Vive L'Empereur! (2023)
Vive L'Empereur! (2023) Rulebook
Table of Contents
Table of Contents
- (A) Game Components
- (B) Sequence of Play
- (C) Advance Game Turn Marker Phase
- (D) Draw Activation Marker Phase
- (E) Activation Phase
- (F) Activating French Units
- (G) Activating Anglo-Allied and Prussian Units
- (H) End Phase
- (I) Prussian Arrival
- (J) Retreats
- (K) Victory and Defeat
- (L) Game Setup
- (M) The "Where Is Grouchy?" Scenario
- (N) The "New Waterloo" Scenario
- (O) Two-Player Scenario
- (P) Fixed Start Scenarios
- (Q) Historical Prussian Arrival Scenario
(A) Game Components
1) Game Map
The game map depicts the area encompassing the Waterloo battlefield. A hex grid is superimposed on the map to regulate unit movement and combat. Each hex represents an area of about 400 yards. North is the top of the map.
Some hexes include terrain features which can affect game play.
- Clear: All hexes that are not Ridge, Woods, Buildings, or River. Ex: hexes 0106 and 1802.
- Ridge: The light-brown colored hexes with a "slope" graphic indicate terrain that is higher than the surrounding terrain. Ex: hexes 1406 and 1110.
- Woods: The hexes with trees represent thickly wooded areas. Ex: 1503 and 2010.
- Buildings: The towns, hamlets and farms of the area are represented by groups of buildings and are each named. Ex: 2011 and 0204.
- Walled Buildings: The red-outlined hexes of Hougoumont (0409), La Haye Sainte (1007) and Papelotte/La Haye (1607) are sturdy and well-protected farms.
- River: The rivers and streams located on the battlefield are represented along hexsides. Ex: between hexes 1313/1414.
- Road: Throughout the map are white lines showing the Belgian road network. Ex: 1611 and 0903.
- Elevations: There are only two elevations in this game: Ridge (higher) and Flat (lower). Ex: Hex 0808 is Flat and hex 0807 is Ridge.
2) Unit Counters and Markers
There are three separate armies in the game – the French Army (controlled by the player), the Anglo-Allied Army (Wellington's hodge-podge army of British, Germans and Dutch-Belgians) and the Prussian Army (under Blucher).
Most unit counters represent a full Division of troops, with some exceptions: all French Imperial Guard infantry units are Brigades, as are some other special units. These are all classified as "Small Units" for game purposes.
a. Unit Counter Information
Each side's unit counters represent the actual fighting troops that were deployed (or could have been deployed) onto the Waterloo battlefield.
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Unit Army: The background color of the counter, along with its soldier iconography, identifies to which Army the unit belongs: Light Blue = French, Light Red = Anglo-Allied and Gray = Prussian. For the Anglo-Allied Army, blue-uniformed troops with a yellow flag indicates a mostly Dutch-Belgian unit; green-uniformed troops with an orange flag indicates mostly German troops from Nassau; black-uniformed troops with a yellow/light blue flag are troops from Brunswick; all other units are British (including KGL and Hanoverian) troops. These distinctions may be significant for gameplay effects.
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Unit ID: Along the top of the French counters and along the bottom of the Allied and Prussian counters is a colored banner with the name of the unit and its Corps designation. The entire Unit ID banner is color-coded by Corps to make Unit Activation and identification easier.
- If an "(OG)" is shown next to the unit's name, it is part of the Old Guard.
- If a "(YG)", the unit is from the Young Guard.
- Unique Corps ID's: "CC" = Uxbridge Cavalry Corps; "RC" = Wellington Reserve Corps; "IG" = Drouot Imperial Guard.
- Cavalry: Under a Cavalry unit's Corps entry is a two-letter code indicating the unit's "weight": "HC" = Heavy Cavalry; "LC" = Light Cavalry.
- Detachment Units: Garrisons of the Walled Building hexes.
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Unit Type Graphic: In the center of the counter is a graphic indicating the type of troops the unit counter represents. These are: Soldier (Infantry type unit), Mounted Trooper (Cavalry type unit) or Cannon (Artillery type unit).
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Strength Points Factor (SP): The red number on the counter is the unit's complement of soldiers, expressed as the unit's SP.
- Small Units: Units with an asterisk (*) by the SP value are "Small Units" and may stack with one other unit of any size.
b. Marker Information
Throughout the game, markers are used to keep track of various functions and conditions or to activate units.
- Shaken/Disrupted: This marker is used to designate the deteriorated condition of the accompanying unit. The "Shaken" side indicates that the unit's ER is reduced by one (but never lower than "1"). The "Disrupted" side reduces all a unit's values by one. So, it reduces a unit's ER, SP, and AF by one each (again, never lower than "1"). This applies whether the unit counter is on its Fresh or Battleworn side.
- Activation: Most of these markers are placed into a container. Only the Prussian Corps markers are left out and placed on the Game Turn Track instead. Each Corps in the game has its own Activation Marker plus there are four Commander Activation Markers – two Napoleon, one Wellington and one Blucher. These markers are randomly drawn from the container each Activation Phase to determine which formation or Commander activates next.
- Miscellaneous Markers: Other markers are used to track information (such as the "Game Turn" marker) or used as a reminder of special game conditions (such as the "Reverse Slope" marker). These are discussed in their appropriate sections.
3) Dice and Container
The game includes six-sided dice (D6) of two different colors, which are used throughout gameplay. The player needs to supply a container – a cup, bag, or bowl – from which to draw Activation Markers.
- "11–66" Dice Rolls: When the player is asked to roll two dice on the various Activation Tables, the first die of one color represents the first digit, and the second die of a different color represents the second digit of a two-digit number. This generates a result from "11" through "66". Cross reference this result on the appropriate table.
(B) Sequence of Play
Vive L'Empereur is played over twelve Game Turns. Each Game Turn (representing roughly one hour of real time) is played in a sequence of four Phases. Each Phase must be completed before moving on to the next Phase.
- Advance Game Turn Marker Phase
- Draw Activation Marker Phase
- Activation Phase: The player resolves each drawn Activation Marker, using normal procedures for that type of marker. After doing so, revert to the Draw Activation Marker Phase. If the last Activation Marker has been drawn and any held markers played, proceed to the End Phase.
- End Phase
(C) Advance Game Turn Marker Phase
During this phase, the player moves the "Game Turn" marker up one box on the Game Turn Track to the next higher-numbered Game Turn. This phase is skipped on Game Turn #1. If you have completed Game Turn #12, the marker is not moved, and the game is over.
- If the "Game Turn" marker enters a box with one or more Prussian Corps Activation markers, immediately place the Activation marker(s) into the container and deploy the associated Prussian units as per section H.
(D) Draw Activation Marker Phase
Place all Corps and Commander Activation Markers in the game (not those Prussian Corps Markers on the Game Turn Track) into the container. Then randomly draw one Activation Marker from the container. Play proceeds depending on the type of marker drawn. After being enacted, the marker is placed into the Used Activation Markers Box.
1) French Corps Activation Marker
If any of the French Corps Activation Markers are drawn, the player will activate any or all the units from the listed Corps (only). No other units can be activated.
- a. Unit Actions: Each unit from the activated Corps may conduct one Unit Action. Units can be activated in any order, but each Unit Action must be concluded before another unit activates and conducts a Unit Action.
- b. Napoleon Has Humbugged Me, By God!: The player may opt to hold any drawn French Corps Activation Marker throughout the turn instead of playing it. If so, the held marker may be played immediately before drawing a new Activation marker and the held marker is treated as if the player just drew it. Only one French Corps Activation Marker may be held, in addition to one or two Napoleon Commander Activation Markers (see below).
2) Anglo-Allied and Prussian Corps Activation Markers
If any of the Anglo-Allied Corps Activation or Prussian Corps Activation Markers is drawn, the player consults the Anglo-Allied/Prussian Corps Activation Table player aid and rolls two dice, getting a number from "11–66". That dice result is cross-referenced on the appropriate table and the resulting entry instructs the player how to activate the units from the activated Corps (only). Note that Detachment units never activate using this procedure – they use a separate, unique procedure which is detailed on the player aid.
3) Commander Activation Marker
If any of the four Commander Activation markers is drawn – Wellington, Blucher or either Napoleon marker – the player consults the corresponding Commander Activation Table on the player aid.
- a. If either Napoleon Commander Activation Marker is drawn, hold the marker (both may be held at the same time if you wish). Consult the Le Petite Caporal Table and you may choose one of the five special actions to conduct at the eligible time as detailed for that action. The marker is discarded after you decide to use it. If unused by the end of the Game Turn, it is discarded with no effect.
- b. If the Wellington Commander Activation Marker is drawn, first Rally one Anglo-Allied unit. Then consult the Old Nosey Table and roll two dice to get a number from "11–66". Cross reference that result with the entry on the table and follow its instructions.
Please note that not all situations and conditions can be accounted for with these Activation Tables. Use them as guidelines and, if in doubt, your best judgement should dictate how to resolve a particular move or attack decision.
- c. If the Blucher Commander Activation marker is drawn, the player first rolls a die for each Prussian Activation Marker on the Game Turn Track to see if it moves on the track. Then one Prussian unit is Rallied. Finally, roll two dice to get a number from "11–66" and consult the Alte Vorwärts Table.
Note that Wellington is the overall Anglo-Allied Commander and also the commander of the Reserve Corps (RC). When his "Commander Activation" marker is drawn, use the above procedure; when his "Reserve Corps (RC)" marker is drawn, roll for a normal Anglo-Allied Corps Activation.
(E) Activation Phase
This phase consists of the player activating French, Anglo-Allied or Prussian units depending on the type of marker drawn in the Draw Activation Marker Phase. French units are activated as the player wishes; Anglo-Allied and Prussian units are activated per the result rolled on the Activation Tables; the Wellington and Blucher Commander Activation markers are resolved per the result rolled on the appropriate tables; the Napoleon Commander Activation marker is used as desired.
After completing the relevant activation, return to the Draw Activation Marker Phase and draw a new marker if there are any left in the container. If not and any desired held markers have been played, proceed to the End Phase of the Game Turn.
(F) Activating French Units
If a French Corps Activation Marker is drawn, each unit of the Corps named on the marker may activate during the Activation Phase. The player finds the units belonging to that Corps and activates each unit, one at a time and in any order desired, with one Unit Action. The activated unit has its action fully resolved before the next unit can activate with its own Unit Action. A unit may do nothing if the player wishes. The eligible Unit Actions are: Manuever, Bombardment Combat, Rally and Close Combat.
1) Manuever
Manuever is used to move a unit without it engaging the enemy or conducting any combat. Units are moved from their current hex directly to an adjacent hex, up to their maximum allowance.
- a. Movement Allowances:
- Infantry and Artillery units move up to 2 hexes.
- Heavy Cavalry (HC) units move up to 3 hexes.
- Light Cavalry (LC) units move up to 4 hexes.
- b. Forced March: The player may increase the unit's Movement Allowance by 1 additional hex, but it must then take an Elan Test. If the test is failed, the unit takes one Step Loss (representing injuries and stragglers).
- c. Difficult Terrain: A unit must stop moving when it enters a Woods, Buildings, or Walled Buildings hex, except when following along a Road.
- d. Enemy Threat: A unit must stop moving when it enters a hex adjacent to an enemy unit (exception: Cavalry Charge). The unit may move away from an adjacent enemy unit but must stop if it again moves adjacent to the same or different enemy unit. Note that the moving unit must halt even if the hex adjacent to the enemy unit is occupied by a friendly unit.
- e. Slowing Terrain (Uphill): If a unit moves from a Flat elevation hex to a Ridge elevation hex, that hex counts as two hexes against the unit's Movement Allowance. If a unit has only one hex remaining in its Movement Allowance, it can't move onto the Ridge hex.
- f. Prohibitive Terrain (River Crossing): A unit may not cross a River hexside, except along a Road.
- g. Roads: Moving from hex to adjacent hex while following along a connected Road negates the Difficult Terrain, Slowing Terrain, and Prohibitive Terrain penalty but not an Enemy Threat penalty.
- h. Unit Stacking: Normally, only one unit may be in a hex at the end of a unit's movement (see exception below). Any number of units may pass through other units during movement. If at least one unit is a Small Unit (see A2), then two units (only) may stack in a hex.
Note that the Maneuver Order cannot be used to launch a Close Combat attack on an enemy unit.
Maneuver Example: Ryan draws the "Kellerman III Cav Corps" Activation Marker from the container and thus activates that Corps. It only has two units – L'Hertier is in hex 0311 and D'Hurbal is in 0312. Both are Heavy Cavalry units and thus have a normal Movement Allowance of 3 hexes. He moves L'Hertier to 0211 – 0210 – 0209 and then decides to use Forced March to enter hex 0308 (this is a Forced March because a Heavy Cavalry unit is moving into a fourth hex, exceeding its normal allowance). The unit must then take an Elan Test, but Ryan's not worried as the unit's ER is "5". He rolls a die and gets a 5, barely passing! Phew! Note that if he had moved the unit directly North, 0310 – 0309, it would stop its move in 0309 as it would be adjacent to an enemy unit (the Hougoumont Detachment unit). He then moves D'Hurbal to 0311 and then 0411, which costs 2 hexes as it is moving from Flat terrain to Ridge terrain. The unit thus uses all its normal Movement Allowance (and Ryan does not wish to use Forced March in this case). Note also that if the Jerome Infantry unit ( from II Corps), for example, was already in hex 0411, D'Hurbal could not end its movement in that hex as it would be over-stacked. The III Cav Corp's activation is now finished.
2) Bombardment Combat
A Bombardment Combat Unit Action reflects the unit deploying and positioning its attached artillery batteries. It is used to barrage the enemy with maximum firepower. The active unit declares the Bombardment fire against one eligible enemy unit, which is designated as its target. If there are two units in the targeted hex, the unit may only fire upon one of them.
Note that all three types of units may conduct Bombardment Combat if they have an Artillery Factor (AF). Do not use a unit's SP value for Bombardment Combat!
- a. Maximum Range: "Heavy" Artillery units may fire no farther than 4 hexes; all other units may fire no farther than 3 hexes.
- b. Line of Sight (LOS): Draw an imaginary line from the center of the firing hex to the center of the target hex. If an LOS is blocked, the Bombardment against that target cannot be made.
- The LOS may pass through a hex containing other units of either side.
- The LOS is blocked if it passes through an intervening Ridge hex and both the firing and target units are on Flat hexes.
- If both hexes are on the same elevation and there is an intervening Woods, Buildings or Walled Buildings hex also at the same elevation, the LOS is blocked.
- If a unit is firing uphill (Flat to Ridge) or downhill (Ridge to Flat) and there is an intervening Woods, Buildings or Walled Buildings hex on a Ridge hex, the LOS is blocked.
- If the LOS is drawn exactly along a hexside, the LOS is blocked if either hex is blocking terrain.
- c. Bombardment Dice: Units reference their Artillery Factor (AF), which is the initial number of dice the unit rolls. The number of dice rolled can be modified by certain conditions. A unit with a printed "0" AF rating can never conduct Bombardment Combat.
- d. Dice Adjustments: Increase the number of dice rolled for each of the following applicable cases:
- Plunging Fire: +1 die if the firing unit is on Ridge terrain and the target is on Flat terrain.
- Canister: +1 die if the firing unit is adjacent to the target unit.
- Target in Square: +1 die if the target unit is an Infantry unit in a Clear hex (only) and it is adjacent to an enemy Cavalry unit.
Note therefore, that to score 1 Success on a detachement unit in a Walled Building hex, you would need to roll two "6's".
- h. Bombardment Combat Success Application: If the firing unit scores at least 1 Success, the target unit loses one Step (see A-2a Unit Steps). This is recorded by placing the necessary "Shaken / Disrupted" marker and/or flipping the unit to its Battleworn side. Step losses are cumulative. Note that this is the best result that can be achieved by a Bombardment Combat – multiple Successes from a single Bombardment Combat still results in only one Step Loss against the target unit.
Bombardment Example: David draws the "Reille II Corps" Activation Marker from the container. He is also holding a "Napoleon" Commander Activation Marker, which he drew earlier in the Game Turn. He decides to use his Napoleon marker now for its "Pas de Charge" ability, which allows all II Corps units to either move one hex free before doing another Unit Action, or it simply increases their Movement Allowance by one. He discards both the "Napoleon" marker and the "Reille II Corps" marker to the Used Activation Markers Box and proceeds with the II Corps activation. Foy is in hex 0910 and he moves it to 0909 as its free hex move. Dave then has the unit conduct a Bombardment Combat against the Anglo-Allied 1/Reserve Artillery unit, which is in hex 0707. It is three hexes away (thus it is in Range) and in LOS. He rolls two dice for Foy's "2 AF" rating (importantly, note that for Bombardment Combat units use their Artillery Factor rating – not their SP). The Target Number for the 1/Reserve unit is "4" because it is in Clear terrain (note that it would not get the benefit of the "Reverse Slope Deployment" Allied marker - if it was in play - because only Infantry and Cavalry earn that benefit). He rolls a "5" and a "6", which are two Successes. This results in a Step Loss for the 1/Reserve unit. It is given a "Shaken" marker for the Step Loss. Dave then has the Pellitier Artillery unit fire at the Hougoumont Detachment unit from hex 0610. It gets three dice for its "3" AF plus one die for Plunging Fire (Ridge to Flat terrain). The Detachment's Target Number is "6" for the Walled Buildings. Mike rolls "2", "3", "6" and "6" for two Partial Successes, which equal one Success and thus a Step Loss. The Hougoumont Detachment gets a "Shaken" marker. Dave then continues on activating the remainder of the II Corps units.
3) Rally
The Rally Unit Action allows a unit to recover some casualties and reorganize. Eliminated units cannot Rally.
- a. A unit may recover one Step loss by removing or downgrading a marker (only). A "Shaken" marker is removed; a "Disrupted" marker is flipped over to its "Shaken" side.
- b. Rally only adjusts or removes a marker. A unit on its Battleworn side never flips back over to its Fresh side.
4) Close Combat
This Unit Action simulates an active Infantry unit moving to within small arms firefight range with the enemy (only about 50 yards at most) or in some rare cases, conducting an actual bayonet charge. If the active unit is a Cavalry unit, this represents a cavalry charge. Artillery units may not use this Unit Action. Only one unit may conduct a Close Combat attack at a time (but adjacent friendly units will provide support – F4-f). The active unit is the attacking unit, and the targeted enemy unit is the defending unit.
- a. Multiple Defenders: If the defending hex has two units in it, the attacker can only attack either one. The other unit is unaffected, and the attacker cannot occupy the hex, even if it wins the Close Combat.
- b. Infantry Unit Close Combat: An Infantry unit must begin its activation adjacent to the enemy unit it wishes to attack in Close Combat.
Note again that in order to attack in Close Combat, the unit must begin the Unit Action adjacent to the intended target of the attack. Units may not conduct normal movement under a Maneuver Order and then launch a Close Combat attack.
- c. Cavalry Withdrawal: If a French Cavalry unit has a Close Combat attack declared against it by an enemy Infantry unit (only), but before the Infantry unit takes its Close To Contact Test (see below), the Cavalry may opt to "lose" the combat and Retreat up to two hexes. No dice are rolled, no Step Losses are inflicted, and the Infantry "wins" the combat and advances into the hex (if empty). Normal Retreat Move rules apply.
- Anglo-Allied and Prussian Cavalry units attacked by a French Infantry unit will take an Elan Test. If failed, they will Retreat two hexes. If passed, they remain in place and resolve the Close Combat.
- d. Close To Contact Test: An attacking unit must first pass an Elan Test.
- If the test is failed, an Infantry unit may not Close Combat or Move, but may issue Bombardment Combat at the intended target of the charge as Desultory Fire (see F-2d). If the attacking unit is Cavalry, it may not issue Desultory Fire.
- If the test is passed, the unit moves into the hex with the targeted enemy. If the unit passes by two or more, (ex: rolling a "2" with an ER of "4"), the unit gets a Confident bonus.
- e. Close Combat Dice: Both units roll dice against one another in the combat (you can roll separately or simultaneously using differently colored dice).
- The attacking unit rolls a number of dice equal to its SP value.
- The defending enemy unit rolls a number of dice equal to its SP and AF values added together.
- f. Dice Adjustments: Increase the number of dice rolled for each unit if any of the following apply:
- Confident: Attacker: +1 die if unit passed its Close To Contact Test by at least 2 points.
Close Combat Dice example: Steven has the Shaken French unit Foy on hex 1207 and attacking the British Picton unit on hex 1206 (both units are on their Fresh sides). Foy conducts a Close Combat attack and rolls a "1" for its Close to Contact Test (thus passing the test and doing so Confidently) and moves into 1206 (on top of Picton). The French units Bachelu and Donzelot are in hexes 1106 and 1306, so also adjacent to Picton. Steven will roll 8 dice for Foy (5 dice for Foy's SP, +1 die for being Confident and +2 dice for the Enfilade effect of two friendly units). Picton will also roll 8 dice (5 dice for Picton's SP + 2 dice for its AF + 1 die for Downhill Fire).
- g. Target Number: The Target Number for each unit is the enemy unit's Elan Rating. The defender's Target Number can be adjusted (see below).
- h. Defender Target Number Adjustments: The defending unit can have its Target Number increased during the Close Combat if any of the following apply:
- Cover: Defender +1 if defender is in a Woods or Buildings hex or a non-Detachment unit in a Walled Building hex.
- Heavy Cover: Defender +2 if defender is a Detachment unit (only) in a Walled Buildings hex.
- River Barrier: Defender +1 if attacker crossed a River hexside (i.e., at a Bridge) entering the attacked hex.
- The Target Number can never be higher than "6" regardless of accumulated modifiers.
- i. Close Combat Resolution: The player rolls all the dice for each side simultaneously (as figured in E-4 e&f) and compares each die roll result to the opposing unit's Target Number (as figured in E-4 g&h).
- Each die result greater than the opposing unit's Target Number = 1 Success
- Each die result equal to the opposing unit's Target Number = 1 Partial Success
- 2 Partial Successes = 1 Success (1 Partial Success is ignored and has no effect).
- j. Close Combat Success Application: The player determines the number of Successes scored by each unit against the opposing unit. Each unit applies a number of Step Losses equal to the number of Successes scored against it by the opposing unit, up to a maximum of 3 Step Losses. Any Successes greater than three are ignored for purposes of applying Step Losses (only) but they are not ignored for determining the winner and loser of the combat (see below).
Note the difference between the total number of Successes scored and the number of Step Losses applied. It is possible for both units to take the same number of Step Losses but for one to win the combat. For example, if an attacking Anglo-Allied unit achieves 5 Successes against a defending French unit that achieves 4 Successes, both sides would lose 3 Steps (the maximum), but the Anglo-Allied unit wins the combat (scoring more Successes).
- l. Cavalry Charge Close Combat: Cavalry units attack in Close Combat only via a Cavalry Charge. This is resolved exactly like Infantry Close Combat, but with some important exceptions.
- Cavalry units may not Close Combat attack enemy units located in Woods, Buildings or Walled Buildings hexes or across River hexsides, even at a Bridge. It may move through other friendly units.
- Cavalry units do not need to start adjacent - they may be up to two hexes away but must have a Line of Sight (see F-2b) to the intended target unit to conduct a charge. If two hexes away, the unit moves into the hex adjacent to the intended target but it may not enter a Woods, Buildings, Walled Buildings hex or cross a River hexside. That adjacent hex may also be adjacent to a non-targeted enemy unit as long as that enemy unit is itself adjacent to the intended target hex (thus ignoring the normal Enemy Threat movement restriction – F1d).
- Close to Contact Test: If the Cavalry fails the test, it remains in the hex adjacent to the target and its activation ends there. It may not conduct Desultory Fire like Infantry. If that hex is over-stacked, the unit moves back to its start hex (this is not a Retreat). If it passes its Close to Contact Test, the Cavalry unit is moved into the target hex.
- Form Square Test: If the Cavalry unit passes its Close to Contact Test and the defending enemy unit is Infantry, the Infantry unit takes an Elan Test. This does not apply to defending Artillery and Cavalry.
- If passed, the Infantry unit increases its Elan Rating by +2.
- If failed, the Infantry unit decreases its Elan Rating by -2.
- Additional Cavalry Charge Adjustments:
- +2 dice if "Heavy" Cavalry is attacking
- -1 ER to defending Artillery units
- Blown Horses: The attacking Cavalry unit will suffer an additional Step Loss. This is applied after the combat is resolved and does not affect winning and losing unit determination. This effect is not applied if the unit did not pass the Close to Contact Test.
Close Combat example: Using the previous Close Combat Dice example involving Foy versus Picton, both units are now sitting in the same hex and engaged in Close Combat, with both rolling eight dice each. Foy's Target Number is equal to its Elan Rating, so it is a "3" (an ER of "4" reduced by one due to being Shaken) while Picton's Target Number is "5" (its Elan Rating). Steven grabs eight blue dice for the French unit and eight red dice for the British unit and throws all sixteen dice at once. The blue dice read "2", "2", "2", "3", "4", "5", "5" and "6" and the red dice are "1", "1", "2", "3", "4", "5", "6" and "6". Foy therefore scores 2 Successes (for the two "5's" and the "6") while Picton scores 4 Successes (for the "4", "5" and two "6's"). Thus, Picton wins the combat and Foy must Retreat two hexes. Foy receives three Step Losses (the maximum) and is flipped over to its Battleworn side and given a "Shaken" marker. Because it became Battleworn, it must also take a Panic Test. Steven rolls a die against Foy's ER of "2" (ER of "3" but reduced by one for being Shaken). He rolls a "4" so the unit fails and must Retreat an additional hex. Picton suffers two Step Losses and Steven places a "Disrupted" marker under the unit.
(G) Activating Anglo-Allied and Prussian Units
If an Anglo-Allied Corps Activation or Prussian Corps Activation Markers is drawn, the player consults the Anglo-Allied/Prussian Corps Activation Table.
- If the Detachments Activation Marker is drawn, follow the instructions as detailed on the player aid in the Detachment section. Each of the three Detachment units has its own set of instructions to follow. Detachment units never move, Bombard, or attack in Close Combat.
- If any of the Corps Activation Markers are drawn, the player rolls two dice, getting a number from "11–66". That result is cross-referenced on the appropriate table and the resulting instructions are followed. They will detail how the player moves and combats with the units from the activated Corps (only) and sometimes different types of units will act differently.
- Enemy Movement and Target Priorities: When moving Anglo-Allied and Prussian units and there are multiple eligible hexes to enter, follow the priority list to determine which hex will be moved into next by the unit. When targeting French units for Bombardment or Close Combat and there are multiple options, follow the Target Priority list to determine who the unit will attack.
Anglo-Allied Activation example: Fred has drawn the "Hill II Corps" Corps Activation Marker and thus rolls two dice on the Anglo-Allied/Prussian Corps Activation Table. He rolls "56" which is "Reinforce/Recapture". Since this is the first Game Turn, all of Hill's units are still in their starting hexes. Earlier in the turn, Fred had activated Kellerman and moved those units per the Manuever example on page 5. Reading the "Reinforce/Recapture" instructions, only units within four hexes of a VP Hex under threat or within four hexes of a French unit adjacent to that VP hex will activate. Hougoumont is the only VP hex that qualifies and all three units in Hill's II Corps therefore qualify to activate. Starting with any unit he wishes, Fred moves Clinton to hex 0408, which is both adjacent to Hougoumont and the threatening French unit L'Hertier (in hex 0308) and thus it stops there. He then moves Mitchell into hex 0307, which is adjacent to L'Hertier who is also adjacent to Hougoumont. Finally, Fred moves Halkett its Movement Allowance of 2 hexes by moving to hex 0305 and then 0306, which is both moving closer to the qualified VP hex and avoiding changing elevation (which is why is does not choose hex 0406 to enter).
(H) End Phase
After completing the current Activation Phase, the player will check the container. If there are any Activation Markers remaining or held, return to the Draw Activation Marker Phase. If no markers remain in the container, the player removes any markers from the Allied Condition Markers Box and then replaces all the Activation markers from the Used Activation Markers Box back into the container. Unused held French Activation Markers (Corps and Napoleon) are returned to the cup. Then proceed to the next Game Turn's Advance Game Turn Marker Phase.
(I) Prussian Arrival
If the "Game Turn" marker enters a box that contains a Prussian Corps Activation Marker or such a marker is moved into the box with the "Game Turn" marker, that Prussian Corps has arrived and will enter the game. Each Prussian Corps Entry Hex is as follows:
- Bulow (IV Corps) enters at hex 2011
- Pirch I (II Corps) enters at hex 2009
- Ziethen (I Corps) enters at hex 2003
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When the Corps arrives per the above, Prussian units are immediately entered as follows:
- a. The arriving Corps' Cavalry unit is first placed onto the assigned Entry Hex (this is not considered to be movement). That unit is then moved normally along connected Road hexes toward either the closest Plancenoit hex (for Bulow and Pirch I) or Papelotte hex (for Ziethen). The Cavalry unit moves its' entire Movement Allowance or until it moves adjacent to a French unit.
- b. The player then chooses any Prussian Infantry unit from the arriving Corps and conducts the same placement and movement as the Cavalry unit but using the Infantry Movement Allowance.
- c. Further Infantry units are entered and moved in this manner until the Entry Hex for that Corps is fully stacked (per the Unit Stacking rules – see F1-h). No more units are entered until the Corps activates normally.
So, the maximum number of Prussian units that can be initially entered is four - the Cavalry unit moving 4 hexes and then two Infantry units moving 2 hexes and 1 hex each respectively, with the third unit placed into the Entry Hex.
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Place all the arriving Corps' remaining units off map, near their Entry Hex.
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Place the arriving Corps' Prussian Corps Activation Marker into the container.
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When activated for movement, the off-map units of the activated Corps enter the game with each unit first being placed onto the assigned Entry Hex and then conducting normal movement from there. The units entered will first be any remaining Infantry units (player's choice as to the order of entry), followed by the Corps' Artillery unit entering last. If the Entry Hex is occupied or fully stacked, see Delayed Entry below.
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Delayed Entry: If the Entry Hex is occupied by a French unit or fully stacked, Prussian units will not enter through that hex. Instead, they must wait until their next activation and then, if the Entry Hex is still occupied, they enter at the closest unoccupied map edge hex to the North of the assigned Entry Hex.
(J) Retreats
Whenever a unit is instructed to Retreat, it must follow these parameters:
- It must increase the distance from the cause of the Retreat.
- It may not move through an enemy unit or end over-stacked. If it would end over-stacked, it instead continues Retreating until a legal hex is entered.
- The unit may not enter the same hex more than once. If the only option is to do so, the unit cannot complete its Retreat, stops in the current hex, and takes a Step Loss for each hex not Retreated.
- If the Retreating unit moves adjacent to one or more enemy units, it loses one Step at the end of its move (regardless of the number of enemy units passed). This does not apply if the passed-through hex adjacent to the enemy contains a friendly unit.
- French units must Retreat South if possible; Anglo-Allied units must Retreat North and/or Northwest if possible; Prussian units must Retreat North and/or Northeast if possible. These directions may only be ignored if the only available hex in those given directions would force the unit to move through, or adjacent to, an enemy unit or that hex is an impassable hex. Note that these directions may not be ignored to avoid moving off the map.
- If a unit is physically blocked from completing its required Retreat move by enemy units and/or impassable hexes, it Retreats as far as it can and then loses one Step for each hex it could not Retreat. If this inflicts the 6th (or more) Step Loss on the unit, it is eliminated. Note that the map edge is not considered to be impassable.
- Anglo-Allied and Prussian units will retreat via the safest route while following the priorities. They will opt to move into or through a VP hex, if possible.
- If the unit has no choice but to Retreat off the map, it is eliminated from the game.
(K) Victory and Defeat
At the conclusion of Game Turn #12, the player assesses how well they did based on the number of Victory Points scored.
- Victory Points (VP): The player counts the number of VP scored by determining which VP Hexes (indicated with a red star) are French controlled at the end of the game and adding up the resulting VP score. "Controlled" means occupying or being the last to occupy the VP hex in question with any French unit. Use the provided "French Control" markers to assist in keeping track.
- Walled Buildings Hexes:
- Hougoumont (0409): 6 VP
- La Haye Sainte (1007): 4 SP (printed as "SP" in the source; this is a VP value, and the printed "SP" is a typo kept as printed)
- Papelotte (1607): 2 VP
- Building Hex:
- Plancenoit (1412, 1413 and 1512): 1 VP per hex
- Allied Line of Communications (LOC) Hexes:
- Merbe-Braine (0204): 5 VP
- Mont St. Jean Farm (0903): 3 VP
- Mont St. Jean (0802): 5 VP
- Road to Hal hex (0104): 3 VP
- Road to Brussels hexes (0301, 0401, 0701, 0901, and 1401): 3 VP per hex
- Allied/Prussian Attrition:
- For each Large British Infantry unit (not other Anglo-Allied, Prussian, Small Units, Cavalry or Artillery units) that is eliminated from the game: 2 VP per unit
- Walled Buildings Hexes:
| VP | Result | VP | Result |
|---|---|---|---|
| 0 – 3 VP | Catastrophe (historical result) | 16 – 19 VP | Minor Victory |
| 4 – 7 VP | Major Defeat | 20 – 23 VP | Major Victory |
| 8 – 11 VP | Minor Defeat | 24 – 27 VP | Decisive Victory |
| 12 – 15 VP | Standstill | 28+ VP | War-Winning Victory |
(L) Game Setup
Anglo-Allied Units
I CORPS (I) – Prince of Orange Chasse – 0104 / Cooke – 0607 / Kielmansegge – 0706 / Alten – 0806 / Bylandt – 1106 / Saxe-Weimar – 1606
II CORPS (II) – Hill Halkett – 0304 / Mitchell – 0306 / Clinton – 0407
RESERVE CORPS (RC) – Wellington 1/Brunswick – 0603 / 2/Brunswick – 0603 / Kruse – 0705 / 1/Reserve – 0707 / 2/Reserve – 0906 / Picton – 1206 / Lambert – 1306 / Vincke – 1406
CAVALRY CORPS (CC) – Uxbridge Right Flank – 0606 / Somerset – 0805 / 1/Netherland – 0903 / 2/Netherland – 0903 / H.A. Reserve – 0904 / Ponsonby – 1104 / Vandeleur – 1304 / Vivian – 1605
DETACHMENTS Hougoumont – 0409 / La Haye Sainte – 1007 / Papelotte – 1607
Prussian Units
Place the three Prussian Corps Activation Markers on the Game Turn Track: Bulow (IV Corps) in the Game Turn #10 box, Pirch I (II Corps) in Game Turn #11 and Ziethen (I Corps) in Game Turn #12. Keep all I Corps, II Corps and IV Corps Prussian units, sorted by Corps, near the game map.
French Units
French units cannot be deployed adjacent to an Anglo-Allied unit.
I CORPS (I) – D'Erlon All units within 3 hexes of 1309
II CORPS (II) – Reille All units within 3 hexes of 0611
VI CORPS (VI) – Lobau All units within 1 hex of 1111
III CAV CORPS (IIIC) – Kellerman Both units within 2 hexes of 0511
IV CAV CORPS (IVC) – Milhaud Both units within 2 hexes of 1411
IMPERIAL GUARD (IG) – Drouot Guyot within 2 hexes of 0512 / Lefeb.-Desnou within 2 hexes of 1511 / All other units within 1 hex of 1013
Markers and Setup Rules
- Markers
- Place the "Reverse Slope" Allied Condition marker in the Allied Condition Box. This marker remains in the box and active for the first two played turns. Do not remove it in the End Phase of the first turn – only do so during the End Phase of the second turn. Place the "Remove Reverse Slope" marker on the Game Turn Track straddled between the second turn's box and the third turn's box as a reminder not to begin the third turn of the game without removing the marker first. If the "Reverse Slope" result is rolled on the Old Nosey Table during the first two Game Turns, treat it as no effect.
- Place the following Activation Markers into the cup: French I Corps, II Corps, VI Corps, III Cav Corps, IV Cav Corps, Imperial Guard (IG) and both Napoleon Command Activation Markers; all the Anglo Allied Corps Activation Markers plus the Wellington Command Activation Marker; and the Blucher Command Activation Marker.
- Do not use the following units/markers: French III Corps (Vandamme), IV Corps (Gerard), I Cav Corps (Pajol), II Cav Corps (Exelmans), or Prussian III Corps (Thielemann).
- A Rainy Start: The game begins randomly due to the rain and wet ground. Roll a die on Game Turn #1 (9:00 am). If you roll a "5" or "6", the game begins immediately. If not, roll again but add a "+1" modifier for each turn after Game Turn #1 until a "5" or "6" is rolled. The game will begin with that Game Turn (the game will therefore start no later than Game Turn #5). Historically, the exact beginning of the battle is questionable. Generally, it is believed to have started somewhere between 11:00 am and 1:00 pm.
(M) The "Where Is Grouchy?" Scenario
If you'd like to play the game with a bit of alternate history, you can do so by adding this variant. It assumes that Grouchy diverts from his pursuit of the Prussian Army and instead heads directly to the sound of the guns at Waterloo. Grouchy's exact path is up to you but his break off also means that Thielemann's III Prussian Corps will follow the other Prussian formations to the battlefield.
Note that for game purposes, we are treating Teste's Division, who was detached from the French VI Corps and operating with Grouchy, as part of Vandamme's III Corps.
- Starting with Game Turn #6 (2:00 pm), roll a die in the same manner as with A Rainy Start. If a successful roll is made, you may add the French III Corps (Vandamme), IV Corps (Gerard), I Cav Corps (Pajol) and II Cav Corps (Exelmans) French Corps Activation Markers to the cup.
- After a successful roll, you must choose one of the following three entry hexes for each of the four French Corps: 0915, 1015, 1115, 1715 or 2011. However, hex 2011 cannot be chosen if any Prussian Corps has already entered the map at that hex. All Corps may enter at the same hex or can be split up.
- At the start of the game, the Thielemann (III Corps) Prussian Corps Activation Marker is placed under the Ziethen (I Corps) Corps Activation Marker on the Game Turn Track. It will only move forward on that track after the Ziethen marker is first moved.
- When Thielemann enters the game, roll a die. If no French Corps entered the game via hex 2011, then apply as follows: 1-2 = enters at 2003; 3-4 = enters at 2009; 5-6 = enters at 2011. If a French Corps has already entered at 2011, then Thielemann will automatically enter at 2003. For Corps Activation purposes, Thielemann follows the instructions for the Corps whose Entry Hex it entered through. For example, if it enters at hex 2009, it is activated with the same instructions as Pirch I.
- If hex 2011 was already used by a French Corps to enter the game, Bulow will enter at hex 2009 instead.
(N) The "New Waterloo" Scenario
You may opt to ignore the historical parameters of the French deployment instructions and choose to set up the French units anywhere you wish, within the following limits: they must be deployed South of the xx07 numbered hex row and not adjacent to an enemy unit. If you choose this option, you may wish to exercise some common-sense judgement and adjust the Anglo-Allied unit deployments slightly to match your re-deployment.
(O) Two-Player Scenario
If you have a second player wishing to play the game, simply do away with using the Anglo-Allied and Prussian Activation Tables.
- The Anglo-Allied/Prussian player may choose to do whatever they wish, using the same Unit Actions as the French. However, they still roll for the Wellington and Blucher Commander Activation Markers when they are drawn.
- The French player will earn additional VPs if certain British units are Battleworn at the end of the game, as follows:
- Cooke: 3 VP
- Picton: 2 VP
- Mitchell, Ponsonby, Somerset or the H.A. Reserve Artillery: 1 VP each
Note that the Allied and Prussian unit counters are oriented for the convenience of the solitaire player and as such may be a bit awkward to use for the second player.
(P) Fixed Start Scenarios
The player may opt to begin the game on a fixed Game Turn instead of rolling for the game start.
- No Rain: Begin the game with Game Turn #1.
- Historical Start: Begin the game with Game Turn #3.
- Merde! Napoleon Has A Really Bad Day: Begin the game with Game Turn #5.
(Q) Historical Prussian Arrival Scenario
Ignore the entire random Prussian Arrival procedure. Each Prussian Corps automatically enters the game on a designated Game Turn, as follows:
- Bulow (IV Corps) enters on Game Turn #8 at hex 2011
- Pirch I (II Corps) enters on Game Turn #9 at hex 2009
- Ziethen (I Corps) enters on Game Turn #10 at hex 2003
Use the normal procedures for entering the units onto the map.