βš™ Smoglands Codex
Smoglands Codex
Your digital rules reference for tabletop games

Select a game below to browse rules, search for specific mechanics, or ask the AI assistant any question about either game.

Of Oil and Iron
Dieselpunk mecha skirmish wargame β€” Beta v0.2.1
Core Rules5 CorporationsCampaignsQuick Reference
Black Powder Epic Battles
Napoleonic Waterloo Campaign β€” 2023 Edition
WaterlooCommand SystemInfantry & CavalryArtillery

Use the AI Assistant to ask rules questions in plain English. The AI has full knowledge of both rulebooks and can help with rules queries, strategy, and army building for either game.

Of Oil and Iron
Introduction Β· Beta v0.2.1 Β· By Scott Hadley

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 3–5 Rigs per side. Official miniatures at www.ofoilandiron.com.

Weight Classes

ClassBase Size
Light40mm
Medium50mm
Heavy60mm
Colossal80mm
Core Rules
The Rigs Β· Rig Control Terminal Β· Stats

Rig Stats

StatDescription
SpeedMax distance per Move action (inches)
AimMinimum dice score to hit
IronWeight capacity for weapons/equipment
Weapon SlotsLight/Med/Heavy: 2 slots. Colossal: 3 slots
Structure PointsDurability per location. At 0 = Catastrophic Damage
ArmourDamage thresholds (Direct/Severe/Critical)
Engine ExhaustHeat reduced at end of each activation

Weapon Stats

StatDescription
ROFRate of Fire β€” number of D6 rolled per attack
STRStrength / armour penetration
RNGRange in inches. Two values = different profiles at each
ACCAccuracy modifier applied to Aim value
IronIron 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 4–6 rounds. End of round 4: D12, 8+ = end. End of round 5: D12, 5+ = end. Round 6: always ends.

Actions & Heat
Activation Β· Action Points Β· Engine Heat

Each Rig may take up to 5 actions when activated. Many generate Heat [X].

Action Summary

ActionHeatDescription
Move1Move up to Speed value in inches
Fire Weapon1Make a ranged or melee attack
Called Shot1Choose hit location, -2 ACC. Engine cannot be targeted from front arc
Ram1After moving 2"+, both Rigs take D6 + STR X hits
Reload1Reload all weapons
Repair1D12: 6+ = 1SP; 10+ = 2SP. Not on catastrophically damaged
Shut Down0Forfeit all actions; set engine heat to 0
Prepare1Place face-down reaction token
Use EquipmentXVaries 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

ClassSTR
Light7
Medium8
Heavy9
Colossal10

Preparations

Prepare: Evasive Manoeuvre
When targeted by an attack, move up to half Speed in any direction before it's made. If now out of range/LoS, attack fails.
Prepare: Return Fire
After being attacked, choose 1 weapon and retaliate.
Prepare: Brace for Incoming Fire
+2 armour for all front-facing attacks during the triggering activation.

Heat Threshold Table (D12 + modifier)

ResultEffect
1–5Nothing Happens
6–7System Stall β€” 1 Hull damage
8–9Hydraulic Blowout β€” 2 Leg damage, Speed -2" until Repaired
10–11Ammo Detonation β€” 2 Arms, 1 Hull. One weapon disabled until Repaired
12–13Fuel Line Rupture β€” 1 Hull + ongoing D12 damage each activation until Repaired
14–15Structural Buckling β€” 1 damage to ALL components
16–17Emergency Shutdown β€” heat resets to 0, skip next activation
18Chain Reaction β€” 1 damage all + roll again
19Engine Failure β€” Engine 2 damage; heat can no longer decrease
20+Catastrophic Failure β€” all components catastrophic; heat can't decrease
Attacking & Damage
Combat Sequence Β· Hit Location Β· Impact Rolls

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)

D12Location
1–4Hull
5–7Arms
8–10Legs
11–12Engine

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).

Catastrophic Damage
When Structure Points Hit Zero
🦡 Legs
  • Movement -2"
  • Cannot backpedal
  • Additional leg damage: completely immobilised (can still pivot)
  • If Arms also destroyed: Rig destroyed
πŸ›‘οΈ Hull
  • -2 max actions per activation
  • -1 Aim
  • Additional hull damage: Rig destroyed
πŸ’ͺ Arms
  • Roll D12: 1–6 Left arm, 7–12 Right (Colossals: 1–4 Left, 5–8 Hull, 9–12 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
βš™οΈ Engine
  • Heat cannot drop below first numbered space
  • Additional engine damage: Rig destroyed
Weapon Perks
Special Weapon Abilities
PerkEffect
Armour PiercingImpact roll of 6: add D3 to result
BombardmentNo LoS required; without LoS: -2 ACC
Charged Shot+2 STR; each attack roll of 1 = +1 heat
Explosive XOn hit, each other Rig within X" suffers the same hits
FlakImpact rolls of 1 can be re-rolled once
Full Auto+2 ROF; each roll of 1 = +1 heat; no Called Shot
HotGenerates 2 heat instead of 1
HullColossal only; once per Rig; mounts on/within Hull
ImpaleOn hit, D12 6+: target immobilised until next activation (can still pivot)
Incendiary XOn hit: +X to target's engine heat
Limited Ammo XOnly X uses per game
MeleeMust be within 1"; no reload between attacks
PrecisionCalled Shot without -2 ACC penalty
ShockOn hit: target movement halved (rounded down) next activation
StaggeringOn hit, D6: 1–2 pivot 90Β° left; 3–4 pushed back 2"; 5–6 pivot 90Β° right
Sustained FireEach hit roll of 6 = 2 hits instead of 1
The Corporations
Five Great Factions of the Smoglands
The Krim Corporation
"Ruthless aristocrats wielding power through fear and dominance."
Playstyle: Offence over defence. High-heat, high-damage. Win fast or risk structural failure.
Nox Industries
"An industrial giant choking the world with smoke and relentless production."
Playstyle: Walking fortresses. Slow but persistent. Heavy armour and devastating mortar fire.
Triton Engineering
"Ocean-born survivors defending the last great oil wells."
Playstyle: Slow and imposing. Close-quarters dominance. Hookshots drag enemies into range.
Arcus Technologies
"Isolated pioneers safeguarding arctech in a world bent on stealing it."
Playstyle: Fast and surgical. Arc weapons stun and disrupt. Flank and disappear.
Freegear Coalition
"Rebels and deserters building hope from scrap and defiance."
Playstyle: All-rounders. High Iron capacity. Adaptable and unpredictable.
Equipment
Tables A & C β€” Rig Equipment

Each Equipment can only be taken once per Rig. "Discard" items are discarded after successful use.

Table A

#EquipmentEffectIron
1ExtinguisherBefore a Heat Threshold roll, roll D12. On 4+, ignore the roll. Discard.1
2Reinforced Iron PlatingIncoming front arc attacks: -1 STR2
3Reinforced Iron Alloy PlatingIncoming front arc attacks: -2 STR3
4Ablative Armour PlatingOnce per game, ignore damage from one attack. Discard.2
5Concentrated Fuel+2" Speed. Fuel Line Rupture = 2 extra damage.1
6Advanced Ammo StorageOnce per game, re-roll all failed hits for one attack. Discard.1
7Stabilised Weapon JointsMay fire within 180Β° arc1
8High Calibre AmmunitionChoose one weapon: +1 STR2
9Exotic Engine CoolantReduce Heat Threshold roll results by 12
10Smoke DispensersOnce per game, [action] deploy smokescreen. Attacks from 6"+ = -2 ACC until next activation.1
11Sophisticated Periscopes+1 ACC when targeting enemies within 10"2
12Arc-Enhanced Targeting System+1 ACC when targeting enemies beyond 10"2

Table C

#EquipmentEffectIron
1Emergency Repair KitOnce per game, restore 3 SP to any location. Discard.2
2External Fuel TanksOnce per game, next action generates no heat. Discard.1
3Flare LaunchersOnce per game, fire flare at a location. For one round, all Rigs gain +2 ACC within 12" of flare.1
4Radio ScramblerChoose enemy within 18". Both roll D12. If yours is higher: target loses 2 actions next turn. Discard.1
5Rig BayonetMay use Ram without suffering damage itself.2
6Supplementary Heat VentOnce per activation, Vent Heat [0]. Next attack costs [-1] heat but -1 ACC.1
7Thermal Sights+1 ACC against Rigs above their Heat Threshold.2
8Artillery Spotting Module[Action 1] Call artillery bombardment in LoS. D12 for each Rig within 6": on 10+, STR 8 hit.2
9Battlefield Recovery RigCampaign Only Roll salvage table D3 times in Aftermath.5
11Black Market Parts CacheCampaign Only Once per Aftermath, ignore one permanent negative repair trait.3
12Contracted Recovery CrewCampaign Only +2 to recovery roll for destroyed Rigs (not if exploded).3
13Experimental Load-Bearing FrameCampaign Only One Rig gains +1 Iron capacity.3
Assembling a Squadron
Formations Β· Skirmish Β· Operation Β· Warfront

Players agree on an Engagement type, then both choose a Squadron Formation from the same matching tier.

Skirmish Formations

FormationLightMediumHeavyColossal
Sword21β€”β€”
Maceβ€”11β€”
Dagger4β€”β€”β€”

Operation Formations

FormationLightMediumHeavyColossal
Claymore1111
Broadsword31β€”1
Lance122β€”
Morningstar131β€”
Axeβ€”13β€”

Warfront Formations

FormationLightMediumHeavyColossal
Battleaxeβ€”222
Greatsword4211
Warhammerβ€”231
Scythe3β€”22
Maulβ€”24β€”
Engagements
Standard & Special Engagements

Standard Engagements

Standard

Iron Clash

Destroy the enemy Squadron. VP for destroyed Rigs (Light 2 / Medium 3 / Heavy 4 / Colossal 5).

Standard

High Value Target

Each player nominates their highest weight-class Rig as HVT. Last player with HVT intact wins.

Standard

Point of Control

Each player places 2 objectives. Each round: Rig within 3" of objective = 2 VP. Highest VP wins.

Standard

Total Command

Each player places 1 objective. Control = more Rigs within 4". Control BOTH at end of any round = instant win. Otherwise: draw.

Standard Β· Deploy 1 or 2

Push the Line

Each round: 2 VP per Rig in enemy territory. Highest VP wins.

3 Rounds

Supply Airdrop

Start of round 2: roll D6, place objective in matching quadrant (1–4) or centre (5–6). Control by having more Rigs within 3". Controller at round 3 end wins.

Standard

Salvage Heist

Each player places 3 objectives. Rig within 1" can collect salvage [2 heat] = 3 VP. Most VP wins.

3 Rounds

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: 10–13 | Severe: 14–15 | Critical: 16+

Special Engagements

Special Β· Deploy 9

Ambush

Ambusher vs Target. Target deploys first. Ambusher secretly notes positions near edges. Round 1: Target Rigs have Prepare: Brace against first attack.

Special Β· 3 Rounds Β· Deploy 5 or 9

Hold the Line

Defender cannot leave deployment zone. Defender wins if 50%+ survive. Otherwise Attacker wins.

Special Β· Standard

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.

Special Β· Standard Β· Deploy 5

Breakthrough

Attacker must move 50%+ of Squadron off the opposite table edge. Otherwise Defender wins.

Campaign
Linked Engagements Β· Squadron Progression

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

  1. Select an Engagement (or roll randomly)
  2. Select a Deployment (or roll randomly)
  3. Select a Battlefield (terrain type with aftermath effects)
  4. Play normally
Quick Reference
Everything you need mid-game β€” Oil & Iron

Round Phases

  1. Initiative: roll D12
  2. Activation: alternate one Rig each
  3. Maintenance: heat rolls, exhaust, end effects

Actions (up to 5)

ActionHeat
Move1
Fire Weapon1
Called Shot (-2 ACC)1
Ram1
Reload1
Repair (D12, 6+=1SP)1
Shut Down (heat→0)0
Prepare1
Use EquipmentX

Attack Sequence

  1. Declare (front arc only)
  2. Check range
  3. LoS: 25%=-1 ACC, 50%=-2 ACC
  4. Roll D6Γ—ROF vs Aim (6 always hits)
  5. Apply perks
  6. Hit location (D12, target rolls)
  7. Impact D6+STR: side +2, rear +4
  8. Update SPs

Hit Location (D12)

RollLocation
1–4Hull
5–7Arms
8–10Legs
11–12Engine

VP for Destroyed Rigs

ClassVP
Light2
Medium3
Heavy4
Colossal5
Black Powder Epic Battles
Waterloo Campaign Β· 2023 Edition Β· Design: Rick Priestley & Jervis Johnson

Black Powder Epic Battles: The Waterloo Campaign is a game for those who wish to recreate the visceral conflict of 15 June–8 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.

The Army
Units Β· Brigades Β· Commanders Β· Fighting Qualities

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

TypeSizeBases
Infantry (60Γ—20mm bases)Large5
Standard4
Small3
Cavalry (60Γ—20mm bases)Large4
Standard3
Small2
Artillery (42Γ—30mm bases)Standard3

Fighting Qualities (example: British Line Infantry)

Hand-to-HandShootingMoraleStamina
634+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 3–6 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.

RatingDescription
10Military Genius
9Great commander
8Good β€” able and confident
7Average β€” safe pair of hands
6Poor β€” indecisive
5Fool

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.

Formations
Infantry & Cavalry Formations Β· Changing Formation

Units can adopt different formations for different situations. Changing formation takes one entire move and requires a command order.

Line
Bases arranged side-by-side. Best for shooting β€” maximum men bearing on target. Must be substantially straight, or spend a move redressing before moving further.
Attack Column
Infantry: two bases wide. Cavalry: single base wide, rest ranked behind. Best for advancing into combat. +1 to Staff Rating for orders.
March Column
Single base wide, rest behind. Best for moving quickly. Cannot shoot at all. Terrible for fighting β€” troops caught in march column suffer badly. +1 to Staff Rating (or +2 if on road/track).
Skirmish Order
Bases spaced 1" apart. Flexible β€” no flanks or rear. Can enter woodland. Cannot be shot at as a clear target. Cavalry/infantry skirmishers can evade from charges.
Square (Infantry Only)
Bases arranged in a square. Best defence against cavalry. Cannot charge. Cannot move if cavalry within 12". Shoot with 1 die per facing. Combat +3 result vs cavalry. Break test results: always hold (not retire).
Mixed Formation (Infantry Only)
Main body + skirmish screen to front. 1 base detached (2 for large units). Shoot using 1 die total. More flexible than pure line.

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.

Command & Orders
Issuing Orders Β· Staff Ratings Β· Blunders Β· The General

Sequence of Play

Blue Turn

  1. Blue Command (initiative moves first, then orders)
  2. Blue Shooting
  3. Hand-to-Hand Combat (both sides)

Red Turn

  1. Red Command
  2. Red Shooting
  3. 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:

ResultOutcome
Greater than Staff RatingOrder fails β€” unit cannot move (unless free move applies)
Equal to or 1 less than Staff Rating1 move
2 less than Staff Rating2 moves
3+ less than Staff Rating3 moves
Double 6BLUNDER!

Command Modifiers

ModifierSituation
-1 per full 12"Distance from commander to unit
-1Enemy unit within 12" of unit receiving order
+1Unit in Attack Column
+1Unit in March Column or Limbered Artillery
+2March 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)

D6Result
1Rapid Retreat β€” 2 moves away from closest visible enemy
2Retreat β€” 1 move away from closest visible enemy
3Move to Left β€” 1 move into own left quarter
4Move to Right β€” 1 move into own right quarter
5Move Forward β€” 1 move to own front
6Charge! β€” charge closest visible enemy (roll D6: 1–2 = 1 move, 3–4 = 2 moves, 5–6 = 3 moves)

Special Orders

Brigade Order
Issue the same order to multiple units in a brigade. All units must be within 6" of each other when order is given and after it's carried out. If order fails: all units fail.
Follow Me Order
Commander gallops to a unit (within 12") and leads it personally. If successful: commander joins the unit and both can make up to 3 moves in any manner. Last order commander gives that turn.
Rally Order
Commander joins a unit (within 12") with 2+ casualties. If successful: remove 1 casualty marker. Last order that turn. Cannot remove the final casualty.
Initiative Orders
If enemy units are within 12" at the start of the Command phase, a unit may move once without an order β€” before any commanders issue orders. Cannot also receive an order that turn.

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

TypeMove
Commander on foot36"
Commander on horseback48"
Movement & Terrain
Move Distances Β· Terrain Effects Β· Proximity Rule

Move Distances (per move)

Unit TypeDistance
Infantry, Limbered Foot Artillery, Wagons12"
Cavalry, Limbered Horse Artillery18"
Manhandled Artillery6" (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

TerrainEffect
WoodsInfantry in skirmish order only, at half pace (1" = 2" moved)
Rough GroundSkirmishers: 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
ImpassableSteep 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.

Shooting
Ranged Fire Β· Artillery Β· Morale Saves Β· Disorder

Weapon Ranges

WeaponMax Range
Smoothbore carbines12"
Smoothbore muskets18"
Rifled carbines18"
Rifled muskets24"
Light smoothbore artillery36"
Smoothbore artillery48"

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)

FormationDice
March ColumnCannot shoot at all
Attack Column1 die
Mixed Formation1 die
Square1 die per facing
BuildingsUp to 2 dice per facing

'To Hit' Modifiers

ModifierSituation
-1Shooters are Shaken or Disordered
-1Target is not a clear target (skirmishers, artillery, partly obscured, in buildings)
+1Close 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 ModifierSituation
+1Infantry in Attack Column (not vs artillery)
+1In woods, hedgerows or similar light cover
+2In buildings/fortifications
-2In March Column
-1Hit by artillery at long range
-2Hit 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

RangeDice
Short (up to 6")3
Medium (up to half max range)2
Long (over half max range)1
Artillery 'To Hit' ModifierSituation
+1Target in attack column, march column, or square
-1Long range
-1Shooting 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.

Hand-to-Hand Combat
Charging Β· Supports Β· Combat Results Β· Victorious Units

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

ResponseWho Can Use It
StandAll units (default)
Closing FireInfantry in line/column/square/mixed; artillery
EvadeCavalry charged by infantry; skirmishers charged by formed troops
CounterchargeCavalry charged to their front (not if shaken/disordered)
Turn to FaceCavalry (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

ModifierSituation
+1Charging (first turn of combat only)
+1Won previous round of this engagement
-1Shaken or Disordered
-1In skirmish formation
-1Engaged 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:

BonusSituation
+1Rear support
+1Flank support
+3Square vs Cavalry
+3/+2/+1Occupying 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)
Break Tests & Shaken Units
When to Test Β· The Roll Β· Results Β· Shaken Effects

When Break Tests Are Required

  1. Unit suffers excess casualties from shooting (total > Stamina)
  2. Unit is shaken by closing fire, or takes any casualties from artillery closing fire
  3. Unit is defeated in hand-to-hand combat
  4. Unit draws hand-to-hand combat and is shaken
  5. Supporting unit sees the unit it's supporting break

The Break Test

Roll 2D6 and apply modifiers:

ModifierSituation
-1 per excess casualtyCasualties above Stamina value
-1Unit is Disordered
-1Hit by artillery that turn (for shooting/closing fire tests)

Break Test Results

ScoreInfantry/CavalryArtillery
4 or lessUnit breaks β€” removed from fieldBreaks β€” removed
5Retire one full move to rear, becoming disordered. If unable, may retire two moves. If still unable: break.Breaks β€” removed
6 (Shooting)Holds groundBreaks β€” removed
6 (H-t-H Infantry)Holds groundBreaks β€” removed
6 (H-t-H Cavalry)Cavalry retire one full moveBreaks β€” removed
7+Holds groundBreaks 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.

Advanced Rules
Infantry Squares Β· Mixed Formations Β· Special Rules

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.

Victory
Broken Brigades Β· Army Morale Β· Winning

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.

Quick Reference
Everything you need mid-game β€” Black Powder

Turn Sequence

  1. Command (initiative moves first)
  2. Shooting
  3. Hand-to-Hand Combat (both sides)

Both sides take a turn; Blue then Red.

Move Distances (per move)

UnitDistance
Infantry / Foot Artillery / Wagons12"
Cavalry / Horse Artillery18"
Manhandled guns6" total
Commander on foot36"
Commander on horseback48"

Weapon Ranges

WeaponRange
Smoothbore carbines12"
Muskets / Rifled carbines18"
Rifled muskets24"
Horse Artillery36"
Foot Artillery48"

Orders (roll 2D6 vs Staff Rating)

RollResult
Above Staff RatingFail (no order)
Equal / 1 below1 move
2 below2 moves
3+ below3 moves
Double 6BLUNDER!

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

SizeStamina
Large4
Standard3
Small / Artillery2
Special Rules
Unit Special Rules Β· Commander Special Rules

These rules give units and commanders distinct qualities. Army lists specify which rules apply to each unit type.

Unit Special Rules β€” Summary

RuleEffect
BloodthirstyRe-roll all failed combat attacks in the first round of hand-to-hand combat (once per game)
BraveShaken unit can rally on 4+ at end of Command phase if more than 12" from any enemy
CrackRe-roll one failed morale save per casualty event β€” only while the unit has zero casualties
Determined ChargeMust 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 ChargeRe-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 SquareCan 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 RaisedOn first shoot or first round of H-t-H, roll D6: 1=Terror (need 6s to hit, disordered); 2–3=Panic (need 6s to hit); 4–5=Sterling (no effect); 6=Huzzah (+1 shot or attack this turn only)
Heavy CavalryWhen charging or countercharging, add +D3 to combat result (roll D6, divide by 2 rounding up = +1 to +3)
LancersOn a charge/countercharge, hits inflict -1 morale save on cavalry targets and -2 morale save on infantry/artillery targets
MaraudersIgnore distance penalties when giving orders to this unit. Also: disordered Marauder cavalry can turn to face and evade
Mounted InfantryCan mount/dismount as part of a move when specifically ordered. Different stats when mounted vs on foot.
Poor ShootersMust 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 ShootersRe-roll one missed shot each time the unit shoots
SteadyAutomatically passes the first Break Test of the battle (at maximum possible score)
StubbornRe-roll one failed morale save each time the unit suffers casualties
Superbly DrilledGets a free move even if an order is failed (extends the free move beyond march columns/limbered artillery)
Terrifying ChargeCharged enemies must take a Break Test the moment contact is made, before closing fire
Tough FightersRe-roll one failed hand-to-hand combat attack each turn
UnreliableNo move on a Command roll equal to the commander's Staff Rating (a result that would normally give 1 move)
UntestedStamina unknown until first casualty: roll D6 (large +1, small -1): 1=Stamina 1; 2–3=Stamina 2; 4–5=Stamina 3; 6=Stamina 4
ValiantOne free re-roll of any failed Break Test, once per game
WaveringMust take a Break Test whenever the unit suffers any casualties (from shooting or combat)

Commander Special Rules β€” Summary

RuleEffect
Aggressive+1 to Staff Rating when ordering a charge against an enemy within range
DecisiveCan 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).
HesitantIf 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

Pas de Charge
French infantry in Attack Column formation become Reliable. A commander also gets an additional +1 to Staff Rating when ordering French infantry in Attack Column (on top of the normal Attack Column +1).

British-Specific Rules

Steady Line & First Fire
When charged, a formed British unit with Steady Line that is not disordered or shaken can either stand and fire normally, OR fire and countercharge (without the closing fire bonus). They also get First Fire β€” +1 die on their first shot of the game.
Cannot Form Attack Column
Infantry with this rule can only use: Line, Four-Deep Line, Column of Companies, Mixed Formation, March Column, or Square. (They can form Attack Columns in built-up areas.)
Four-Deep Line
Two bases wide, two deep. Reduces Shooting and H-t-H by 1. Does not count as a column for artillery targeting purposes. Can still use Steady Line and First Fire.
Lie Down
When ordered to lie down, artillery at medium or long range must re-roll any hits against this battalion. But if contacted by enemy while lying down: unit is instantly dispersed and removed.

Prussian-Specific Rules

Prussian Staff System
A brigade commander may purchase a sub-commander (+10 pts). Orders can be given through the sub-commander using the brigade commander's Staff Rating but measuring from the sub-commander. Blunders when using sub-commanders prevent further use of them that turn.
No Prisoners! (vs French only)
All Prussian infantry and cavalry count as Tough Fighters when fighting French forces, representing the Prussians' burning desire for revenge.
Form Prussian Square
Same as standard Form Square, with exceptions: Prussian infantry in Attack Column may still deliver closing fire on charging cavalry. Artillery firing on Prussian squares gains +2 to hit at close and medium ranges.
Arsenal
Howitzers Β· Rockets Β· Specialist Artillery

Howitzers

Howitzers fire explosive or incendiary shells at high trajectory. They use the same rules as cannons with the following exceptions:

Overhead Shooting
Howitzers can always fire over the heads of friendly units (no overhead penalty), as long as the target is not engaged in combat. The normal -1 artillery penalty for shooting overhead does not apply.
RangeRangeAttacks (all ranges)
Field Howitzer (smoothbore)36"2 (same at all ranges)
Morale ModifierSituation
-2Hit 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:

RangeAttacks
60" (no minimum range)1 (same at all ranges)
Shooting a Rocket
  1. Nominate a specific target point on the enemy unit
  2. Roll a D6. On a 6: the rocket hits. The target is automatically disordered. Morale saves are reduced by -2.
  3. On a miss (1–5): roll again and consult the Rocket Mishap Table.
Rocket Mishap Table (D6)
D6Result
1Roll again: 1=rocket explodes, destroys team; 2=hits rocket team (1 hit); 3=hits nearest unit (friend or foe) for 1 hit; 4–6=dud
2–3Dud β€” rocket fails to fire or explode
4–6Rocket veers off in a random direction. Roll again: 1–2=travels up to 6" and hits first unit in that direction; 3–4=up to 12"; 5–6=any range
Rocket Disorder
Any unit hit by a rocket is automatically disordered. Any unit within 3" of a unit that is hit must roll D6 β€” on a 6 they are also disordered. This includes units within 3" of the rocket battery itself if it hits itself!
Morale ModifierSituation
-2Hit 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.

Buildings
Occupying Β· Shooting Β· Fighting Β· 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: 4–6 = fire extinguished; 1–3 = fire continues.
Enfilading & Traversing Targets
Flank Fire Β· Opportunity Shots

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
Enfilading Effect
When shooting at an enfiladed target, re-roll all missed shots. Shots that miss may still strike men further down the line.

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 (βˆ’1 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
Army Lists
Unit Stats for All Nations β€” Waterloo Campaign

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

UnitH-t-HShootMoraleStaminaKey Special Rules
British Foot Guards743+4Column 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 Infantry634+3Column of Companies, Cannot Form Attack Column, First Fire, Four-Deep Line, Lie Down, Mixed Formation, Must Form Square, Steady Line
Highland Infantry634+3As Line + Tough Fighters
British Light Infantry634+3As Line + Sharp Shooters, Skirmishers
British Riflemen (Std)644+3Column 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)434+2As above
KGL Line Infantry634+3Cannot Form Attack Column, Column of Companies, First Fire, Four-Deep Line, Lie Down, Rifle Mixed Formation, Must Form Square, Steady Line
KGL Light Infantry634+3Cannot Form Attack Column, First Fire, Lie Down, Mixed Formation, Must Form Square, Sharp Shooters, Skirmishers, Steady Line

British & KGL Cavalry

UnitH-t-HShootMoraleStaminaKey Special Rules
British Household Cavalry8β€”3+3Deep Formation, Gallop at Anything, Heavy Cavalry D3, Reliable
Household Cavalry (Small)6β€”3+2As above
Dragoon Guards & Dragoons8β€”4+3Deep Formation, Gallop at Anything, Heavy Cavalry +1
Light Dragoons & Hussars6β€”4+3Ferocious Charge, Deep Formation, Marauder
KGL Light Dragoons & Hussars6β€”4+3Deep Formation, Ferocious Charge, Marauder

British & KGL Artillery

UnitH-t-HShootMoraleStaminaSpecial Rules
Royal Artillery13-2-14+2Reliable, Shrapnel
Royal Horse Artillery13-2-14+1Marauder, Reliable, Shrapnel
KGL Foot Artillery13-2-14+2Reliable, Shrapnel
KGL Horse Artillery13-2-14+1Marauder, 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

UnitH-t-HShootMoraleStaminaSpecial Rules
Field Line Infantry634+3Column of Companies, Cannot Form Attack Column, Must Form Square
Field Light Infantry634+3As above + Sharp Shooters, Skirmishers
Landwehr634+3Column of Companies, Freshly Raised, Must Form Square, Unreliable
JΓ€ger Companies634+3Cannot Form Attack Column, Must Form Square, Rifle Mixed Formation, Sharp Shooters, Skirmishers

Netherlands, Nassau & Brunswick

UnitH-t-HShootMoraleStaminaKey Special Rules
Dutch/Belgian JΓ€gers634+3Mixed Formation, Must Form Square, Sharp Shooters, Skirmishers
Dutch/Belgian Line Infantry634+3Mixed Formation, Must Form Square
Dutch Militia635+3Freshly Raised, Mixed Formation, Must Form Square
Nassau Line Infantry634+3Column of Companies, Mixed Formation, Must Form Square
Nassau Landwehr635+3Mixed Formation, Must Form Square, Unreliable
Nassau JΓ€ger Company (Small)214+1Must Form Square, Sharp Shooters, Skirmishers
Dutch/Belgian Carabinier8β€”4+3Heavy Cavalry +1
Dutch/Belgian Hussars/Light Dragoons6β€”4+3Marauder
Brunswick Line Battalion634+3Column of Companies, Must Form Square, Unreliable
Brunswick Light Battalion634+3Column of Companies, Must Form Square, Sharp Shooters, Skirmishers, Unreliable
Brunswick Hussars6β€”4+3Deep Formation, Marauder
Brunswick Uhlans7β€”4+3Deep Formation, Lancer, Marauder

Prussian Units

UnitH-t-HShootMoraleStaminaKey Special Rules
Musketeer Infantry634+3Column of Companies, Mixed Formation, Must Form Square
Fusilier Infantry634+3As Musketeer + Sharp Shooters, Skirmishers
Landwehr Infantry634+3Column of Companies, Mixed Formation, Must Form Square, Unreliable
JΓ€ger Battalion634+3Column of Companies, Elite 5+, Mixed Formation, Must Form Square, Reliable, Sharp Shooters, Skirmishers
JΓ€ger Companies (Small)424+2As JΓ€ger Battalion
Prussian Dragoons8β€”4+3Heavy Cavalry +1
Prussian Lancers (Uhlans)7β€”4+3Lancer, Marauder
Prussian Hussars6β€”4+3Marauder
Landwehr Cavalry5β€”4+3Lancer, Marauder, Unreliable
Line Foot Artillery13-2-14+2β€”
Line Horse Artillery13-2-14+1Marauder

All Prussian infantry vs French: counts as Tough Fighters. Prussian commanders: Decisive. Can purchase sub-commanders for +10 pts.

French Line Units

UnitH-t-HShootMoraleStaminaKey Special Rules
French Line Infantry634+3Column of Companies, Mixed Formation, Must Form Square, Pas de Charge
French Light Infantry634+3As Line + Sharp Shooters, Skirmishers
French Carabiniers9β€”3+3Heavy Cavalry D3, Reliable
French Cuirassiers9β€”3+3Heavy Cavalry D3, Reliable
French Dragoons8β€”4+3Heavy Cavalry +1
French Line Light Cavalry6β€”4+3Marauder
French Line Lancers7β€”4+3Lancer, Marauder
French Line Foot Artillery13-2-14+2β€”

Imperial Guard Units

UnitH-t-HShootMoraleStaminaKey Special Rules
Old Guard Grenadiers & Chasseurs843+4Elite 3+, Mixed Formation, Must Form Square, Pas de Charge, Reliable, Tough Fighters
Middle Guard Grenadiers & Chasseurs743+3Elite 4+, Mixed Formation, Must Form Square, Pas de Charge, Reliable
Young Guard643+3Elite 5+, Mixed Formation, Must Form Square, Pas de Charge, Reliable, Skirmishers
Guard Heavy Cavalry (Std)9β€”3+3Heavy Cavalry D3, Reliable
Guard Heavy Cavalry (Large)11β€”3+4Heavy Cavalry D3, Reliable
Chasseurs-Γ -Cheval (Std)7β€”3+3Marauder, Reliable
Guard Lancers (Std)8β€”3+3Lancer, Marauder, Reliable
Guard Heavy Artillery13-2-14+3Elite 4+, Reliable
Guard Horse Artillery13-2-14+2Elite 4+, Marauder, Reliable

Key Commanders

CommanderStaff RatingSpecial Rules
Wellington9Decisive; +1 attack when his force charged; +3 attacks when defending; can choose which side of table to deploy on
Napoleon10Aggressive, Decisive; +3 attacks in any combat; units supporting one that breaks can re-roll morale
Marshal Ney8Headstrong; +2 attacks in combat; D3 units in his army gain Valiant
BlΓΌcher8Aggressive; +2 attacks; Prussian units can make a free move before the game; one unit gains Ferocious Charge
von Zieten8Decisive; +2 attacks; Brave; units within 12" add +1 to Break Tests
Scenarios
Chapter 4 β€” Five Historical Scenarios from the Waterloo Campaign

These scenarios recreate key engagements of the Hundred Days Campaign. Deploy as shown on the scenario maps in the book, then play the engagement.

Scenario 1 Β· 16 June 1815

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.

Scenario 2 Β· 16 June 1815

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.

Scenario 3 Β· 18 June 1815

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.

Scenario 4 Β· 18 June 1815

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.

Scenario 5 Β· 18 June 1815 Β· Evening

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 239–264).

AI Rules Assistant
Ask anything about Of Oil & Iron or Black Powder Epic Battles
βš™ Cloudflare Worker URL Required

Enter your Worker URL below. See setup instructions to create one (free, ~5 min).

β–Ά Setup Instructions (free, ~5 minutes)

1. Go to workers.cloudflare.com β†’ sign up free β†’ Workers & Pages β†’ Create β†’ Create Worker. Name it anything (e.g. smoglands-ai).

2. Click Edit code, delete everything, paste the contents of worker.js (the file included with this download). Click Save & Deploy.

3. Go to your Worker β†’ Settings β†’ Variables & Secrets β†’ Add Secret:
Name: ANTHROPIC_API_KEY Β· Value: your key from console.anthropic.com/keys

4. Optional β€” restrict to your site: add another Secret: ALLOWED_ORIGIN = your Netlify URL.

5. Copy the Worker URL (shown at the top of the Worker page, looks like https://smoglands-ai.yourname.workers.dev) and paste it above.

βœ“ The URL saves in each user's browser β€” everyone enters it once after you share the site.

Smoglands Codex AI
Welcome, Commander. I have full knowledge of both Of Oil and Iron (Beta v0.2.1) and Black Powder Epic Battles: The Waterloo Campaign. Enter your Worker URL above, then ask me anything!