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Waterloo

Page history last edited by Tony Barr 16 years, 4 months ago

Waterloo : 18. June 1815

 

Napoleonic Scenario for the HWS DBA Extension

 

Map-Any good map of Waterloo should do.

Scale - on the table there should be 9" between Hougoumont and La Haye Sainte.

Number in brackets is number of recoils unit can suffer BEFORE it dissolves (i.e. A Musket element with a notation (2), would dissolve on its third recoil).

 

French Order of Battle

 

C-in-C Napoleon (d10 command - may replace roll of subordinate if within 6" of subordinate)

Imperial Guard -(south of La Belle Alliance)

Commander Drouot (d8 command; breakpoint = 4 units lost)

2x Knights (2); 2x Cavalry (2); 4x Musket (4);2x Musket (3); 1x Cannon(4); 1x Artillery(4)

 

I Corps - (east of La Belle Alliance)

Commander D'Erlon (d6 command;breakpoint = 4 units lost)

1x Cavalry (4); 7x Musket (2); 1 x Jager (5); 1x Cannon (1);1x Artillery(1)

 

II Corps - (9" south of Hougomont)

Commander Reille (d10 command; breakpoint = 3 units lost)

1x Cavalry (3); 4x Muskets (2); 1x Jäger (3); 1x Jäger (4); 1x Cannon (1); 1x Artillery (1)

 

VI Corps - (south of La Belle Alliance)

Commander Lobau ( d6 command;breakpoint = 3 units lost)

2x Cavalry (2); 1x Musket (3); 1x Musket (2); 1x Jager (4); 1x Cannon (1); 2x Artillery(2)

 

Cavalry Reserve - (anywhere within 12" but not to the north of La Belle Alliance)

Commander Kellerman (d6 command; breakpoint = 2 units lost)

2x Knights (3); 2x Cavalry (4); 2x Artillery (2)

 

Anglo-Allied Order of Battle

 

C-in-C Wellington (d10 command - may use roll to replace roll of subordinate, if within 6")

 

I Corps - (anywhere in or within 6", but not to the south of Hougoumont)

Commander Orange (d8 command - breakpoint = 5 units lost)

3x Cavalry (2); 2x Musket (4); 1x Musket (2); 4x Musket (3); 1x Jäger (2); 2x Musket (5); 2x Artillery (2)

 

Right Wing - (to the north and west of Hougoumont)

Commander Clinton (d6 command - break point = 4 units lost)

1x Cavalry (2); 3x Musket (2); 2x Musket (3); 1x Jäger (5);1x Jäger (4); 1x Cannon (1); 2x Artillery (2)

 

Left Wing -( anywhere to the north and east of Hougoumont)

Commander Uxbridge (d10 command - break point 6 units lost)

2x Knights (3); 2x Cavalry (4); 2x Cavalry (3);1x Cavalry (2); 3x Musket (2); 2x Musket (3); 1x Cannon (1); 2x Cannon (2); 1x artillery (4); 1x Artillery (1)

 

Prussian Order of Battle

 

C-in-C Blucher (d10 command - may use roll to replace roll of subordinate, if within 6")

1st Brigade - (enters as reinforcements anywhere on the east edge of the table)

Commander Steinmetz (d4 command; breakpoint = 2 units lost)

2x Cavalry (2); 2x Musket (2); 1 x Musket (1); 1x Artillery (2)

 

II Corps - (enters as reinforcements anywhere on the east edge of the table)

Commander Pirch (d6 command; break point = 3 units lost)

2x Cavalry (3)1x Musket (3); 3x Musket (2); 2x Musket (1); 1x Artillery (2)

 

IV Corps -- (enters as reinforcements anywhere on the east edge of the table)

Commander Bulow (d10 command; breakpoint = 6 units lost)

1x Cavalry (3); 1x Cavalry (2); 3x Musket (3); 2x Musket (2); 6x Musket(1); 1x Cannon (3); 1x Artillery (3)

 

Special Rules

 

1. C-in-C's are treated as Lt. Horse elements, for movement, combat and fleeing.

2. Infantry units in Hougoumont and La Haye Saint BUAs receive a +2 bonus in fire and melee. All other BUA and Bad Going give a +1 bonus.

3. Artillery units are really Horse Artillery, so they can fire in the enemy's bound even, if they moved during the previous phase.

4a. Blucher and Prussia Corps IV may be brought in to play the first time Wellington rolls a 9 or 10,AFTER TURN 4.

4b. Prussian Corps II may be brought into play on the next roll of 9 or 10, after Corps IV has entered.

4c. Prussian 1st Division may be brought into play on the next roll of 9 or 10, after Corps II has entered.

 

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