Victory Results:
 54 %
Record a victory for BOTTOM ARMY  46 %
Total plays 35 - Last reported by GG on 2022-11-24 14:05:41

Historical Background
Napoleon retained his strategic brilliance, placing his army squarely between the Prussian and Anglo-Allied armies on June 16th. His tactical genius was fading. He allowed an entire corps to countermarch aimlessly on the 16th, deny him the opportunity for a decisive victory either at Ligny or Quatre Bras. Instead, at the end of the day the beaten Prussians escaped at Ligny and Wellington still held the crossroads at Quatre Bras. On the 17th Napoleon turned his main strength towards the British, after detaching Grouchy with two corps to pursue the retreating Prussians and prevent them from uniting with Wellington. A massive storm drenched the area on the 17th as Napoleon advanced upon the Anglo-Allied army that was deploying for battle in front of Mount Saint Jean. The 18th dawned clear, but the rain-soaked ground still made maneuvering cavalry and artillery difficult, so Napoleon delayed the start of the battle, waiting for the ground to dry. Wellington fielded an Anglo-Allied army of 50,000 infantry, 11,000 cavalry and 150 guns. In front of his line, there were three strong positions; the château of Hougoumont, the hamlet of Papelotte and the farmhouse and orchards of La Haye Sainte. Many of his veteran regiments from Spain had been sent to Canada and the United States to fight the Americans. Napoleon’s army consisted of 48,000 infantry, 14,000 cavalry and 250 guns. Many of these troops were veterans of at least one campaign. It was about 11AM before Napoleon gave battle with artillery salvoes and ordered the initial assault against Hougoumont. The battle of Waterloo is well documented, and rather than skim through the account, it is recommended that players take advantage of the numerous sources available and enjoy reading about this epic struggle between two of the greatest commanders in history.
The stage is set. The battle lines are drawn and you are in command. Can you change history?

 

Set-Up Order

Forest 8
Hill 14
SandQuarry 1
Town 3

 

Battle Notes


British Army
• Commander: Wellington
• 6 Command Cards.
• Option 3 Tactician Cards plus 1 after each arrival of Prussians.
* Use brown blocks for the Nassau, Brunswick, Hanover and Dutch units.
Also use the Portuguese National Unit Reference card for those troops with one exception: line infantry units will retreat 2 hexes for each flag.

 

Line Infantry Light Infantry Rifle Infantry Guard Grenadier Infantry Heavy Cavalry Guard Heavy Cavalry Foot Artillery General   Line Infantry Light Infantry Light Cavalry
4 1 1 1 1 1 3 3      6 1 1

French Army
• Commander: Napoleon
• 6 Command Cards
• Option 4 Tactician Cards
• Move First

  

Line Infantry Light Infantry Young Guard Old Guard Infantry Light Cavalry Cuirassier Cavalry Guard Heavy Cavalry Foot Artillery Horse Artillery Guard Foot Artillery General
7 1 1 1 2 1 1 3 1 1 3

Victory
10 Banners


Special Rules

  • The 3 buildings with dotted lines are each 1 Temporary Victory Banners Objective hexes (Turn Start) for the French player.
  • Those 3 buildings also form a Temporary Majority Victory Banners Objective Hexes (Turn Start) worth 1 banner for the Allied player.
  • Prussian Reinforcements: The Allies player rolls 1 die at the start of each of his turn. If no Flag symbol, the timeline for the Prussian arrival increases by 1 (use any markers). When the timeline reaches 10 and 12, the Prussian reinforcements arrives. The Allies player must setup the Prussians units in any of the green marked hexes including Papelotte. If not enough room or by choice, the extra units are lost. The Prussians can then be ordered immediately using command cards.
    At 10 the Prussian consists of 1x LC + 1x LT + 3x LN + 1x Leader (Bulow) + 1 Iron Will Marker
    At 12 the Prussian consists of 1x HC + 1x HA + 3x RI + 1x Leader (Ziethen) + 1 Iron Will Marker 
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GG replied the topic:
2 years 8 months ago
OK - Contradicting myself I changed a little bit the conditions of victory in favor of the allies - Check the second special rule - GG
RiverWanderer replied the topic:
2 years 8 months ago

Please play as you want for sure but sorry for me I won't change at all this beautiful balanced scenario!
Hi GG, I appreciate your scenario and the Epic version of it.

I didn't ask for a change but anyhow, the variant is an experiment for tension and surprise rather than balance.

Mark
GG replied the topic:
2 years 8 months ago
Please play as you want for sure but sorry for me I won't change at all this beautiful balanced scenario!
RiverWanderer replied the topic:
2 years 8 months ago
Here's a variant that will make the Prussian arrival less "trackable" whilst (I think) preserving the probabilities set for the original scenario.

The following special rules replace the start of turn die roll for Prussian Reinforcements:

1. At the start of each Allies turn, add 1 to the turn counter.
2. When the turn counter reaches 10, roll 10 dice; if there are 10 non-flags rolled, Bulow's force arrives. Repeat this each Allies turn, rolling the number of dice equal to the turn counter, until Bulow arrives. Previous dice rolls are not saved.
3. After Bulow has arrived, reset the turn counter to zero. Continue to add 1 to the turn counter at the start of each Allies turn.
4. When the turn counter reaches 2, roll 2 dice; if there are 2 non-flags rolled, the Ziethen's force arrives. Repeat this each Allies turn, rolling the number of dice equal to the turn counter, until Ziethen's arrives.

I've played one test game so far. The Allies lost despite Prussian arrival on turn 11 but the French took an early decision to commit to securing their south-east flank.
GG replied the topic:
4 years 9 months ago
Warning: Check the few changes I made recently to restore the historical Allies force:
- 6 cards from the start for the Allies
- 1 Tactical card with each Prussian arrival
- Prussians arriving at 10 and 13
- First hex of arrival not a movement
GG
GG replied the topic:
5 years 8 months ago
TY to appreciate my scenario!
Strangely when I play it the allies win 60% of the time. Are yoi sure you wanna change the rules before trying new tactics with the allies?
FrenchricusRex replied the topic:
5 years 8 months ago
Great scenario. I played this scenario twice through with my boss. We played with the original (blue) deck, but with the other rules from the GMT expansion in effect (Grand Battery, Garrison, etc).

The French won both games, the first being 10-8, and the second being 10-3. Both ended just after the arrival of the first wave of Prussians (two or three turns later) but before the arrival of the second wave.

Based on this these two games alone (a very limited sample) I might reduce the French hand to 5 cards. Still an excellent scenario!
GG replied the topic:
6 years 1 month ago
Sharpe & Lars: TY for your interest into my scenario!

I made them by the time the 6th expansion was not yet there and because I wanted to see the Prussian arrival while playing a basic board 1vs1 Waterloo scenario.

My first intention was also to find a balance around ... let's say ... 66% allies victories for to respect history while keeping the battle enjoyable!

I made also the same with Austerlitz and in Epic: Waterloo and the Berezina! Those last two are great for us but with a slightly different balance if play by others because here we don't play the Epic & LGB the official way about the card hands!

I have many more ideas about adding other scenarios but have no much time those crazy days ... So I simply enjoy the numerous official and house battles!

Regards,
GG
LARS replied the topic:
6 years 1 month ago
Hougoumont did change hands twice with Reille managing to take it, but the British Guards took it right back. D'Erlon went up towards the Allied line and came back with nobody...
LARS replied the topic:
6 years 1 month ago
Not even close, the French made no headway. I ended the game at 9-4 for the Allies with the Prussians having surrounded and destroyed a French Line unit in Papelotte.
sharpe1812 replied the topic:
6 years 10 months ago
This is my favorite scenario of the Waterloo series. After playing it a few times, I have made some changes to give the French attack on the Anglo-Allies to develop:

Instead of getting "flags" to negate the advance of the Prussian reinforcement track, I have changed it to the "infantry" symbol (2/6). In this way the French attack on the Anglo-Allied line can mature, and the Wellington player will end of saying "Give me Blucher or give me night."

In addition, if the Allied player rolls a "flag," he may advance the Pr reinforcements and roll again. On this 2nd and, possibly, subsequent rolls, only "flags" will advance the track.

Players may use "The Force March" card to add or subtract 1 to the Pr reinforcement track. When this is done, the card turns into a Probe 2 for ANY one section.

Setup: Substitute Perponcher's Br Line for a Br Gren to represent the Highlanders of Picton's division. The French LC on their right flank becomes a LNC. These changes are a nod to Barker's (I hope I got that right) QB Alt scenario.

I turn Hougoumont and La Haye Sainte into farmhouse hexes.

Banners for Victory: 12

Allies add 1 banner for each group of reinforcements that enter play for a max of 2 points (1 for Blucher group and 1 for Zieten group)
sharpe1812 replied the topic:
6 years 11 months ago
Readers: This is the best of the base map Waterloo scenarios.
GG replied the topic:
6 years 11 months ago
TY for the words - Exchanges on private messages made

Sorry to see this message so late!
So many forums - So little time!

GG
sharpe1812 replied the topic:
6 years 11 months ago
Hi GGleize,

I am a relatively newcomer to CC Napoleonics (though I am not a newcomer to wargaming or Napoleonic history).

I believe that you are the author of the "Waterloo: All in One" scenario on the CCN home page.

This is my favorite scenario of the Waterloo series. After playing it a few times, I have made some changes:

Instead of getting "flags" to negate the advance of the Prussian reinforcement track, I have changed it to the "infantry" symbol (2/6). In this way the French attack on the Anglo-Allied line can mature, and the Wellington player will end of saying "Give me Blucher or give me night."

In addition, if the Allied player rolls a "flag," he may advance the Pr reinforcements and roll again. On this 2nd and, possibly, subsequent rolls, only "flags" will advance the track.

Love to hear your thoughts and thank you for your contributions to the BBG and CCN home page sites.
Bayernkini replied the topic:
9 years 11 months ago
And here the Austerlitz Clip :)

Bayernkini replied the topic:
11 years 6 days ago
GG and me played Austerlitz again, now with the russians Units :)

The Allies do now a Mother Russia roll (5 dice, all effects available).
Further GG reduced the Victory Points to 10.

We played it once with the "special" Breakthrough cards/rules (with aditional moves similar MM44 Breakthrough Cards)
and once with a standard card deck, but with the Battlelore epic rules (with 3 face up epic cards).

Both works fine and both games was close :)

So my summary is, the 17x13 Battlelore Epic map size and the BL epic rules would be indeed a good alternate, for upcoming CCNapo Epic extensions :)
Bayernkini replied the topic:
12 years 2 months ago
Go to the "Download" section on this website, you can download my epic-vassal-extension there.
The "special" carddecks and all different epic and breakthrough maps exists only there ;)
Achtung-Panzer replied the topic:
12 years 2 months ago

Bayernkini wrote: The scenario is built on a "Battlelore-Epic" map size.

We used a "special" adapted CCNapoleonics carddeck, similar the BT in Memoir.
You can see the cards into my unofficial epic extension.


Can you provide a link for the card deck? I don't have the Battlelore-EPIC map.

I see that Richard Borg has mentioned a bigger C&C:N in the future on his BGG thread.
Hawkmoon replied the topic:
12 years 2 months ago
No Air Power !!!
I'm disappointed !
What about the "Montgolfières" (Balloons with warm air) ?:silly: :)
Bayernkini replied the topic:
12 years 2 months ago
The scenario is built on a "Battlelore-Epic" map size.

We used a "special" adapted CCNapoleonics carddeck, similar the BT in Memoir.
You can see the cards into my unofficial epic extension.
Therefore, there is no Airpower or Barrage in the deck ;)
Achtung-Panzer replied the topic:
12 years 2 months ago
Does this scenario use the Memoir '44 Breakthrough board? And the Breakthrough Deck? If so, how do you play Air Power, Barrage etc., if at all?