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/counterchargingFirst 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 resultLancers 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/counterchargeLevy 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.
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?
ReplyDeleteI 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.
DeleteYes 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.