Maybe these questions are obvious (no stupid questions, right?) and /or answered elsewhere
(sorry, played with a friend’s game so I don’t have rules):
1. How do infantry vs. cavalry battles work
(something seemed to be missing)?
2. Can a stronghold spaces hold the usual 3 units; some inside, some outside?
3. How are these spaces then attacked; since a stronghold is a “space within a space”?
4. For their two actions, could leaders order an adjacent artillery unit to change formation then fire? (couldn’t move then fire because moving puts it on its side.)
We had a great first, learning game yesterday; though ended early (on the turn when the Prussians enter!) almost as a tie (17-14). Hope to iron out our questions for our next weekly game day, excited to play Waterloo again.
I don't have the rules in front of me but here's my understanding of the situations you've mentioned:
1. Infantry vs cavalry. If the infantry are in defensive formation (ie lying down) they immediately form square. Also, if earlier in the round there was defending cavalry in the area, the infantry can go into defensive forrmation and then square. This does not apply if the infantry are assualting Acavalry protective screen only applies to infantry that are being attacked. The infantry then fire off at the cavalry (1 d6per infantry, hits on a 6) The cavalry are either tired or eliminated. If cavalry units remain then the infantry take a morale check. This is where the square really comes into its own. If in square formation the infantry are eliminated on a 1 otherwise survive (infantry caught forming square by the charging cavalry!). If not in square there is a very good chance that the infantry will be run down and destroyed by the cavalry.
2. A stong point area still has a stacking limit of 3 (+ leader). Some units can be inside, some outside. Infantry can only be inside if in defensive formation (lying down)
3.The area containing the strong point is attacked as one area with various modifiers to the dice rolls
-2 to artillery fire only if all defenders in strong point
-1 to infantry fire only if all defending units in strong point
Infantry in a strong point cannot be charged by cavalry
Infantry in a strong point get a morale shift left equivalent to the strong point value and any Retreat results are converted to damage cubes.
4. Leaders can activate an area containing artillery to change formation and then fire.
Hope this is OK
Cheers ... Mark
Thanks Mark for the speedy response and very insightful information
that is right on the money.
We were interpreting the rules pretty much as you described but our
game concluded on the turn the Prussian entered
w/ a close British victory.
Wondering why it was only a few turns; maybe due to
aggressive old grognards.
Wanted to be sure we weren’t missing something that
Experiencing senility daily since... I forget.
We had handled strongholds completly wrong, Gordon. We treated them too much like two seperate areas. You DESIGNATED artillery die rolls AGAINST units in the stronghold. This is totally wrong.
We also did not handle the assignment of damage cubes correctly. It is ALWAYS dynamic EVERY time any action requires it. We did not allow a second redistribution after the first time a morale check was made. We should have.
That combined with the fact that we did not ferry damage cubes back behind the lines like we should have is why our affair was so bloody and came to such a quick conclusion, I think.
I've made the following rule assumptions. Hopefully someone will point out if I am wrong somewhere.
Within an area, damage cubes can be re-assigned EVERY time something is performed that requires knowing their unit distribution, i.e. before infantry fire, during a melee check, etc.
A retreating infantry piece must take the cubes along with it that were assigned to it before the morale check was made
An artillery unit can only be assigned 1 damage cube.
An artillery unit with a damage cube is UNMANNED. It can do NOTHING.
Artillery can only receive a damage cube if there are only artillery present in the area.
Artillery can never conduct an assault.
Artillery that is on its side can only fire defensively during an assault.
o A damage cube can never be assigned to artillery when friendly infantry is present.
o A damage cube can never be assigned to artillery if friendly cavalry is present.
o If friendly infantry is in the same area without friendly cavalry, and are eliminated so none remain, and damage still remains to be applied, then damage can be allocated to artillery units present so long as there is never more than 1 cube per artillery unit.
o If friendly cavalry is in the same area, and are eliminated or retreated so none remain, and damage remains to be applied, then damage can be allocated to artillery units present so long as there is never more than 1 cube per artillery unit.
Note: These really are not exceptions. A literal reading of the rules states that artillery units can only receive damage cubes when only artillery is present. In the two 'exceptions', there is nothing left in the area except artillery.
ARTILLERY WITH INFANTRY CAVALRY:
Damage cubes assigned to infantry as a result of defensive artillery fire during an assault cause an automatic morale check even if defensive infantry fire in stage 3 has no effect.
When friendly infantry move into an area with unmanned artillery, the artillery damage cube(s) are immediately applied to the infantry. This could result in the elimination of infantry units.
At the end of an action, if artillery is alone in an area with enemy infantry, the artillery is destroyed.
At the end of an action, if manned artillery is alone in the area with only enemy cavalry, the artillery becomes unmanned.
At the end of an action, if unmanned artillery is alone in the area with only enemy cavalry, nothing happens.
An area with only unmanned artillery in it is still considered 'friendly' to the owner of the artillery. Therefore contact moves must be made by the enemy if the movement borders the area. An assault with infantry must be made to take the area and destroy the artillery (which would be automatic).
INFANTRY WITH CAVALRY:
If infantry assault an area with only enemy cavalry, the infantry conduct a morale check against a cavalry charge. If the infantry remain in the area, the cavalry must retreat to an adjacent area. A cavalry control check is conducted if the cavalry hold the area.
If cavalry is in an assault with or without accompanying infantry against an area that contains both cavalry and infantry, the defending infantry assume defensive posture and form squares if the enemy cavalry survive to conduct a cavalry vs. infantry attack.
An area with a strongpoint can hold as many units as any other area.
Only infantry in a defensive posture may be designated as being in the strongpoint.
Strong points can only hold a limited number of infantry units.
Artillery and cavalry in a strongpoint area are considered 'outside' the strongpoint. Only defensive infantry can be inside a strongpoint. Note that the total number of units in the area still include all infantry in the strongpoint.
When using the artillery vs. infantry fire table, and when using the infantry vs. infantry fire table, the stronghold defensive modifier is not applied if the number of units in the area exceed the number of units that are allowed in the stronghold.
There is no segregation regarding the assignment of damage cubes between units in a strongpoint and those outside a strongpoint. All units are considered to be in the same area.
The only time that an area and its strongpoint should be treated separately is during a cavalry attack. Cavalry cannot assault infantry in a strongpoint. Cavalry can assault any type of unit within the area that is outside the strongpoint.
Infantry inside a strongpoint never make a morale check in a cavalry vs. infantry attack because the cavalry can't attack a strongpoint. Therefore, at the end of a cavalry vs. infantry attack, if there are enemy units in the stronghold, any remaining enemy cavalry must withdraw.