[BG] Waterloo 1815 (Dragon)

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Raleen
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[BG] Waterloo 1815 (Dragon)

Post autor: Raleen »

Waterloo 1815

Polish tactical board war game simulating battle of Waterloo.

Author: Dariusz Góralski
Published by Dragon

History
Because the battle of Waterloo is one of the most famous and well known I think that there isn’t necessary to describe it. Anyone who’s interested in this battle can easily find any information simply using google.

Game Scale
1 hex – 120 meters,
infantry units – battalions (1 point of strength = 120 men),
cavalry units – regiments (1 point of strength = 120 men),
artillery units – batteries (8-12 cannons),
1 turn simulates approximately 20 minutes of the real time on the battlefield.

Sequence of Phases and Movement Rules
In the game there is 30 turns, each turn is divided on the following phases.
Phases of the turn:
1. Movement phase of the French forces
At the beginning of that phase all French units in retreating state, which are up to 5 hexes to the nearest enemy not retreating unit, must move so that mentioned distance after their movement should be at last 5 hexes. If the distance is smaller, retreating unit loses such number of points of strength (PS) as many hexes lacked to the 5 hex distance (in stacks each unit loses PS individually). After retreating units movement may be done other actions. French units may move. French cavalry may charge. Charges, understood as movement and combat, are resolved during this phase. Each unit which was charged is put marker ‘repelling charge’. During this phase Allied cavalry may countercharge. After resolving countercharge both fighting units are put marker ‘repelling charge’. Allied infantry, attacked by French cavalry, may try to form squares or shoot to charging French cavalry. Allied artillery may shoot to spending movement points French units in any part of that phase. After making volley, artillery unit is put marker informing that such battery has just shot. It is because each battery can shoot no more than once per turn.
2. Phase of artillery fire of the Allied forces
Allied artillery which wasn’t shooting during French movement phase may shoot.
3. Combat phase of the French forces
During this phase are resolved ‘usual’ combats between units and rifle shooting. ‘Usual’ because cavalry attacks are done during movement phase. It means that in combat phase cavalry cannot attack, the attacking units are only infantry units. It disables direct combining cavalry and infantry in one attack. Units put marker ‘repelling charge’ – which was fighting during last movement phase – cannot participate in any combat and rifle shooting, and also cannot be targeted by enemy units. It enables that unit would fight only once in its phases.
The sequence of shooting and combat is following:
- shooting of Allied units
- shooting of French units
- combat (attacks) of French units.
It is possible first to shoot to the enemy unit and than to attack it in hand to hand combat.
4. Reorganization phase of the French forces
Each unit which is in a suitable distance from the nearest enemy not retreating unit may be reorganized. Reorganized may be units which were put reorganization marker (with letter ‘R’) and weren’t moving during last own movement phase.
5. Movement phase of the Allied forces
Per analogy to phase 1.
6. Phase of artillery fire of the French forces
Per analogy to phase 2.
7. Combat phase of the Allied forces
Per analogy to phase 3.
8. Reorganization phase of the Allied forces
Per analogy to phase 4.

Kinds of Units in the Game
French army:
- Cuirassiers (cav.)
- Dragoons (cav.)
- Lancers (cav.)
- Hussards (cav.)
- Uhlans and Guard Lancers (cav.)
- Horse Riflemen (cav.)
- Carabiniers (cav.)
- Guard Horse Grenadiers (cav.)
- Guard Dragoons (cav.)
- Guard Horse Riflemen (cav.)
- Line Infantry
- Light Infantry
- Guard Grenadiers
- Guard Rifleman
- Guard Woltiseurs
- Guard Tiralieurs
- Foot Artillery
- Horse Artillery
- Guard Foot Artillery
- Guard Horse Artillery

Allied army:
- Guard Dragoons (cav.)
- Light Dragoons (cav.)
- Hussards (cav.)
- Horse Riflemen (cav.)
- Carabiniers (cav.)
- Uhlans (cav.)
- Horse Landwehr (cav.)
- Line Infantry
- Light Infantry
- Jaegers
- English Guard Infantry
- English Riflemen (Baker’s Rifles)
- Scottish Infantry
- Foot Landwehr
- Foot Artillery
- Horse Artillery
- Rocket Artillery

Units Factors
Each unit has on the counter 3 factors (from the left side of the counter): 1. strength factor (determined by the number of soldiers in the unit), 2. morale factor, 3. movement factor. Artillery units are simulated by two counters: one is for guns and another for staff. Guns counter has 3 factors: 1. factor of strength of artillery fire (determined by the number and the heaviness of guns), 2. morale factor, 3. movement factor. Artillery staff counter has 3 factors, the same as infantry units. When both counters (guns counter and artillery staff counter) are on the same hex, artillery uses movement points which are on the guns counter, otherwise, when artillery staff moves alone (without guns) they use their own movement factor. Factor of strength of artillery fire is used only during making artillery fire, hand to hand combat is always resolved using artillery staff strength factor.

Units Losses
Losses are simulated by losing by units points of strength (PS). At the beginning of the game each unit has the number of PS indicated on the counter by the strength factor. During the game units can lose their strength in the result of combat, enemy rifle and artillery fire and other incidents. Losses of PS are applied by putting under unit’s counter additional counter with number, indicating its actual strength. 1 PS in the game means 120 men, so 1 PS loss means loss of such number soldiers. Small, insignificant losses are simulated by losing combat levels, mainly by disorganization state.

Morale test
Morale test is common procedure appearing in many situations during the game, especially in combat and checking the results of enemy fire. Player obliged to test morale of its unit dices one D6 and compares the result with morale factor of tested unit. If the result is lower or the same as morale factor, test is successful, otherwise test is unsuccessful. Note that in some cases unit’s morale can be lower than its morale factor.

Formations
Infantry Formations:
Line
Movement: 1,5 MP for 1 hex, 1 MP for changing facing by 60 degrees, 120 degrees changing facing is treated as two changings by 60 degrees. 180 degrees changing facing costs 1 MP. In fire and hand to hand combat line uses 2-4 PS. There can be more PS on one hex – up to 8, but only up to 4 PS can participate in shooting and combat.

Column
Movement: 1 MP for 1 hex, doesn’t pay any MP for 60 and 120 degree changing facing, 180 changing facing is forbidden. Column cannot shoot at all. In combat its strength is the same as the number of possessed PS, but at least 2 and no more than 12 (12 is also the limit of PS which can be put on one hex). Fighting in hand to hand combat column gains shift +1 on its favor.

Great column (assault column)
Great columns can be formed only by French infantry. Movement: 1 MP for 1 hex, 1 MP for changing facing by 60 degrees, others the same as column. To make great column it is necessary to concentrate on one hex infantry units in column formation, faced in that same direction, having min. 13 PS. Maximum strength of great column is 24. In combat great column, as ‘usual’ column, uses the number of possessed PS, so its strength is always between 13 and 24. Also as ‘usual’ column, great column cannot shoot at all, and in combat gains shift +1 on its favor. Further features of great columns are:
- units in great column have higher morale by 1.
- when defending against cavalry, great column is treated as square, so it is very effective against cavalry.

Square
Movement: it is allowed only movement in opened terrain, there is only allowed moving up and down slopes but not crossing streams and moving into orchard and forest. Square can move during one movement phase only by 1 hex. Such movement costs all its MPs. Square doesn’t need to change facing because it has front on all hexes around it. On one hex in square formation it can be concentrated up to 12 PS. Minimum strength, necessary to form square, is 3 PS. It isn’t of course limit for one unit but for the group of units which together need to have 3 or more PS. Although on one hex in square it can stay up to 12 PS, during shooting and in combat square uses 1/3 (rounded up) its PS, so maximum 4 PS. Special kind of combat is defence against enemy cavalry. In such case basic strength relation between the attacker and the defender is automatically 1:3. This basic relation cannot be modified by cavalry charge bonus but can be modified by other factors, mainly by morale and terrain.

Skirmish
Movement: 1 MP for each hex, no matter what kind of terrain is on it. Skirmish units don’t need to change facing because they have facing on all hexes around them. On one hex it can stay up to 4 PS, but in shooting and combat it can participate only 2, so this is maximum strength of skirmish units on one hex. Fighting in hand to hand combat skirmish units gain shift +1 on its disfavor. There are also special rules of creating skirmish formation and units of skirmishers. Game allows dividing battalions on units of skirmishers which have 1 or 2 PS. Of course it is also possible to connect them in one battalion.

Encircled defence
Used only in village/town hexes. Unit in this formation cannot move and attack. If unit wants to attack, it is obliged to change formation, it can do it even in enemy ZOC. One hex in this formation can be occupied by units counting no more than 6 PS. Forming encircled defense costs all MPs. Encircled defense uses in combat 1/2 its PS, and in shooting 1/3 its PS (in both cases rounding up).

Cavalry Formations:
Line
Movement: moving cost by one hex is 1,5 MP, changing facing by 60 degrees costs 1 MP, changing facing by 120 degrees is treated like double changing facing by 60 degrees, changing facing by 180 degrees costs 1 MP. Line cannot enter woods and other types of rough terrain. In combat unit(s) in line uses its strength but no more than 2 points, so if unit has 1 PS it has in combat 1 PS, if it has 2 or more PS, it has 2 PS. To sum up, line is effective in combat but not effective during movement, especially if you want to do complicated manoeuvres.

Column
Movement: moving cost by one hex is 1 MP, changing facing by 60 or 120 degrees doesn’t cost any MP, changing facing by 180 degrees is forbidden. In combat, no matter how many PS has the unit, it uses only 1 PS. To sum up, column is effective during movement, especially if you want to do complicated manoeuvres but not effective in combat.

Artillery Formations:
Shooting Formation
Artillery can shoot but can’t move. Changing formation to moving formation costs 2 (field artillery) or 3 (horse artillery) MPs.

Moving Formation
Artillery can move but can’t shoot. Changing formation to shooting formation costs 2 (field artillery) or 3 (horse artillery) MPs.

Disorganization State and Retreating State (Combat Levels)
These are two main effects of combat. During combat, movement, in the result of enemy fire or other events in the game, unit can loose its combat level. First step of it is disorganization, second step is retreating state – which simulates unit which was shaken so hard that becomes to retreat from the battlefield and his formation is completely broken. Disorganization state causes only that morale of the unit is reduced by one and it is easier to lose combat level and become retreating unit. Retreating state has much greater impact on the unit’s effectiveness. Unit in retreating state cannot attack, shoot and enter enemy ZOCs. If attacked or effectively shot loses automatically 1 PS (in stack each unit loses 1 PS) and must retreat by 3 hexes. If such retreat is impossible, retreating unit is eliminated.

Units Facing
Units are placed on hexes ‘to the corner’. In connection with it, each unit has 2 front hexes, 2 flank hexes and 2 rear hexes. Although from that general rule there are some exceptions. Following infantry formations: square, skirmish and encircled defence, have front hexes on each hex around the hex they occupy. It means they don’t have flank and rear hexes.

Stacks
It is possible to create stacks. General rule is that stack may be formed only by one kind of arm: infantry, cavalry or artillery. Mixing them is forbidden. Only exceptions are:
- artillery staff can withdraw before cavalry charge on the hex occupied by infantry, especially to the square.
- in new rules (later modifications from ‘Dragon Hobby’ magazine and our own modifications) there is also possibility of putting together with artillery units skirmishers. It is useful mainly to defend against enemy skirmishers attack.

Other rules regulating stacks are that facing, formation and combat level of units in stack must be that same. Stacks can be formed only by units from the same corps, but there is no further restrictions forbidding forming units from different divisions or brigades. If units in stack have different morale factor, the morale of the whole stack is that same as morale factor of the unit on the top of it. Unit on the top of stack is treated as moving in front rank, what means that its morale is always taken in combat and different morale tests but all losses are also applied first to this unit. When it was eliminated his role takes next unit on the top of stack.

There are few stacking limits for different formations regulating how many PS can be concentrated on one hex. Most of them I mentioned in the description of formations, which is above.

Zone of Control (ZOC)
Each cavalry and infantry unit has ZOC on its front hexes. Artillery in shooting formation has ZOC on its front hexes. Artillery in moving formation and retreating units don’t have ZOC at all. When unit entered enemy ZOC, it must stop. It is possible to go out from enemy ZOC when unit is at the beginning of its own movement phase in it, but it is necessary to make morale test. If morale test was failed, unit loses one combat level. After leaving enemy ZOC, unit can enter another or that same enemy ZOC (but cannot move directly from one hex containing enemy ZOC to another hex containing enemy ZOC of that same unit). When unit entered enemy ZOC, after leaving enemy ZOC before, it is obliged to make hand to hand attack in its nearest combat phase. There are some exceptions which allow ignoring enemy ZOC during movement:
- units which pursuit enemy retreating unit, moving along the hexes passed by retreating unit (this rule appears in many games)
- charging cavalry units can ignore enemy ZOCs during charge. They are even allowed to change facing in enemy ZOC, but in such case enemy unit which this ZOC belongs to can make additional shot (volley).

Shooting (by Infantry)
In ‘Waterloo 1815’ only infantry can shoot. Shooting is possible only to front hexes, in other words range of infantry fire is only one hex (exception: units with Baker’s rifles – range 2 hexes). Number of points unit may use in fire combat depends on its formation. Columns and great columns cannot shoot at all, for other formations look to their description above. Unit can shoot to each hex of its ZOC but the number of PS used to make shooting can’t be greater than its total strength. For example: square which has 11 PS can shoot to 4 of 6 its front hexes with strength: 4, 3, 3, 1 (4+3+3+1=11). Another example: line which has 5 PS can shoot to 2 of its 2 front hexes with strength: 3 and 1 (3+1=4), total strength is only 4 because line max strength is 4, although units on the hex can possess more PS. Shooting is done in combat phases as described above and in movement phases – to stop charging cavalry only. Effects are following:

- – no effect
D – unit is obliged to make morale test, if failed unit becomes disorganized, if not, no effect.
U – unit is obliged to make morale test, if failed unit becomes retreating, if not, unit becomes disorganized.
1D – unit loses 1 PS and is obliged to make morale test, if failed unit becomes disorganized, if not, no effect. During morale test unit’s morale is considered to be 1 point lower.
1U – unit loses 1 PS and is obliged to make morale test, if failed unit becomes retreating, if not, unit becomes disorganized. During morale test unit’s morale is considered to be 1 point lower.
Loses of PS in fire combat are cumulative, but only during one phase. It means that if unit has lost 1 PS and during that same phase got one more effective result, its morale is still considered to be lower. Very important rule is also that unit can retreat one hex instead of loosing 1 PS. It enables to lower losses.

Shooting effectiveness depends on: strength of fire of the shooting unit, kind of formation of the targeted unit and kind of terrain occupied by the targeted unit. Each unit shoots individually, but some effects may be cumulative, as it was described above.

Combat (Hand to Hand Combat)
Hand to hand combat is resolved during combat phases and movement phases (charges & countercharges). Each phase consists of many fights in which participate units of both sides. One unit can attack only one enemy unit or stack. It is also possible that few units attack one enemy unit or stack but always defender unit or units must be situated on one hex. It is forbidden to attack in one fight few units situated on few hexes. It is also forbidden that one unit or stack attacks enemy units on few hexes. Each fight is resolved in that way that both sides compare strength of fighting units and find relation between their strengths. Than, to this basic relation are applied table shifts. There are many shifts in the game and their impact on the final combat result is even greater than influence of unit’s strength. What’s essential, the combat table is constructed so, that the largest relation between fighting units is 2:1, and the smallest 1:2, between them are relations 1:1,5; 1:1; 1,5:1.

Additionally there are two more columns of the combat table to the right and to the left (it looks like columns for relations 1:4; 1:3, and 3:1; 4:1) but this columns of the combat table can be achieved only by use combat table shifts. Combat effectiveness depends on: formation of both sides, how they are situated (there are of course bonuses for attack from flank and rear hex, different for different formations), unit’s morale of both sides (morale of the attacker subtracted by morale of the defender gives combat table shift for the side whose morale is greater), for presence of the commanders and disorganization state (they modifies morale factor) and terrain. Effects are following:

Small victory – both sides loses 1 PS, and both make morale test (loser morale is considered to be 1 point lower). Failed morale test means that unit loses 1 combat level. Successful morale test means that unit hasn’t lost combat level. Test is done for each unit and each stack participating in combat. 1 PS loses the unit which morale was used in combat (if more than one unit fight and they have different morale, usually it is used the morale of the best unit – this unit bears PS losses). Finally, the side which has lost combat, withdraws by 1 hex.
Medium victory – the side which has won, makes morale test for each participating in combat unit and stack. If failed, unit becomes disorganized, if successful, it means there hasn’t been any result. The side which has lost combat, loses 1 PS and makes morale test for each participating in combat unit and stack. Failed test – unit/stack loses 2 combat levels so, no matter what was its state before, changes it into retreating. Successful test – unit/stack loses 1 combat level. Finally, the side which has lost combat, withdraws by 2 hexes.
Great victory – the side which has won – the same as in case of medium victory. The side which has lost – loses 1 PS, and all participating in combat units/stacks changes their state into retreating. Finally, the side which has lost combat, withdraws by 3 hexes.
These are three kinds of results and in the combat table there is only written who won and if it was small, medium or great victory.

Counterattack
It is also possible to change a bit combat result by making counterattack. It can be made by the defender who doesn’t want to withdraw. In case of small victory, if defender decided to make counterattack, he loses 1 PS, and attacker is automatically pushed off – must withdraw by 1 hex. In case of medium victory, if defender decided to make counterattack, he loses 1 PS and have to make morale test. If morale test is successful, counterattack is successful, and attacker is automatically pushed off – in that same way as in case of small victory. If morale test is unsuccessful, defender has to withdraw by 3 hexes. Counterattack is impossible to do, in case of great victory or if in the result of attack defending units changed its state (combat level) into retreating.

I should also mention that there are 3 combat tables, which are used depending on the kind of units participating in combat. So there are combat tables:
- Infantry versus Infantry or Cavalry,
- Cavalry versus Infantry,
- Cavalry versus Cavalry.
Artillery is treated as infantry.

Now it’s time to say something about withdrawals and pursuit. There are two kinds of withdrawals in the game: before combat and after combat (this second one it would be better call ‘retreat’, but this has such disadvantage that you could have mistaken it with retreating state (combat level), so I urge you about it, that these are two different matters). Withdrawal before combat is always possible, except if the attacking is cavalry or if unit hasn’t possibility to do it because its rear is blocked or unit is surrounded. Before withdrawal unit makes morale test. Failed test causes that unit loses 1 combat level, successful – no result. Infantry and field artillery units withdraw by 2 hexes, cavalry and horse artillery by 4 hexes, but in case of artillery in shooting formation, it can withdraw only staff, guns stay on place. Withdrawal in the result of combat is similar but units withdraw by the number of hexes indicated by the combat result (small victory – 1 hex, medium victory – 2 hexes, great victory – 3 hexes). For both kinds of withdrawals there are also the same rules regulating how to do it. So, withdrawing units cannot enter enemy’s ZOCs and hexes containing inaccessible kinds of terrain. Units withdraw by the movement on rear hexes, if this hexes are blocked, they change their state to retreating and retreat without this restriction. If unit can’t make withdrawal, it loses the number of PS (in case of stack losses are applied to each unit in stack) the same as the number of hexes which lacked to the number of hexes which it was obliged to withdraw.
When unit has been withdrawn before or in the result of combat, attacking unit(s) can pursuit, moving along the ‘path of withdrawal’ – through hexes by which the enemy unit has been withdrawn. Pursuit is generally voluntary, but the attacker who won combat and forced enemy to withdrawal must pursuit at last one hex.

Charge
Charges can be made only by cavalry. Unit becomes charging when it moved 1 hex forwards in its movement phase. From that moment, during that phase, it can use its charge bonus, which depends on the kind of cavalry:
Heavy cavalry – shift +3 in combat table,
Lancers, Uhlans – shift +2 in combat table,
Hussards, Horse Riflemen, Horse Landwehr, Light Dragoons and other light cavalry – shift +1 against cavalry and shift +2 against infantry in combat table.

Charge is a part of movement. Unit moves and during movement declares attacks on enemy units. Cost of one attack is 1 MP. After attack cavalry unit can pursuit only 1 hex (without paying MPs for such movement). During one movement phase unit can make as many attacks as allow its number of movement points. Of course, if each combat was successful. One enemy unit can be attacked by one unit of cavalry even two or three times during one turn, however other cavalry units cannot attack this unit after that. After attack, charged unit is put ‘repelling charge’ marker – it signalizes that such unit has just been fighting and can’t be attacked during this phase (and nearest combat phase) any more.

There are also special rules when cavalry charges infantry. Charged infantry can shoot to the cavalry before attack or, instead of it, try to form square. If it tries to form square, it makes morale test. If successful, square was formed, if not, square hasn’t been formed and infantry loses 1 combat level. Of course to form square it must be at last 3 PS of the infantry on the hex. The essential rule about it is also such, that infantry unit which at the beginning of that movement phase was in enemy ZOC, can’t try to form square. So, when cavalry attacks such unit, its situation is usually very poor.

Units in skirmish formation (infantry in skirmish formation, staff of guns – staying alone or with guns) can, instead of rifle fire (infantry only; artillery staff hasn’t the ability of hand shooting in this game), withdraw on the next hex where stays another own infantry unit and than, if charged by cavalry, try to form square (if there is no square). Artillery (artillery staff with guns) can make artillery shoot and than withdraw (note that this artillery shot isn’t instead of withdrawal as in case of infantry skirmishers). If at the beginning of that movement phase skirmishers or guns staff was in enemy ZOC, they can’t withdraw and must fight. It is very similar situation to the infantry which is at the beginning of the movement phase in enemy ZOC and because of it can’t try to form square.

Countercharge
If in enemy movement phase any enemy unit moves 2 hexes before the front of a cavalry unit in a line formation, the cavalry may countercharge. Cavalry moves one hex forwards and at once attacks moving enemy unit. It is impossible to countercharge through inaccessible terrain hexes and on enemy units staying in such terrain. Generally countercharging unit must obey the same conditions as charging unit. Of course the main use of countercharge is defending against enemy charge. Staying in place and just inactively waiting for enemy charge gives cavalry poor chances in combat because during fight its charge bonus isn’t counted in while the enemy charge bonus is. So, main advantage is that during countercharge the cavalry charge bonus is counted in, exactly in that same way as in usual charge. Another, very essential advantage is, that countercharge, even if countercharging unit has lost combat, stops enemy charge. Charging unit which was attacked by countercharging enemy cavalry cannot attack any more in this movement phase, even if won combat. During resolving combat countercharging unit is treated as attacking unit, even in combat with charging enemy unit. After countercharge both fighting units are put ‘repelling charge’ marker.

Artillery
Range of artillery fire is 10 hexes. There are 4 sectors of fire: 1-2 hexes, 3-4 hexes, 5-7 hexes, 8-10 hexes. Effects of artillery fire are the same as in case of infantry fire. There is only one additional result:
2U – unit loses 2 PS and is obliged to make morale test, if failed unit becomes retreating, if not, unit becomes disorganized. During morale test unit’s morale is considered to be 2 points lower.
Another difference is that after artillery fire unit cannot withdraw instead of losing 1 PS, as it is possible in case of infantry fire.
Shooting effectiveness depends on: strength of fire of the artillery unit (1-4), kind of formation of the targeted unit, kind of terrain occupied by the targeted unit and distance between the artillery and the targeted unit. Each unit shoots individually, but some effects may be cumulative, as it was described in chapter about infantry fire.

Of course artillery fire is possible only if between shooting artillery and the targeted hex exist visibility. It is checked by leading so called ‘line of visibility’ connecting centre of the hex occupied by the artillery and the centre of the hex occupied by the targeted unit. Visibility is blocked by the following kinds of terrain: forest, orchard, hill, hedge, and also by units. Although there are two exceptions from that rule: it is always possible to shoot between hills, no matter what kinds of terrain are between them, except another hill; hill always blocks visibility. Second exception says that it is possible to shoot between hill and lower placed hexes over units if units which are between artillery and the target are nearer to the hill; in other words, distance in hexes between units potentially blocking visibility and unit on the hill must be lower than distance between that same units and hex on lower position, which is targeted or on which stays targeting artillery.

In hand to hand combat takes part only staff. Strength of the staff is always considered to be 1, even if it is higher. Staff has in combat the same modifier as skirmishers: +1 on its disadvantage. If in the result of combat artillery unit was forced to withdraw, it makes withdrawal with guns only if the unit was in moving formation. If not, guns stay on the hex and only staff withdraws. Also if the staff changed its combat level to retreating, they leave guns and retreat without them. Generally to make any actions as artillery unit, staff and guns counter must be on the same hex. Guns stayed alone are ignored by units. They can be only targeted by artillery and get losses. Alone guns are eliminated by any unit if it stays whole turn, not moving, on the hex where are placed the guns.

Rocket Artillery
There is only one such battery in Wellington’s army. They move and change formation almost like horse artillery, but changing formation is easier – costs only 1 MP and whole battery is represented only by 1 counter (not like artillery, which is represented always by 2 counters: one for staff and the second for guns). Range of rocket artillery is 16 hexes. Fire effectiveness doesn’t depend on the distance from the targeted unit. They shoot using special fire table constructed only for them. Effects are like in artillery tables:
1D6:
1-3 – no effect,
4-5 – D,
6 – 1U.

Commanders
Role of commanders in the game relies on it, that:
- staying with any unit on the same hex increase its morale by 1.
- they increase morale of units during reorganization.
Commander can be killed in the following situation:
1. When unit accompanied by commander was eliminated, the commander is also eliminated.
2. Alone moving commander is eliminated when enemy unit entered hex occupied by him.
3. When unit accompanied by commander, in the result of enemy fire, got effect D or U, player owning commander dices D6, result 6 eliminates commander. When the effect of enemy fire was 1D, 1U or 2U, the commander is eliminated if the result was 5 or 6.
4. When unit lost combat, player owning commander dices D6, results 5 or 6 eliminate commander. When unit won combat, commander is eliminated only if the result was 6.
Commanders have 12 MP and move like skirmishers – moving by one hex costs always 1 MP, no matter what kind of terrain it’s covered. It is only forbidden to move on inaccessible terrain (in fact in the game there is only one such kind of terrain: lake).

Reorganization
Units in disorganization state can reorganize automatically in own movement phase if they don’t move in this phase and are outside of enemy ZOCs.

Units in retreating state can reorganize during own reorganization phase. Reorganized can be units which:
- weren’t moving during last movement phase and during that phase, at the beginning of it, was put reorganization marker (marker with letter “R”).
- are at last 10 hexes from the nearest not retreating unit. Here I must note that mentioned distances were changed few times. At last in our games we regulated it in that way, that if unit is invisible for all enemy units (for example is behind the hill or in the forest), to make reorganization procedure it has to be only 4 hexes from the nearest not retreating enemy unit. If unit in retreating state is visible, mentioned distance grows to 6 hexes. This distances are also used at the beginning of movement phase to check how far retreating unit have to move from the nearest enemy unit (look to the description of movement phase).

To reorganize unit from the retreating state player makes morale test of the unit. Morale factor of the unit in such procedure is considered to be 2 points lower (in new rules 1 point lower). If test was successful, unit changes its state to disorganized and chooses any formation possible to form for them. Reorganization process may be supported by commanders. Their influence relies on it, that during making reorganization morale test they negate lowering morale factor caused by retreating state. In old rules commanders could support in that way only units which were on the same hex, in new rules they can support also units on neighbour hexes.
Panie, weźcie kości w rękę i wyobraźcie sobie, że gracie z królem Kastylii, i rzucając je na stół zdajecie wszystko na los bitwy. Jeśli dopisze wam szczęście, zrobicie najlepszy rzut, jaki kiedykolwiek uczynił król na ziemi; a jeśli rzut wam się nie powiedzie, inaczej nie odejdziecie z gry, jak z honorem.

Gil de Osem do króla Portugalii Jana I Dobrego przed bitwą pod Aljubarrotą (14.VIII.1385)
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Raleen
Colonel Général
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Rejestracja: czwartek, 22 grudnia 2005, 14:40
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Post autor: Raleen »

I would be grateful for any comments and remarks which could eventualy help to improve game's description.

And here some pictures:

http://portal.strategie.net.pl/index.ph ... Itemid=119

We have more photo. They should appear soon.
Ostatnio zmieniony niedziela, 27 marca 2011, 09:54 przez Raleen, łącznie zmieniany 1 raz.
Panie, weźcie kości w rękę i wyobraźcie sobie, że gracie z królem Kastylii, i rzucając je na stół zdajecie wszystko na los bitwy. Jeśli dopisze wam szczęście, zrobicie najlepszy rzut, jaki kiedykolwiek uczynił król na ziemi; a jeśli rzut wam się nie powiedzie, inaczej nie odejdziecie z gry, jak z honorem.

Gil de Osem do króla Portugalii Jana I Dobrego przed bitwą pod Aljubarrotą (14.VIII.1385)
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Raleen
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Post autor: Raleen »

Here some links to topics with AAR grom the game (in Polish) but there are further photo of the game:

http://www.strategie.net.pl/viewtopic.php?t=5388

http://www.strategie.net.pl/viewtopic.p ... sc&start=0
Panie, weźcie kości w rękę i wyobraźcie sobie, że gracie z królem Kastylii, i rzucając je na stół zdajecie wszystko na los bitwy. Jeśli dopisze wam szczęście, zrobicie najlepszy rzut, jaki kiedykolwiek uczynił król na ziemi; a jeśli rzut wam się nie powiedzie, inaczej nie odejdziecie z gry, jak z honorem.

Gil de Osem do króla Portugalii Jana I Dobrego przed bitwą pod Aljubarrotą (14.VIII.1385)
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