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Of Oil and Iron is a cinematic skirmish wargame placing you in command of a squadron of Rigs on behalf of one of the great corporations. A dieselpunk world where oil fields, shattered cities, and desecrated frontiers are battlegrounds won not by kings or nations, but by those who can field the most formidable machines of war.
What You Need to Play
- This rulebook
- Rig Control Terminals, Weapon Cards, Equipment Cards and Engine Cards for each Rig
- A Squadron of Rigs β 3D-printable models in 15mm or 32mm scale
- Dice: six-sided (D6) and twelve-sided (D12)
- A 22 Γ 30 inch battlefield (standard) with terrain
Scale of Play
Usually 3β5 Rigs per side. Official miniatures at www.ofoilandiron.com.
Weight Classes
| Class | Base Size |
|---|---|
| Light | 40mm |
| Medium | 50mm |
| Heavy | 60mm |
| Colossal | 80mm |
Rig Stats
| Stat | Description |
|---|---|
| Speed | Max distance per Move action (inches) |
| Aim | Minimum dice score to hit |
| Iron | Weight capacity for weapons/equipment |
| Weapon Slots | Light/Med/Heavy: 2 slots. Colossal: 3 slots |
| Structure Points | Durability per location. At 0 = Catastrophic Damage |
| Armour | Damage thresholds (Direct/Severe/Critical) |
| Engine Exhaust | Heat reduced at end of each activation |
Weapon Stats
| Stat | Description |
|---|---|
| ROF | Rate of Fire β number of D6 rolled per attack |
| STR | Strength / armour penetration |
| RNG | Range in inches. Two values = different profiles at each |
| ACC | Accuracy modifier applied to Aim value |
| Iron | Iron cost to equip |
Phases of a Round
1. Initiative Phase
Both roll D12. Higher roll = starting player for this round.
2. Activation Phase
Players alternate activating one Rig each until all have activated.
3. Maintenance Phase
Heat Threshold rolls, reduce heat by Exhaust, end-of-round effects.
Engagement Length
Usually 4β6 rounds. End of round 4: D12, 8+ = end. End of round 5: D12, 5+ = end. Round 6: always ends.
Each Rig may take up to 5 actions when activated. Many generate Heat [X].
Action Summary
| Action | Heat | Description |
|---|---|---|
| Move | 1 | Move up to Speed value in inches |
| Fire Weapon | 1 | Make a ranged or melee attack |
| Called Shot | 1 | Choose hit location, -2 ACC. Engine cannot be targeted from front arc |
| Ram | 1 | After moving 2"+, both Rigs take D6 + STR X hits |
| Reload | 1 | Reload all weapons |
| Repair | 1 | D12: 6+ = 1SP; 10+ = 2SP. Not on catastrophically damaged |
| Shut Down | 0 | Forfeit all actions; set engine heat to 0 |
| Prepare | 1 | Place face-down reaction token |
| Use Equipment | X | Varies by equipment |
Movement Details
- Forward: Up to full Speed value
- Backpedal: 2" per 1" moved
- Side-Stepping: 2" per 1" moved
- Pivot: Up to 90Β° per pivot, up to Pivot stat times per Move
Ram Hit Strength
| Class | STR |
|---|---|
| Light | 7 |
| Medium | 8 |
| Heavy | 9 |
| Colossal | 10 |
Preparations
Heat Threshold Table (D12 + modifier)
| Result | Effect |
|---|---|
| 1β5 | Nothing Happens |
| 6β7 | System Stall β 1 Hull damage |
| 8β9 | Hydraulic Blowout β 2 Leg damage, Speed -2" until Repaired |
| 10β11 | Ammo Detonation β 2 Arms, 1 Hull. One weapon disabled until Repaired |
| 12β13 | Fuel Line Rupture β 1 Hull + ongoing D12 damage each activation until Repaired |
| 14β15 | Structural Buckling β 1 damage to ALL components |
| 16β17 | Emergency Shutdown β heat resets to 0, skip next activation |
| 18 | Chain Reaction β 1 damage all + roll again |
| 19 | Engine Failure β Engine 2 damage; heat can no longer decrease |
| 20+ | Catastrophic Failure β all components catastrophic; heat can't decrease |
Step 1 β Declare
Announce attacker and target. Target must be in front 90-degree arc. Declare before measuring range.
Step 2 β Check Range
Base-to-base. If beyond weapon range, attack fails. No measuring before declaring.
Step 3 β Line of Sight
At least 50% must be visible. 25% obscured: -1 ACC. 50% obscured: -2 ACC.
Step 4 β Roll to Hit
Roll D6 Γ ROF. Meet or beat Aim value to hit. 6 always hits. Watch for Prepare tokens!
Step 5 β Weapon Effects
Apply any Perks.
Step 6 β Hit Location (target rolls D12)
| D12 | Location |
|---|---|
| 1β4 | Hull |
| 5β7 | Arms |
| 8β10 | Legs |
| 11β12 | Engine |
Called Shot: Choose location, -2 ACC. Engine can't be targeted from front arc.
Step 7 β Impact Roll (D6 + STR)
Side arc: +2 STR. Rear arc: +4 STR. Compare to Rig's damage table: Direct (-1 SP) / Severe (-2 SP) / Critical (-3 SP).
Step 8 β Update Structure Points
If a location hits 0: Catastrophic Damage. All locations 0: Rig destroyed. Damage Overflow: excess damage to a destroyed location goes to another non-destroyed location (defender's choice).
- Movement -2"
- Cannot backpedal
- Additional leg damage: completely immobilised (can still pivot)
- If Arms also destroyed: Rig destroyed
- -2 max actions per activation
- -1 Aim
- Additional hull damage: Rig destroyed
- Roll D12: 1β6 Left arm, 7β12 Right (Colossals: 1β4 Left, 5β8 Hull, 9β12 Right)
- That weapon destroyed; munitions deal 1 damage to Hull and Engine
- Same weapon again: 3 damage to Hull
- If Legs also destroyed: Rig destroyed
- Heat cannot drop below first numbered space
- Additional engine damage: Rig destroyed
| Perk | Effect |
|---|---|
| Armour Piercing | Impact roll of 6: add D3 to result |
| Bombardment | No LoS required; without LoS: -2 ACC |
| Charged Shot | +2 STR; each attack roll of 1 = +1 heat |
| Explosive X | On hit, each other Rig within X" suffers the same hits |
| Flak | Impact rolls of 1 can be re-rolled once |
| Full Auto | +2 ROF; each roll of 1 = +1 heat; no Called Shot |
| Hot | Generates 2 heat instead of 1 |
| Hull | Colossal only; once per Rig; mounts on/within Hull |
| Impale | On hit, D12 6+: target immobilised until next activation (can still pivot) |
| Incendiary X | On hit: +X to target's engine heat |
| Limited Ammo X | Only X uses per game |
| Melee | Must be within 1"; no reload between attacks |
| Precision | Called Shot without -2 ACC penalty |
| Shock | On hit: target movement halved (rounded down) next activation |
| Staggering | On hit, D6: 1β2 pivot 90Β° left; 3β4 pushed back 2"; 5β6 pivot 90Β° right |
| Sustained Fire | Each hit roll of 6 = 2 hits instead of 1 |
Each Equipment can only be taken once per Rig. "Discard" items are discarded after successful use.
Table A
| # | Equipment | Effect | Iron |
|---|---|---|---|
| 1 | Extinguisher | Before a Heat Threshold roll, roll D12. On 4+, ignore the roll. Discard. | 1 |
| 2 | Reinforced Iron Plating | Incoming front arc attacks: -1 STR | 2 |
| 3 | Reinforced Iron Alloy Plating | Incoming front arc attacks: -2 STR | 3 |
| 4 | Ablative Armour Plating | Once per game, ignore damage from one attack. Discard. | 2 |
| 5 | Concentrated Fuel | +2" Speed. Fuel Line Rupture = 2 extra damage. | 1 |
| 6 | Advanced Ammo Storage | Once per game, re-roll all failed hits for one attack. Discard. | 1 |
| 7 | Stabilised Weapon Joints | May fire within 180Β° arc | 1 |
| 8 | High Calibre Ammunition | Choose one weapon: +1 STR | 2 |
| 9 | Exotic Engine Coolant | Reduce Heat Threshold roll results by 1 | 2 |
| 10 | Smoke Dispensers | Once per game, [action] deploy smokescreen. Attacks from 6"+ = -2 ACC until next activation. | 1 |
| 11 | Sophisticated Periscopes | +1 ACC when targeting enemies within 10" | 2 |
| 12 | Arc-Enhanced Targeting System | +1 ACC when targeting enemies beyond 10" | 2 |
Table C
| # | Equipment | Effect | Iron |
|---|---|---|---|
| 1 | Emergency Repair Kit | Once per game, restore 3 SP to any location. Discard. | 2 |
| 2 | External Fuel Tanks | Once per game, next action generates no heat. Discard. | 1 |
| 3 | Flare Launchers | Once per game, fire flare at a location. For one round, all Rigs gain +2 ACC within 12" of flare. | 1 |
| 4 | Radio Scrambler | Choose enemy within 18". Both roll D12. If yours is higher: target loses 2 actions next turn. Discard. | 1 |
| 5 | Rig Bayonet | May use Ram without suffering damage itself. | 2 |
| 6 | Supplementary Heat Vent | Once per activation, Vent Heat [0]. Next attack costs [-1] heat but -1 ACC. | 1 |
| 7 | Thermal Sights | +1 ACC against Rigs above their Heat Threshold. | 2 |
| 8 | Artillery Spotting Module | [Action 1] Call artillery bombardment in LoS. D12 for each Rig within 6": on 10+, STR 8 hit. | 2 |
| 9 | Battlefield Recovery Rig | Campaign Only Roll salvage table D3 times in Aftermath. | 5 |
| 11 | Black Market Parts Cache | Campaign Only Once per Aftermath, ignore one permanent negative repair trait. | 3 |
| 12 | Contracted Recovery Crew | Campaign Only +2 to recovery roll for destroyed Rigs (not if exploded). | 3 |
| 13 | Experimental Load-Bearing Frame | Campaign Only One Rig gains +1 Iron capacity. | 3 |
Players agree on an Engagement type, then both choose a Squadron Formation from the same matching tier.
Skirmish Formations
| Formation | Light | Medium | Heavy | Colossal |
|---|---|---|---|---|
| Sword | 2 | 1 | β | β |
| Mace | β | 1 | 1 | β |
| Dagger | 4 | β | β | β |
Operation Formations
| Formation | Light | Medium | Heavy | Colossal |
|---|---|---|---|---|
| Claymore | 1 | 1 | 1 | 1 |
| Broadsword | 3 | 1 | β | 1 |
| Lance | 1 | 2 | 2 | β |
| Morningstar | 1 | 3 | 1 | β |
| Axe | β | 1 | 3 | β |
Warfront Formations
| Formation | Light | Medium | Heavy | Colossal |
|---|---|---|---|---|
| Battleaxe | β | 2 | 2 | 2 |
| Greatsword | 4 | 2 | 1 | 1 |
| Warhammer | β | 2 | 3 | 1 |
| Scythe | 3 | β | 2 | 2 |
| Maul | β | 2 | 4 | β |
Standard Engagements
Iron Clash
Destroy the enemy Squadron. VP for destroyed Rigs (Light 2 / Medium 3 / Heavy 4 / Colossal 5).
High Value Target
Each player nominates their highest weight-class Rig as HVT. Last player with HVT intact wins.
Point of Control
Each player places 2 objectives. Each round: Rig within 3" of objective = 2 VP. Highest VP wins.
Total Command
Each player places 1 objective. Control = more Rigs within 4". Control BOTH at end of any round = instant win. Otherwise: draw.
Push the Line
Each round: 2 VP per Rig in enemy territory. Highest VP wins.
Supply Airdrop
Start of round 2: roll D6, place objective in matching quadrant (1β4) or centre (5β6). Control by having more Rigs within 3". Controller at round 3 end wins.
Salvage Heist
Each player places 3 objectives. Rig within 1" can collect salvage [2 heat] = 3 VP. Most VP wins.
Sabotage
Each player places 3 objectives (6" apart, 4" from edge) under their control. First to destroy all enemy objectives wins. Objective stats: 5 SP | Direct: 10β13 | Severe: 14β15 | Critical: 16+
Special Engagements
Ambush
Ambusher vs Target. Target deploys first. Ambusher secretly notes positions near edges. Round 1: Target Rigs have Prepare: Brace against first attack.
Hold the Line
Defender cannot leave deployment zone. Defender wins if 50%+ survive. Otherwise Attacker wins.
Siege
Each player places 3 objectives (5" apart/from edge, 5 SP). Defender: 2 VP per surviving objective. Attacker: 1 VP per destroyed objective + 1 VP per destroyed Rig. Most VP wins; ties = Defender wins.
Breakthrough
Attacker must move 50%+ of Squadron off the opposite table edge. Otherwise Defender wins.
Campaigns link multiple Engagements into a longer, story-driven system. Each player controls an evolving Squadron.
Starting a Campaign
- Start with a Skirmish sized Squadron
- Each player starts with X Iron to distribute
- No Colossal-class Rigs at the start
- Maintain a Squadron Roster
- Earn salvage and Ironclad experience through engagements
Before Each Engagement
- Select an Engagement (or roll randomly)
- Select a Deployment (or roll randomly)
- Select a Battlefield (terrain type with aftermath effects)
- Play normally
Round Phases
- Initiative: roll D12
- Activation: alternate one Rig each
- Maintenance: heat rolls, exhaust, end effects
Actions (up to 5)
| Action | Heat |
|---|---|
| Move | 1 |
| Fire Weapon | 1 |
| Called Shot (-2 ACC) | 1 |
| Ram | 1 |
| Reload | 1 |
| Repair (D12, 6+=1SP) | 1 |
| Shut Down (heatβ0) | 0 |
| Prepare | 1 |
| Use Equipment | X |
Attack Sequence
- Declare (front arc only)
- Check range
- LoS: 25%=-1 ACC, 50%=-2 ACC
- Roll D6ΓROF vs Aim (6 always hits)
- Apply perks
- Hit location (D12, target rolls)
- Impact D6+STR: side +2, rear +4
- Update SPs
Hit Location (D12)
| Roll | Location |
|---|---|
| 1β4 | Hull |
| 5β7 | Arms |
| 8β10 | Legs |
| 11β12 | Engine |
VP for Destroyed Rigs
| Class | VP |
|---|---|
| Light | 2 |
| Medium | 3 |
| Heavy | 4 |
| Colossal | 5 |
Black Powder Epic Battles: The Waterloo Campaign is a game for those who wish to recreate the visceral conflict of 15 Juneβ8 July 1815 on a grand scale with armies of Epic Scale model soldiers.
This is first and foremost an entertainment β a tolerably convincing representation of Napoleonic battle, played between friends in a spirit of mutual empathy.
What You Need to Play
- This rulebook
- Twelve or more six-sided dice (D6)
- A tape measure in inches (or use the centimetre option β convert all measurements)
- Two armies of Epic Scale Napoleonic model soldiers
- Terrain: woods, hills, villages
- An optional umpire is recommended
Scale of Play
Typically two to three players per side on a large table, at least three feet between the opposing forces. An umpire to interpret rules makes games more enjoyable.
Unit Types
Each unit represents a typical fighting formation β a battalion of infantry, a regiment of cavalry, or a battery of artillery. Units are divided into broad types: Regular Infantry, Regular Cavalry, and Artillery.
Unit Sizes
| Type | Size | Bases |
|---|---|---|
| Infantry (60Γ20mm bases) | Large | 5 |
| Standard | 4 | |
| Small | 3 | |
| Cavalry (60Γ20mm bases) | Large | 4 |
| Standard | 3 | |
| Small | 2 | |
| Artillery (42Γ30mm bases) | Standard | 3 |
Fighting Qualities (example: British Line Infantry)
| Hand-to-Hand | Shooting | Morale | Stamina |
|---|---|---|---|
| 6 | 3 | 4+ | 3 |
- Hand-to-Hand: Average is 6. Higher = better fighters. Lower = inferior troops.
- Shooting: Average is 3. Dice rolled for shooting attacks.
- Morale: Minimum dice score to save a hit. 3+ = excellent, 4+ = good, 5+ = average, 6+ = poor, 0 = no save.
- Stamina: Casualties before unit becomes Shaken. Standard = 3, Large = 4, Small/Artillery = 2.
Brigades
All units are assigned to a brigade. Typically 3β6 units per brigade. Units within the same brigade operate most efficiently within 6" of each other β beyond this, brigade orders can't be used.
Staff Ratings
Every brigade commander and the army's general share a Staff Rating representing command efficiency. Default for regular professional forces: 8.
| Rating | Description |
|---|---|
| 10 | Military Genius |
| 9 | Great commander |
| 8 | Good β able and confident |
| 7 | Average β safe pair of hands |
| 6 | Poor β indecisive |
| 5 | Fool |
Casualty Markers
Markers represent men killed, wounded, exhaustion, failing morale and spent munitions. A unit is Shaken once it reaches casualties equal to its Stamina value.
Units can adopt different formations for different situations. Changing formation takes one entire move and requires a command order.
Changing Formation
Turn the leader base to face any direction. Rearrange the rest of the unit around it so the leader is to the right of centre on the front rank of the new formation.
Sequence of Play
Blue Turn
- Blue Command (initiative moves first, then orders)
- Blue Shooting
- Hand-to-Hand Combat (both sides)
Red Turn
- Red Command
- Red Shooting
- Hand-to-Hand Combat (both sides)
Issuing Orders
State the order aloud before rolling. Then roll 2D6 and compare to the commander's Staff Rating:
| Result | Outcome |
|---|---|
| Greater than Staff Rating | Order fails β unit cannot move (unless free move applies) |
| Equal to or 1 less than Staff Rating | 1 move |
| 2 less than Staff Rating | 2 moves |
| 3+ less than Staff Rating | 3 moves |
| Double 6 | BLUNDER! |
Command Modifiers
| Modifier | Situation |
|---|---|
| -1 per full 12" | Distance from commander to unit |
| -1 | Enemy unit within 12" of unit receiving order |
| +1 | Unit in Attack Column |
| +1 | Unit in March Column or Limbered Artillery |
| +2 | March Column/Limbered Artillery on road or track |
No commander ever has an effective Staff Rating better than 10 or worse than 5.
Blunder Results (D6)
| D6 | Result |
|---|---|
| 1 | Rapid Retreat β 2 moves away from closest visible enemy |
| 2 | Retreat β 1 move away from closest visible enemy |
| 3 | Move to Left β 1 move into own left quarter |
| 4 | Move to Right β 1 move into own right quarter |
| 5 | Move Forward β 1 move to own front |
| 6 | Charge! β charge closest visible enemy (roll D6: 1β2 = 1 move, 3β4 = 2 moves, 5β6 = 3 moves) |
Special Orders
The General
The army general does not issue orders directly but can accompany a brigade commander. When the general is present (within 12" and moved into touch), that commander's order result can be re-rolled once β even a blunder. Only one re-roll per turn.
Commander Move Distances
| Type | Move |
|---|---|
| Commander on foot | 36" |
| Commander on horseback | 48" |
Move Distances (per move)
| Unit Type | Distance |
|---|---|
| Infantry, Limbered Foot Artillery, Wagons | 12" |
| Cavalry, Limbered Horse Artillery | 18" |
| Manhandled Artillery | 6" (total, regardless of moves) |
A unit with 3 moves could travel up to 36" (infantry) or 54" (cavalry) in a single turn.
Proximity Rule
When within 12" of an enemy unit, movement is constrained. Units may only:
- Advance within their own front quarter, or
- Retreat within their own rear quarter
Terrain Effects
| Terrain | Effect |
|---|---|
| Woods | Infantry in skirmish order only, at half pace (1" = 2" moved) |
| Rough Ground | Skirmishers: no penalty. Other inf/cav: half pace. Artillery/wagons: cannot enter except via road |
| Obstacles (walls, hedges, streams) | Costs 6" of movement to cross. Artillery cannot cross except at gates/fords |
| Impassable | Steep slopes, cliffs, open water β cannot be crossed |
Artillery Movement
Horse Artillery: Can limber/unlimber at beginning or end of a move without penalty. Very mobile β can move and shoot in a single move.
Foot Artillery: Takes one whole move to limber or to unlimber. Can move then deploy in two moves.
Manhandling: Any deployed gun can be manhandled up to 6" total (one move only), allowing it to reposition or change facing.
Weapon Ranges
| Weapon | Max Range |
|---|---|
| Smoothbore carbines | 12" |
| Smoothbore muskets | 18" |
| Rifled carbines | 18" |
| Rifled muskets | 24" |
| Light smoothbore artillery | 36" |
| Smoothbore artillery | 48" |
How to Shoot
Roll a number of D6 equal to the unit's Shooting value (modified for size and formation). Each 4+ = a hit. A 6 always hits and automatically disorders the target.
Formation Modifiers (Shooting Dice)
| Formation | Dice |
|---|---|
| March Column | Cannot shoot at all |
| Attack Column | 1 die |
| Mixed Formation | 1 die |
| Square | 1 die per facing |
| Buildings | Up to 2 dice per facing |
'To Hit' Modifiers
| Modifier | Situation |
|---|---|
| -1 | Shooters are Shaken or Disordered |
| -1 | Target is not a clear target (skirmishers, artillery, partly obscured, in buildings) |
| +1 | Close range (6" or less) or Closing Fire |
Regardless of modifiers: 6 always hits, 1 always misses.
Morale Saves
For each hit, the target rolls a D6. Equal to or higher than the unit's Morale value = save (hit ignored). Lower = casualty marker placed.
| Morale Modifier | Situation |
|---|---|
| +1 | Infantry in Attack Column (not vs artillery) |
| +1 | In woods, hedgerows or similar light cover |
| +2 | In buildings/fortifications |
| -2 | In March Column |
| -1 | Hit by artillery at long range |
| -2 | Hit by artillery at close or medium range |
Disorder
Rolling a 6 to hit automatically disorders the target (even if all saves pass). A disordered unit: cannot receive orders, cannot use initiative, suffers -1 to shooting and combat dice, suffers -1 on Break Tests, cavalry cannot countercharge/evade/turn-to-face.
Disorder lasts until end of the unit's own turn (or until it's no longer in combat).
Closing Fire
When charged to the front, infantry in line/attack column/square/mixed formation (not march column or skirmishers) may deliver closing fire at close range (+1 to hit). Chargers who become shaken from closing fire must take a Break Test (as hand-to-hand). If they break, the charge fails.
Artillery
| Range | Dice |
|---|---|
| Short (up to 6") | 3 |
| Medium (up to half max range) | 2 |
| Long (over half max range) | 1 |
| Artillery 'To Hit' Modifier | Situation |
|---|---|
| +1 | Target in attack column, march column, or square |
| -1 | Long range |
| -1 | Shooting over intervening units |
Artillery can shoot over other units when guns or target are on higher ground, provided intervening units are both further than 6" from the gun AND 6" from the target.
Charging
To charge, give a specific charge order. Measure from the unit leader base to the closest enemy base. If within one move, the charge proceeds. Units forbidden from charging: Shaken units, March Column, Artillery, Square, Skirmishers vs formed infantry.
Charge Responses
| Response | Who Can Use It |
|---|---|
| Stand | All units (default) |
| Closing Fire | Infantry in line/column/square/mixed; artillery |
| Evade | Cavalry charged by infantry; skirmishers charged by formed troops |
| Countercharge | Cavalry charged to their front (not if shaken/disordered) |
| Turn to Face | Cavalry (not if disordered), regardless of charge direction |
Fighting Combat
Roll a number of D6 equal to the unit's Hand-to-Hand combat value (adjusted for size/formation). Each 4+ = a hit. 6 always hits, 1 always misses.
Combat Dice Modifiers
| Modifier | Situation |
|---|---|
| +1 | Charging (first turn of combat only) |
| +1 | Won previous round of this engagement |
| -1 | Shaken or Disordered |
| -1 | In skirmish formation |
| -1 | Engaged to flank or rear (applies to all attacks) |
If cavalry countercharges charging infantry: infantry are automatically disordered and receive no charge bonus.
Supports
Non-engaged friendly units within 6" can add support bonuses to combat results. Maximum +3 per unit (+1 rear, +1 left flank, +1 right flank).
Cannot be supported: artillery, skirmishers, units in square or buildings, units engaged to flank/rear, if another combat is within 6" of that quarter.
Combat Results
Add total casualties caused each side during the round, then add bonuses:
| Bonus | Situation |
|---|---|
| +1 | Rear support |
| +1 | Flank support |
| +3 | Square vs Cavalry |
| +3/+2/+1 | Occupying buildings (large/standard/small) |
Highest total = winner. Tied = draw. Losing side takes Break Tests.
Victorious Units Can
- Advance upon the retiring enemy (move back into contact)
- Do nothing
- Change formation
- Fall back (one move to own rear)
- Sweeping advance (cavalry only, first round win; move forward without contact)
- Sweeping advance and charge (cavalry only; charge fresh enemy immediately)
When Break Tests Are Required
- Unit suffers excess casualties from shooting (total > Stamina)
- Unit is shaken by closing fire, or takes any casualties from artillery closing fire
- Unit is defeated in hand-to-hand combat
- Unit draws hand-to-hand combat and is shaken
- Supporting unit sees the unit it's supporting break
The Break Test
Roll 2D6 and apply modifiers:
| Modifier | Situation |
|---|---|
| -1 per excess casualty | Casualties above Stamina value |
| -1 | Unit is Disordered |
| -1 | Hit by artillery that turn (for shooting/closing fire tests) |
Break Test Results
| Score | Infantry/Cavalry | Artillery |
|---|---|---|
| 4 or less | Unit breaks β removed from field | Breaks β removed |
| 5 | Retire one full move to rear, becoming disordered. If unable, may retire two moves. If still unable: break. | Breaks β removed |
| 6 (Shooting) | Holds ground | Breaks β removed |
| 6 (H-t-H Infantry) | Holds ground | Breaks β removed |
| 6 (H-t-H Cavalry) | Cavalry retire one full move | Breaks β removed |
| 7+ | Holds ground | Breaks β removed |
Note: Artillery almost always breaks β this is intentional.
Shaken Units
A unit is shaken once it has casualties equal to its Stamina value (usually 3). Shaken effects:
- -1 to hit when shooting
- -1 to hit in hand-to-hand combat
- Cannot charge or countercharge
- Shaken cavalry cannot make sweeping advance charges
- If shaken unit leaves the table: removed permanently
Excess casualties above Stamina are discarded after Break Tests are taken. A unit only ever has casualty markers equal to its Stamina value.
Infantry Squares
Only regular infantry can form square (with an order, taking one move). Squares are the primary defence against cavalry.
- Move maximum once per turn, at half pace, only towards own lines
- Cannot move if enemy cavalry are within 12"
- Cannot charge
- Shoot: 1 die per facing
- Combat: 2 dice per engaged face, +3 result vs cavalry
- Break Test: always holds ground (never retires)
- Enemy cavalry cannot charge a square unless it is disordered or shaken
Form Square Special Rule
Units with this special rule can and must attempt to form square when charged to their front by enemy cavalry, even when disordered. This is an automatic response β take an order test; if successful, the square is formed before the charge hits.
Mixed Formation
A line or attack column with a skirmish screen (1 base, or 2 bases for large units) detached to the front. Skirmishers must remain within 2" of the main body. Shoot with 1 die total. More flexible than a pure line.
Evading
Some units (cavalry charged by infantry; skirmishers charged by formed troops) can evade. Issue an evade order test β even on failure the unit gets one free move. If chargers catch evaders: evaders are destroyed automatically.
Broken Brigades
A brigade is broken at the start of a player's turn once half or more of its units are:
- Destroyed (removed from the game)
- Shaken (casualties equal to Stamina)
- Off the table (unless leaving is an objective)
If a brigade has only 2 units, both must qualify before it breaks.
Broken Army
Once half the brigades in an army are broken, the entire army is automatically broken. All remaining units must:
- No longer receive orders or use initiative
- Make a "retire broken" move each Command phase β one full move away from enemy, towards own table edge
- Units engaged in combat fight as normal, then fall back after
- Shaken units cannot be rallied; disordered units remain disordered
- Units that leave the table: permanently removed
Winning the Battle
The side whose army breaks first loses. Where time runs out without a decision, the army closest to breaking is considered to have had the worst of it. The side with the largest proportion of intact brigades is the winner.
Turn Sequence
- Command (initiative moves first)
- Shooting
- Hand-to-Hand Combat (both sides)
Both sides take a turn; Blue then Red.
Move Distances (per move)
| Unit | Distance |
|---|---|
| Infantry / Foot Artillery / Wagons | 12" |
| Cavalry / Horse Artillery | 18" |
| Manhandled guns | 6" total |
| Commander on foot | 36" |
| Commander on horseback | 48" |
Weapon Ranges
| Weapon | Range |
|---|---|
| Smoothbore carbines | 12" |
| Muskets / Rifled carbines | 18" |
| Rifled muskets | 24" |
| Horse Artillery | 36" |
| Foot Artillery | 48" |
Orders (roll 2D6 vs Staff Rating)
| Roll | Result |
|---|---|
| Above Staff Rating | Fail (no order) |
| Equal / 1 below | 1 move |
| 2 below | 2 moves |
| 3+ below | 3 moves |
| Double 6 | BLUNDER! |
Shooting / Combat Hits
Roll Shooting or H-t-H value in D6. 4+ = hit. 6 = hit AND disorder.
Modifiers: +1 charging, +1 won last round, -1 shaken/disordered, -1 skirmisher, -1 in flank/rear.
Break Test (2D6)
-1 per excess casualty, -1 if disordered, -1 if hit by artillery.
4 or less = Break. 5 = Retire. 6+ = Hold (cavalry retire on 6 in H-t-H).
Stamina
| Size | Stamina |
|---|---|
| Large | 4 |
| Standard | 3 |
| Small / Artillery | 2 |
These rules give units and commanders distinct qualities. Army lists specify which rules apply to each unit type.
Unit Special Rules β Summary
| Rule | Effect |
|---|---|
| Bloodthirsty | Re-roll all failed combat attacks in the first round of hand-to-hand combat (once per game) |
| Brave | Shaken unit can rally on 4+ at end of Command phase if more than 12" from any enemy |
| Crack | Re-roll one failed morale save per casualty event β only while the unit has zero casualties |
| Determined Charge | Must charge enemy within charge range whenever able to do so β no player choice |
| Elite X+ | At start of Command phase, roll D6 per disordered Elite unit not in combat. Score β₯ rating = remove disorder (e.g. Elite 4+ = needs a 4+) |
| Ferocious Charge | Re-roll all failed combat attacks in the first round when the unit charges or countercharges |
| First Fire | +1 die on the very first shooting attack of the game |
| Form Square | Can and must attempt to form square when charged to the front by enemy cavalry. Roll 2D6: double 6 = disordered but still forms; double 1 = disordered and cannot form square. Cannot deliver closing fire when forming square this way. |
| Freshly Raised | On first shoot or first round of H-t-H, roll D6: 1=Terror (need 6s to hit, disordered); 2β3=Panic (need 6s to hit); 4β5=Sterling (no effect); 6=Huzzah (+1 shot or attack this turn only) |
| Heavy Cavalry | When charging or countercharging, add +D3 to combat result (roll D6, divide by 2 rounding up = +1 to +3) |
| Lancers | On a charge/countercharge, hits inflict -1 morale save on cavalry targets and -2 morale save on infantry/artillery targets |
| Marauders | Ignore distance penalties when giving orders to this unit. Also: disordered Marauder cavalry can turn to face and evade |
| Mounted Infantry | Can mount/dismount as part of a move when specifically ordered. Different stats when mounted vs on foot. |
| Poor Shooters | Must re-roll one hit each time the unit shoots |
| Reliable | +1 to Staff Rating when giving an order to this unit or to a group that is entirely Reliable |
| Sharp Shooters | Re-roll one missed shot each time the unit shoots |
| Steady | Automatically passes the first Break Test of the battle (at maximum possible score) |
| Stubborn | Re-roll one failed morale save each time the unit suffers casualties |
| Superbly Drilled | Gets a free move even if an order is failed (extends the free move beyond march columns/limbered artillery) |
| Terrifying Charge | Charged enemies must take a Break Test the moment contact is made, before closing fire |
| Tough Fighters | Re-roll one failed hand-to-hand combat attack each turn |
| Unreliable | No move on a Command roll equal to the commander's Staff Rating (a result that would normally give 1 move) |
| Untested | Stamina unknown until first casualty: roll D6 (large +1, small -1): 1=Stamina 1; 2β3=Stamina 2; 4β5=Stamina 3; 6=Stamina 4 |
| Valiant | One free re-roll of any failed Break Test, once per game |
| Wavering | Must take a Break Test whenever the unit suffers any casualties (from shooting or combat) |
Commander Special Rules β Summary
| Rule | Effect |
|---|---|
| Aggressive | +1 to Staff Rating when ordering a charge against an enemy within range |
| Decisive | Can always re-roll a failed Command roll β but if the re-roll is also a failure, it counts as a blunder. General's re-roll takes precedence and avoids this enhanced blunder. |
| Diffident | -1 to Staff Rating if the General is more than 12" away. However, blunders are always treated as regular failures instead. |
| Headstrong | +1 to Staff Rating if this is the first commander to give orders that turn. But: can never benefit from the General's re-roll, and blunders on an 11 or 12 (not just 12). |
| Hesitant | If a 3-move result is rolled, must re-roll. The re-roll stands even if it is also 3 moves. |
| Inspirational | +1 to Break Test rolls for all units in this command within 12" |
| Loathed | -1 to Break Test rolls for all units in this command within 12" |
| Timid | -1 to Staff Rating when ordering a charge; +1 when ordering a retreat |
French-Specific Rules
British-Specific Rules
Prussian-Specific Rules
Howitzers
Howitzers fire explosive or incendiary shells at high trajectory. They use the same rules as cannons with the following exceptions:
| Range | Range | Attacks (all ranges) |
|---|---|---|
| Field Howitzer (smoothbore) | 36" | 2 (same at all ranges) |
| Morale Modifier | Situation |
|---|---|
| -2 | Hit by howitzer shell (at any range) |
Howitzers can also be used to set buildings on fire (see Buildings).
Rockets (Congreve)
Rockets are notoriously inaccurate but cause terror when they hit. They use the same rules as cannons with these exceptions:
| Range | Attacks |
|---|---|
| 60" (no minimum range) | 1 (same at all ranges) |
- Nominate a specific target point on the enemy unit
- Roll a D6. On a 6: the rocket hits. The target is automatically disordered. Morale saves are reduced by -2.
- On a miss (1β5): roll again and consult the Rocket Mishap Table.
| D6 | Result |
|---|---|
| 1 | Roll again: 1=rocket explodes, destroys team; 2=hits rocket team (1 hit); 3=hits nearest unit (friend or foe) for 1 hit; 4β6=dud |
| 2β3 | Dud β rocket fails to fire or explode |
| 4β6 | Rocket veers off in a random direction. Roll again: 1β2=travels up to 6" and hits first unit in that direction; 3β4=up to 12"; 5β6=any range |
| Morale Modifier | Situation |
|---|---|
| -2 | Hit by rocket (at any range) |
Like howitzers, rockets can shoot overhead over friendly units without penalty, and can be used to set buildings on fire.
A building block represents a cluster of buildings β a farmhouse and outbuildings, or even a small village. Each block is roughly the width of one infantry stand (~60mm per face) and can be occupied by a single unit.
Moving Into / Out of Buildings
- Only infantry can enter buildings during play. Artillery can only be deployed in buildings at the game's start.
- To enter: move into touch with the building, then expend 6" of movement to enter. The move ends immediately on entering.
- Cannot enter and leave in the same turn.
- To leave: declare, then measure a normal move from any part of the building and place the leader base there. Arrange unit around it. Takes one move.
- Artillery deployed at start cannot move or change position within the building.
Shooting From a Building
- A unit in a building shoots with 2 dice per facing, up to a maximum equal to the unit's total Shooting value.
- Cannons shoot with their normal value (from their designated facing only).
- Targets within buildings have a +2 morale save modifier.
- No penalty for shooting at skirmishers or artillery when the target is inside a building.
Fighting From a Building
- Only infantry can assault a building. Must be able to reach the perimeter with 6" of movement remaining.
- Each face can be engaged by a single standard-sized infantry unit. Others can offer support.
- Combat value: 2 dice per engaged face, up to the unit's combat value total.
- Combat result bonus: +3 for large/standard units; +2 for small; +0 for artillery.
- Units in buildings cannot be supported by other units.
Break Tests in Buildings
A unit in a building ignores retire results and holds its ground without becoming disordered instead. Like squares, buildings must be broken before their garrison can be dislodged.
Setting Buildings on Fire
Howitzers, rockets, and unoccupied units touching a building can set it aflame.
- Units setting fires use their Shooting phase action instead of shooting; roll Shooting value in dice β any 6+ = fire started.
- Howitzers/rockets: after all shooting, roll D6 (add +1 if hit more than once). On 6+, building catches fire.
- If a building burns for 3 consecutive turns: uninhabitable and destroyed. Any troops inside are removed.
- Garrison can attempt to douse fires automatically. Roll D6: 4β6 = fire extinguished; 1β3 = fire continues.
Enfilading Fire
Infantry, cavalry, and cannon units can enfilade an enemy when positioned to the target's flank, aligned so a line projected from the shooter's leader runs through the target formation.
- Only direct fire (not howitzers/mortars lofting overhead, and not skirmishers)
- Cannon can only enfilade at short range (up to half maximum range)
- A march column can be enfiladed from its front or rear as well as flanks
Traversing Targets
When an enemy unit moves across the front of one of your units within 12", and crosses at least half of your unit's frontage, your unit may take an opportunity shot.
- Work out the shot as soon as the enemy has moved β as for closing fire
- Apply casualties, disorder, and any Break Tests at the end of the target's move
- Range: up to 12" (only the +1 close range bonus applies within 6")
- A unit can only shoot once this way per turn. If it shoots as a traversing shot, it cannot give closing fire that turn.
- Infantry in buildings and squares can also fire traversing shots from their relevant face
Shooting Through Gaps
A gap between friends or terrain must be at least 6" wide for infantry/cavalry to shoot through it, and 3" wide for cannon.
If the gap is narrower than the shooting unit's own frontage, the target counts as not a clear target (-1 to hit).
Not Clear Targets (β1 to Hit)
The following units are not clear targets and may be ignored in favour of a further target that IS a clear target:
- All units in skirmish formation
- All deployed artillery pieces
- Units only partly within the shooter's front quarter (less than half)
- Units only partly visible (less than half visible)
- Units in buildings or cover
- Units visible only through a narrow gap
Unit stats for use in scenarios and matched play. All infantry use 4 bases (standard), cavalry 3 bases (standard), artillery 3 bases, unless noted.
British & KGL Infantry
| Unit | H-t-H | Shoot | Morale | Stamina | Key Special Rules |
|---|---|---|---|---|---|
| British Foot Guards | 7 | 4 | 3+ | 4 | Column of Companies, Cannot Form Attack Column, Elite 3+, First Fire, Four-Deep Line, Lie Down, Mixed Formation, Must Form Square, Reliable, Steady Line |
| British Line Infantry | 6 | 3 | 4+ | 3 | Column of Companies, Cannot Form Attack Column, First Fire, Four-Deep Line, Lie Down, Mixed Formation, Must Form Square, Steady Line |
| Highland Infantry | 6 | 3 | 4+ | 3 | As Line + Tough Fighters |
| British Light Infantry | 6 | 3 | 4+ | 3 | As Line + Sharp Shooters, Skirmishers |
| British Riflemen (Std) | 6 | 4 | 4+ | 3 | Column of Companies, Cannot Form Attack Column, Elite 4+, First Fire, Four-Deep Line, Lie Down, Must Form Square, Reliable, Rifle Mixed Formation, Sharp Shooters, Skirmishers |
| British Riflemen (Small) | 4 | 3 | 4+ | 2 | As above |
| KGL Line Infantry | 6 | 3 | 4+ | 3 | Cannot Form Attack Column, Column of Companies, First Fire, Four-Deep Line, Lie Down, Rifle Mixed Formation, Must Form Square, Steady Line |
| KGL Light Infantry | 6 | 3 | 4+ | 3 | Cannot Form Attack Column, First Fire, Lie Down, Mixed Formation, Must Form Square, Sharp Shooters, Skirmishers, Steady Line |
British & KGL Cavalry
| Unit | H-t-H | Shoot | Morale | Stamina | Key Special Rules |
|---|---|---|---|---|---|
| British Household Cavalry | 8 | β | 3+ | 3 | Deep Formation, Gallop at Anything, Heavy Cavalry D3, Reliable |
| Household Cavalry (Small) | 6 | β | 3+ | 2 | As above |
| Dragoon Guards & Dragoons | 8 | β | 4+ | 3 | Deep Formation, Gallop at Anything, Heavy Cavalry +1 |
| Light Dragoons & Hussars | 6 | β | 4+ | 3 | Ferocious Charge, Deep Formation, Marauder |
| KGL Light Dragoons & Hussars | 6 | β | 4+ | 3 | Deep Formation, Ferocious Charge, Marauder |
British & KGL Artillery
| Unit | H-t-H | Shoot | Morale | Stamina | Special Rules |
|---|---|---|---|---|---|
| Royal Artillery | 1 | 3-2-1 | 4+ | 2 | Reliable, Shrapnel |
| Royal Horse Artillery | 1 | 3-2-1 | 4+ | 1 | Marauder, Reliable, Shrapnel |
| KGL Foot Artillery | 1 | 3-2-1 | 4+ | 2 | Reliable, Shrapnel |
| KGL Horse Artillery | 1 | 3-2-1 | 4+ | 1 | Marauder, Reliable, Shrapnel |
Shrapnel: British guns with shrapnel can fire at medium range with 3 dice but require 5s to hit (instead of 4s).
Hanoverian Units
| Unit | H-t-H | Shoot | Morale | Stamina | Special Rules |
|---|---|---|---|---|---|
| Field Line Infantry | 6 | 3 | 4+ | 3 | Column of Companies, Cannot Form Attack Column, Must Form Square |
| Field Light Infantry | 6 | 3 | 4+ | 3 | As above + Sharp Shooters, Skirmishers |
| Landwehr | 6 | 3 | 4+ | 3 | Column of Companies, Freshly Raised, Must Form Square, Unreliable |
| JΓ€ger Companies | 6 | 3 | 4+ | 3 | Cannot Form Attack Column, Must Form Square, Rifle Mixed Formation, Sharp Shooters, Skirmishers |
Netherlands, Nassau & Brunswick
| Unit | H-t-H | Shoot | Morale | Stamina | Key Special Rules |
|---|---|---|---|---|---|
| Dutch/Belgian JΓ€gers | 6 | 3 | 4+ | 3 | Mixed Formation, Must Form Square, Sharp Shooters, Skirmishers |
| Dutch/Belgian Line Infantry | 6 | 3 | 4+ | 3 | Mixed Formation, Must Form Square |
| Dutch Militia | 6 | 3 | 5+ | 3 | Freshly Raised, Mixed Formation, Must Form Square |
| Nassau Line Infantry | 6 | 3 | 4+ | 3 | Column of Companies, Mixed Formation, Must Form Square |
| Nassau Landwehr | 6 | 3 | 5+ | 3 | Mixed Formation, Must Form Square, Unreliable |
| Nassau JΓ€ger Company (Small) | 2 | 1 | 4+ | 1 | Must Form Square, Sharp Shooters, Skirmishers |
| Dutch/Belgian Carabinier | 8 | β | 4+ | 3 | Heavy Cavalry +1 |
| Dutch/Belgian Hussars/Light Dragoons | 6 | β | 4+ | 3 | Marauder |
| Brunswick Line Battalion | 6 | 3 | 4+ | 3 | Column of Companies, Must Form Square, Unreliable |
| Brunswick Light Battalion | 6 | 3 | 4+ | 3 | Column of Companies, Must Form Square, Sharp Shooters, Skirmishers, Unreliable |
| Brunswick Hussars | 6 | β | 4+ | 3 | Deep Formation, Marauder |
| Brunswick Uhlans | 7 | β | 4+ | 3 | Deep Formation, Lancer, Marauder |
Prussian Units
| Unit | H-t-H | Shoot | Morale | Stamina | Key Special Rules |
|---|---|---|---|---|---|
| Musketeer Infantry | 6 | 3 | 4+ | 3 | Column of Companies, Mixed Formation, Must Form Square |
| Fusilier Infantry | 6 | 3 | 4+ | 3 | As Musketeer + Sharp Shooters, Skirmishers |
| Landwehr Infantry | 6 | 3 | 4+ | 3 | Column of Companies, Mixed Formation, Must Form Square, Unreliable |
| JΓ€ger Battalion | 6 | 3 | 4+ | 3 | Column of Companies, Elite 5+, Mixed Formation, Must Form Square, Reliable, Sharp Shooters, Skirmishers |
| JΓ€ger Companies (Small) | 4 | 2 | 4+ | 2 | As JΓ€ger Battalion |
| Prussian Dragoons | 8 | β | 4+ | 3 | Heavy Cavalry +1 |
| Prussian Lancers (Uhlans) | 7 | β | 4+ | 3 | Lancer, Marauder |
| Prussian Hussars | 6 | β | 4+ | 3 | Marauder |
| Landwehr Cavalry | 5 | β | 4+ | 3 | Lancer, Marauder, Unreliable |
| Line Foot Artillery | 1 | 3-2-1 | 4+ | 2 | β |
| Line Horse Artillery | 1 | 3-2-1 | 4+ | 1 | Marauder |
All Prussian infantry vs French: counts as Tough Fighters. Prussian commanders: Decisive. Can purchase sub-commanders for +10 pts.
French Line Units
| Unit | H-t-H | Shoot | Morale | Stamina | Key Special Rules |
|---|---|---|---|---|---|
| French Line Infantry | 6 | 3 | 4+ | 3 | Column of Companies, Mixed Formation, Must Form Square, Pas de Charge |
| French Light Infantry | 6 | 3 | 4+ | 3 | As Line + Sharp Shooters, Skirmishers |
| French Carabiniers | 9 | β | 3+ | 3 | Heavy Cavalry D3, Reliable |
| French Cuirassiers | 9 | β | 3+ | 3 | Heavy Cavalry D3, Reliable |
| French Dragoons | 8 | β | 4+ | 3 | Heavy Cavalry +1 |
| French Line Light Cavalry | 6 | β | 4+ | 3 | Marauder |
| French Line Lancers | 7 | β | 4+ | 3 | Lancer, Marauder |
| French Line Foot Artillery | 1 | 3-2-1 | 4+ | 2 | β |
Imperial Guard Units
| Unit | H-t-H | Shoot | Morale | Stamina | Key Special Rules |
|---|---|---|---|---|---|
| Old Guard Grenadiers & Chasseurs | 8 | 4 | 3+ | 4 | Elite 3+, Mixed Formation, Must Form Square, Pas de Charge, Reliable, Tough Fighters |
| Middle Guard Grenadiers & Chasseurs | 7 | 4 | 3+ | 3 | Elite 4+, Mixed Formation, Must Form Square, Pas de Charge, Reliable |
| Young Guard | 6 | 4 | 3+ | 3 | Elite 5+, Mixed Formation, Must Form Square, Pas de Charge, Reliable, Skirmishers |
| Guard Heavy Cavalry (Std) | 9 | β | 3+ | 3 | Heavy Cavalry D3, Reliable |
| Guard Heavy Cavalry (Large) | 11 | β | 3+ | 4 | Heavy Cavalry D3, Reliable |
| Chasseurs-Γ -Cheval (Std) | 7 | β | 3+ | 3 | Marauder, Reliable |
| Guard Lancers (Std) | 8 | β | 3+ | 3 | Lancer, Marauder, Reliable |
| Guard Heavy Artillery | 1 | 3-2-1 | 4+ | 3 | Elite 4+, Reliable |
| Guard Horse Artillery | 1 | 3-2-1 | 4+ | 2 | Elite 4+, Marauder, Reliable |
Key Commanders
| Commander | Staff Rating | Special Rules |
|---|---|---|
| Wellington | 9 | Decisive; +1 attack when his force charged; +3 attacks when defending; can choose which side of table to deploy on |
| Napoleon | 10 | Aggressive, Decisive; +3 attacks in any combat; units supporting one that breaks can re-roll morale |
| Marshal Ney | 8 | Headstrong; +2 attacks in combat; D3 units in his army gain Valiant |
| BlΓΌcher | 8 | Aggressive; +2 attacks; Prussian units can make a free move before the game; one unit gains Ferocious Charge |
| von Zieten | 8 | Decisive; +2 attacks; Brave; units within 12" add +1 to Break Tests |
These scenarios recreate key engagements of the Hundred Days Campaign. Deploy as shown on the scenario maps in the book, then play the engagement.
The Battle of Ligny β Saint-Amand
Napoleon attacks the Prussians at Ligny, attempting to drive them east and away from Wellington. French forces assault the village of Saint-Amand while Prussians defend their positions.
Victory: At end of Turn 8, if French units are within 9" of the village and no Prussians are: French win. Prussians within 9" and no French: Prussian win. Both present: draw.
French Forces: 7th Division (Girard, SR 8): 2 Light Infantry, 2 Line Infantry, 1 Foot Artillery. 3rd Corps (Vandamme, SR 8): 8th Division β 1 Light, 3 Line, 1 Foot Artillery; 10th Division β 3 Line, 1 Swiss (use French Line stats), 1 Foot Artillery; 11th Division β 4 Line, 1 Foot Artillery. 3rd Cavalry Division: 1 Guard Chasseurs-Γ -Cheval.
Prussian Forces: 3rd Brigade (Jagow, SR 8): 2 Musketeers (7th), 2 Musketeers (29th), 2 Landwehr (Westphalian), 1 Foot Artillery. I Korps (von Ziethen, SR 8): 1st Brigade β 4 Musketeers, 2 Landwehr, 1 Silesian SchΓΌtzen (use JΓ€ger stats), 1 Foot Artillery; 4th Brigade β 4 Musketeers, 2 Landwehr.
The Battle of Quatre Bras
Marshal Ney attempts to seize the strategic crossroads at Quatre Bras before Wellington can concentrate his forces. The Allied force starts small but is reinforced through the scenario.
Victory: Check the full scenario in the book for victory conditions based on road control and unit survival at game end.
Features reinforcements for both sides arriving over multiple turns, and the importance of the Bossu Wood and Gemioncourt farm as key terrain objectives.
Hougoumont
The diversionary French attack on the fortified Hougoumont chateau that escalated into a major engagement. British Guards defend the chateau and grounds against repeated French assault columns.
Features the chateau's walled gardens, orchard, and main building as multiple independent building blocks. Defenders can use the walls as obstacles and the buildings for cover. Fire rules are prominent.
Victory: Based on control of the main building and whether the French can clear the orchard.
D'Erlon's Attack
The main French assault of the afternoon β D'Erlon's I Corps attacks the Allied left centre, followed by the charge of the British heavy cavalry (Household and Union Brigades).
A dramatic scenario involving massed French infantry in unusual divisional column formations, La Haye Sainte, the sunken lane, and the devastating British cavalry counter-charge that became uncontrolled.
Victory: French must break through the Allied line; British must hold until the cavalry counter-charges restore the position.
Plancenoit
BΓΌlow's Prussian IV Corps arrives on the French right flank and attacks the village of Plancenoit. Napoleon must divert his Imperial Guard to hold the village while still maintaining pressure on Wellington's ridge.
Attacker: Prussians under BΓΌlow (Staff Rating 8). Defender: French including Young Guard Division under Duhesme (Staff Rating 9).
Victory: The Prussians must control key points in the village. The French must hold long enough to allow Napoleon to complete his attack on Wellington's ridge.
Features fierce street fighting, the Young Guard's counter-attack, and the eventual arrival of two battalions of Old Guard to recapture the village at the point of the bayonet.
Full scenario maps, precise deployment zones, and complete force lists are included in Chapter 4 of the Black Powder Epic Battles: The Waterloo Campaign rulebook (pages 239β264).