Design and copyright by Joseph Miranda 1999
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:
Anglo-Dutch
Prussian
*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
Evening * Night ** June 17
Mid-day Afternoon Evening Night June 18
Mid-day Afternoon Evening * FR VI corps, on SOUTH map edge
RALLY TABLE
2 E 3 - 4 - 5 Rally 6 Rally 7+ Rally die roll modifiers:
Results:
"-" = No effect, may try again next Night turn.
ALLIED RANDOM EVENTS TABLE
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
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). Back to Strategist Number 339 Table of Contents Back to Strategist List of Issues Back to MagWeb Master Magazine List © Copyright 2001 by SGS This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |