the battle. All of the guns, wagons, gunners and officers were mounted, allowing the battery to pack up and move at moment's notice. The Russians were the first to use horse artillery, and called it ‘lying arillery’ due to its great manoeuvrability. Batteries of horse artillery use the following, rules in addition to those presented earlier for general artillery: Fast Limbers: Horse artillery picces are onganised in the same way as foot. The difference is that their limbers are usually nearer the front line, allowing for rapid redeployment of the guns. Limbers are optional models = guns in a horse artillery battery can be limbered, ‘moved and unlimbered in the same Movement phase, so the models arent. strictly necessary; they're just eye candy! If you do include limber models, they should be positioned behind the ‘auns, no further than 12" away. When a horse artlles caction of a a result of routing, the battery automatically limbers the guns and takes them with it battery flees as ARTILLERY AND AMMUNITION TYPES In games of Waterloo, you have a wide range of choices 0 make about your artillery, Essentially, most mies can purchase up to four main types of weapon: cannon, howitzers, mortars and rockets. Each of these has its own set of firing rules, and most have more than one type of ammunition «0 fire CANNON ‘The most common type of anillery piece on the Napoleonic battlefield was the cannon ~ a smooth bore, muzzle-loading gun mace of brass ar iron. They were produced in a variety of sizes, from small wall-mounted swivel guns to huge 36Ib' naval guns, and were categorized by the weight of shot that they fired ~ the heavier the shot, the more powerful the gun had be, and the more damage it could inflict. Different types of ‘cannon (which in the game we call light, medium and heavy) have different ranges and damage effects, but the way they are fired is the same in any case First, you must nominate a target and guess the range When you measure, do so in a dead straight line from the cannon barrel to the target point, and mark the spot ‘The entire battery makes « single guess and nominates a single target, although each model in the battery then ‘goes on to resolve the effects of the shot separately. Now roll an artillery dice for each gun in the battery. If you roll a number, ade this figure (in inches) to you original guess 10 determine the actual spot that the shot strikes. A “MISFIRE' result on the dice means you must immediately roll on the Cannon Misfire table, opposite. Ifa unit (or artillery piece, terrain or fortification) is hit by the shot, roll fa See how many hits are inflicted, and then roll to wound for each hit (see the Artillery Tabl page 64, for the statistics of artillery shots). Hits are allocated against the whole unit, in the same way as fother shooting attacks. The initial impact point of a cannonball was historically called the ‘rst graze All cannon are assumed 10 fre standard ‘round shor, unless the player has the option to fire Shrapnel (see below). Round shot does not just stop when it hits the ground, but instead bounces through the enemy ranks {fo cause even more carnage. Roll the Anillery dice again, ‘The number rolled is the distance, in inches, of what ‘was called the second and third "geazes’ ~ the distance the shot bounces. Draw a dead straight line along the original trajectory of the shot for the distance rolled ~ any company that falls wholly of partially under this line also takes damage, as before, Ifthe original shot landed ‘within a company, the bounce will not affect that same company again — in effect a single company will only take one hit from a single cannon in a phase. Damage for round shot is shown on the Artillery table as two numbers, separated by a slash (e.g, 44/54). Any ‘company hit by the first graze, or point of impact, is ‘wounded on the first number indicated on a D6. Any ‘company uncler the line of the second geaze is wounded fon the second number instead, representing the shot losing impetus as it travels a considerable distance. ca ns_may also fire canister shot, which was designed to tear through approaching soldiers at point blank range. Canister shot does not follow the standard rules for cannon, and is instead covered separately later. Hard Targets and slopes: When cannon hit a hard target (such 2s a building), oF the apward slope of a hil, the shot will not bounce. IFa hard target is hit as part of a bounce, then the cannonball stops at the point of impact ~ work out the damage inflicted up to tat point and do not continue the bounce effect. Soft cover has no effect on cannonballs, Shrapnel Ammunition: All British cannon have the option of firing Shrapnel shot, sometimes. called spherical case shor, instead of round shot. Shrapnel was a special type of hollow ammunition designed to burst in the air, or in the midst of the enemy, and shower them with high-velocity musket balls If you choose to fire Shrapnel, you must declare its use when you choose your target, before any measurements are taken. Shrapnel does not bounce. Instead, the point of impact (usually the first graze) represents the centre of the large round tempkte, Any company partially or wholly under the template takes the number of hits indicated by the Arillery table, and is wounded on the number indicated. Shrapnel cannot harm hard targets, CANNON MISFIRE TABLE Result Barrel fouled. The gun can't move or fire this tum or next, while the crew hastily try to clear the barrel Missed. The shot misses, and has no effect. Falls short, Re-roll the antllery dice, ‘eating further misfires as a score of 0 the distance rolled is subtracted from the ‘guessed range rather than added to it ‘Tue Ruies | ef French ‘one atilry ‘unmer, 1812, ‘Dy cate Vere,

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