GG03 Waterloo Epic - All In One (18 June 1815)

1 1 1 1 1 1 1 1 1 1 Rating 4.00 (5 Votes)
 46 %
Record a victory for BOTTOM ARMY  54 %
Total plays 37 - Last reported by GG on 2021-08-19 15:10:22

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?



Battle Notes

Allied Army *
Commander: Wellington
6 Command Cards
3 Tactician Cards then draw 2 at the first arrival of the Prussians and 1 at the second arrival of the Prussians.
* The brown units represent the Nassau, Brunswick, Hanover and Dutch units. Use the brown blocks and apply all Portuguese rules for those Allied troops with one exception: The brown LN retreats 2 hexes for each flag.


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


15 Banners

Special Rules

  • The 3 buildings with blue borders 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 7 and 9, the Prussian reinforcements arrives. The Allies player must setup the Prussians units in any of the grey marked hexes. If not enough room or by choice, the extra units are lost. The Prussians can then be ordered immediately using command cards.
    At 7 the Prussians consists of 3x LN + 2x LT + 2x LC + 1x LNCR + 2 Leaders (Blücher & Bülow) + 2 Iron Will Markers
    At 9 the Prussians consists of 3x RI + 1x GR + 1x HC + 1x HA + 1 Leader (Ziethen) + 1 Iron Will Marker

Tags: Banners: 15, Army: Allies, Army: French, Unofficial, Special Rule: Epic

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GG's Avatar
GG replied the topic: #7322 3 months 1 week ago
The Allies now also start with 6 Command cards - GG
GG's Avatar
GG replied the topic: #7321 3 months 1 week ago
OK - I changed a little bit the conditions of victory in favor of the allies - Check the second special rule - Plus the Allies now also stat with 6 Cdt cards
GG's Avatar
GG replied the topic: #7303 3 months 2 weeks ago
Sorry I don't agree: My proposition is strong toward the allies: It's rare when the French capture the 3 towns and the average in my numerous testing is 1 town captured > So the average will be 1 or 2 new points for the allies. Plus you must not take the example of your single battle because I experienced many battles (around 20) who were completely different: Even when losing, the Allies used to have a close score. So sorry but for the moment I stick to this new town points for the Allies but will wait to contact Mark.
Mark-McG's Avatar
Mark-McG replied the topic: #7302 3 months 2 weeks ago

mmm I'm more in favor of a simpler and classical one like:
• Hougoumont, La Haye Sainte and Papelotte (with blue border) are each one Temporary Victory Banners Turn Start for ANY SIDE that occupy them.


that would have made no difference to the outcome of our game, and changed the score to 15-13 French win.
Moreover, this kind of rule induces a 2 banner shift in scores, which would favour the French I think, though probably not significantly in this instance.

The Guard rule would have changed the score 1 in favour of the Allis in our play, but whether it would change the OG play is debatable.
The Prussian retreat rule would have saved the Allies 1 banner.
GG's Avatar
GG replied the topic: #7300 3 months 2 weeks ago
mmm I'm more in favor of a simpler and classical one like:
• Hougoumont, La Haye Sainte and Papelotte (with blue border) are each one Temporary Victory Banners Turn Start for ANY SIDE that occupy them.
I can easily change it here for a try but any change on Vassal is more complicated as I must ask to Mark Benson - And I don't like to disturb him if I ever change again in 10 days LOL
Mark-McG's Avatar
Mark-McG replied the topic: #7299 3 months 2 weeks ago
my suggestions are;

Extra Special Rules
• Guards count as 2 banners, Old Guard count as 3 banners
• Prussian retreat at 60 degree angle toward NE corner
GG's Avatar
GG replied the topic: #7298 3 months 2 weeks ago
TY for the nice report!
I'm gonna check from now this French victory 60% tendency because I would prefer around 50/50 or an Allied 60% to stick with history.
Best regards General - GG
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Mark-McG replied the topic: #7295 3 months 3 weeks ago
Played with 4 players on VASSAL today.

French had a good start, pressing on the Right flank, and had a miraculous die roll vs the Brit LT that ventured out of Hougomont in the woods. French took an early lead of 8-1, based primarily on taking Papelotte from the Nassau troops.

A bayonet charge up the centre around La Haye Sainte stretched this to 9-1 with a fantastic close combat roll, but here the French luck ran out. A Rifle Light in Hougomont was unhittable, and after 2 flag rolls on the reinforcements, the Prussian arrival was imminent. The British counter attack in the centre pushed back the charge, and took 2 banners. French pushed again, taking 2 more banners and La Haye Sainte. Score stands at 11-3.

Then the Prussians arrived, and despite efforts to draw back into defensive positions 4 hexes from the edge, the Prussian cavalry could manage to reach an unsupported artillery and eliminate it. La Haye Sainte was abandoned. From here things went very unluckily for the French, really working to get hits. The right flank managed to eliminate 1 Prussian LC, and knock the LNCR down to 1 block, but Blücher escaped. In the centre, the Leader order put Grenadiers into LHS. On the left, nothing hit and the riposte pushed back the Left. None the less, the Score stood at 13-5 controlling Papelotte & La Haye Sainte, with just 2 banners needed to win.

Bayonet charge on the Right was effective, eliminating a Prussian LT in a single blow, but Búlow got away. Then a 7d combined arms on a Brunswicker LC (2 blocks) managed just a single hit. 14-5.

Zeithen's Prussians arrived. Interspersed with the other Prussians.. that seems odd.
British attack on the Right to relieve Hougomont whilst in the Centre, LHS was lost with both the Grenadiers and DÉrlon being eliminated. 13-8

Again the French attacked on the right, eliminating the Nassau LT in Freihemont (14-8), and 2 French cavalry attacked Orange's HC, eliminating 2 blocks with 13 dice in attacks. Again victory eludes the French by 1 block.

Massive Prussian Forced March of their flank eliminated a French LN, Jacquinot on a double swords, and then a YG. In the Centre, a French HC was surrounded and eliminated. 14-12, and the Allies have managed a 7 banner come back, surviving 2 near defeat experiences.

Final turn, a Cavalry charge on the Left catches Byng and his 1 block LC out with a cavalry forward card. This time no mistake on the 6d attack, and the French win 15-12. Huge comeback for the Allies on what on average should have beena 15-5 defeat. But that's C&C dice for you.
GG's Avatar
GG replied the topic: #7188 5 months 1 week ago
Hello R4mello, TY for playing my scenario!
Yes those were old comments. You know we need sometime many testing sessions before being sure of any balance.
So the scenario is now the most balanced I could do, even if we all think it's unbalanced when we loose on any side (including me) lol!
Enjoy! GG - City of Tours - France
R4mello10 replied the topic: #7187 5 months 1 week ago
Ok thank you! I asked because in one of the comments from the scenario’s designer was actually written that all Prussians should have come in after 9 rounds..probably it was just an older version which has been adapted after some play testing..
Mark-McG's Avatar
Mark-McG replied the topic: #7182 5 months 1 week ago
R4mello10 replied the topic: #7181 5 months 1 week ago
Looking forward to play this scenario which looks amazing!! Just one thing I don’t understand..should the first wave of Prussians be coming at 7 or at 9?
GG's Avatar
GG replied the topic: #6578 1 year 1 month ago
TY Ramy for the word! Look the stats: The French side has all his chances ;)
RamyRock's Avatar
RamyRock replied the topic: #6524 1 year 2 months ago
15 British banners vs 8 French Banners (1 for the temporary banner from Papelotte. My first impression is that the Prussians arrive too early. In any case it is a great map, thanks for your work!
GG's Avatar
GG replied the topic: #5881 2 years 3 months ago
TY for the report > Check if you are playing the very last rules of this scenario (as posted on the bottom page 2 of this thread)!
Hawkmoon's Avatar
Hawkmoon replied the topic: #5880 2 years 3 months ago
Hi GG, We've been playing the return of our April Games Festival, Guillaume "Borodino's Butcher" Ambroise as the Allied against I.
Despite the powerful arrival of Blücher and his Prussians, the French retreated on their right side (having occuped Papelotte only one turn with a weakened Young Guard unit and having Jaquinot killed by devastating Fire & Hold) with order and resisted to let the central part of their Army occupy La Haye Sainte and "clean" the battlefield specially with the Heavy Guard Cavalry very lucky when in charge.
On the left flank, Hougoumont was occupied a few turns by a Light Infantry unit which was destroyed by the Guard Grenadiers who made a great job.
French Old Guard and Napoleon have waited all the game for the final decision but it wasn't necessary...
To end my words, I would say that it is very important to join Art units to make Grand Battery to increase Artillery Firepower (especially when you pick up 2 Bombard cards !!!)
The score was 15/11 for the French side.
Vive l'Empereur !
GG's Avatar
GG replied the topic: #5862 2 years 3 months ago
TYVM for this very useful report!
So I don’t touch anymore the special rules (Just check you are playing the very last ones).
And try out my Epic Berezina & Leipzig: I love them - GG
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proyce replied the topic: #5861 2 years 3 months ago
Hi again GG. Both times I have played this scenario the French have been looking like winners, but had to push hard to get more banners before the Prussians arrive. First time the Prussians did not arrive until turn 13, but it was enough for the Allies to win 15-14. Second time Prussians arrived turn 10 and the Allies won 15-11, although the British had some very strong dice rolls in the center that crushed a French charge (French had 3 Bayonet Charges in the space of 5 turns).
These results seem historically accurate and both games could have gone either way.
GG's Avatar
GG replied the topic: #5860 2 years 3 months ago
FAQ for this scenario (GG03):
When the Prussians arrive, the first hex where they are placed is NOT part of their movement (surprise for the French). So for example: A Prussian Line Infantry that is immediately ordered while not moving will fight in melee with +1 die (Prussian Nation). A Horse Artillery can shoot 3211 if don't move or 321 if move 1 etc.
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GG replied the topic: #5859 2 years 3 months ago
By the way guys: If you want to play those scenarios (or any other) on VASSAL with me: Here is my mail > This email address is being protected from spambots. You need JavaScript enabled to view it.

Best regards - Guillaume Gleize - aka GG
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GG replied the topic: #5858 2 years 3 months ago
TY so much Hamilton!

I keep on checking if there is not a little French tendency. I would like it to be 50/50 or slightly toward the allies (55 to 60 odds) and not French side for historical reason. I want the opposite for my Austerlitz or any other French historical victory scenario. The point is I want the non-historical victories to be slightly underdog for to better appreciate them!

Don't hesitate to try out my other scenarios.
Hamilton's Avatar
Hamilton replied the topic: #5856 2 years 4 months ago
I submitted the previous too soon :) I wanted to add what a great time we had, fantastic job GG! I don't need an 'official' Epic Waterloo in Exp 7, this gets the job done.
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Hamilton replied the topic: #5855 2 years 4 months ago
Played two player last night. The game went heavily in the Brit's favor at first, but the French managed to pull out a 15-12 win in the end. The Prussians did not show up (count was at 7 with only one flag rolled, so 8 game turns).
GG's Avatar
GG replied the topic: #5851 2 years 4 months ago
TYVM Proyce for the kind words and the report!
If you play it some day again: Always check if the notes didn't change.
Best regard General - GG
proyce's Avatar
proyce replied the topic: #5850 2 years 4 months ago
Played today. Great game! I think you have the balance just right. Allies won15-11 but they had great dice. Wiped out 2 French arty and 1 French line on 1 turn with ranged fire. Still close towards the end, but the arrival of the Prussians on turn 10 clinched the game for the Allies.

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If you wage war, do it energetically and with severity. This is the only way to make it shorter and consequently less inhuman.~Napoleon