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GG02 Waterloo - All In One (18 June 1815)

1 1 1 1 1 1 1 1 1 1 Rating 4.00 (1 Vote)
 56 %
Record a victory for BOTTOM ARMY  44 %
Total plays 18 - Last reported by GG on 2017-03-03 01:31:57

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
• 5 Command Cards then 6 after the first arrival of Prussians (draw 2).
• Option 3 Tactician Cards plus 1 after the second 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

10 Banners

Special Rules
• The three building hexes are Victory Banner objective hexes for the French player.
If a French unit occupies an objective hex at the start of the French player’s turn, the French player gains a Victory Banner. As long as the unit remains on the objective hex it will count as a French Victory Banner (Temporary Victory Banner Turn Start)

• Prussian Reinforcements:
The Allies player rolls 1 die at the start of each of his turn. For each roll with no flag, the timeline for arrival increase by 1. Use any markers.
When the timeline reach 10 and 15: the Prussian reinforcements arrive.
At 10 the Prussian consists of 1x LC + 1x LT + 3x LN + 1x Leader (Bulow) attached.
At 15 the Prussian consists of 1x HC + 1x HA + 3x RI + 1x Leader (Ziethen) attached.
With each group the Allied player receives 1x Iron Will Marker. The Allies player must setup the units in any marked hexes of the French right flank. If not enough room or by choice, the extra units are lost. The Prussians can then be ordered normaly using command cards but their hex of entry will then count as their first hex of movement.

Tags: Banners: 10, Army: Allies, Army: British, Army: French, Army: Prussian, Special Rule: Reinforcements, Special Rule: Iron Will, Special Rule: Temporary VB (Turn Start), Unofficial

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sharpe1812's Avatar
sharpe1812 replied the topic: #4694 2 days 8 hours ago
Readers: This is the best of the base map Waterloo scenarios.
GG's Avatar
GG replied the topic: #4682 3 days 23 hours ago
TY for the words - Exchanges on private messages made

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

sharpe1812's Avatar
sharpe1812 replied the topic: #4675 1 week 8 hours 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's Avatar
Bayernkini replied the topic: #1404 3 years 3 weeks ago
And here the Austerlitz Clip :)

Bayernkini's Avatar
Bayernkini replied the topic: #1065 4 years 1 month 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's Avatar
Bayernkini replied the topic: #623 5 years 3 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's Avatar
Achtung-Panzer replied the topic: #622 5 years 3 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-von-Köln's Avatar
Hawkmoon-von-Köln replied the topic: #621 5 years 3 months ago
No Air Power !!!
I'm disappointed !
What about the "Montgolfières" (Balloons with warm air) ?:silly: :)
Bayernkini's Avatar
Bayernkini replied the topic: #620 5 years 3 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's Avatar
Achtung-Panzer replied the topic: #616 5 years 3 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?

Random Quote

How many things apparently impossible have nevertheless been performed by resolute men who had no alternative but death.~Napoleon