Wavre: The Lost Opportunity
Wavre: The Lost Opportunity Rulebook
Table of Contents
Table of Contents
1.0 Introduction
Napoleon's Last Battles (NLB) is a simulation of the Waterloo campaign in Belgium, the culmination of Napoleon's return from exile on the island of Elba. The game is intended for two players, one commanding the French Army of the North, the other commanding forces belonging to the Seventh Coalition: the Prussian Army of the Lower Rhine and the multi-national (Allied) Army of the Low Countries. It can be played solitaire or by teams. There are 11 scenarios, each representing the whole campaign or a portion of it, the portions including individual scenarios for the main battles of the campaign: Ligny, Quatre Bras, Wavre, and La Belle Alliance (Waterloo).
2.0 Components
This section describes the various game components.
2.1 Fourth Edition Rules
The first edition of NLB featured four separate games, one covering each of the main battles, with a set of "Campaign Rules" linking them together. This edition presents the campaign as the primary focus, with the battles as scenarios. Some rules have been renumbered for the purpose, but all the original rules are present and complete. They are divided into five broad areas:
- Standard Rules (1.0 through 9.0) form the basic mechanics needed to portray a Napoleonic battlefield. They apply in all scenarios unless specifically superseded by another rule.
- Campaign Rules (10.0 through 14.0) cover the mechanics needed to portray Napoleonic warfare at the operational level. They are required for the campaign game, and may be used in other scenarios at the discretion of the players.
- Optional & Variant Rules (15.0 and 16.0) present players with alternative or additional rules and playing pieces. They may be used individually, completely, or not at all.
- Notes (17.0) offer insight into the rationale for certain rules and how to play the game successfully.
- Scenarios (18.0 through 27.0) present the various portions of the entire campaign, including set up and how to win.
2.2 Maps
The two maps, north and south, portray the area over which the campaign was conducted. It may be necessary to back-fold them against the creases the first few times to make them lie flat. Each scenario will use both maps, or one map, or a portion of one map.
The hexagonal grid is superimposed over the terrain features to regularize movement and positioning of the counters. Each hex has a four-digit number; the first two indicate the hex column, the second two the hex in that column. The hex numbering is continuous across the two maps; for example, Maison du Roi is in hex 1022, while Quatre Bras is in hex 1641. A few hexes are duplicated at the south edge of the north map and the north edge of the south map.
- Map Scale. Each hex represents 525 yards (480 meters) from side to side.
- Half Hexes. When using only one map there will be some half hexes. These are out of play.
- Extra Numbers. There are a few numbers below the southernmost hexes on the south map. This is for reference only; they are not hexes and are out of play.
How to Read the Rules
These rules are numbered for ease of location and reference. They are divided into sections, indicated by the number to the left of the decimal (1.0, 2.0, 3.0, and so on). Each section presents one major element of the game rules.
General Rules and Procedures. Many sections begin with a general statement about the rule, usually summarizing key portions. Some sections also have a "Procedure" explaining the process to be followed to carry out the rule.
Cases. Most sections have sub-parts, called cases, describing details, conditions, exceptions, or prohibitions applicable to the section. The number to the right of the decimal (1.1, 1.2, ...) indicates a primary case. A letter to the right of the primary case (1.3A, 1.3B, ...) is a secondary case, generally used to clarify and restrict the application of the primary.
Learning & Understanding the Rules. Read the general rules and primary cases first, skipping over the secondary cases. If any confusion arises concerning intent or interpretation, go back and read the pertinent secondary cases.
2.3 Charts, Tables & Tracks
The following are used to carry out or record certain game functions.
A) Turn Record Track (TRT) located along the west edge of each map. The track is used with a marker to indicate the current turn (see 4.0).
B) Terrain Key, located on the south map, indicates the symbols used to identify each type of terrain on the map. Each also indicates the movement cost associated with the terrain (see 5.2).
C) Terrain Effects Chart (TEC), located on page 32 of this booklet, summarizes the effects of each type of terrain on observation, movement, and combat.
D) Combat Results Table (CRT), located on page 32 of this booklet, is used to resolve combat (6.0).
2.4 Counters
Separate the counters from the die-cut sheets using scissors or a sharp knife; if desired, use scissors or a fingernail clipper to trim the corners. Most of the counters represent the combat units that took part in the campaign, with others representing senior leaders and other command assets, and still others being markers used to carry out specific game functions. The types of counters are shown on page 4, along with the rule describing its use. Not all counters are used in every scenario.
Counter Types (combat units, shown by nationality and type): British, Allies, Brunswicker, Hanoverian, Prussian, King's German Legion (KGL), Nassauer, French, Imperial Guard, Netherlander, Line; with Infantry (2.5 and throughout), Cavalry (2.5 and throughout) and Artillery (2.5 and throughout) counters.
Officer (10.0 & 11.0) and Commander (10.0 & 11.0) counters.
Markers: Turn (3.3 & 4.0); Out of Command (11.0); Out of Play (3.1); Control (3.4), French, Prussian and Allied; Hidden Movement (16.6), French, Prussian and Allied; Garrison (16.11); Army Headquarters (16.14).
Variant Counters: Supply Trains (16.17); Out of Supply (16.18).
Orders of Battle (OB) for each army, located on pages 27-29, list every counter and show the command hierarchy.
Sample Combat Unit. A combat unit has an identification (ID), a command designation (aka organization), a combat strength and a movement allowance.
- Identification (ID): the unit's official designation, usually a number or the name of its commander. Abbreviations are noted in the orders of battle.
- Command Designation: the higher command organization to which the unit belongs, also shown on the orders of battle.
- Combat Strength: the unit's relative strength when attacking and defending in combat (see 6.0 and 7.0), expressed in terms of strength points (SP). Infantry and cavalry SP represent between 350 and 750 men; each artillery SP represents a battery of six or eight cannon.
- Movement Allowance: the unit's ability to move across the map (5.0), expressed in movement points (MP).
Reverse Printing. Most combat units are back-printed with a white band and a lower combat strength, indicating the unit has suffered significant losses in combat. Some units start a scenario at reduced strength. Eliminated units may be reorganized during play if rule 12.0 is being used. A unit without a reduced side cannot be reorganized.
Full Strength (front) and Reduced Strength (back) sides are shown on the sample counter.
3.0 Scenarios
Each scenario is a complete game. The instructions for each specifies what map or maps are to be used, which counters are available to each side, how long the game lasts, and what each player has to do to win.
3.1 General Course of a Game
After choosing the scenario to be played and who will play each side, decide what if any optional rules, either those in the scenario or those in sections 15.0 and/or 16.0, will be used. Set up the map and forces according to the scenario instructions (3.2). The game will consist of a specified number of turns (3.3), during which each player moves friendly forces, then resolves combat initiated by the moves. Each player is trying to win by eliminating enemy units and/or capturing key terrain (3.4).
If you are new to gaming or to this system, we recommend playing the Quatre Bras (19.0) scenario with no optional or variant rules. Once you are familiar with the general flow of the game system, move on to larger scenarios and try out the additional rules.
3.2 Setting Up
Scenario instructions specify what components are needed. Set each up as described below. Set aside any not being used.
A) Map. Each scenario will require both maps, just one map, or half of one of the maps. When one map is being used, just lay it out in a location convenient to both players.
- If both maps are used, place them so the duplicated hexes of one are obscured by those on the other. Check the hex numbering in several columns to ensure they are numbered continuously, with no duplications or omissions.
- If a half map is needed, lay out the map to be used, then place Out of Play markers in the hex column indicated in the instructions.
B) Turn Marker. Place the turn marker in the box of the TRT indicated by the scenario instructions.
C) Sort the Counters. Sort the counters to be used and place them as follows.
- Deployed units are those beginning play on the hex grid. Each will be listed by a four-digit hex number; place the counter in the appropriate hex with its full-strength side showing unless the unit ID is followed by "(r)," indicating it is set up with its reduced side showing. If the set up hex number is preceded by the notation "w/#," the counter(s) may be placed on the set up hex or in any other hex up to that distance (#) away. When determining distance, do not count the hex indicated, do count the hex of placement. If the instructions indicate the units are "unstacked," only one unit can be placed in each hex. If there is no such notation, one or two units can be placed in a hex.
- Reinforcements are units entering the map (5.7) after the game is underway. The scenario instructions identify the units and specify the hex and turn of entry.
- Organizations sometimes set up or enter the map all at once. This is indicated by identifying all units with their command designation rather than listing each unit. If any units are detached, it will be indicated with the notation "less (unit ID)."
Examples. "3167 at 16/0900" means the unit will enter the map at hex 3167 in the 0900 turn of 16 June. In the Quatre Bras scenario, the Allies receive (among others) the following reinforcements: 16/1700 at 0136: All [1]; and 16/1600 at 0136: All [3] less Omptda. The first indicates all three units of the Allied 1st Division (Mait, Byng, Adye) enter at hex 0136 during the 1700 turn of 16 June. The second means all the units of 3rd Division (Halk, Omptda, Kiel, Wllmsn) except Omptda enter at hex 0136 during the 1700 turn of 16 June.
3.3 Turns
During a turn, each player moves units across the map (5.0) based on their movement allowance. After movement is complete, units adjacent to enemy units must attack (6.0). Combat is resolved by comparing the attack strength to the defense strength and rolling the die to determine the outcome.
- Time Notation. A complete notation for a turn includes two digits for the day, a slash mark, and a four-digit hour using military (24-hour) time. For example, 16/1400 is 1400 hours (2:00 p.m.) on 16 June, while 17/1000 is 10:00 a.m. on 17 June.
- Time Scale. Daylight turns represent one hour. Night turns represent three hours.
3.4 Winning a Game
Scenario instructions will specify what each player needs to do to win. Games sometimes end with an event, such as a particular number of casualties being suffered. In most cases, the winner is determined at the end of the last turn by counting victory points (VP), gained by each player for eliminating enemy units and/or controlling specified hexes. The specific goals for each player are noted in the scenario instructions.
A) Eliminated Units. Players generally receive VP for eliminated units based on the unit's combat strength.
B) Hex Control. A hex is generally controlled by the player whose units last moved through it. Some scenarios will indicate a hex to be under one player's control at the beginning of the game, or will require a unit to remain in (occupy) the hex to retain control. Control of a hex may move back and forth between players any number of times in a game as the units of each enter it. If necessary, place a control marker in an unoccupied hex to indicate its current control.
4.0 Sequence of Play
The game is played in game turns composed of alternate player turns. During each player turn, the active player maneuvers units and resolves combat in a specified sequence and within the limits set by the movement and combat rules.
4.1 Turn Sequence
Each turn is divided into a French player turn and a Coalition player turn. The player whose player turn is currently in progress is termed the active or phasing player. The activities listed below may be carried out only in the appropriate phase.
- French Player Turn
- Command Segment. The French player determines which combat units are in command (see 11.0). Units not in command are marked with out of command (OOC) markers.
- Morale Segment. Check the morale state of French units (9.0 or 13.0).
- Reorganization Segment. The French player may reorganize eligible combat units previously destroyed in combat (12.0). Adjust the morale state of the unit's organization if necessary.
A. French Command Phase. This phase is not used in some scenarios; in those cases, skip to the movement phase.
B. French Movement Phase. The French player may move all, some, or none of the French units within the limits and restrictions of the movement rules (5.0). French reinforcements, identified by the scenario instructions, may be brought onto the map (5.7). Coalition units may not be moved.
C. French Combat Phase. French units attack opposing units according to the rules for combat (6.0) and artillery (7.0). No units of either side may move except when called for by the combat resolution procedure.
- Coalition Player Turn
A. Coalition Command Phase. Same as the French command phase, but for Coalition units.
B. Coalition Movement Phase. Same as the French movement phase but with Coalition units moving and French units stationary.
C. Coalition Combat Phase. Same as the French combat phase but with Coalition units attacking French units.
- Turn Record Interphase
If the final turn has been played, the game ends and victory is determined. If more turns remain, advance the turn marker to the next box on the TRT and start the next turn.
4.2 Night Turns
Night turns are indicated by dark blue shading on the TRT. Night turns are the same as day turns with the following exceptions:
- There is no command phase in either player turn.
- A moving unit may not enter an enemy-controlled hex (5.3).
- There is no combat phase in either player turn. Opposing adjacent units do not engage in combat; they just remain in place. Artillery units may not bombard.
4.3 Rain Turns
Rain turns are indicated by scenario instructions. The turn marker has rain and clear sides. On clear turns, flip the marker so the "Clear" side is showing; on rain turns, flip it so the "Rain" side is showing. Rain turns are the same as night turns except the command phase is conducted normally.
5.0 Movement
During a movement phase, the phasing player may move as many or as few units as desired.
Movement Procedure. Units are moved one at a time. A unit moves from hex to hex, tracing a path of contiguous hexes through the hex grid, in any direction or combination of directions. As it enters each hex, it must pay one or more movement point (MP) from its movement allowance (MA), depending on the terrain in the hex entered and/or the hexside crossed. It may move freely through friendly units but must stop after moving adjacent to an enemy unit.
5.1 Movement Limitations
Only the phasing player's units may move, and the number of MP expended by each unit may not exceed its MA.
A) Unused Movement Points may not be accumulated for use in a later movement phase or transferred to another unit.
B) No Combat takes place during a movement phase.
C) End of Movement. Once a unit has been moved and the player's hand is taken from it, its move may not be changed or continued without the consent of the opposing player. The movement phase as a whole ends once the phasing player begins resolution of combat.
5.2 Effects of Terrain on Movement
The basic movement point cost is 1 MP per hex entered. The cost to enter certain hexes and/or cross certain hexsides may be more or less than 1 MP, as described below and summarized on the Terrain Effects Chart (TEC).
A) Hexsides. Certain terrain types exist on a hexside rather than inside a hex. They affect movement only for units crossing the hexside. The moving unit pays MP to cross the hexside over and above the cost to enter the hex being entered; this is indicated by the "+" on the TEC. River hexsides may not be crossed except at bridges.
B) Road & Trail Movement. Roads and trails exist in a hex along with the basic terrain type. A moving unit gets the benefit of using the road or trail (1/2 MP or 1 MP, respectively), only if it moves from one hex containing the path to another hex containing the path, across a hexside crossed by the path. The moving unit may combine road/trail movement with non-road/trail movement; when using roads, retain MP fractions until the end of the unit's movement.
C) Cumulative Effects. Terrain effects are cumulative for movement purposes. If a unit lacks the MP to enter a hex, it cannot enter the hex.
5.3 Enemy Units & Zones of Control
The six hexes immediately surrounding a hex constitute the zone of control (ZOC) of a unit in that hex. A unit may not exit an enemy ZOC (EZOC) during a movement phase. ZOC never extend through non-bridge river hexsides or into chateau hexes.
A) Constant ZOC. All units exert a zone of control throughout the turn, regardless of the phase or player turn. The presence of zones of control is never negated by units, enemy or friendly.
B) Mutual ZOC. If a unit is in an enemy controlled hex, the enemy unit is also in its controlled hex. They are equally and mutually affected.
C) Coexisting Zones of Control. Enemy and friendly ZOC exerted into the same hex coexist, and that hex is mutually controlled by both players. There is no additional effect from having more than one unit exerting a ZOC onto a single hex.
D) No MP Cost. Units do not pay additional MP to enter an EZOC.
E) Exiting a Zone of Control. A unit may not move out of an EZOC during its movement phase. It may exit the EZOC by advancing or retreating during combat. The EZOC ceases to affect the unit if the enemy unit is eliminated or moved away by a combat result.
F) Night & Rain Turns. Units may not enter enemy controlled hexes during night or rain turns, nor may units already in enemy controlled hexes exit them.
Zones of Control. The purple arrows indicate opposing units exerting ZOC on one another. Some of the ZOC of Soye, Kempt, and Campi are blocked by the lake hexsides.
5.4 Movement & Friendly Units
A unit generally may move freely through hexes occupied by friendly units. A maximum of two friendly units may be stacked in a single hex at the end of any phase.
A) No MP Cost. There is no additional MP cost to enter or leave a friendly-occupied hex.
B) No Hex Limits. There is no limit to the number of friendly units which may pass through a single hex in a movement phase.
C) Friendly Controlled Hexes do not inhibit the movement of friendly units.
5.5 Exiting the Map
A player may exit units from the map only at hexes specified in the scenario instructions. Units exited at any other time and place, to include those forced to retreat off the map after combat, are eliminated (see 6.5). To exit the map, a unit must expend a number of movement points equal to the MP cost to enter the map-edge hex from which the unit exits the map (it may use a road or trail).
A) Exiting the Game. An exited unit is removed from play and may not return to the game.
B) No Exit Limit. A unit may exit from a hex regardless of the number of enemy and/or friendly units already exited from the same hex.
C) Not Eliminated. An exited unit is not considered eliminated for victory point or morale purposes. It may count toward the owning player's victory point total if scenario instructions so indicate.
5.6 Entering the Map
Scenario instructions may indicate a player is to receive reinforcements during the course of the game. The instructions will state the turn and hex of entry. Reinforcements enter the map during the movement phase of the indicated turn, paying the normal MP cost to enter the indicated hex. They may use road or trail movement.
A) Multiple Reinforcements. If more than one unit enters the same hex on the same turn, the owning player determines the order of arrival. They may stack. Each stack must pay additional MP to enter the map; visualize the reinforcements as a column of units extending into a chain of off-map hexes. For example, if the first stack expends 1 MP to enter, the second expends 2 MP, the third 3 MP, and so on. If the entry hex is a road, each succeeding stack expends an additional 1/2 MP.
B) Timing of Entry. Reinforcements may enter at any time during the owning player's movement phase.
C) Movement After Entry. Once a unit has entered the map, it may continue moving to the limit of its MA and may attack in the subsequent combat phase.
D) Blocked Entry. Reinforcements blocked by enemy units or EZOC may enter at the closest available board edge hex.
E) Delayed Entry. The owning player may delay the arrival of reinforcements; they may enter during any subsequent friendly movement phase.
6.0 Combat
All phasing units exerting a zone of control on an enemy (non-phasing) unit at the beginning of a combat phase, in a non-rain daylight turn, must attack. All non-phasing units with phasing units in their zones of control must be attacked. Artillery units may attack enemy units to which they are not adjacent (see 7.0). The phasing player is termed the attacker and the non-phasing player the defender, regardless of the overall situation. Within the constraints of this section, the attacker determines which units are involved in each combat, and the order in which combats are resolved. All combats must be resolved during that combat phase.
Combat Procedure. For each combat, conduct the following steps in order.
- Determine which units will be involved in the combat (6.1).
- Calculate the odds (6.2 and 6.3) by dividing the total strength of all attackers by the total strength of all defenders, expressing the result as a ratio. Simplify the result to one of the odds ratios on the combat results table (CRT).
- Roll the die to get a line on the CRT. Cross index the line with the final odds to get the combat result.
- Apply the result (6.4 through 6.7) immediately to the involved units.
6.1 Which Units Attack & Defend
All phasing units beginning a combat phase in an EZOC must attack during that phase. All non-phasing units in the ZOC of a phasing unit at the beginning a combat phase must be attacked during that phase. The phasing player chooses which attacking units attack which defending units as long as all units required to take part in combat do so.
A) Adjacency. Attacking units may only attack adjacent defending units (but see 7.0 for artillery bombardment).
B) One Combat Per Unit Per Phase. No attacking unit may attack more than once per combat phase, and no defending unit may be attacked more than once per combat phase.
C) Combat Strength Unity. Each unit taking part in a combat must contribute its entire combat strength to the combat; the combat strength may not be divided among different combats.
D) Stacked Units must participate in the same combat.
E) Multi-Hex Combat. Attacking units in more than one hex and/or defending units in more than one hex may take part in the same combat.
- A defending hex may be attacked by as many units as can be brought to bear in any or all adjacent hexes (and by as many bombarding artillery units as are within range; see 7.0).
- Attackers in one hex may attack any and all adjacent defenders.
- Attackers in multiple hexes may attack defenders in multiple hexes as long as all attacking units are adjacent to all defending units (but see 7.2).
F) Diversionary Attacks. The phasing player may deliberately allocate units to make attack at low odds to enable other units to combine for a higher odds attack.
6.2 Calculating the Odds
All units involved in a combat must contribute their entire strength to that combat. Modify combat strengths as needed for terrain effects (6.3) before calculating the odds. Total the modified combat strengths of all attackers into the attacker total, and the combat strengths of all defenders into the defender total. Divide the attacker total by the defender total. Express the result as a ratio, then simplify the result to one of the odds ratios on the CRT.
A) Rounding Odds. Odds are always rounded in favor of the defender.
B) Maximum and Minimum Odds. Attacks executed at greater than "6-1" are treated as "6-1;" attacks executed at worse than "1-5" are treated as "1-5."
C) Voluntary Reduction of the Odds. Prior to the resolution of any attack, the attacking player may reduce the odds to any column left of the calculated odds. The decision may not be altered once the combat die is rolled.
6.3 Terrain Effects on Combat
Certain types of terrain multiply or divide a unit's combat strength; see the TEC for details. Apply the modification to the unit's current printed combat strength before calculating the combat odds.
A) Streams and Bridges. A defending unit receives the doubling effect of streams and/or bridges only if all attacking units are attacking across stream and/or bridge hexsides. If even one adjacent attacker is attacking across a non-stream/bridge hexside, the defender loses the doubling effect.
B) Halving. Round up fractions of a combat strength after halving. If more than one unit is to be halved, total all their strengths before halving, and round once.
C) Not Cumulative. Terrain effects are not cumulative for combat purposes. Use the single terrain bonus giving the greatest benefit to the defender.
6.4 Combat Results
There are five possible combat results:
- Ae = Attacker Eliminated.
- Ar = Attacker Retreat.
- Ex = Exchange.
- Dr = Defender Retreat.
- De = Defender Eliminated.
Each requires some combination of elimination or retreat of the participating units. The specific requirements of each are listed on the combat results table on page 32, and explained in the following cases.
6.5 Elimination & Exchange
Eliminated units are removed from the map. Designate an off-map space for each army's eliminated units to ease the task of keeping a running total of losses. If used, reorganization (12.0) allows an eligible unit to return to the map.
A) Exchange Strengths. When calculating the total strength loss for attackers in an exchange, use the current combat strengths of all involved units; ignore modifications due to terrain (or rule 16.18, if used).
6.6 Retreating after Combat
A unit required to retreat after combat must be moved into an eligible adjacent hex. A unit unable to retreat is eliminated.
A) Ineligible Hexes. A retreating unit may not retreat off the map, into or across prohibited terrain, into an enemy occupied hex, or into a hex in EZOC.
B) Retreat Direction. If there are multiple eligible hexes, the owning player may decide which the retreating unit enters. Stacked retreating units may retreat in different directions.
C) Retreating into Friendly-Occupied Hexes. If the retreat hex contains one friendly unit, the retreating unit may stack with it. If the retreat hex has two friendly units, one must be displaced (see D below); a unit may be displaced only if no other retreat option is available to the retreating unit. If the retreat hex is bombarded by enemy artillery in a subsequent combat in the same combat phase, the retreated unit does not contribute its combat strength to the defense (see 6.1), but does suffer the result of the attack.
D) Displacement. If a unit retreating into a hex causes it to be overstacked, it takes the place of one of the units already in the hex. The displaced unit then conducts a retreat. The displaced unit must be able to retreat safely; if it would be eliminated by retreating, it remains in place and the original retreating unit is eliminated. A displaced unit may displace another friendly unit, which may displace another, and so on. If any unit in the chain cannot displace without being eliminated, all displaced units remain in place and the original retreating unit is eliminated. A unit may be displaced more than once per combat phase, but only once by a single combat. If a displaced unit is artillery yet to engage in combat, it may not fire during that combat phase. One retreating unit displaces only one unit in a stack; two retreating units displace two.
6.7 Advancing after Combat
Whenever a hex is vacated as a result of combat, one participating, adjacent victorious unit may advance into the vacated hex. Ignore EZOC during the advance. The option to advance must be exercised immediately, before any other combat resolution.
A) Advance is Voluntary. A unit is never forced to advance.
B) Advance Limits. Only one unit may advance per combat, regardless of the number of participating units or the number of hexes vacated. A unit may not advance more than one hex.
C) No Combat After Advance. An advancing unit may neither attack nor be attacked later in that same combat phase, even if the advance places it next to an enemy unit still to be attacked in that phase or an enemy unit not involved in combat at the beginning of the phase.
7.0 Artillery
An artillery unit adjacent to an enemy unit must participate in combat normally. An artillery unit not adjacent to an enemy unit may bombard (attack) an enemy unit two hexes away. Bombardment may be made alone or in combination with other units adjacent to the bombarded hex.
Bombardment Procedure. The bombarding artillery's combat strength is added to the total attack strength before calculating odds. Bombarding artillery generally is not affected by combat results.
7.1 Bombardment
A bombardment is an attack by an artillery unit against an enemy unit two hexes away. The bombarding artillery may not be in an EZOC, must be able to reach the defender's hex, and must have a clear line of sight to the defender. It may bombard a single enemy occupied hex.
A) Voluntary. An artillery unit is not required to bombard an enemy unit just because it is possible. If multiple defenders are in range, the attacking player may choose which to bombard.
B) Range. When counting the range from the bombarding artillery unit to the target hex, do not include the artillery's hex, do include the target hex.
C) Stacked Bombarding Artillery must bombard the same target.
D) Multiple Bombarding Artillery. Artillery in more than one hex may bombard the same target; total all bombarding artillery when calculating the odds.
E) Bombarding Artillery Combat Results. Bombarding artillery is not affected by combat results; it is not eliminated or retreated, and may not advance. However, the owning player may voluntarily elect to suffer "Attacker Retreat" if it is the combat result.
Combat Example
It is the French combat phase and four attacks are being made. Three units are attacking Bylandt (1) in hex 1643. Pelletier is not bombarding because it is adjacent to the defender. Total attack strength is 17, divided by Bylandt's strength of 4, yields odds of 4.25 to 1, rounded down to 4-1. The units attacking van Opstal in Gemioncourt (2) are crossing a stream and attacking into a town, but van Opstal's strength is only doubled. The odds are 13 to 2, rounded down to the maximum odds of 6-1; the French player reduces the odds to 3-1 to avoid the risk of an exchange. Campi and Husson are attacking Pireaumont at 1-1 odds; Weimar is doubled because of the town (if the town was not present, Weimar would not be doubled for the stream because Husson is not attacking across a stream). Marcillac is in range of both Bylandt and van Opstal, but cannot attack either because its line of sight is blocked by crests. In the last attack, Piré attacks Pack (the French player could have had Gauthier join this attack instead of having attack Bylandt). The odds are 1-2 because Piré is a cavalry unit and is halved attacking into woods.
The French player chooses to resolve the attack against van Opstal first. A die roll of "4" yields a "Defender Retreat." Van Opstal pulls back to 1143. Baudin advances into 1643, cutting off Bylandt's retreat.
The attack on Bylandt is next. A die roll of a "6" results in an "Attacker Retreat." All the attackers pull back, but Gauthier has no safe hex to enter and is eliminated. Bylandt elects not to advance.
The third attack result is a "1" giving a "Defender Retreat." Weimar cannot enter 2044 because of Campi's ZOC, so retreats northeast, and Husson advances.
In the final attack, Piré gets a "3" for another "Attacker Retreat." Pack declines to advance.
7.2 Combined Attack
Bombarding artillery may attack alone or in concert with other friendly units adjacent to the target hex. Add the bombarding artillery's combat strength to the attack. If friendly units are attacking defenders in more than one hex, the bombarding artillery need only be within range of one defending hex.
Combat Results. Bombarding artillery in a combined attack does not suffer combat results, but adjacent units, infantry, cavalry, or artillery, do.
7.3 Line of Sight
The straight line from the center of the bombarding artillery's hex to the center of the target hex is the artillery's line of sight (LOS). The LOS may be blocked by terrain in the intervening hex and/or an intervening hexside. If the LOS is blocked, the artillery unit may not make the bombardment. The terrain in a bombarding unit's hex and in the target hex does not block the LOS.
A) Blocking Terrain consists of forest, town, chateau hexes, and crest hexsides.
B) Congruent Hexsides. If the LOS runs congruent to a hexside, the LOS is blocked if
- the hexside is a crest hexside.
- if both hexes adjacent to the hexside have blocking terrain.
C) Blocked Junctions. If the LOS passes through the juncture of two or more blocked hexsides, or the juncture of a blocked hexside and a blocked hex, the LOS is blocked.
D) Adjacent Blocked Hexsides. Blocking hexsides block all bombardment attacks, even if the blocking hexside forms part of the bombarding unit's hex and/or the target unit's hex.
7.4 Adjacent Artillery in the Attack
When in an EZOC, artillery units must participate in an attack against adjacent enemy units.
A) No Bombardment. Artillery in an EZOC may not bombard; it attacks like an infantry or cavalry unit. It may not bombard a non-adjacent enemy unit even if the enemy unit exerting the EZOC is being attacked by other friendly units.
B) Normal Combat Results. Artillery units attacking from an enemy controlled hex suffers all combat results normally.
D) No Blocking Terrain. Blocking terrain (see 7.3) does not relieve an artillery unit from the necessity of making adjacent attacks.
E) Rivers. Artillery adjacent to an enemy unit but separated by a non-bridged river hexside, may bombard (since the artillery is not in an EZOC; see 5.3).
7.5 Artillery in Defense
Artillery may not bombard defensively. When attacked, it suffers all combat results normally, even when bombarded by enemy artillery.
8.0 Chateaux
Chateaux were walled farms dotting the Belgian landscape that could be used as small fortresses.
8.1 Effects on All Units
Chateaux affect all units in the following ways.
A) No stacking is permitted; only one unit may be in the chateau at the end of any phase. Retreating units may not enter an occupied chateau; a chateau defender may not be displaced.
B) No Advance. No unit may advance after combat into a chateau after defending infantry has been eliminated or retreated.
C) Bombardments may not be made into or through a chateau hex.
8.2 Effects on Defending Infantry
Only undemoralized infantry in a chateau hex receive the following benefits; cavalry, artillery, and demoralized infantry (9.0) are not affected.
A) Zones of control extend out of chateaux but do not extend into them. Units adjacent to a chateau are required to attack an enemy unit in the chateau, but a unit in a chateau is not required to attack adjacent enemy units. If a unit in a chateau elects to attack, all adjacent enemy units must be attacked.
B) Maximum Odds. Attacks on the chateau at odds greater than "4-1" are resolved on the "4-1" column of the CRT.
C) Modified Combat Results. A chateau defender may but is not required to ignore "Defender Retreat" (Dr) results. "Attacker Retreat" (Ar), "Exchange" (Ex), and "Elimination" (Ae or De) results take effect normally.
9.0 Army Morale
This section deals with the cumulative effect of combat losses on the morale of an army. Scenario instructions give each army demoralization and disintegration levels, measured in strength points eliminated. Keep a running total of losses for each army. Once an army's losses reach the appropriate level, the army becomes demoralized or disintegrates altogether. Demoralization prevents an army's units advancing after combat. Disintegration generally means defeat in the scenario.
9.1 Disintegration
Disintegration occurs the instant an army surpasses its disintegration level. Scenario instructions indicate the effects; in most cases, disintegration of a Coalition army results in a French victory, while the French army never disintegrates (French demoralization constitutes a Coalition victory in most scenarios).
9.2 Demoralization
Demoralization occurs the instant an army reaches or surpasses its demoralization level.
A) Mutual Demoralization. Any or all armies in any game may be demoralized at any given time. An army is not prevented from becoming demoralized because another army is demoralized, though it is possible that one army's demoralization level may increase due to an opposing army's demoralization (see scenario instructions).
B) Simultaneous Demoralization. If two armies reach or exceed their demoralization levels at the same instant through an "Exchange" combat result, the non-phasing player is considered to have been demoralized first.
9.3 Demoralization Effects
The units of a demoralized command suffer the effects described below. The effects begin at the instant of demoralization and continue to the end of the game.
- No unit of the demoralized army may advance after combat.
- Demoralization affects victory conditions in some scenarios.
10.0 Leaders
Leaders represent the senior leaders in each army. They generally move like combat units, but stack freely. They have no combat strength and cannot engage in combat. Their purpose is to give command (11.0) to combat units to allow the units to move and fight effectively. Leaders are divided into commanders and officers. Commanders represent the highest level leaders in each army, able to provide command to officers or individual combat units. Officers are commanders of subordinate organizations within the army and provide command only to units within their organization.
10.1 Leader Movement
Leaders movement is governed by all standard rules except as modified below. In general, leaders move more freely than combat units and do not affect the movement of enemy combat units.
A) Entering the Game. Depending on scenario instructions, a leader may start the game on the map or enter later as a reinforcement. In both cases, unless specified otherwise by scenario instructions, each leader may be stacked with a combat unit of the same organization or army.
B) Stacking. Leaders are not considered combat units. Any number of friendly leaders therefore may occupy a hex, with zero, one, or two friendly combat units. A leader may stack with any friendly combat unit, even one not belonging to the same organization.
C) Movement. Leaders move during each friendly movement phase, paying MP costs as if they were cavalry units. If the leader provides command during a movement phase, the leader receives only half his normal MP. Leaders belonging to a demoralized organization pay 2 MP to enter clear hexes (see 13.2).
D) EZOC Effects. Leaders may not enter an EZOC unless it is occupied by a friendly combat unit. If an EZOC hex is occupied by a friendly combat unit, a leader may enter and exit the EZOC freely.
E) Moving Enemy Units. Leaders have no combat strength and do not project a ZOC. A leader or leaders in a hex without a combat unit do not affect the movement of an enemy combat unit during the enemy movement phase. The instant they are placed in an EZOC, move the leader(s) in that hex to the nearest hex occupied by a friendly combat unit. The leaders do not move through the hexgrid and do not expend any MP; just place them on the nearest eligible hex.
10.2 Leaders & Combat
A leader alone in a hex may not attack or defend alone during combat. If stacked with a friendly combat unit engaged in combat, either as attacker or defender, they do not add strength to the unit or affect the combat in any way. If all friendly combat units stacked with a leader are eliminated or forced to retreat, roll one die for each leader in the hex. On a die roll of "1" or "2," the leader is eliminated and removed from play. Eliminated leaders never return to play. If the leader is not eliminated, he is moved to the nearest friendly unit (see 10.1E).
11.0 Command
Command represents the ability of an army's command structure to give orders to combat units. Units outside the command structure, called out of command (OOC), have limitations on their operations. All command originates with commanders through their command capacity rating (CCR). Officers magnify that capacity when transmitting command to their organizations. A commander's CCR represents the number of officers (and therefore entire organizations) that may receive command from the commander, and the number of individual units which receive command directly from the commander.
Command Procedure. During a player's command segment of the command phase, determine the command status of all the player's combat units. An officer or unit receiving command from a commander must be within five hexes of the commander. A unit receiving command from an officer must be within three hexes of the officer. Place an OOC marker on any unit not receiving command. The OOC status lasts until the player's next command phase.
11.1 Leaders & Command
Each leader belongs to, and can only give command to, units belonging to the same army. A commander can give command to subordinate officers and/or units. An officer can only transmit command to units with the same command designation.
A) Commanders. Each commander has a command capacity rating (CCR) indicating the maximum number of officers and the maximum number of combat units that commander may command. The number applies separately to officers and units. A commander may give command to any and all officers and combat units in the commander's army up to the limit of the CCR, and out to a distance of five hexes from the commander's hex.
B) Officers. Each officer has a command designation matching the command designation of the combat units in that officer's organization. If the officer is placed in command by a commander, the officer may transmit command to all units in his organization.
- In the French and Prussian armies, officers represent corps leaders; in the Allied army they represent divisional leaders.
C) Coalition Commanders. Prussian and Allied units are friendly to one another for all purposes, but Allied commanders may not give command to Prussians, and vice versa.
11.2 Tracing Command
The range of hexes described for command is traced through the hex grid from the commanding leader's hex to the hex occupied by the officer or combat unit being commanded; do not count the commanding leader's hex, do count the commanded leader's/unit's hex. Command may not be traced into or through
- prohibited terrain.
- an enemy occupied hex.
- an EZOC unless it is occupied by a friendly combat unit.
11.3 Command Effects
Units and officers in command function normally for all purposes until the next friendly command segment. OOC units and leaders are out of command for all purposes until the next friendly command segment. OOC units have the following restrictions.
A) OOC Movement. OOC units and leaders move normally but may not enter an EZOC. OOC units beginning a movement phase in an EZOC cannot move.
B) OOC Attackers. OOC units in an EZOC at the beginning of a friendly combat phase must attack. The combat odds are calculated normally, but a "De" or "Dr" combat result is converted to an "Ar" result. If a single attack involves both in-command and OOC units, treat all attackers as OOC. OOC attackers cannot advance after an "Ex" result. OOC artillery may not bombard.
C) OOC Defenders. OOC defenders defend normally, but an "Ae" combat result is converted to an "Ar" result. OOC defenders cannot advance after combat.
Command Example
The Allies have a surfeit of command capacity. Willem activates Perponcher, who provides command to all [N2] units except Weimar, which is too far away. Willem commands Weimar directly. Wellington activates Picton [5] and the Duke of Brunswick [Bw], and commands Merlen [NC] and Pack [5] directly. Note he still has the capability of activating two more officers and two more units.
Not all the French units can be placed in command. Ney activates only one leader and one unit. He activates Reille, who provides command to all Second Corps [2] units except Piré, who is four hexes away from him. Ney can provide command to a single unit, which could be Piré, or Lf-Ds, or any one of the [3c] units.
20.0 Wavre
The Prussians are grouped around Wavre, while Grouchy's French right wing is driving north toward them. Each player must try to gets units off the west edge (toward Waterloo) while preventing the other from doing the same.
20.1 Rules
Use rules 1.0 through 9.0. If desired, rules 10.0 and 11.0 may be used, along with any cases from 15.0 and/or 16.0.
20.2 Set Up
A) Playing Area. Use the north map from hex column 29xx and eastward; place out of play markers along hex column 28xx.
B) Turns. 18/1200 through 18/2000.
C) Forces. See the set up chart.
Wavre Set Up (hex, unit; units marked (r) are set up with their reduced side showing)
French:
| Hex | Unit |
|---|---|
| 4617 | Bill/8 (r) |
| 4617 | Cors/8 (r) |
| 4718 | Gen/10 |
| 4719 | Dup/10 |
| 4719 | Duf/11 (r) |
| 4820 | Lag/11 |
| 4921 | Dogr |
| 5523 | Rome/12 (r) |
| 5523 | Schf/12 |
| 5524 | Cap/13 |
| 5524 | Desp/13 (r) |
| 5525 | Hul/14 |
Prussians:
| Hex | Unit |
|---|---|
| 3709 | 12/1 (r) |
| 3808 | 24/1 (r) |
| 3909 | 1W/1 (r) |
| 3810 | 6/2 (r) |
| 3910 | 28/2 (r) |
| 3909 | 2W/2 (r) |
| 4008 | 7/3 (r) |
| 4108 | 29/3 (r) |
| 4207 | 19/4 (r) |
| 3609 | Tresk (r) |
| 3810 | Lutz |
| 4008 | Lehmn (r) |
20.3 Morale Levels
- French Demoralization: 30
- Prussian Demoralization: 40
- Prussian Disintegration: 50
A) French Morale Increase. The French demoralization level is raised by the current number of French VP. For example, if the French Player has accumulated 15 VP by the 18/1400 turn, the French demoralization level is 45.
20.4 Victory Conditions
A) French Instant Victory. The game ends with a French victory the instant the Prussians disintegrate.
B) Prussian Instant Victory. The game ends with a Prussian victory the instant the French are demoralized.
C) Victory on Points. If neither player wins an instant victory, play continues to the end of the game and victory is awarded to the player with the most VP from the following schedule:
- 1 VP per enemy strength point eliminated.
- 5 VP to the French player for each French strength point exited from the western map edge north of hex 0145 (inclusive) at any point in the game.
- 1 VP to the French player for each Prussian strength point still on the map at the end of the game.
- 1 VP to the Prussian player for each Prussian strength point exited from the western map edge north of hex 0145 (inclusive) on or before the 18/1500 turn.
25.0 Historical Wavre
The original Wavre scenario was based on what the armies should have been doing given the situation at Waterloo. In reality, Marshal Grouchy was pursuing what he thought was his proper mission. The objectives in this scenario are built on that assumption. Fighting generally focuses on Wavre and Limale, with balancing the forces at each being the key to victory. All rules in 20.0 apply except as altered below.
A) Prussian Player Moves First. The Coalition player turn is the first player turn in each game turn, the French player turn is second.
B) Prussian Forces. Set up only the units of Third Corps [3], plus the 6/2 (r) and Lutzow units from First Corps [1]. (The rest of the Prussian army is heading west to Waterloo.)
C) Morale Levels.
- Prussian Demoralization: 15
- Prussian Disintegration: 28
- French Demoralization: 30
D) Victory Conditions.
- French Decisive: The Prussians disintegrate.
- French Marginal: Control all Wavre city hexes at end of game.
- Prussian Decisive: The French are demoralized.
- Marginal: Avoid a French victory.
E) Options.
- French Double Move. The movement allowance of all units of the French Fourth Corps [4] are doubled during the 1200 turn. (Historically they were engaged in combat earlier than the setup permits).
- Bridge Hexsides Block ZOC, so opposing units on either side of a bridge are not required to attack.
Combat Results Table
Printed on page 32 of the rulebook. Rows are the die roll; columns are the final odds.
| Die Roll | 1-5 or less | 1-4 | 1-3 | 1-2 | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 or more |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Ar | Ar | Dr | Dr | Dr | Dr | Dr | De | De | De |
| 2 | Ar | Ar | Ar | Dr | Dr | Dr | Dr | Dr | De |
Explanation of Results
- Ae = Attacker Eliminated. All attacking units are eliminated. One defending unit may advance.
- Ar = Attacker Retreat. All attacking units must retreat. One defending unit may advance.
- Ex = Exchange. All defending units are eliminated. Attacking units of at least equal strength must be eliminated. One surviving attacking unit may advance.
- Dr = Defender Retreat. All defending units must retreat. One attacking unit may advance.
- De = Defender Eliminated. All defending units are eliminated. One attacking unit may advance.
Terrain Effects Chart
Printed on page 32 of the rulebook.
| Terrain Type | MP to Enter or Cross | Combat Effect | ZOC Effect | Effect on Line of Sight |
|---|---|---|---|---|
| Clear Hex | 1 MP | No effect | none | none |
| Forest Hex | Cavalry & Horse Artillery: 4 MP; Infantry & Artillery: 2 MP | Cavalry halved defending or attacking into. All others: No effect. | none | Blocked |
| Marsh Hex | Cavalry & Horse Artillery: 4 MP; Infantry & Artillery: 2 MP | Cavalry halved defending or attacking into. All others: No effect. | none | none |
| Road in Hex | 1/2 MP across road hexside | Use other terrain in hex | none | none |
| Trail in Hex | 1 MP across trail hexside |