Waterloo 20

Wargame

Design and copyright by Joseph Miranda 1999



1.0 INTRODUCTION

Waterloct 20 is a wargame based on the Waterloo campaign, 16-18 June 1815. One player takes the role of Napoleon, commanding the French Army. The other player takes the roles of Wellington and Blocher, commanding the AngloDutch and Prussian Armies, respectively. Each unit represents an historical coups. Each hex on the map is approximately one mile across.

2.0 GAME EQUIPMENT

2. 1. The Game Map. The 8.5" by 11" mapsheet portrays the battle area. A hexagonal grid is superimposed over the terrain features in the mapsheet in order to regularize movement and positioning of the playing pieces.

2.2. Game Charts and Tables. The Combat Results Table is used to resolve combat. The Morale Index indicates the current number of Morale Points per army has available. The Terrain Effect Chart is used to provide information about tire effects of terrain oil movement and combat. The Turn Record indicates the current game film.

2.3. The Playing Pieces. The cardboard pieces represent the actual military units that took part in the original campaign. These playing pieces are referred to as "units." They should be cut out, colored, and mounted oil some stiff surface, such as cardboard or Styrofoam sheets.

2.31 How to read the units. See the Unit Identification Chart, Nationalities: French: blue Anglo-Dutch: red Prussian: green (The Allied player controls both the Anglo-Dutch and Pinssian units) Unit abbreviations: IG = Imperial Guard Res Reserve Ux Uxbridge (cavalry)

2.4. Definition of Terms. Combat strength is the relative strength of a unit to engage in combat. Movement allowance is tire maximum number of open terrain flexes through which a unit may be moved in a single movement phase. Phasing player is the player who is currently Conducting a phase. Zone If control is the six hexes Surrounding a unit.

3.0 SETTING UP THE GAME

General Rule. The game begins oil the 16 June Afternoon firm.

3.1. Players determine which side each will play.

3.2. Units are set up in this order:

3.2 1. The Allied player sets up the following Anglo-Dutch units on hexes marked "AD" I army corps, Reserve army corps.

3.22. The Allied player sets up the following Prussian units on hexes marked "PR": I army corps, II army corps, III army corps

3.23. Hie French player sets up the following French units on hexes marked "FR" IG army corps, I army corps. II army corps, III army corps, IV army corps, I cavalry corps, If cavalry corps. III cavalry corps, IV cavalry corps.

3.24. Remaining units enter the game as reinforcements (see Reinforcement Schedule). Note: The historical position of each corps is also indicated, but playerss may set up on any friendly hexes as they desire.

3.3. Starting Morale Points: French=8, Allied = 7

3.4 The first turn is June 16 Afternoon. Begin play of the game with the Movement Phase of the French player turn (skip the Random Events plhase of the French player turn on turn 1).

4.0 SEQUENCE OF PLAY

General Rule. The game is played in successive game Turns, composed of alternate Player Turns. During each Game Turn the players maneuver their units ;aid resolve combat in sequence, according to the following outline and within the limits provided by tire roles which follow At tire conclusion of the last Game Turn, the Victory Conditions are consulted and a winner declared.

THE GAME TURN The Game Turn is divided into a French Player Turn and air Allied Player Turn. Each Player turn is divided into a series of segments called phases. The player whose turn is currently in progress is termed the Phasing Player.

4. 1. French Player turn.

4.11. French Random Events Phase. Roll oil the French Random Event Table and immediately apply the result.

4.12. French Movement Phase. The French player may move all, some or none of his units as he desires within the limits of the rules of movement, Zones of Control, and terrain effects. He may also bring reinforcements onto the map, if available.

4.13. Allied Countercharge Phase. The Allied player may have some, none or all of his cavalry units conduct countercharges.

4.14. French Combat Phase. The French player uses his units to attack Allied units.

4.2. Allied Player turn.

4.21. Allied Random Events Phase. Roll on the Allied Random Event Table and immediately apply the result.

4.22. Allied Movement Phase. The Allied player may move all, some or none of his units as he desires within the limits of the rules of movement, Zones of Control, and terrain effects. He may also bring reinforcements onto the map, if available.

4.23. French Countercharge Phase. The French player may have some, none or all of his cavalry Units Conduct countercharges.

4.24. Allied Combat Phase. The Allied player uses his units to attack Allied units. The Allied player may order his attacks in any order lie desires.

4.3. End of Turn Phase If this is a night turn, each player may recover Morale Points and Rally eliminated units.

5.0 RANDOM EVENTS

General Rule. Random Events refers to the numerous imponderables of war which affected the course of battle. Each player has his own Random Events Table. At the beginning of each Player Turn, the player must check on tire scenario's Random Events Table.

5.1. Procedure. Roll one die and apply the result.

5.2. Unless otherwise specified, air individual event may take place more than once per game (i.e., each time the event is rolled).

6.0MOVEMENT

General Rule. During the Movement Phase, tire phasing may move as many or as few of his units as lie desires. Units may be moved in any direction or combination of directions.

6.1. 'Movement Procedure. Units are moved one at a time, tracing a path of contiguous hexes through the hex grid. As each unit enters a flex, the units pays one or more movement points from its movement allowance.

6.2. Movement Restrictions and prohibitions.

6.2 1. Movement may never take place out of sequence. A player's units may be moved only during his own movement phase (exception: see Countercharge rule). 6.22. A unit may never expend more movement points than its total movement allowance in any one movement phase. A unit may expend all, some or none of its movement points in any one game turn, but unused movement points may not be accumulated from turn to turn or transferred to another unit.

6.23, A friendly unit may never enter a hex containing an enemy unit,

6.24, All movements are final, A player may not change his mind and retrace a unit's movement. (This rule should be enforced -- during the Campaign, several units were sent in the wrong direction at key points.

6.3. Terrain.

6.3 1. Normally, units pay one movement point to enter each hex. regardless of terrain type.

6.32. Forest anti rough. Units which enter a forest or rough hex must stop their movement for tire turn. They may continue moving in tile next turn, but if they enter another forest or rough hex, they must again stop movement. Units may not move further even if their movement has been increased by forced match. (There is 110 rough terrain oil the Waterloo 20 map, but the type is included on tire Terrain Effects Chart for other games in the series. )

6.33. Roads: A unit using road movement (moving directly from road hex to another) does not have to stop in forest and rough. A unit which moves all of its movement along road hexes increases its movement factor by one, if moving along all road flexes (e.g., a unit with a movement factor of 3 would have it increased to 4).

6.4. Zones of Control.

6.4 1. A unit must stop when entering an enemy Zone of Control. It may move no further in that movement phase. Units may not move directly from one enemy Zone of Control to another. Units may exit enemy Zones of Control only by Disengagement (see the Zone of Control rule) or as a result of advances/retreats after combat.

6.42. Friendly Zones of Control do not affect friendly movement.

6.5. Effect of other friendly units. A friendly unit may move through hexes Occupied by other friendly units (at no extra movement point cost). They may not end the movement phase stacked in the same hex with another friendly unit. Stacking is prohibited in tire game.

6.6. Forced March. A player increase tire movement factor of units in his army by expending a Morale Point. See the Morale rule.

7.0 ZONES OF CONTROL

General Rule. Tile six hexagons immediately surrounding a unit's hex constitute the unit's Zone of Control (ZOC). Hexes upon which a unit exerts a Zone of Control are called Controlled Hexes. Units must cease movement when entering enemy Zones of Control and are obliged to conduct combat.

7.1. Effects on Movement. All units exert a ZOC at all times, regardless of the phase or Player Turn. The presence of Zones of Control is never affected by other units, enemy or Friendly. Units do not pay additional movement points to enter an enemy Zone of Control. Zones of Control extend into all type ofterrain -and across all types of hexsides except rivers.

7.2. Multiple ZOCs. Both friendly and enemy units may exert ZOCs oil the same hex. There is no additional effect if more than one unit casts its ZOC on the same hex. Obviously, if a given unit is in all enemy controlled hex, the enemy unit is also in its controlled hex. The two units are equal and mutually affected.

7.3. Effects on Combat. The phasing player must attack all enemy units which exert ZOCs on friendly units during a given Combat phase. All friendly units which are III enemy Zones of Control must attack some enemy unit.

7.3 1. Units which retreat into an enemy ZOC are eliminated.

7.32. Units which advance after combat may freely enter enemy Zones of Control ' enemy Zones of Control never affect advance after combat.

7.4. Disengagement. A cavalry unit which stairs its movement in air enemy Z0C mav leave that ZOC via Disengagement. Disengagement occurs only in the friendly Countercharge phase (i.e., in the enemy Player Turn). A cavalry unit disengages by moving from the hex to an adjacent noncoutrolled hex and ceasing movement. Disengagement occurs only during the friendly Countercharge Phase. A unit may move a maximum ofone hex when disengaging. Units may not enter air enemy ZOC via Disengagement.

7.41. The cavalry unit may not begin its movement in the ZOC of all enemy cavalry unit.

7.42. Disengagement is not retreat and the enemy may ire[ advance alter combat when the friendly cavalry disengages

7.5. Night. Zones of control do not exist on night turns.

8.0 COUNTERCHARGE

General Rule. Tire friendly Countercharge phase takes place during the enemy Player Turn. During the Countercharge phase, the player may have his cavalry units either Disengage or conduct Countercharges. Additionally, on night films all units may disengage.

8. 1. Disengagement. Explained tinder the Zone ofControl rule.

8.2. Countercharge. The player may attack with some, none or all of his cavalry units. This follows the normal rules of combat, except that: cavalry units may attack cavalry units do not have to attack every unit in whose zone of control they are in (they may attack, some, none or all such hexes).

the combat factor of cavalry units is doubled when attacking in a countercharge if attacking enemy army corps (i.e., noncavalry corps) only.

9.0 COMBAT

General Rule. Combat between adjacent opposing units is mandatory. The phasing player is termed the attacker; the nonphasing player is the defender, regardless of the overall strategic situation. Combat is resolved on the combat results table (CRT).

9. 1. Procedure. Follow these steps in order:

  • Designate which phasing units will be attacking which non-phasing units
  • Total the combat strength of all attacking units involved in a specific attack.
  • Total the defense strength of all units which are the target of the attack. Add in any effects for defender's terrain.
  • Subtract the total defending strength front the total attacking strength. The result is the combat differential, expressed as either a positive or negative number (or 0).
  • Consult the CRT under the appropriate differential Column.
  • Roll one die. Cross index the die roll with the combat differential column, and read the result.
  • Apply the combat result immediately, including retreats and advances after combat.

9.2. Which units attack- All phasing units in an enemy Zone of Control must attack. No unit may attack more than once per combat phase, and no unit may be attacked more than once per combat phase, All non-phasing units in a phasing Zone of Control must be attacked. The phasing player may choose which attacking units will attack which defending units, in any order lie chooses, as long as all friendly units adjacent to an enemy unit participate in an attack. He must declare which adjacent units will be attacking which defending units at the beginning of each combat phase (to ensure that all adjacent units are attacked)

9.3, Multiple unit and multi-hex combat. If a phasing unit is in the ZOC of more than one enemy unit, it must attack all those enemy units which are not engaged by some other attacking unit. Units in two or more different hexes may combine their combat strengths and attack a single hex if all the attacking units are adjacent total the defending hexes.

Attacks may involve any number of attacking or defending units. For the attack to be resolved as a single combat, all the attacking units must be adjacent to all the defending Units.

9.4. Combat Strength unity. A given unit's attack and defense strengths are always unitary, A unit's strength may not be divided among different combats. either for attack, or defense.

9.5. Effects of terrain. Defending units benefit from the terrain in the hex they occupy and or that hex's perimeter hexsides. Terrain in hexes occupied by the attacker have no effect on combat. The effect of terrain on combat is reflected by adding the strength of the hex, its indicated on the Terrain Effects Chart, to the defender's strength.

9.51. Terrain Benefits for combat are not cumulative. A defending unit benefits from the most advantageous terrain in a hex or hexside

9.52.When two or more defending units are being attacked in a single combat and are on two different types of terrain, each having a different effect on the combat differential, then the entire attack is modified by the terrain in the hex giving the single most favorable benefit to the defender.

9.6. Diversionary attacks. In making a series of attacks, a player may allocate his attacking units so that some attacks are made at poor differential so that other adjacent attacks my be made at more advantageous differential. The phasing player may reduce the differential of any given attack. That is, he may make the may attack at a lower differential than determined above.

9.7. Explanation of Combat Results.

9.71 Unit eliminations. A unit which is eliminated is removed from play but is available for Rally (see 10.0)

9.72 Exchange. Exchanges call for the attacker to lose a number of strength points equal to the defender's strength. In this case, the attacking player must eliminate a number of units whose printed combat factors are at least equal to tile defender's printed combat strength. The attacker may be forced to eliminate units whose attack strength is greater than the defender's if there is no other alternative. The attacker may choose to eliminate a stronger unit than necessary if he so desires (this might occur if a weaker unit is more valuable for some other reason).

9.73 Withdrawals. When withdrawing, a unit retreats one hex.

9.74. Rout. When a unit routs, the owning player rolls one die and then must retreat the unit that number of hexes.

9.8. How to retreat. When the combat results requires a player's unit(s) to retreat (either by withdrawal or rout), the owning player must immediately move those units the indicated number of hexes away from their combat position. Retreat is not normal movement; retreating units pay one movement point per hex entered, regardless of terrain (including rough and forest).

9.81 Restrictions. If the unit is unable to retreat within these restrictions, it is eliminated instead.

9.311. Units may not advance or retreat after combat off map or into prohibited hexes or across rivers (unless bridged, see 9.813 below).

9.812. In retreating, a unit may initially leave all enemy controlled flex. Thereafter if it enters an enemy ZOC it must roll one die. On a 1-3 the unit is eliminated ; on a 4-6 it retreats normally. Friendly units do not negate enemy Zones of Control for purposes of retreat.

9.813. Units which retreat across river bridges roll one die. On a 1-3 they are elimirnted; on a 4-6 they retreat normally. If retreating both across a bridge and into an enemy ZOC, the player must roll once for each.

9.814. Where possible, a retreating unit must retreat into and through vacant flexes not containing an enemy ZOC. If no other route is available, the retreating units may move through friendly occupied hexes. They may not end their retreat in a friendly occupied hex (if there is no other choice, then the retreating unit is eliminated instead).

9.815. Where possible, a retreating unit must retreat such that it is closer to a friendly Line of Communications hex than when it began the retreat. Anglo-Dutch units must retreat towards one of the two Allied LOC hexes west of the Dyle River. Prussian units must retreat towards one of the two Allied LOC hexes on the east map edge. The player has the choice of which LOC hex lie can retreats his units towards if more than one is available.

9.816. In all cases, the retreating unit must terminate the retreat the indicated number of hexes away from its firmer combat position. If it call not, and call retreat only it portion of the number of the obligated hexes, it is eliminated in the last hex in which it was able to retreat.

9.9. Advance after combat. Units may advance after coinbat under certain circumstances ( ' this applies to both victorious attacking and defending units). Whenever all enemy unit is forced to retreat as a result of combat it will leave a path of vacant hexes behind it called the Retreat Path. Any or all friendly victorious units which participated in the combat and were adjacent to the retreated unit are allowed to advance along the enemy Retreat Path.

9.91. Cavalry corps MUST advance the full number of hexes ofthe retreat path. Army corps MAY (at the owning player's discretion) advance a maximum of one hex.

9.92 If a unit is eliminated, then the hex it occupied at file instant of elimination is the termination point for the Retreat Path.

9.93. Only victorious units which participated in a particular combat were adjacent to the retreating unit doting the combat and participated in that combat may advance. Advancing units may ignore enemy Zones of Control but may not stray from the Retreat Path.

9.94. Any option to advance must be exercised immediately before any other combat resolution. Advancing units may neither attack nor be attacked again in that phase, even if their advance places them next to enemy units whose battles are yet to be resolved, or who were not involved in combat.

10.0 RALLYING

General Rule. During night films, a player may attempt to rally eliminated units.

10.1. Procedure. Go to the Recovery Table. Roll one die for each unit which was eliminated. Make any die roll adjustmerits. Apply the result. 10.2. Units which are Rallied are placed on friendly Line of Communications flexes (if none are available, then the unit is permanently lost).

11.0 REINFORCEMENTS

General Rule. Players may receive additional units in the course of a game. These units are called reinforcements. Reinforcements appear in the owning player's movement phase on the game turn indicated by the reinforcements schedule.

11.1 . Procedure. During the friendly movement phase, a player places reinforcement units adjacent to the map edge in the location indicated by the reinforcement schedule.

11.2. Movement of reinforcements. Reinforcements are presumed to be poised adjacent to the map. When placed on the map, a reinforcing units expends movement points to enter the entry hex according to the terrain Effects Chart. Units entering along a road pay the road movement cost.

11.2.1. fit several cases, more than one unit is scheduled to appear in tile same hex in the same game turn. These units are deployed off map, one behind the other, with the lead unit poised adjacent to the map entry hex itself. If the entry hex is a road hex, a hypothetical road is presumed to be stretching off the map, away from the entry hex.

11.22. Reinforcements may arrive at any time during the scheduled turn. Once on the map, reinforcements move normally.

11.3. Restrictions:

  • Reinforcements may not enter a flex which is, at that point, Occupied by all enemy unit, A reinforcing units may enter a hex in an enemy ZOC, but must cease movement normally.
  • If, and only if, a scheduled entry hex is occupied by all enemy unit, or a friendly unit in an enemy zone of control, the reinforcing unit may not enter this turn. The unit is not lost and may be brought in as a rein forcement on a subsequent turn if an appropriate hex is available.
  • A player may deliberately withhold reinforcements from game turn to game turn, bringing them into play (if at all) oil some later turn. Regardless of whether a reinforcement is brought into play oil its scheduled turn, it must appear in its scheduled hex.
  • The concept that reniforcements are poised directly to the map edge is strictly a concept. Until they enter the map, reinforcements have no effect on play. Off map units have no zones of control and may not attack enemy units, etc.

12.0 ARMY MORALE

General Rule. Each side starts the game with in indicated number of Morale Points. Morale Points represents that side's level of motivation and command skill for the battle. Players may expend morale points to enhance their movement, combat and rally operations.

12.1. Morale Points are recorded oil the friendly Morale Index. If a player's Morale Index ever reaches 0 (zero), then the player immediately loses the game. A player's morale may never go higher than 10.

12.2. Gaining/Losing Morale Points. See the Morale Chart for game actions which raise and lower the friendly Morale Index. If two or more events occur simultaneously which would change a player's Morale Index, then add/subtract the amounts first before applying them.

12.3. Use of Morale Points. A player may expend Morale points as follows:

12.31. Forced March. Forced March takes place during the friendly Movement Phase. Expend one Morale Point. No unit may ever have its movement increased by more than +1 due to Forced March. French ALL French units have their movement factor increased by 1 for this turn. Allied: ALL Anglo-Dutch or all Prussian units have their movement factor increased by +1 for this turn. By expending two Morale Points, ALL Allied units increase their movement factor by +1.

12.32. Combat. The attacker gains +1 to his attack strength for one combat per Morale Point expended. The defender gains a +I to his attack per combat per Morale Point expended. A player expend a maximum of one Morale Point per combat regardless of the number of units he has involved. The defender always declares first whether or not he is going to utilize a Morale Point for a combat, then tile attacker.

12.33. Rally. By expending one Morale Point, the player can add ail additional +1 die roll modifier to all Rally die rolls in one Rally phase. NO unit may ever add more than +1 to its Rally die roll.

French: ALL French units add +1 to their Rally die rolls for this turn.

Allied: All Anglo-Dutch OR all Prussian units add +1 to their Rally die rolls for this turn. By expending two Morale Points, ALL Allied units add +1 to their Rally die rolls for this turn.

12.34. French Imperial Guard. The French player gains/ loses more morale Points for a combat in which his Imperial Guard is involved, representing the amount of confidence that the French army had in this formation.

13.0 NIGHT TURNS

General Rule. During night turns, certain special rules go into effect.

  • All units lose their ZOCs (this is a way to exit enemy Zocs; all units may disengage at night).
  • All units have their movement factor reduced to 1.
  • No combat is allowed.
  • Units may be rallied.
  • At the end of the Night Turn, each player raises his Morale Index by 1.

14.0 VICTORY CONDITIONS

14. 1. French. The French will the game if at any time Allied Morale is reduced to 0 and French Morale is 1 or more.

14.2. Allies. The Allies will the game if at any time French Morale is reduced to 0 and Allied Morale is 1 or more. Additionally, the Allies win the game if at the end of the last game turn the Allies have at least 1 more Morale Points than do the French.

14.3. Draw. Any other result is a draw, If for some reason both players' Morale reaches 0 at the same time, then the game ends in a draw.

OPTIONAL RULES Players call use the Optional Rules to enhance realism, complexity and play balance.

15.0 FOG OF WAR

General Rule. Players place their units face down at all times until revealed. Face down units perform normally, but only the owning player may examine them.

15.1. When units are revealed. Units are revealed (flipped lace up) under the following, circumstances:

  • At the instant a player desires.
  • At the instant a combat is declared, all units involved in the Combat are flipped face up
  • At the end of the movement phase a friendIy face up cavalry unit is adjacent to an enemy hex contauning face down enemy units, all those face down units are flipped face up.

15.2. Reconcealing units. Face tip units remain face tip unit until the beginning ofeach night turn, at which point all face tip units are turned face down.

15.3. Dummies. Players each receive one dummy unit. This is a face down blank counter. A dummy moves as a cavalry unit with a movement of 3. At the instant a dummy is revealed, it is removed from play (at no morale cost). It is then placed back on the map at the beginning of the next following night turn adjacent to any friendly unit and not in a hex occupied by an enemy units or ZOC.

16.0 PENETRATION

General Rule. Cavalry units may move through enemy ZOCs under certain circumstances.

16. 1. Procedure. Penetration occurs only during the friendly Countercharge Phase. The cavalry unit must begin tile phase in an enemy ZOC. It then moves into another, adjacent ZOC and stops its movement. The cavalry unit may not begin tit or enter the ZOC of a cavalry unit.

16.2. If using the Fog of War rule, the enemy player must reveal any face down cavalry units to prevent cavalry penetration.

17.0 ROUTED UNITS

General Rule. Units which rout receive additional restrictions on their ability to conduct movement and combat until they recover.

17.1. Place a blank marker from another game Oil units Which rout when they complete their rout movement. This has the following effects:

  • Routed units may not move.
  • Routed units lose their ZOCs.
  • Routed units have their combat strengths reduced by 50% (round fractions tip) for both attack and defense.
  • Routed units may not advance after combat. They retreat and rout normally.

17.2. A unit recovers from Rout automatically at the end of the friendly player turn if it is not in all enemy ZOC (note tile unit may be adjacent to an enemy unit which lacks a ZOQ.

18.0 DESIGN NOTES

The challenge was to design a realistic, playable game of a major battle using only 20 units. Waterloo works nicely because the number of corps adds up to 18, because of the colorful units, and because of the nature of the campaign. Waterloo was actually a series of battles fought over a three day period, involving four major actions (Ligny, Quatre Bras, Wavre and Waterloo itself). This gave the game both tactical and operational elements.

Combat strengths were based on a variety of factors. including manpower, number of artillery pieces, and training. The French had the advantage of massing their guns in grand batteries, while the British made effective use of reverse slopes, so both these armies have higher strengths relative to the Prussians, Movement rates were deliberately kept low to prevent players from conducting unrealistic outflanking maneuvers. Hougomont receives additional benefits as a fortified structure because the British held it all day against the French.

Random events add all element of uncertainty into the battle, and increase the fog of war which was a decisive aspect of the campaign. Players have to choose how to allocate their forces, which routes of march to take, and where they want to fight their decisive battles. Especially critical is the tradeoff of Morale Points for movement, combat and rally purposes. These decisions are actually easier to make if usiig only a small number ofunits.

Joe Miranda lives in Los Angeles and claims to enjoy it, He has been the editor of strategy and Tactics magazine for about 50 Issues now, and Is responsihie for rnany many game designs on topics ranging from ancient warfare to galactic conquest. His gaming-related websitee is http://home.earthlink.net/~jamiranda/gaming.html.

Map and Counters

Jumbo Waterloo 20 Map (very slow: 316K)

Waterloo 20 Tables and Charts


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