Waterloo 20 Wargame

Tables and Charts

Design and copyright by Joseph Miranda 1999



TERRAIN EFFECTS CHART
TerrainEffect on
movement
Effect on
combat
Open10
Foreststop+1
Roughstop+2
Town1+1
Chateau
(Hougomont hex)
1+2
River hexsidemay not crossmay not attack across
Bridge--
Road1 (+1 MF if all mvt on road)as other terrain in hex
Line of Communications (LOC) as other terrain in hex as other terrain in hex
Enemy Zone of Ctrol (EZOQ)stopmust attack, EZOCs block retreat
Notes: 1. Effect on combat is the amount added to the defender's strength. Defender uses the single best modifier,

2. "other terrain" = use other terrain in hex to determine movement/combat costs. "stop" = must cease movement

COMBAT RESULTS TABLE
roll-2-1 0+1+2+3+4
1AEARARAW NEXEX
2ARARAWN DWDWDW
3ARAWN DWDWDWDR
4ARNDWDW DRDRDR
5AWDWDWDR DRDRDE
6NDWDRDR DRDEDE

Attacks at greater than +4 are treated as +4 . Attacks at less than -1 are treated as -1.

A/DE = Attacker/Defender Eliminated. Eliminate all attacking/ defending units. Noneliminated player's units may advance after combat.

A/DR = Attacker/De fender Routs. All attacking/defending units rout. Non-routed player's units may advance after combat.

A/DW = Attacker Withdraws. All attacking/defending units retreat one hex. Non-withdrawing player's units may advance after combat.

EX = Exchange. Eliminate all defending units. The attacker must eliminate a number of combat actor equal to at least the defender's strength. Use printed values of units when determining combat strength.

N = Engaged. Neither her side loses units, retreats or advances.

WATERLOO 20: COUNTER MANIFEST

French:
army corps 4-2 IG. 3-2 I, II, 2-2 III, IV, VI
cavalry 1-3 I, II, III, IV

Anglo-Dutch
army corps 4-2 I 3-2 II, 2-2 RES
cavalry 2-3 UX

Prussian
army corps 3-2 I, II, IV
cavalry 2-2 III
Dummies x 2

MORALE CHART
CircumstanceFriendly Enemy
During Combat
Each enemy unit eliminated in combat (including retreats into ZOCs) +1-1
Each enemy unit routed in combat (except those eliminated as above) --1
French Imp. Guard involved in attack or defense in which a DE, DR, AR or AE is inflicted on the French*-1 French (in addition to above)-
French Imperial Guard involved in attack or defense in which a DE, DR, AR or AE is inflicted on the Allies* +1 French (in addition to above)-
End of each Night turn
French occupy two or more Allied LOC hexes-1 Allied -
Allies occupy both French LOC hexes -1 French-
Automatically, at end of each Night turn +1-

*Note that EX, DW and AW results do not count here. player may expend Morale Points as follows (one point each):

Forced March: +1 movement factor (all friendly units) (Anglo-Dutch and Prussian armies each expend a separate Morale Point)

Combat: +1 attackers -1 defender (one combat)

Rally: +1 to Rally die roll (all friendly units) (Anglo-Dutch and Prussian armies each expend a separate Morale Point)

TURN RECORD TRACK: REINFORCEMENT SCHEDULE

June 16

    Afternoon
    Evening *
    Night **

June 17

    Morning ***
    Mid-day
    Afternoon
    Evening
    Night

June 18

    Morning
    Mid-day
    Afternoon
    Evening

* FR VI corps, on SOUTH map edge
** PR IV corps, on or within 2 hexes of NORTHEAST map hex on map edge. AD Uxbridge cavalry corps, on WEST map edge NORTH of Nivelles (inclusive).
*** AD II corps, on WEST map edge NORTH of Nivelles (inclusive).

RALLY TABLE

    1 E
    2 E
    3 -
    4 -
    5 Rally
    6 Rally
    7+ Rally

    die roll modifiers:
    +1: French Imperial Guard or Anglo-Dutch I Corps rallying
    +1: expend one Morale Point

    Results: "-" = No effect, may try again next Night turn.
    "E" = unit is permanently eliminated
    Rally = unit Rallies, place on a friendly LOC hex

ALLIED RANDOM EVENTS TABLE

    1 March to the Guns. The Allied player picks any two army corps. They increase their movement by +1 this movement phase if (and only if) they end their movement in an enemy ZOC.

    2 Coordination Dilemmas. During this Allied movement phase, Anglo-Dutch and Prussian units may not move through each others' hexes, nor may they end their movement adjacent to each other (units which began adjacent may stay in Place).

    3 Weather. Roll one die. Oil a 1-3 the Allied player loses the rest of his player turn (skip to the end of turn); on a 4-6 play the turn normally.

    4 No Event. Nothing happens.

    5 Morale Fluctuation. The Allied player rolls one die Results: 1-2 = no effect; 3-4 = Allies lose one Morale Point; 5-6 = Allies gain one Morale Point.

    6. Information. The Allied player may examine any one face down enemy unit (if using the optional Fog of War rule, otherwise treat as No Event).

FRENCH RANDOM EVENTS TABLE

    1 Napoleon Humbugs Allies. This French movement phase, all French units add +1 to their movement factors.

    2 Conflicting Orders. The Allied player indicates any one French unit which is not in an Allied ZOC. This unit may not enter an Allied ZOC in this player turn's Movement Phase.

    3 Weather. Roll one die. On a 1-3 the French player loses file rest of his player turn (skip to the Allied player turn); on a 4-6 play the turn normally.

    4 No Event. Nothing happens.

    5 Morale Fluctuation. The French player rolls one die Results. 1-2 = no effect; 1-4 = French lose one Morale Point 1-6 = French gain one Morale Point,

    6. Information. The French player may examine any one face down enemy unit (if using the optional Fog of War rule, otherwise treat as No Event).


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