Saturday, June 29, 2024
Project Waterloo: Troop Deployment
Monday, June 24, 2024
Project Waterloo: The Table terrain set up... and the rules!
Based upon Martin Rapier's variant of Neil Thomas' One Hour Wargames:
One Hour Napoleonic (MR 02.01.24)
from https://tgamesweplay.blogspot.com/p/one-hour-wargames-rules-and-scenarios.html
Turn sequence. 1) Draw Chance Card 2) Shoot 3) Move, Resolve cavalry charges
Unit | Move | Combat | Notes |
Cavalry | 3 | 3D6 | charge only; 2x dice flank attack or vs Light Infantry, or Artillery not in cover; 2D6 v Heavy Cavalry |
Heavy Cavalry | 3 | 3D6 | charge only; 2 x dice flank attack, or vs Light Infantry or Artillery not in cover. |
Artillery | 1 .5 | 1 box range: 3D6 2-4 box range: 2D6 5-8 box range: 1 D6 | 2 x dice vs flanks of infantry or cavalry, or vs Squares Ignores all cover except fortifications. |
Line Infantry | 1.5 | 1 box range: 3D6 2 box range 1 D6 | May pivot to face a charge |
Light Infantry | 2 | 2 box range: 1 D6 | Attacks ignore cover. No flanks. Take half hits from infantry/artillery fire but double hits from cavalry. Rifles increase range to 3 boxes (still 1 D6). |
Shooting requires LOS, may fire overhead from a higher elevation. Arc of fire +/- 45 degrees, 360
from an occupied SP/Town. Artillery may not fire from town. Units move OR shoot. Roll specified
number of dice. 3+ to hit. Half effect 5+. Quarter effect 6. Reduce morale 1 for each hit.
Cavalry do NOT shoot! Targets that suffer 3 (or more) hits from shooting from a single source =
retreat 1 box directly away from source. Steadfast troops ignore this effect.
Conscripts retreat one box as above when suffering 2 (or more) hits from a single shooter.
Rout Units rout when their morale is reduced to 0. Attached Leader +1. If a unit is routed by
Line Infantry musketry (1 box range), the firer may advance into the empty box.
Movement Units face a box side; no diagonals!. May pivot at the start and end of their move only,
otherwise move forward, plus or minus 45 degrees; moves on the diagonal cost 1.5. Standard move
rates are for units deployed for combat.
Reluctant units- must roll a D6 and score less than their remaining remaining hits to advance
or charge.
Interpenetration Light Infantry may pass through and be passed through by any troops from any angle.
Other troops may temporarily overstack if they are facing in the same direction at the start of the turn, but
must end the turn unstacked, (so units may swap places or pass through).
Cavalry ChargesCavalry must have LOS to target to charge (so no charging over ridges or through friendly units).
Cavalry may not pivot before charging and must have enough movement to enter the target box.
Cavalry can charge over bridges or into towns or a wood via a road but at half effect due to
narrow frontage. This is in addition to any cover bonuses the target may have. If the charge routs
the enemy, occupy the target box, otherwise cavalry remains next to the target unit. Units with
Shock charging units without same gain an extra D6 in melee. Only the unit that charges inflicts
casualties! Note that Infantry and Artillery may NOT engage in melee! Only one unit may attack
a single target.
Impetuous units that charge MUST continue to charge on subsequent turns as long as there are any
valid targets!
Square Infantry units may go into or out of square at the beginning of their movement phase.
Units in Square may not move or shoot, but also may NOT be charged by cavalry while in Square.
Bayonet ChargeIf a Line Infantry unit routs an enemy with massed (1 box) musketry, it may
advance into the vacant box.
Column of Route.Line Infantry/Guns +1 box cross country, +2 boxes entirely on road. Cavalry,
Light Infantry +1 box entirely on a road (no bonus x-country). Treat units as flanked for all combat,
may not fight in column of route apart from cavalry. Cavalry may charge in CoR at half effect. To exit
formation, move a normal move next turn.
Roads. Roads may only be used in Column of Route, they allow units to enter/cross otherwise
impassable terrain and impart a movement bonus.
Infantry charge response vs Cavalry Line Infantry may pivot to face cavalry if charged.
Terrain
Towns and Strongpoints (SP): Towns fill a whole box, SPs are isolated farm complexes etc. All
unit types can end their move inside towns and SPs; but only infantry can occupy them. Occupied
towns and SPs count all their sides as “front”; they can thus shoot 360° and cannot be charged/shot
“in the flank/rear”. Line and Light infantry attacked at half effect by Line Infantry. Artillery cannot
fire while in a town, but fires at units in them as normal. Cavalry can only charge units inside
towns/SP at half effect vs cavalry/guns (5+) and quarter effect vs Infantry(6).
Morale Hits reduce morale. When a unit has lost all its hits, it routs and may not be recovered in the
timeframe of the game.
Leaders
An Army may have one or more leaders allocated to it. Leaders move with units or as cavalry
although they may enter woods. A leader stacked with a unit under their command allows it to take
one extra hit before routing.
Leader Risk If a leader is in a box which takes a hit, leader is removed on a 2D6 roll of ‘2’. If the
leader is in a box where the unit routs, or if they are overrun by an enemy unit, they are lost on a
1D6 roll of ‘1’. If they are overrun and survive, the leader retires 1 box.
Unit types
Leaders
Army and Corps commanders of notable repute
Line Infantry Conventional infantry formations operating mainly in close order. They are assumed
to have skirmishers screens and attached artillery, accounting for their long range. Represent
6-8000 men, but the size may be adjusted for different battles, but keep the 2:1 ratio with cavalry.
Light Infantry Infantry with a much thicker skirmish screen, and a limited number of formed
supports. The optimum units for operating in broken or close terrain. They also have attached
artillery. Represent 6-8000 men.
Cavalry
Close order cavalry, very effective against infantry in the flank or against guns and light infantry.
Heavy Cavalry
More effective against other types of cavalry. Have attached horse batteries. Represent 3-4000 men
Artillery Corps/Army reserve artillery grand batteries. Most artillery is assumed to be attached
directly to units. Represent 50-60 guns. Units assumed to have around 20-30 guns each.
Troop quality Excellent units with high morale and cohesion or possibly very strong units - 7 hits.
Good Units with good morale and cohesion - 6 hits. Poor Units with poor training, leadership,
morale, tactics or possibly just weak - 5 hits. French Old Guard Units - 8 hits
Reille: Units within 1 box may force enemy to reroll one successful hit from Fire per turn.
Lobau: Units within 1 box may reroll one missed die in melee per turn
1 No effect
2,3,4 Regain 1 hit
5,6 Regain 2 hits
Thursday, June 20, 2024
Project Waterloo: Netherlands Command
Monday, June 17, 2024
Project Waterloo: Belgian Militia
Friday, June 14, 2024
Project Waterloo: Movie Quotes and Game Results!
With the theme for 2024 being "Historicon goes to the Movies", part of the idea for the game is to use quotes from the film to make chance cards. I thought of all sorts of creative ideas, but in the end decided to just go with the ideas Neil Thomas set forth himself in One Hour Wargames, slightly modified. The result was one deck of 15 chance cards for each side.
# | French Quote | French Effect |
1 | [Observing the advance of the Gordon Highlanders] Napoleon: Has Wellington nothing to offer me but these Amazons? | None |
2 | Mulholland: Brave Frenchmen! You have done all that the honor of war demands; His Grace, the Duke of Wellington, invites you to save your lives! Will you surrender? Cambronne: MERDE! | None |
3 | Napoleon: Those men on grey horses are terrifying. Marshal Soult: They are the noblest cavalry in Europe; and the worst led. Napoleon: That may be; that may be, but we will match them with our lancers. | None |
4 | Napoleon [in pain from piles] My body is dying, but my mind is still good! | None |
5 | Napoleon: The only enemy I fear is nature. | None |
6 | Napoleon: Never interrupt your enemy while he's making a mistake. That's bad manners. | Enemy Panic! One enemy unit acquires 1-3 hits! |
7 | Napoleon: What's he doing? What's Ney doing? Can't I leave the field for a minute? How can a man go forward with the cavalry without infantry support? | Confusion 1-3 French units of one command may not move this turn |
8 | Napoleon: Let's not have any disagreement. Any disagreement only leads to disaster. | Confusion 1-3 French units of one command may not move this turn |
9 | Napoleon: This Wellington wages war in a new way. He fights, sitting on his ass. Well, we'll have to move him off it. | Low Ammo 1-3 French units of one command may not fire this turn |
10 | Napoleon: Battles are lost and won in a quarter of an hour. | Low Ammo 1-3 French units of one command may not fire this turn |
11 | Napoleon: If I die, it will be here, in the field, with my men! | Demoralization A single French unit acquires 1-3 hits |
12 | Wellington: On the field of battle his hat is worth fifty thousand men; but he is not a gentleman. | Initiative A single French unit is chosen to either move twice, move then shoot, or shoot twice. |
13 | Wellington: [on Napoleon's maneuver that split the English and Prussian armies] By God, that man does war honor. | Initiative A single French unit is chosen to either move twice, move then shoot, or shoot twice. |
14 | Napoleon: I've been in this position before, at the battle of Marengo. I lost the battle at 5:00, but I won it back again at 7! | Rally! 1-3 French units are chosen to remove 1-2 hits each |
15 | Napoleon: Let me tell you something. The most precious quality in life is loyalty. Loyalty! | Rally! 1-3 French units are chosen to remove 1-2 hits each |
# | British Quote | British effect |
1 | Wellington: Next to a battle lost, the saddest thing is a battle won. | None |
2 | Lord Uxbridge: As I am second-in-command and in case anything should happen to you, what are your plans? Wellington: To beat the French. | None |
3 | Wellington: Dramatic fellows, these French. Music and banners. Quite beautiful. You're a lucky fellow, aren't you, Hay, to see such a wonder in your first battle. | None |
4 | Lord Gordon: Good beans, Wellington! Wellington: If there is anything in this world about which I know positively nothing, it is agriculture. | None |
5 | [before the battle starts, the British troops are singing a mocking song about Napoleon] William De Lancey: Shall I shut them up, Sir? Wellington: No, no, indulge it . Anything that wastes time is good. Indulge it. Normally I don't like cheering, but there's always a time to cut cards with the Devil. | None |
6 | Mulholland: We're doing murder, your grace. Wellington: I hope to God... that I've fought my last battle. | Enemy Panic! One enemy unit acquires 1-3 hits! |
7 | Lord Uxbridge: By God, Sir. I've lost my leg. Wellington: By God, Sir. So you have. | Confusion 1-3 Allied units of one command may not move this turn |
8 | Wellington: If Blucher doesn't show up here soon, they'll break every bone in my body! | Confusion 1-3 Allied units of one command may not move this turn |
9 | Wellington: Brotherly business, isn't it, De Lancey... killing. | Low Ammo 1-3 Allied units of one command may not fire this turn |
10 | Wellington: Commanders of armies have something better to do than to fire at each other. | Low Ammo 1-3 Allied units of one command may not fire this turn |
11 | Wellington: It appears, Uxbridge, we're losing the battle. Give me night, or give me Blucher! | Demoralization A single Allied unit acquires 1-3 hits |
12 | Sarah: General Picton doesn't know how to walk in a ballroom. Wellington: But he is very good when he is dancing with the French. | Initiative A single Allied unit may be chosen to either move twice, move then shoot, or shoot twice. |
13 | Wellington: The whole line will advance. Lord Uxbridge: In which direction, your grace? Wellington: Why, straight ahead to be sure. | Initiative A single Allied unit may be chosen to either move twice, move then shoot, or shoot twice. |
14 | Wellington: [referring to his army] I don't know what they'll do to the enemy; but, by God, they frighten me. | Rally! 1-3 Allied units are chosen to remove 1-2 hits each |
15 | Wellington: They're coming on in the same old style. Picton: Well, then we shall have to meet them in the same old style. | Rally! 1-3 Allied units are chosen to remove 1-2 hits each |