Victory Results:
 48 %
Record a victory for BOTTOM ARMY  52 %
Total plays 63 - Last reported by PeterAdkison on 2025-07-11 20:26:03

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

  


Victory
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: the extra units are lost. The Prussians can then be ordered immediately using command cards. The Prussians can retreat toward the right of the map if they want. 
    At 7 the Prussians consists of 3x LN + 2x LT + 2x LC + 1x LNCR + 2 Leaders (Blücher & Bülow) + 2 Iron Will Markers (+2 Tactician cards).
    At 9 the Prussians consists of 3x RI + 1x GR + 1x HC + 1x HA + 1 Leader (Ziethen) + 1 Iron Will Marker (+1 Tactician card).
  • Option : You can give new players the French side and forget the Prussian Reinforcements. 
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GG replied the topic:
3 days 8 hours ago
Hello,
First thanks to play my scenario.
As far as I understand (sorry for my english) your situation:
If during the previous Allie rolls you rolled twice a flag > The arrival of the first Prussian reinforcement had been deleted twice so they arrive AT THE START of the 9th allied turn!
Then the allies keep on rolling the dice at the start of the following turns for the second arrival that may occur 2 turns later (so now at the start of the 11th) or later if you roll flags again!
Enjoy!
LordJon replied the topic:
3 days 8 hours ago
played this for first time yesterday with my regular Epic partner Bill.
After 9 turns score is 5-4 allies.
We are confused about timing of Prussian's arriving and wanted check if we have understood the rule correctly.
As the allies I have rolled the dice 9 times so far. 2 flags rolled.
This results in 7 turns being added to the timing (9 rolls - 2 flags)
Even if all flags are rolled from now on this seems to indicate that the earliest they can arrive is turn 14 - is this correct?
If yes then given a flag roll is a one in six chance then at this rate they will never arrive, unless we have misunderstood the rule.
That aside enjoying trying it out and will post a report when finished.
Can somebody clarify for us please.
best wishes for more Epic success
john
LordJon replied the topic:
3 days 8 hours ago
We have played a lot of epic over the years. Tried this for first time yesterday.
After 9 turns score is 5-4 for allies.
However we are confused with Prussian entry rules.
I am all aides and have rolled dice 9 times for nine turns. Only 2 flags rolled which seems normal.
Does this mean that so far Prussian’s are delayed a further 7 turns (9 turns minus 2 flags=7)
So ever of all rolls are now flags, the earliest the Prussian's can arrive is turn 16? At this rate they will never arrive.
Are we doing it right? Rolling a flag is a 1-6 chance.
Otherwise we like this scenario and will post a final report at the end.
John
GG replied the topic:
5 days 20 hours ago
Attention > If here all my scenarios are up to date (to be played live), this is not the case on Vassal where only my standard scenarios are updated (no webmaster follows the large formats on Vassal currently).
GG replied the topic:
1 week 7 hours ago
TY everyone to enjoy the scenario.
Check the recent changes allowing the Prussians to retreat to the right and the option rule with no Prussian for new players on the French side.
ReadyFreddie replied the topic:
3 weeks 6 days ago
Played yesterday and it was super super tight. 15-14 for the French that started aggressively attacking the center to take the central farm.
The Prussians didn't come (3 flags in a row rolled lol).
Very well designed and balanced. Lot of fun!
GG replied the topic:
1 month 1 day ago
TY to enjoy my scenario - Happy to see it still balanced 50/50 after more than 50 sessions!
alessillo replied the topic:
1 month 1 day ago
Played today, the day of the battle, French win 15 - 10.
Mark-McG replied the topic:
1 month 1 week ago
Played yesterday, Allied win 15-7
French never made it into even 1 town, and the Prussians arrived after 3-4 flag rolls, but still so early as to make any sustained French attack useless.
bartok replied the topic:
7 months 2 weeks ago
2nd game, 3 french vs 2 allied players
15-7 win french. Timeline 7 y 9.
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bartok replied the topic:
8 months 3 days ago
Allies win 15-3 in 15 turns. Blucher breaks the french right sector (0 flags for prussians reinforcements)
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bartok replied the topic:
2 years 1 month ago
perfect GG, i will play as soon as posible.
GG replied the topic:
2 years 1 month ago
PS > So yes your example was good for 2 flags > The Prussians arriving then in turns 9 and 11 (if the 2 flags were BEFORE the 1st reinforcement)! GG
GG replied the topic:
2 years 1 month ago
@bartok Hello,
First TY to make a try on my scenario and sorry for my poor English if some special rules are not clear.
At the start of his turn, the Allies player rolls a die. If the result is NOT a flag, he advance a count 1 by 1 (use anything to count or the counter on the side of the board if using Vassal). When rolling a flag, the count do not changes (the Prussians are late). When reaching 7 and 9, the Prussian reinforcements arrive as described!
Hope this helps?
GG
bartok replied the topic:
2 years 1 month ago
The flags rolls increase the timeline of the prussians? Two flags, for example, increase 7+2=9 for the first wave and 9+2=11 for the second. Correct?

I have dudes because of: "If no Flag symbol, the timeline for the Prussian arrival increases by 1 (use any markers)". Can you explain it?
GG replied the topic:
2 years 2 months ago
TY for the battle report!
Did you feel the scenario balanced?
rear admiral bolitho replied the topic:
2 years 2 months ago
playing as British lost to the French 7-8
magooF15 replied the topic:
2 years 10 months ago
Played it solo cuz I’m stuck in my “Covid Bunker” for 5 days while fending off the dreaded “RONA”. Probably tried to do a “d’Erlon’s Attack” in the center too early because I didn’t get a chance to soften up the Allied center enough. The result was a steady attrition of the French infantry by Allied rifle and cannon fire. The flanks were somewhat historically accurate with the French gaining a toehold on the right flank but never really getting anywhere around Hougomont. End result, the Prussian tide caved in what was left of the French right flank as the Young Guard sacrificed themselves in hopes of the Grumblers getting there to save the day…but it was too little, too late. Allied Victory 15-8. So GG I’m still confused, is the definitive special rule regarding the Prussians all come in on turn 9, or staggered 9 and 7? Great fun, gonna try it again allowing the French to soften the Allied middle before unleashing the French hordes.
GG replied the topic:
3 years 6 months ago
Hello,
TY to be interested in this scenario.
For me I'm not sure to understand the first part of your question (sorry)?
The Prussians just play NORMALLY as soon they are arrive. All normal rules then apply.
The only point is if there is not enough ROOM (entry hex free) the moment they arrive: the extra units are lost!
Please only read the ACTUAL special rules IN the scenario. The discussions here may only be ideas!
(If any difference with the VASSAL rules, the rules HERE are the one updated). 
Regards - GG
ANDRE replied the topic:
3 years 6 months ago
While reading the thread, I'm a little confused, the Prussians go to free cells if they are busy, you can withdraw them in the next moves, although the rules say that if there is no space, then the units can no longer appear in the game, what will be the correct rule. We have always played who could not now enter the free cages that is lost forever.
GG replied the topic:
3 years 8 months ago
Hello,
Once again Gentlemen I completely disagree with the solution of 2 different number of banners whether for this scenario or for any other.
This system is no beautiful in my eyes and had never been used in any official scenario. On the other hand many other "traditional" way to "fix" a scenario exist. As I said: I'm really not sure this scenario is still unbalanced (I recently changed some rules in favor of the allies) and many other tries must be done.
I think the ideal for a scenario is to stand between 50% and 60% in favor of the historical winner. OK it's still not the case for this one but we need to give the new rule time to change the stats. If it was to stay this way after a delay, I could (for example) give the allies 1 VP for EACH ONE of the famous 3 objective buildings (instead of the actual 1VP for the majority). For sure you are free to play it with any house rule at home but on my side I will never put 2 different number of banners to reach in any of my scenarios. Keep on reporting the sessions.
Best regards Generals - GG
Hawkmoon replied the topic:
3 years 8 months ago
Very interesting conversation indeed !
The arrival of the Prussians, the time we've been playing this map, gave an opportunity for the French side to score banners and win the game easily maybe because Prussians were weak against complete french units.
I like the idea of different number banners for each side.
Vive l'Empereur !
Vive la France !
Mark-McG replied the topic:
3 years 8 months ago


1) Regarding Waterloo Epic, the game does not achieve G's goal of a likely Coalition victory (55%-60%).  My "fix" was to suggest that Prussian losses should not count against the Allies.  If this seems too generous, I simply am proposing some incentive for the French player to engage the Prussians.  

I would say this is something the Allied player needs to address, that the Prussians be sufficiently aggressive to force the French to engage them.

The game is unbalanced in favor of the French as it stands.

2) Regarding CCNapoleonics, the simple solution to many scenarios is to each side have different Banner targets.  Yes, for example, Victoria, a 71% French victory, should increase the flags needed by the French to win.  For example, increase the French target to 10 or 11 banners and keep the Coalition at 9 banners.

3) Extra banners for elite or guard units are also an excellent idea.  Note that only in 1 or my 3 Waterloo Epic plays did the OG become engaged, and it took a "Call Up the Reserves" Tacticians' card to make that happen.

Some while ago I proposed a bidding system that could be used to re-balance scenarios, and without re-iterating that, my original concept was to give the unfavoured side banners at start, but it would work equally well (and perhaps be better) by adding Banners to the favoured side equivalent to the bid.

So as an example, this scenario is to 15 banners. If a side bids 2 banners to play the Allies, then they would have to score 2 extra banners (17 in total).

I've found in Waterloo scenarios, I tend to draw the OG towards La Haye Sainte for the assault. They hit pretty hard with Forced March or Bayonet Charge.
GG replied the topic:
3 years 8 months ago
Hello Generals!
First TY to play & appreciate this scenario.
Be very full of care: To judge the balance of a scenario needs many many tests! Some for example keep on making the Prussians arriving from the bottom side and get trapped by the French for a massacre! For me I use to win with the Prussians while refusing sometimes to enter all the reinforcements etc. So please keep on testing WITH DIFFERENT OPPONENTS! Plus in case (and after more tests with different players) the French seems always still too strong: I hate the solution of different VP goals but I still have in reserve some other classical solution to fix that. For example the 3 famous building hexes can also become EACH 1VP for the Allies (instead of only 1VP for the majority) etc.
Vive la Republique! Guillaume Gleize
Chasseurs a Cheval de la Garde Imperiale
sharpe1812 replied the topic:
3 years 8 months ago
Hi Mark,
Thanks for the reply.

1) Regarding Waterloo Epic, the game does not achieve G's goal of a likely Coalition victory (55%-60%).  My "fix" was to suggest that Prussian losses should not count against the Allies.  If this seems too generous, I simply am proposing some incentive for the French player to engage the Prussians.  That could take many forms.  It could be as I proposed - French earn 3 permanent banners upon eliminating 5 Prussian units (in your counter the Coalition would be giving up 11 units to avoid this!) or maybe 1 banner for every two Prussian losses.  If separate Banner totals were agreed upon, Coalition morale could even be increased upon the entry of Prussian reinforcements.  The possibilities are many.

The game is unbalanced in favor of the French as it stands.

2) Regarding CCNapoleonics, the simple solution to many scenarios is to each side have different Banner targets.  Yes, for example, Victoria, a 71% French victory, should increase the flags needed by the French to win.  For example, increase the French target to 10 or 11 banners and keep the Coalition at 9 banners.

3) Extra banners for elite or guard units are also an excellent idea.  Note that only in 1 or my 3 Waterloo Epic plays did the OG become engaged, and it took a "Call Up the Reserves" Tacticians' card to make that happen.