Well having just copied the rules by hand for another user, I thought I may as well copy and paste it here for general viewing (as am NOT typing it all out again!)
1. The Pieces.
Each piece has a fixed strength according to the size of its base. Each piece has an individual transfer, on which its identity is marked. In this way a particular piece can only have one identity, eg. Milhaud's 4th Cavalry Corps (2,000 men).
Base sizes (smallest to largest):
2. Initial Layout.
The pieces start in the positions they actually occupied just before the battle opened, ie. at 11.30am on 18th June 1915. The start position of each formation is noted on the map by a key number, and the corresponding number is placed on the base of each piece (a key has been provided on the geek entry for this game). Roads and strngpoints eg. the Chateau of Hougomont, are also marked on the map limits of which are shown by barricades (barbed wire like perimeter).
Each formation has a specific movement capacity according to whether it is an infantry, cavalry or artillery unit. All movements realte to the scale 100 yards = 1cm. Normally across country, INFANTRY may advance or retire in any direction to a maximum of 200 yards (2cm) per move. For CAVALRY the maximum is 400 yards (4cm). For artillery the maximum is 100 yards (1cm). But, for cavalry moving along a road, this capacity is doubled, and for infantry 2.5 times. See scale on callipers. Furthermore, a single move can be split as the player requires. For example, an INFANTRY formation could move 100 yards across country plus a further 300 yards along a road. The base of any piece must be totally on the road for road movement.
Movements are measured by the callipers provided, from the front side of each piece. If a piece is 'wheeled' or turned this counts as a move for that piece.
Each ARMY moves in turn. A maximum of 10,000 men may be moved for each army; in addition each army may move or fire all guns. It is up to each player to decide which pieces to move (or which guns to fire), provided their total strength does not exceed 10,000 men plus guns.
After the moves have been made, any attacking situations which have arisen are then resolved by means of the dice (see BATTLE RULES paras 8-15).
No formation may withdraw temporarily from the board, eg go off the edge for tactical reasons. Once a formation is removed from the area of the board it may take no further action in the battle.
Presence of the Prussians.
At Waterloo the Prussian army of Marshal Blucher was a constant and growing threat on Napoleon's right. Throughout the day Napoleon had to subtract units from his army to engage elements of the Prussian force as they arrived in increasing numbers.
In the Wargame, the arrival of the Prussians is at 4.30pm; so Napoleon must win before this time as after 20 series of moves be each player, it is presumed that enough Prussians have arrived to make an overwhelming force when combined with Wellington's army.
The battle of Waterloo actually started at 11.30 on the morning of June 18th 1815 and the time element is simulated in this game by the use of the Time Cycle/Loss indicator. The top half of the indicator is divided into 15 minute sections and as both players complete a move the pointer is moved on 1 section (ie 15 minutes). Napoleon, although superior in forces, has got to take 30,000 of Wellington's army within the 20 move limit at 4.30pm, if Napoleon has not done so it is assumed Blucher has arrived, as indeed he did in 1815, and Wellington wins.
The lower half of the dial is divided into French and British losses in 1,000 units andthe indicators must be moved accordingly as battles are won and lost.
4. Object of each Commander.
The primary object of each commander is to beat his opponent by destroying 30,000 of his opponents army at a lesser cost to his own.
Because of the threat of the Prussians, Napoleon must attach and secure his victory before too much of his army has been lost. Wellington on the other hand, could play a waiting game, with the emphasis on defence. (These factors in the Wargame closely resemble the situation in the real-life battle).
Napoleon, as the aggressor on the day, always opens the battle.
6. Moving through pieces.
A player may move his pieces 'through' (ie over the positions of) others of his own army, but never through an enemy piece nor between 2 touching enemy pieces.
7. Attacking positions.
Attacking positions are as follows (though attacks need not necessarily be made):
For INFANTRY, the opposing pieces must touch at some point.
For CAVALRY, same as infantry above.
For ARTILLERY, the target must be within a maximum range of 1,000 yards, and within an arc of 1,000 yards as marked on the Wargame callipers provided, with the callipers used horizontally from the front edge of the argillery base.
Artillery formations must indicate the opposing formation they are firing at before the die is thrown to calculate the effect of their fire. They can also fire over any intervening piece.
8. Battle Rules: Between Equal Forces.
When 2 infantry or cavalry pieces of the same strength (up to 5,000 men) fight eachother, each player throws the die once, and the higher score wins. The attacker gains one point for the initiative. Usually the lower scoring piece is removed and the winner may (if he wishes) move forward to occupy the space held by the defender. If both players equal the same score, there is no decision; both pieces remain where they are and fighting may not resume until the original attacker's next move. Either player has the option of retreating if he so wishes.
9. Between Unequal Forces.
If, in an infantry or cavalry fight, one side is superior to the other, the rule is as follows:
For each 1,000 men that one player is superior to the other, he adds 1 point to his score. For example, if 3,000 attacked 5,000 and the 3,000 threw a 5 and the 5,000 threw 3, the 3,000 would add one point for the attack making 3+5+1=9 against 5+3=8, so the smaller force can win.
10. Concentrating Forces.
Either player may concentrate several pieces for the purposes of attack or defence. He may then total up to 5,000 men in combat- provided they are touching and form part of a coninuous line or rectangle etc. To mount an attack, at least one of the pieces must be in contact at some point with the enemy formation, ie. touching it. In this position the player must, if he has to retreat, do so with all his pieces; if he loses the fight, he loses the largest piece and the smallest piece retreats to the nearest section of his own army; if he wins, he can occupy his opponent's position but lose his smallest piece as battle casualties. Should one or both sides only have a single piece in combat then the loser loses that piece.
Not more than 5,000 men of a group may attack or be attacked each move. Exception see 15.
11. Side or Rear Attacks.
If a piece attacks on the flank or side he adds 1 point to his total score and a rear attack adds 2 points to his score, plus the 1 point for the attacking initiative.
12. Cavalry's Retreat Capacity.
Cavalry may retreat when attacked by artillery or infantry, except when surrounded on all four sides or wedged up against the edge of the board. It may not retreat from other cavalry.
13. Artillery Attacks.
The maximum gun range is 1,000 yards (10cm). When an artillery unit fires on enemy infantry or cavalry within range, theplayer must designate the single piece at which he is aiming and the number on the die then decides how many 100 yards the piece must retreat, ie. a 6 means the designated piece must retreat 600 yards (6cm), a 5=500 yards (5cm) and so on. If two or more guns are brought to bear on one piece that piece is removed. An artillery piece has the strength of 4,000 men when it is attacked.
If artillery attacks other artillery, the rules are the same as those for infantry v infantry, highest die score wins.
There are 3 strongpoints marked on te map: the Chateau of Hougomont, La Haye Sainte and Papelotte Farm. Their occupiers may be attacked by artillery or infantry but not by cavalry. Any player defending one of the strongpoints must have at least one piece standing inside it or touching its boundary. He may then add 5 points to his garrison strength ie. if the strongpoint has 2,000 men defending, the total is 7,000. 3,000 men would equal 8,000 and so on. To take the defender, artillery must throw 10 or more with the throw of 2 dice; otherwise the rules given for infantry attack and defence apply, except that there is no special advantage (see para 11) to mounting a side or rear attack - though an attacker may concentrate several pieces if he wishes, and total their strengths up to 10. This is the only time an attacker may do this.
Each army has one General, represented in the field by the standard mounted on one of the pieces. Against any enemy piece within 300 yards, the General's presence obtains for his side an extra 5 points. The General may not be taken and can move any distance within the playing area as long as he is touching one of his own playing pieces. A player may not move his General to the side of one of his pieces and attack on the same cycle. If a General is in an attack and loses, all his men in the attack are lost but he may retreat to any other of his pieces anywhere on the board.
The General has an obvious advantage when attacking strongpoints, but less if the opposing General is within the strongpoint.
The maximum strongpoint strength is 15,000 or 15 points, plus the dice throw made up thus;
5,000 garrison strength (total men within the barricades)
+5,000 Strongpoint strength
+5,000 Morale strength if the General is present
The maximum attacking strength is also 15,000 or 15 points plus the dice throw made up thus;
10,000 men attacking strength (infantry only)
+5,000 Morale strength if the general is present
The only times 2 dice are used are:
1) when the General is present when both sides use 2 dice and
2) when srtillery are attacking a strongpoint.
- Last edited Thu Sep 13, 2007 10:25 pm (Total Number of Edits: 1)
- Posted Thu Sep 13, 2007 10:23 pm
Within 9.)Between Unequal Forces, then you neglected to ADD in the +2 that the force of 5,000 also gains from outnumbering the opponent, and then which results in that to have a total of 10 now. You could amend this "example" by indicating that they'd 'scored' a 1 instead with their "die roll", and be able to keep the remainder of the body for that. I shall thank YOU for providing this 'article' here, and the best regards for yourself with any others as well.
I just quote the rules as I finds 'em! I shall leave it up to you goodly folks to interpret them how you will...
In all honesty I imagine this is one game that could do with some 'all singing and all dancing' alternative rule sets, and as such invite peeps to list some here
I have not bothered to copy the 'Short Game' rules provided with the game as they are total pap, and even fans of Risk would vomit over the simplistic dice driven combat system!