Friday, July 5, 2013

BP WATERLOO 2013 REFIGHT UNITS STATS

Here are the unit stats that we used for the Waterloo refight in June. 

You will see that we used the Levy rule from Hail Caesar for poor quality troops and the Gallop rule from the Waterloo Supplement for British heavy cavalry.  Infantry units in Wellington's army could not form attack columns.  We did not use the deep cavalry and deep British infantry formations suggested in the Waterloo supplement to keep the game simple.

For our next refight I would increase the range of horse artillery shown here to the same as foot as all the horse artillery were 6pdrs as were most foot guns in the Prussian and French armies.  The ranges are 66% of normal as we used the 66%  movement and range scale in the game.

Grateful if someone could tell me if it is possible in blogspot to link to the word documents themselves?  If not I will add these stats as a specific page in the future.   I will post the specific house rules we used for the game this weekend.


BRITISH
Weapon
Type
H_H
Shooting
Morale
Stamina
Special
Guard Infantry
Musket
Infantry
7
3
3
4
Reliable, Elite 4+, First Fire
Veteran Infantry
Musket
Infantry
6
3
4
4
First Fire
Line Infantry
Musket
Infantry
6
3
4
3
First Fire
Rifles Sk   (Small)
Rifle
Infantry
4
2
4
3
Reliable, Skirmishers
 
 
 
 
 
 
 
 
Hanover Line Inf
Musket
Infantry
6
3
4
3
 
Hanover Landwehr
Musket
Infantry
5
3
5
3
Unreliable, Levy 4+
 
 
 
 
 
 
 
 
Household Cavalry
Sabre
Cavalry
9
 
4
3
Heavy Cavalry +D3, Gallop, Reliable
Dragoons/Dragoon Guards
Sabre
Cavalry
8
 
4
3
Heavy Cavalry +1, Gallop
KGL Light Cavalry
Sabre
Cavalry
6
 
4
3
Marauders, Ferocious
British & Hanover Light Cavalry
Sabre
Cavalry
6
 
4
3
Marauders
Hanover Light Cavalry Inferior
Sabre
Cavalry
5
 
5
3
Marauders, Levy 4+, Unreliable
 
 
 
 
 
 
 
 
Horse Artillery
Light artillery
24”
1
3-2-1
4
1
Marauders
Foot Artillery
Artillery
32”
1
3-2-1
4
2
 

All Infantry have “must form square” rule.  Other small units reduce Hand to Hand by 2, Shooting by 1 and Stamina by 1.

Elite X+            Rally of Disorder at start of turn by roll of X+
Ferocious         Reroll hand to hand misses when charging/countercharging
First Fire           Add extra shooting dice on first shot.
Gallop              Ferocious charge and must always make a sweeping advance
Heavy Cav +X   Add X to combat result
Levy X+            Need to roll to rally of disorder at end of their turn by rolling X+
Marauders         Ignore distance modifiers for command tests
Reliable            Add 1 to Command tests
Skirmish           Can adopt skirmish formation
Unreliable          Do not move on an equal command roll.  This counts a command pass.


NETHERLANDS
Weapon
Type
H_H
Shooting
Morale
Stamina
Special
Line Infantry
Musket
Infantry
6
3
4
3
 
Militia
Musket
Infantry
5
3
5
3
Unreliable, Levy 4+
 
 
 
 
 
 
 
 
Carabiniers
Sabre
Cavalry
8
 
4
3
Heavy Cavalry +1
Light Cavalry
Sabre
Cavalry
6
 
4
3
Marauders
Light Cavalry Inferior
Sabre
Cavalry
5
 
5
3
Marauders, Unreliable, Levy 4+
 
 
 
 
 
 
 
 
Horse Artillery
Light artillery
24”
1
3-2-1
4
1
Marauders
Foot Artillery
Artillery
32”
1
3-2-1
4
2
 

All Infantry have “must form square” rule.  Other small units reduce Hand to Hand by 2, Shooting by 1 and Stamina by 1.

Heavy Cav +X   Add X to combat result
Levy X+            Need to roll to rally of disorder at end of their turn by rolling X+
Marauders         Ignore distance modifiers for command tests
Unreliable          Do not move on an equal command roll.  This counts a command pass.

 
FRENCH
Weapon
Type
H_H
Shooting
Morale
Stamina
Special
Old/Middle Guard Infantry
Musket
Infantry
7
3
3
4
Reliable, Elite 4+
Veteran Infantry
Musket
Infantry
6
3
4
4
 
Line Infantry
Musket
Infantry
6
3
4
3
 
Light Infantry Sk  (Small)
Musket
Infantry
4
2
4
2
Skirmishers
 
 
 
 
 
 
 
 
Guard Heavy Cavalry
Sabre
Cavalry
9
 
4
3
Heavy Cavalry +D3, Reliable
Cuirassiers
Sabre
Cavalry
9
 
3
3
Heavy Cavalry +D3, Reliable
Guard Lancers
Sabre
Cavalry
8
 
4
3
Marauders; Lancers, Reliable
Dragoons
Sabre
Cavalry
8
 
4
3
Heavy Cavalry +1
Guard Light Cavalry
Sabre
Cavalry
7
 
4
3
Marauders, Reliable
Lancers
Lance
Cavalry
7
 
4
3
Marauders; Lancers
Light Cavalry
Sabre
Cavalry
6
 
4
3
Marauders
 
 
 
 
 
 
 
 
Guard Horse Artillery
Light artillery
24”
1
3-2-1
4
1
Marauders, Reliable
Guard Foot Artillery
Artillery
40”
1
3-2-1
4
2
Reliable
Horse Artillery
Light artillery
24”
1
3-2-1
4
1
Marauders
Foot Artillery
Artillery
32”
1
3-2-1
4
2
 

 
All Infantry have “must form square” rule and are Reliable in Attack columns.  Other small units reduce Hand to Hand by 2, Shooting by 1 and Stamina by 1.

Elite X+              Rally of Disorder at start of turn by roll of X+
Heavy Cav +X   Add X to combat result
Lancers             Opponent has -1 cav -2 inf saving throw when lancers charge/countercharge
Levy X+            Need to roll to rally of disorder at end of their turn by rolling X+
Marauders         Ignore distance modifiers for command tests
Reliable            Add 1 to Command tests
Skirmish           Can adopt skirmish formation

 
PRUSSIAN
Weapon
Type
H_H
Shooting
Morale
Stamina
Special
Line Infantry
Musket
Infantry
6
3
4
3
 
Landwehr
Musket
Infantry
5
3
5
3
Unreliable, Levy 4+
Jaegers Sk  (Small)
Rifle
Infantry
4
2
4
2
Skirmishers, Reliable
 
 
 
 
 
 
 
 
Dragoons
Sabre
Cavalry
8
 
4
3
Heavy Cavalry +1
Lancers
Lance
Cavalry
7
 
4
3
Marauders; Lancers
Light Cavalry
Sabre
Cavalry
6
 
4
3
Marauders
Landwehr Cavalry
Lance
Cavalry
5
 
5
3
Marauders; Lancers, Unreliable, Levy 4+
 
 
 
 
 
 
 
 
Hvy Foot Artillery
Artillery
40”
1
3-2-1
4
2
 
Horse Artillery
Light artillery
24”
1
3-2-1
4
1
Marauders
Foot Artillery
Artillery
32”
1
3-2-1
4
2
 

All Infantry have “must form square” rule.  Other small units reduce Hand to Hand by 2, Shooting by 1 and Stamina by 1.

Heavy Cav +X   Add X to combat result
Lancers             Opponent has -1 cav -2 inf saving throw when lancers charge/countercharge
Levy X+            Need to roll to rally of disorder at end of their turn by rolling X+
Marauders         Ignore distance modifiers for command tests
Reliable            Add 1 to Command tests
Skirmish           Can adopt skirmish formation
Unreliable          Do not move on an equal command roll.  This counts a command pass.

 

2 comments:

  1. It's a bit harsh clashing all Prussian Landwehr as Levy but as they never even got into action in this game it's purely academic but if you consider that in the actual battle it was the Landwehr that kicked the Young Guard out of Plancenoit would that now be possible with their ratings?

    ReplyDelete
    Replies
    1. I have rated the Prussian landwehr the same as the Dutch-Belgian militia and Hanoverian landwehr. It is for simplicity. I assume they were not as good as the then 36 regular regiments in the army which I have rated like most of the infantry in the 4 armies as vanilla infantry for their values.

      Yes they can still take Plancenoit with numbers and some luck. Regulars were also involved in the fighting at Plancenoit. When we played Lutzen I rated the French Marie Louises at the same level.

      Delete