Victory Results:
 50 %
Record a victory for BOTTOM ARMY  50 %
Total plays 2 - Last reported by Bayernkini on 2015-06-21 00:00:00

MD18 - Waterloo (Breakthrough)
18 June 1815

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 10
Hill 40
Town 5
Sand Quarry 1
Walled Farm 2

 

Battle Notes

Allies Army*
• Commander: Wellington
• 6 Command Cards
• 6 Tactician Cards (optional, if you play it with the new Expansion 5 - Command Card deck)
*The orange units represent the Nassau, Brunswick, Hanover and Dutch units.
Use the brown blocks and also the Portuguese National Unit Reference card and apply all Portuguese rules for the Allied troops


Foot Artillery Foot Artillery General
11 3 2 2 3 1 1 1 1 2 1 7

French Army
• Commander: Napoleon
• 6 Command Cards
• 6 Tactician Cards (optional, if you play it with the new Expansion 5 - Command Card deck)
• Move First

Foot Artillery General    
4 1 2 1 1 1 1 3 4 - 9 1 3 1 2 - 2 2 1 3 1 1 1

Victory
12 Banners

Special Rules
• Hougoumont, La Haye Sainte, Papelotte (with blue border) are Temporary Victory Banner Objective Hexes (at turn start) for the French player (Temporary Victory Banner Turn Start)

• Prussian Reinforcements:
The Allies player rolls 2 dice at start of each of his turn.
For each INF symbol, the timeline for the Prussian arrival, increases by 1. If the timeline reach 8, the Prussian reinforcements arrive.
The Prussian Force consists of 2x LN, 2 RI, 1x LT, 3x LC, 1x LNCR, 1x HA and one LDR (Blücher) and 2 Iron Will Markers.
The Allies player must setup all units and Blücher (he may attached to any unit, or setup alone in a hex) in any of the white marked  hexes (in adjacend hexes, if all possible marked hexes are occupied by enemy troops). All Prussians, which will ordered after this setup because of a played command card, may move and/or battle as normal.

 

Breakthrough Map rules
modified Rules similar Memoir44 Breakthrough.

Some cards allows additional units anywhere on the board to move, but only to move, not battle.
These cards shows the "on the move" lettering and the number of additional units, which may be ordered,
Attack cards = "+1 on the move",
Probe cards = "+2 on the move",
Scout cards = "+2 on the move".

On the Move may be ordered in ANY section of the battlefield. They move normally, but may not battle this turn.
An unit in square formation, cannot use an "on the move" order to come out of square.

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Mark-McG replied the topic:
9 years 2 months ago
The BattleLore EPIC expansion maps can be purchased quite cheaply, and the hex sizes match CCN hexes exactly.
They also fit reasonably well side by side for a 26 x 9 map, but the Section Lines need to be checked.
Achtung-Panzer replied the topic:
9 years 2 months ago
OK - I will have to see if I can get hold of a board. Perhaps this will be the size for the Grand Battles expansion?
Bayernkini replied the topic:
9 years 2 months ago
Right,
it´s the Battlelore epic size. In meantime my favorite size for any CCN/BC epic/breakthrough maps :)
Achtung-Panzer replied the topic:
9 years 2 months ago
Does this scenario use the BattleLore EPIC board as it's not the same size as my Memoir '44 Breakthrough baord?
Bayernkini replied the topic:
9 years 2 months ago
No special Rules from original scenario, but you can feel free and apply it.
Achtung-Panzer replied the topic:
9 years 2 months ago
So we do not aply the special rules from the official scenario re: Allied INF units retreat 2 hexes per flag and the Impetuous British cavalry?