La Bataille de Ligny II
Transcript of La Bataille de Ligny II
La Bataille de Ligny II
Règlements Exclusif Pour le Règlement de l’An XXX
et Le Règlement des Marie-Louise
2 La Bataille de Ligny
Copyright © 2016 Clash of Arms. March 26, 2017
All rules herein take precedence over any rules in the series rules,
which they may contradict.
Rules marked with an eagle or are shaded with a gray
background apply only to players using the Règlements
de l’An XXX.
NOTE: All references to Artillery Ammunition Wagons (AAWs,)
ammunition, ricochet fire, howitzers, grand charges and cavalry
skirmishers apply only to players using the Règlements de l’An
XXX.
1.0 INTRODUCTION
La Bataille de Ligny is a simulation of one of the opening battles
of the Waterloo campaign of 1815 fought between the Emperor
Napoléon and the bulk of the French L’Armée du Nord and Field
Marshal Blücher, commander of the Prussian Army of the Lower
Rhine. It simulates the Prussian attempt to stop the French army as
it plunges north towards Brussels, the Belgian capitol. It was here
Napoleon found his last victory.
2.0 RULES QUESTIONS
Send questions or comments to the following address:
Clash of Arms Games
1804 Hoffmansville Road
PO Box 212
Sassamansville, PA. 19472-0212
Or email us at: [email protected]
“Attention: Rules Questions Ligny”
Or check the La Bataille forums on Consimworld:
http://www.consimworld.com or on http://boardgamegeek.com.
3.0 GAME COMPONENTS
A complete game of La Bataille de Ligny includes the following
components:
1. Four 34” x 22” maps
2. Four sheets of counters
3. One Series Rules book
4. One Exclusive Rules book
5. Charts
6. Two organizational displays
7. Game Turn Record Track
4.0 TERRAIN
4.1 Walled Farms, Ancien Chateaux &
Churches
Special Structures… (Walled Farms, Ancien Chateaux and
Churches) are unassailable except at their gates/entranceways. Up
to 6 increments may assault such a hex (regardless of how large the
attacking unit actually is, only 6 parts/increments belonging to the
unit may assault).
Example: a battalion with 10 increments and a melee value of 25
assaults the hex. Only 6/10ths of the unit counts for its pre-melee
morale check, and 6/10ths of its melee strength can be used in the
melee. This particular unit would have a melee value of 15 (25/10
= 2.5, 2.5 x 6 = 15). All Churches, Walled Farms and Chateaus are
presumed to have at least one such aperture (some may have two).
Though the artwork for the gate may be difficult to spot at first
glance, only up to six increments may assault one of these
structures, and the assault must be made against the hex-side
indicated by the gateway (or entranceway if it is a church: The
entranceway to a church is always just beneath the steeple.) If the
structure has two gates then that hex may be assaulted by up to 12
increments, but the assaults must be against the hex-sides
containing the aperture, and only up to 6 increments may assault
each indicated hex-side.
Line of Sight: Walled Farms, Ancien Chateaux and Churches
(Special Structures) block line of sight.
Formation: A unit deployed in a Special Structure is considered en
Carre, though no square informational marker is used to designate
this.
Stacking: A maximum of six (6) increments, or one battalion, may
deploy in a Special Structure. Only infantry may deploy in a
Special Structure. The battalion may have more than 6 increments
in it, but only 6 parts of that battalion will count for defense or fire
combat. A unit occupying a special structure hex is considered en
carre (in square). Skirmishers (units en tirailleur) may not occupy a
special structure hex.
Movement: Special Structure hexes block movement for all units
unless the units are moving to deploy in the hex. (See Movement
Chart), or if a road or trail transects the hex and the units are
moving to pass through it, and succeed in doing so. Exception: A
unit may end its movement in the hex if it is in road column since
the road column marker indicates the unit is deployed on the road
and not within the special structure itself. Units may not occupy a
special structure hex while employing Colonne de Route (see rule
11.5.4).
Facing/Orientation: Units in a Special Structure have the same
facing/orientation as a unit is square.
Combat: The Fire Defense of a unit in a Special Structure is given
in the Fire Defense Chart. A unit defending in such a hex does not
make a pre-melee morale check. Up to six (6) increments per gate
may attack a Special Structure hex (some special structures may
have more than one gate). Units that assault a Special Structure hex
must rest in the hex adjacent to its gate(s). Units in the Special
Structure fire at 1/3 their increments times their Carre multiple, but
may make three fire attacks upon non-contiguous adjacent hex-
sides (see triangle diagram for Standard Rule 11.4.2).
Defending units do not disorder as a result of combat, they lose one
increment instead. Defending units do not rout (PGD) as a result of
combat; they surrender instead. Although a full battalion may
defend a Special Structure hex, only up to six increments of it may
be used in combat. For instance, if the occupying battalion has 9
increments, only 6/9ths of the melee value of the unit may be used.
Morale: Units deployed in a Special Structure have their morale
improved by six (6).
Zone d’ Influence: A unit in a Special Structure has a zone of
influence and may make up to three simultaneous fire attacks
during the Feu de Provoques (defensive fire) segment of the
Chronology of battle (see diagram under Carre and Combat,
Standard rules). This unit may fire up to 1/3 of its increments on
any one of these hexes, or all three if enemy units rest in each.
Units that voluntarily move or charge through this zone
d’Influence are subject to Feu de Chance. Again, this fire value is
1/3 of the Special Structure unit’s increments times its Carre
multiple.
Battalion Integrity: No unit may be deployed in a Special
Structure and also in some other hex.
Clash of Arms Game 3
4.2 Chapels
Chapels are not churches (though they may look like a church,
chapels have brown roofing, not red). These small out of the way
places are only so large as to accommodate a passerby or family in
prayer. They are, then, smaller than a house and an otherwise
insignificant terrain feature. If no other dwelling is within the hex,
treat hexes containing a chapel as clear terrain. Chapels and
Wounded Leaders: Whenever a wounded leader returns to play, his
counter will start the turn of his return in the church or chapel
nearest to one of the units in his command that is also considered
in friendly territory.
4.3 The Chateau de la Paix
The walls of the Chateau de la Paix (in Fleurus) and its chateau are
unassailable except at the gate. Note that these masonry walls
completely surround the adjacent formal garden and the chateau.
The garden thus can be assaulted only through the adjoining hex
containing the chateau. Treat the Chateau de la Paix and its garden
as a Special Structure (6.1) for all intents and purposes. Units that
occupy its formal garden are also treated as if in square. The Ferme
de la Paix is immediately adjacent to the Chateau and considered a
separate structure altogether.
4.4 Mills/Moulin
Windmills are treated as Chapels. In other words, if there are no
other features in the hex treat them as clear terrain. The watermill
at Tongrinelle is different, however, and only up to 6 increments
may assault it; treat as a Special Structure (6.1) for all intents and
purposes.
4.5 Sapeurs (Pioneers)
Whenever the force assaulting a Special Structure includes sappers
the odds in favor of the attacker will shift one
column. (In other words, a 2-to-1 attack
becomes a 2.5-to-1 attack; etc.) The sappers
must be included in the force of 6 increments
making the assault, their melee value used for
the assault (or portion thereof), and any
casualties incurred by the assaulting force
must see at least the first of them removed from the sapper unit.
4.6 Dwellings
There are two different degrees of dwelling hexes in the game:
Villages and Towns. Town hexes consist of buildings that are more
substantial than buildings in Village hexes. They are distinguished
from Village hexes on the map in that buildings in Town hexes
have red tile roofing. Buildings in Village hexes are primarily
roofed in brown thatch and wood shingle. Note that Special
Structures also have red tile roofing. Players should note that some
villages have town hexes, while the only town on the map, Fleurus,
has a few village hexes.
Line of Sight: Town hexes block line of sight, Village hexes do
not.
Formation: Units voluntarily deployed in a Town hex must be
either in General Order or en Tirailleur. Units may deploy in any
voluntary formation when in village hexes. A unit deployed in line
or column in a village hex does not have flank hex sides. What
would otherwise be called a flank hex side if the unit were
deployed in line or column in clear terrain is considered a front hex
side. (See Standard Rules 9.31 and 9.33. What these diagrams
show as flank hexes are front hexes.) Units will have the same rear
hex sides, however, that they would have in clear terrain.
Village Hexes and Combat: Cavalry may charge into and through
village hexes, however, they do not receive their shock bonus if the
target of their charge is in a village hex, nor may they count the
village hex as one of the three hexes it needs to go in a straight line
in order to receive this shock bonus. The fire defense of a unit
deployed in a village hex is always 2 better than it would be in
clear terrain. In other words, a unit in line in clear terrain would
normally have the fire defense of 9. If it were in line in a village
hex it would have the fire defense of 11.
La Maison du Curé: Treat this hex in Ligny village as a town hex
for all intents and purposes.
For the major differences between Towns and Village hexes
consult the Movement, Stacking and Fire Defense Charts.
4.7 Villages and Fire
As mentioned above, Villages have brown
roofing whereas town hexes have red roofs.
Red roofing is primarily baked clay tile
impervious to fire, whereas brown roofing is
wooden shingle or thatch, very flammable.
Fire attacks conducted on or from hexes
consisting of brown roofs may result in the
hex catching fire. A Fire attack into a hex that results in a 65 or 66
on the dice will, in addition to whatever casualties this causes, see
the hex alight. A Fire attack from a hex that results in an 11 or 12
on the dice will, in addition to whatever casualties it causes, set the
hex alight. If Firing into a hex with artillery, however, upon
Village, Town or Special Structure hexes, and the firing player
states prior to executing this fire attack that his intention is to set
the hex alight, then any dice that results in a casualty will see the
hex on fire. Mark such a hex with a Fire marker provided in the
mix of counters. The number of hexes that can be set alight in a
scenario is limited to the number of Fire informational counters
provided in the mix.
Effects: If a hex is on fire it is uninhabitable. Units currently
deployed in a hex that is on fire must move from the hex in the
very next movement segment. Units that cannot move out of the
hex because they are out of command will Displace instead during
the first friendly movement segment (or Regroup Action Chit,
whichever comes first). Units that cannot displace rout PGD, units
that cannot rout PGD are surrendered. Fire lasts the length of the
scenario, and thus hexes that are on fire are prohibited terrain
thereafter. Fire may Spread: Every turn, on the hour (when Morale
Levels are determined) a player shall place the Howitzer Scatter
marker on the hex currently on Fire with the “1” position against
its northernmost hex-side. A die is rolled determining which
adjacent hex the fire communicates to. If the hex indicated by the
die roll is a village, town or special structure hex, and there are Fire
informational markers available, then that hex catches fire and
becomes prohibited terrain for the remainder of the scenario. (Note
that Special Structures and Town hexes can only catch fire via this
type of “communication.”)
4.8 Cultivated Ground
Cultivated ground is associated with hexes containing some type of
dwelling, whether in the hex itself or clustered around it. This is a
general term representing intense cultivation (more so than fields
of crops), kitchen gardens, fences, shade trees (felled or otherwise),
hedges, farm equipment, sheds and other small outbuildings...
essentially, anything that can get in the way by obstructing line of
sight and movement. Units do not employ General Order when in
Cultivated Ground. They may voluntarily deploy into Column,
Line, en Carre or en Tirailleur.
4.8.1 Cultivated ground and line of sight
A line of sight may be traced into but not through a cultivated
ground hex. (In other words, a unit can see what is in a cultivated
hex, but cannot see what is beyond it.) Cultivated ground therefore,
blocks LoS.
4.8.2 Cultivated ground and elevation
Any firing artillery unit that is up slope (on higher elevation) than
cultivated ground may fire into or beyond the cultivated ground
hex.
In other words, higher elevation negates the effects cultivated
ground has on a line of sight. Note that this is an exception to rule
13.2.a, and that the cultivated ground need not be closer to either
the target or firing hex for the LoS to be complete… the firing unit
just needs to be on higher ground than the cultivated hex.
4.8.3 Cavalry
Cavalry may charge into but not through Cultivated Ground.
Cavalry may not initiate a charge a cheval, reaction, or opportunity
charge from Cultivated Ground.
4 La Bataille de Ligny
4.8.4 Deployment
At the beginning of a scenario, infantry and artillery units that a
player elects to deploy in a Cultivated Ground hex may be
obscured from his opponent’s view by placing a blank counter on
top of it.
Cultivated Ground and Combat: Units so obscured may only be
fired upon by enemy units that are adjacent and deployed en
tirailleur. Infantry that assaults units so obscured have their pre-
melee morale check modified by -6 (for the worse) unless deployed
en tirailleur.
Removing Markers: Once a unit has been assaulted, regardless of
the outcome, the marker is removed from play. Once a unit moves
out of the cultivated ground, the marker is removed from play. A
unit may not move out of and then into an obscured hex and
maintain its obscured status, nor may players substitute one unit for
another beneath an obscured marker.
4.9 Sunken Roads and Hedgerows
Units deployed in these hexes are considered behind the terrain; or
in that Part most favorable for defense. Exception: Units that are in
road column. These units are considered in the depression. Also, if
a unit is attacked from both front and rear, one side of it is
obviously not behind the obstruction and should be considered in
clear terrain.
Road Column: These units will have a Fire defense of 16 unless
the fire attack comes from a direction perpendicular to the line
created by the road, in which case the unit will have a Fire Defense
of four (4). In other words, a sunken road protects a unit in Road
Column from every fire attack except ones that enfilade (flank) the
terrain feature.
All Other Formations: All other formations have their Fire
Defense improved by plus two (+2). Example: A unit in line will
have a fire defense of eleven. Again, if the fire attack enfilades the
natural defense of the hedge or sunken road the Fire Defense of the
hex is considered that of clear terrain.
Deployment: No unit may be deployed as if to straddle a sunken
road hex. In other words, a unit may not be in line or en Tirailleur
in such a manner that does not conform to the natural line created
by the terrain.
Movement: Artillery may not cross a sunken road hex. They may
move along the hex but never may end the move so as to be
considered to have crossed the obstacle. Cavalry and artillery may
not end their movement in such a hex unless deployed in Road
Column, in which case their orientation conforms to the contour of
the road.
Cavalry that charge and end their movement on a sunken road hex
rout. Cavalry may move and charge across a sunken road hex.
Cavalry that charges across a sunken road hex loses its shock
bonus, and will not be doubled for charging three hexes in a
straight line, regardless of when this may happen in the course of
the cavalry’s charge movement.
Combat: Defending units have their morale improved by three for
their pre-assault morale check if attacked from a hex or hexes that
are in defilade (not flanking) to the unit. Assaulting units have their
morale modified by minus six (-6) for this same check if not in
enfilade to the position to be assaulted (they are considered to be
attacking across the sunken road and not flanking the obstruction).
4.10 Ligny Bridges and Streams
As in Special Structures, but only up to 4 increments may count in
an assault across a bridged hex-side unless the stream it spans is
also fordable (crossable without the bridge), in which case the
number of increments is only limited by the type of hex the unit
attacks from and/or, into (see stacking limits). The stretch of Ligny
creek within the village of Ligny itself are the only such restrictive
hex-sides in the game reflecting the fact that the villagers over the
years had dredged the creek and reinforced its banks to prevent its
effluence during storms. Only Infantry and leaders may cross these
restricted stream hexes during voluntary movement. Infantry and
Cavalry that cross these hex-sides involuntarily automatically rout.
Artillery that is forced to attempt crossing these hex sides are
removed from play instead (the guns abandoned by their gunners).
(Note that in Rule 13 below an infantry unit assaulting across a
non-restrictive stream hex-side must have a minimum of three
movement points remaining to it after coming adjacent if it wishes
to mark the unit on the opposite bank for an assault. In the case of a
restricted stream hex-side the infantry unit must have a minimum
of 5 movement points remaining to it.)
4.11 Marsh Hexes
These hexes do not block Line of Sight. A unit in Disorder in a
Marsh hex may not attempt to recover good order during the
Reorganization Segment, it routs instead. A unit in PGD in a
Marsh hex may not attempt to recover good order. Cavalry is
voluntarily permitted in a marsh hex only if it is in skirmish order
or if it is in road column, it may occupy the hex if it is in rout
(PGD) but must move from a marsh hex if it has sufficient
movement points to do so.
4.12 Chevaux de frise (Barricades)
A cheval de frise defends only one side of a hex. If attacked
exclusively through this hex-side, up to six increments may make
the attack. If a hex containing a cheval de frise is captured by a
French force, the cheval de frise marker is considered destroyed
and removed from play. A cheval de frise does not block
movement of Prussian troops (they may pass as if the obstruction
was not there). Cheveaux de frise markers are deployed at the start
of the scenario and may not be moved throughout the length of the
scenario except to remove them from play. If manned (that is, the
hex it is occupying has Prussian troops in it) the cheval de frise
marker is placed on top of the unit and any leaders attending it.
Units making a pre-melee morale check while defending a cheval
de frise have their morale improved by 3 in addition to any other
modifiers (unless in General Order, of course). Units assaulting a
cheval de frise have their pre-assault morale check worsened by 6
in addition to any other modifiers. Units defending a cheval de
frise have their defensive fire multiple increased by 1 (one) so long
as they are being assaulted through the hexside blocked by the
marker. (A unit firing with a multiple of x2 would instead fire with
a multiple of x3). A unit making this same defensive fire attack
from General Order or Column will increase its fire value by half-
again as much. (A unit with a printed fire value of 6 would instead
fire a 9.).
4.13 Artillery Ricochet
Artillery fire which targets the following hexes terminates in them.
Ricochet fire may bounce into, but not through the following
hexes:
Town hexes
Wood hexes
Marsh/Swamp hexes
Special Structures hexes
Upslope hexsides
4.14 Depots
4.14.1 French: The entry hex on the southern map edge in Fleurus.
4.14.2 Prussian: The entry hex on the eastern map edge marked à
Namur, the entry hex on the eastern map edge marked à Gembloux,
or the hex on the northern map edge near the eastern edge where
the Old Roman Road (Chaussée Romaine Ancìen) exits the map
and the 5 minor roads à Wavre.
Clash of Arms Game 5
5.0 COMMAND
The Organization and Display Charts reveal the command structure
of the armies. Refer to them as necessary.
Wounded Leaders That Return to Play: Whenever a wounded
leader returns to play, his counter will start the turn of his return in
the church or chapel nearest to one of the units in his command
that is also considered in friendly territory.
5.1 French
Napoleon has an “A” as a morale bonus. Any friendly unit stacked
with Napoleon that makes a morale check, or attempts to recover
good morale, will pass the check “Automatically.”
5.1.1 Command Points: There are two army leaders (Napoléon
and Grouchy) and four corps leaders (Vandamme, Gérard, Drouot,
and Mouton). Thus the French may receive up to six Command
Points when all six leaders are on the map.
5.1.2 MU Size: The largest MU that the French may create is a
Corps d’Armée.
5.1.3 Leader Casualties: Lebrun and Bertrand may replace any
line corps leader or divisional/ brigade leader for cavalry or
infantry from within the line or Imperial Guard. Corbineau or
Billarderie may replace any line divisional leader for infantry.
Dejean may replace any cavalry division leader. Roguet, Barrois or
Michel may replace any divisional leader within the Imperial
Guard or line infantry..
5.1.4 Independent Divisions: The 7th Division of the II Corps
(Girard’s division) is not part of the III Corps, though its proximity
to this Corps may make one think it is. It thus may not be part of
any MU created by Vandamme or any other Corps Leader. It is an
independent division and may be maneuvered only at the expense
of a Command Point. This also applies to the 4th Division of the I
Corps if it arrives from the west.
5.1.5 Leaders of Special Ability:
Artillery: • Napoleon
• L’ Comte Antoine Drouot
• Baron Desvaux de Saint-Maurice
Cavalry: • L’ Comte Milhaud
• Marshal, Le Marquis de Grouchy
5.1.6 Light Cavalry Leaders: The following cavalry leaders may
roll for initiative to form their own MU:
• I Corps: Jacquinot, Bruno, Gobrecht
• III Corps: Domon, Dommanget, Vinot
• IV Corps: Vallin
• I Cavalry Corps: Pajol, Soult, Saint-Laurent, Ameil, Subervie,
Colbert, Merlin
NOTE: As per series rule 8.5 Cavalry division leaders whose
brigade leaders are all light cavalry leaders can create a
divisional MU using Light Cavalry Initiative.
5.1.6.1 Le Comte de Pajol: Pajol, commander of the French I
Reserve Cavalry Corps, has a self-activating CP ability even
though he is technically a corps commander (in 1813 his “corps”
would have been considered a division, such is the dearth of troops
available to Napoleon in 1815). However, pay close attention to the
first bullet in rule 8.5.1.2. In other words, if Soult or Subervie are
within Pajol’s command span they may not also check for initiative
if Pajol attempts and fails to self-activate the corps. Likewise, if
Soult and Subervie fail their attempts to self-activate, Pajol may
not then roll his initiative and thus place them in active command.
The French player must declare unambiguously how he will go
about checking the initiative of this cavalry prior to doing so..
5.2 Prussians
5.2.1 Command Points: There is one Army Leader (Blücher) and
three Corps Leaders among the Army of the Lower Rhine (Ziethen,
Pirch, and Thielemann). If the Prussian IV Armeekorps enters the
game as a reinforcement; von Bülow will be a fourth Corps Leader.
Thus, if Bülow enters, the Prussians may receive up to five CPs
when all five leaders are on the map.
5.2.2 MU Size: The largest MU the Prussians may form is a
Corps.
5.2.3 Leader Casualties: General lieutenant Graf Hochberg von
Baden may replace any Prussian infantry or Corps leader.
Lieutenant Colonel Count von Nostitz may replace any cavalry or
infantry Brigade commander.
5.2.4 Leaders of Special Ability: Artillery: None
Cavalry: • Feld Marshal Blücher (Furst von Wahlstadt)
5.2.5 Light Cavalry Leaders: The following light cavalry leaders
may roll for initiative to form their own MU:
• I Armeekorps: Lützow
• II Armeekorps: Sohr, Schulenburg
• III Armeekorps: Marwitz
• IV Armeekorps: Preussen, Schwerin, Watzdorf, Sydow
NOTE: As per series rule 8.5 Cavalry division leaders whose
brigade leaders are all light cavalry leaders can create a
divisional MU using Light Cavalry Initiative.
5.2.6 Prussian Infantry Brigade Commanders and Unattached
Cavalry:
In addition to cavalry already attached to a Prussian brigade,
whenever a Prussian Infantry Brigade commander receives a
Command Point (CP) and he is stacked with cavalry belonging to
the same Korps as his brigade, the MU he may create may include
that cavalry regardless of those units already part of his brigade as
presented on the Organizational Display and scenario instructions.
Units already attached need only be within the leader’s command
span if that leader constitutes a MU. For instance, within the
Prussian II Corps, both the 5th and 7th Brigades already have
cavalry attached to them. Thus the commanders of those brigades
(Brause and Tippelskirch) need not stack with the cavalry for them
to be included in their MU. However, if these two leaders were to
be stacked with cavalry not so attached, then those too would be
included in their MU. Cavalry so commanded (but not attached) by
a brigade leader, if sent away from that leader, may not be
subsequently included in an MU created by that leader until they
once again become stacked with him, nor will they rally to him in
the Regroup Action Chit, but instead rally to their cavalry brigade
commander.
6 La Bataille de Ligny
6.0 SPECIAL RULES
6.1 Weather
6.1.1 Procedure: Beginning with the 3:00 PM turn and at the start
of each turn thereafter, players alternate rolling the dice to
determine the weather. On a roll of 11 to 14 a Thundershower is in
effect for that turn.
6.1.1.1 Extent of a Thundershower: If a Thundershower occurs,
roll the dice again and consult the following chart to determine
which maps are affectedUnits that move from one Mapboard to
another suffer these effects accordingly and automatically upon
entering the affected map, or vice versa if leaving it..
THUNDERSHOWERS
DICE ROLL MAP(S) AFFECTED
11 - 23 Lingy NE
24 - 36 Ligny SE
41 - 53 Ligny SW
54 - 66 Ligny NW
6.1.2 Effects of a Thundershower
6.1.2.1 Movement: All clear terrain costs are doubled for
movement. That is, if a unit performs an action in clear terrain that
would normally cost one movement point that action will now cost
two movement points. In addition, infantry may not Force March.
6.1.2.2 Visibility: Visibility is reduced to five hexes.
Cavalry do not receive the shock benefit of charging three
hexes in a straight line. Cavalry do not receive the cavalry
charge bonus of five extra movement points.
Artillery may not initiate Fire Attacks at long range (six or
more hexes distant).
Units that are PGD may not attempt to reorganize
Infantry may not Force March
6.1.2.3 Fire Combat: All infantry Fire Values are halved.
6.1.2.4 Morale Recovery: Units that are PGD may not attempt to
recover.
6.2 Night
Darkness: starting with the 9:20PM turn, play on all 4 maps will
proceed as if a thundershower were taking place on all four maps.
6.3 Terminus Hex
The Terminus Hex for French units entering the road from Quatre-
Bras is Aux Trois Barettes. The Terminus Hex for Prussian units
entering from any road or trail hex is also the crossroads at Aux
Trois Barettes.
6.4 French Old Guard (Vieille Garde)
6.4.1 Old Guard Infantry: For purposes of all rules involving the
French Old Guard, the following eight battalions are considered to
be part of the Old Guard.
1er Régiment de grenadiers à pied
2e Régiment de grenadiers à pied
1er Régiment de chasseurs à pied
2e Régiment de chasseurs à pied
6.4.2 Old Guard Mounted Band: The mounted band of the Old
Guard (Musiciens à cheval de la garde) will modify the Morale
Check dice roll of any French unit that attempts to recover Good
Order from PGD by +9 (for the better) if the unit is within 4 hexes
of the band’s counter at the start of the Reorganization Segment.
NOTE: The Old Guard Mounted Band is considered to be a
cavalry unit. Ignore the Fire Value on its Printed side.
6.5 Prussian Unit Restrictions
6.5.1 Prussian Infantry and Line formation:
Prussian infantry (not Fusilier battalions or Schutzen companies),
that wish to enter Line may do so but must roll a die to determine
the number of movement points this formation change will require.
Procedure:
As each unit attempts to enter line roll a single die. The resulting
number is the number of movement points it takes for the
formation change. If this number exceeds the available movement
potential remaining to the unit, it must check morale. If it passes
this check it affects the formation change, but if it fails this morale
check it disorders and retreats three hexes. If a stack of Prussian
infantry attempts to change into line formation roll one die for each
unit in the stack. The highest die result is the movement point cost
for that stack. Leaders present with the units that wish to affect this
formation change will modify the die roll by 1 (one), however if
the unit/stack must subsequently check morale they apply the full
morale bonus of the leader. If the top unit in a stack fails this
morale check all units in the stack disorder and retreat three hexes
regardless of how the other units in the stack fared.
Only Prussian Fusilier Battalions and Schutzen Companies May
Enter Line Formation per the normal cost of one Movement Point.
Each regular infantry regiment has 3 battalions. The Fusilier
battalions can be identified by their “F” designations on the unit
counter. Fusilier battalions may also enter Tirailleur order if the
unit has a range of “2” printed on the back of the counter.
Prussian Landwehr Infantry Regiments, though they may have
three battalions, do not have one designated as Fusiliers, and none
may employ/enter Tirailleur Order. Several Prussian infantry
regiments, both regular and landwehr, have Jaeger companies. In
general these were men from the freiwillige companies who
volunteered in the national emergency and provided their own
weapons and leaders (as such they are highly motivated but not
particularly well trained). These companies may employ Tirailleur
Order but may not enter line. Exception: The 4 companies of the
Silesian Schutzen Battalion may enter both line and Tirailleur
Orders. These companies are found in the 1st Prussian Corps,
attached to Infantry Regiment #24, and the 3rd Infantry Brigade
commanded by Major General von Jagow.
6.5.2 Rifles:
Prussian Shutzen are armed with Rifles. These units have a range
of three (3) hexes. However, any fire attacks made at a range
greater than two hexes (adjacent +1) will see the fire value of the
attack halved.
Example: A Silesian Schutzen unit fires on an adjacent target. It
has 2 increments (it is in skirmish order) and a fire multiple of X4.
It will make the attack with a fire value of 8 (2 X 4=8). It would
have the same fire value at 2 hexes, but would fire with a value of 4
at a target three hexes distant. Any unit that incurs a casualty when
fired on in whole or in part by a Rifle unit (the Rifle unit combined
its fire with another unit) will check morale, and modify that
morale check by a -6 (for the worse). Also: Any enemy hex that is
the target of a fire attack initiated by a Rifle unit will incur a
leader casualty on any natural (unmodified) result ranging from
61—66 if there is a leader, or leaders in the target hex.
6.5.3 Schutzen and Jaeger Stacking:
These units do not require a leader present if stacking with other
companies or a battalion. Any number of companies may stack in a
single hex, and any number of companies may stack with a single
battalion in a hex without a leader present..
6.5.4 Landwehr Cavalry: Prussian Landwehr Cavalry must pass a
Morale check if they wish to declare a charge a cheval. Failure to
pass this check will see the unit not charge, but they do not rout as
a result. They may make this attempt once per turn. Prussian
Landwehr cavalry are considered light cavalry, not heavy cavalry,
regardless of their printed movement potential, and will not receive
the shock bonus for charging three hexes in a straight line.
6.5.5 Proximity of Involuntary Movement to Prussian
Landwehr
Whenever a friendly infantry unit executes involuntary movement
that starts adjacent, ends adjacent or moves adjacent to a Prussian
Landwehr infantry battalion, the landwehr infantry unit must check
morale. Failure to pass this check will see the landwehr unit
disorder, or if already in disorder it will desordre en seconde (rout
PGD). In other words, disorder and rout of Prussian units can be
contagious, with disorder spreading from one friendly unit to
another. If the Landwehr unit is currently marked as the target of
an assault it will -6 from this die-roll. Exception: Prussian
Landwehr in General Order, or in a Special Structure hex are
Clash of Arms Game 7
exempt from the effects of the proximity of friendly units that
execute involuntary movement in their vicinity, however landwehr
that are en carre are not.
Procedure: Once the unit that was moving involuntarily completes
its movement, all landwehr units it passed and came adjacent to
during this movement check morale as per the paragraph above. If
these units fail their morale checks, they too execute involuntary
movement (which in turn can cause other landwehr units to check
morale).
Cascading Effect: Units that have already retreated as a result of
failing this check could possibly be forced to check morale again in
the same phase and due to the same initial event if subsequent
landwehr units perform involuntary movement that comes adjacent
to them. (Note; Prussian players are advised to pay close attention
to how Bleucher used these brittle units as elaborated in the
Historical Commentary.)
6.6 Howitzer Battery
The Prussian I Armee Korps artillery contingent contains a
howitzer battery. Its short range fire value is 14 and its long range
fire value is 6. All howitzer rules apply to this unit.
6.7 Cavalry Skirmish Order
The row for cavalry skirmishers on the Fire Defense Chart applies
only to players using the Règlements de l’An XXX.
6.8 Artillery Ammunition
Normal artillery ammunition resupply rules apply to both the
Prussian and French field artillery units.
6.9 Armored Cavalry
The following units are Armored Cavalry:
French:
IVe Corps de cavalerie de la Reserve/13
e Division
1er Régiment de cuirassiers
4e Régiment de cuirassiers
7e Régiment de cuirassiers
12e Régiment de cuirassiers
IVe Corps de cavalerie de la Reserve/14
e Division
5e Régiment de cuirassiers
6e Régiment de cuirassiers
9e Régiment de cuirassiers
10e Régiment de cuirassiers
6.10 Grand Batteries & Howitzers
In addition to being able to fire during the Artillery Action Chit a
grand battery may make howitzer attacks. For every three batteries
in a Grand Battery (GB) one howitzer attack may be made (if there
are six batteries in a GB, then two howitzer attacks may be made
by that GB); etc. The intended target of a GB howitzer attack must
be within the long range of each of the firing batteries (thus the
three firing batteries could consist of two batteries with a range of
7, and one of a range of 8 or 11, so long as the target hex is within
7 hexes of all of them). For long range fire attacks the intended
target need not be within the Line of Sight of any of the firing
batteries, The attack is made with the fire attack value of the
averaged maximum ranged fire attack value of each of the firing
batteries (if each of the firing batteries has a maximum range fire
strength of 4, then the fire attack value is 4). Grand batteries make
howitzer fire attacks in addition to direct fire attacks they make
during the Artillery Action Chit or Offensive Fire phase. Batteries
in groupings need not be stacked or adjacent to one another when
making a howitzer attack, they only need to belong to the same
Grand Battery. (The French player should pay particular attention
to his potential for making several grand batteries, and that each be
distinct from one another in order to avoid confusion.) Grand
battery howitzer attacks do not consume any extra ammunition in
and of themselves. A GB only expends ammunition when making
a direct fire attack. In other words, if the GB only makes a
howitzer fire attack its batteries do not expend ammunition,
however, if it uses its long guns to make a fire attack then it does
expend ammunition regardless of whether or not it also made a
howitzer attack.
7.0 Bülow and the Prussian IV Corps
One of the many “what ifs” concerning the 1815 campaign in
Belgium involves the Prussian chief of Staff, von Gneisenau, and
his orders for the IVth Corps after initial contact had been made
with the French the morning of June 15th. At least some of this
corps could have reached the banks of Ligny Creek on the 16th had
these orders been couched differently (see Historical
Commentary). If agreeable to both sides the following
reinforcement becomes available to the Prussians during the Grand
Battle scenario. (Note that these formations could help balance an
apparent disparity in skill between players of the two sides,
assuming the less skilled players have the Prussians.)
One hour after the turn in which the first fire attack has been
performed by any artillery unit a Prussian Player designated by the
French side rolls the dice and applies the following result:
Enter: Any hex on the northern map-edge East of and including
the hex adjacent to Geronviller St. Jean. Dice Result:
11-15: IV Korps Cavalrie
Furst Wilhelm von Preussen
1st Cavalry Brigade Colonel v. Schwerin
6th Hussars
10th Hussars
1st West Prussian Uhlans
16-23: 2nd Cavalry Brigade
Lt. Colonel v. Watzdorff
8th Hussars
Reitende Battery #1
24-36: 3rd Cavalry Brigade:
Count Bülow v. Dennewitz
Major General v. Sydow
1st Neumark Landwehr Cavalry
2nd Neumark Landwehr Cavalry
1st Pommeranian Landwehr Cavalry
2nd Pommeranian Landwehr Cavalry
1st Silesian Landwehr Cavalry
41-54: IV Korps Staff and Assets
General of Infantry Count Bulow, Graf v. Dennewitz
Major General v. Valentini
2nd Silesian Landwehr Cavalry (from 1st Cav Brigade)
Reitende Battery #11 (from Korps Artillerie)
3rd Silesian Landwehr Cavalry (from 1st Cav Brigade)
Reitende Battery #12 (from Korps Artillerie)
55-56: 13th Infantry Brigade:
Lt. General v. Hake
Infantry Regiment #10 (F, 1st & 2nd btns)
2nd Neumark Landwehr Infantry (1st, 2nd & 3rd btns)
3rd Neumark Landwehr Infantry (1st, 2nd & 3rd btns)
6pdr Batterie a Fuss #2 (from Korps Artillerie)
61-62: 14th Infantry Brigade:
Colonel v. Funck
Infantry Regiment #11 (F, 1st & 2nd btns)
1st Pommeranian Landwehr (1st, 2nd & 3rd btns)
2nd Pommeranian Landwehr (1st, 2nd & 3rd btns)
6pdr Batterie a Fuss#11 (from Korps Artillerie)
63-64: 15th Infantry Brigade:
Major General v. Losthin
Infantry Regiment #18 (F, 1st & 2nd btns)
3rd Silesian Landwehr (1st, 2nd & 3rd btns)
4th Silesian Landwehr (1st, 2nd & 3rd btns)
6pdr Batterie a Fuss #13 (from Korps Artillerie)
65: 16th Infantry Brigade:
Colonel v. Hiller
Infantry Regiment #15 (F, 1st & 2nd btns)
1st Silesian Landwehr (1st, 2nd & 3rd btns)
2nd Silesian Landwehr (1st, 2nd & 3rd btns)
6pdr Batterie a Fuss #14 (from Korps Artillerie)
66: IVth Corps Artillery Reserve:
Major General v. Braun
8 La Bataille de Ligny
12pdr Batteries a Fuss #21
The 6pdr Fuss and Reitende are detached
A Prussian Player designated by the French side will roll once each
hour for the remainder of the game. If the units designated by this
roll have already entered the game as a result of a previous roll, no
units enter that hour. Designated units enter at the start of the
Prussian Maneuver segment of the Chronology of Battle. Each roll
is made at the start of each turn, three turns after the last dice roll.
Note: If the French player(s) reroute any units of the following
formations onto the Ligny battlefield from the field of honor destiny
had chosen for them, the above rule is automatically in effect:
1. The French I Corps (D’Erlon) other than units already slated
to arrive.
2. The French Imperial Guard Light Cavalary Division
(Lefebvre-Desnouettes)
3. The French 3rd Reserve Cavalry Corps (Kellerman).
8.0 La Bataille de Quatre Bras
Both La Bataille de Ligny and La Bataille des Quatre Bras are
designed so that they may be joined together and played
simultaneously. Persons who own both games will note that the
“Quatre-Bras” map runs from south to north whereas the “Ligny”
maps run lengthwise from east to west. Use the following guide
when arranging them for joint play.
Units may move freely from one game map to the next paying their
normal cost in movement potential. All Reinforcements will enter
the game as indicated by their respective Grand Battle Scenarios,
with these exceptions:
1. The French I Corps (D’Erlon)
2. The French Imperial Guard Light Cavalry Division (Lefebvre-
Desnouettes)
3. The French III Reserve Cavalry Corps (Kellerman)
Napoleon may shift the hex of entry for any of these formations or
bring the Light Cavalry of the Guard from their current position on
the Quatre Bras field. To do so Jean-Louis de Crabbe, Colonel and
ADC must exit the Ligny S.W. map between Mellet and Villers
Perwin prior to the time the units in question are scheduled to enter
(the turn before). This aide-de-camp must be designated as having
this special brief and must begin this designated move stacked with
the Napoleon counter. The movement potential of Colonel Crabbe
is increased by five (5) points for the duration of this mission. A
numerical information marker must accompany the aide indicating
which formation(s) are to be rerouted (#1= D’Erlon, #2 Lefebvre-
Desnouettes, #3 = Kellerman or any combination thereof).
Rerouted formations enter as scheduled anywhere between the
hamlets of Mellet and Villers Perwin on the Ligny S.W. map edge.
Upon completing this mission Colonel Crabbe joins Marshal Ney’s
staff.
Exception: the Guard Light Cavalry may directly exit the Quatre
Bras map onto the adjacent Ligny map. If diverted these
formations must be diverted en toto, in that no part of 1, 2, or 3
above may be excluded from the whole of the rerouted formation.
9.0 Scenario 1: GIRARD’S ASSAULT
June 16, 1815 2:40PM – Historical
Aided by the poor distribution of the Prussian brigades, Girard’s
single division was able to tie down nearly half of the Prussian 1st
Corps. By forcing Blücher to exhaust his infantry reserves in such
a manner, when Ligny finally fell there was nothing left to prevent
the egress of the Guard onto the Bussy Height but cavalry. This is
my interpretation of the fight here, since, had the Prussians
actually held the village, and d’Erlon’s unexpected appearance not
delayed the assault of the guard by roughly two hours, the
Prussians in the village would have been pocketed and taken
prisoner during the night, since I posit that the Guard would have
taken Brye in that extra time, cutting off their escape. As it was
then, all Girard had to do was tie them down, not secure the
village. This is a good introductory scenario.
9.1 Play Area
Use only the South-West map. No units may enter Wagnelée or
Saint-Amand le Chateau. Consult the North-West map for the
location of the village of Brye and where it extends into the playing
area.
9.2 Time
The scenario begins with the 2:40PM turn and concludes with the
end of the 6:00PM turn.
9.3 Weather
Clear for the duration of the scenario.
9.4 Special Rules
9.4.1 Command: The French receive 1 CP each turn. The
Prussians receive 1 CP each turn.
9.4.2 Rout: Units that rout off the map are out of play for the
remainder of the scenario.
9.4.3 Prussian 3rd Infantry Brigade
No units of the Prussian 3rd Infantry Brigade, once deployed, may
move voluntarily. French units may not melee or fire upon this
Brigade (they are considered fixed in place by Lefol’s 8 Division.)
Prussians may only activate reinforcements by brigade, and only
when the conditions of their activation are met; see below.
9.5 Victory
The French win by holding at least five hexes of St. Amand La
Haye at the end of the scenario (essentially no Prussian units in the
majority of its hexes; there are eight of them). The Prussians win a
Significant Victory by holding the majority of the hexes of St.
Amand La Haye without committing the 2nd Infantry Brigade.
They win an Insignificant Victory by holding the majority of these
hexes at the end of the scenario. Each side failing in their
objectives shares defeat.
9.6 Prussian Deployment
The Prussians set up first.
St. Amand Le Chateau (in dwelling or cultivated hexes within
three hexes of the church)::
3. Infanterie-Brigade, I. Armee-Corps (part) 29th Infantry Regiment (1st & 2nd btns & jäger det only)
3rd Regiment Westphalian Landwehr (1st & 2nd btns only)
Silesian Rifle Battalion 1st Company
4th Company is detached in the Chateau Ancien
Deploy in any dwelling hex or cultivated hex of Saint-Amand la
Haye.
1. Infanterie-Brigade, I. Armee-Corps (part) Generalmajor Karl Friedrich Franziskus von Steinmetz
12th Infanterie-Regiment (F, 1st & 2nd btns & Jä det)
2nd & 3rd Kompanies Silesian Rifles
3. Infanterie-Brigade, I. Armee-Corps (part) 3rd Regiment Westphalian Landwehr (3rd btn only)
Clash of Arms Game 9
St. Amand La Haye (within 5 hexes of any village hex but on the
opposite bank of Ligny creek within 6 hexes of the windmill):
I. Armee-Corps staff Generallieutenant von Zieten II
3. Infanterie-Brigade, I. Armee-Corps (part) 24th Infantry Regiment (F, 1st & 2nd btns & Jä dets)
1st Regiment Westphalian Landwehr (1st, 2nd & 3rd btns)
6pdr Batteries a Fuss #15 (I Korps Artillery)
St. Amand Le Hameau (any dwelling or cultivated hex within one
hex of the crossroads)
2. Infanterie-Brigade, I. Armee-Corps (part) 28th Infantry Regiment (Fusilier btn & Jä det only)
(The Fusilier battalion begins with 5 increments lost)
9.7 French Deployment
Deploy no closer than 6 hexes and no greater than 10 hexes from
Saint-Amand le Hameau.
7e Division d’Infanterie, II
e Corps d’armée
Général de division Jean-Baptiste Girard, Baron de l’Empire
11e Régiment d’infanterie légère (1e & 2e btns)
82e Régiment d’infanterie de ligne (1e & 2e btns)
12e Régiment d’infanterie légère (1e, 2e & 3e btns)
4e Régiment d’infanterie de ligne (1e & 2e btns)
3e Cie /2e Régiment d’artillerie à pied
9.8 Prussian Reinforcements
This brigade may only be activated if the French take (are the last
to occupy) five dwelling hexes belonging to St. Amand LaHaye.
Brye (within two (2) hexes of the windmill):
Army Staff (part) General feldmarschall Fursst Blücher von Wahlstatt
2. Infanterie-Brigade, I. Armee-Corps (part) General von Pirch II
6th Infantry Regiment (F, 1st & 2nd btns & Jä det)
28th Infantry Regiment (1st & 2nd Btns only)
2nd Regiment Westphalian Landwehr (1st, 2nd & 3rd btns)
**** (the 3rd Battalion begins with 4 increment losses)
10.0 Scenario 2: THE ASSAULT ON
LIGNY
June 16, 1815 2:20PM – Historical
The struggle for Ligny village ranks among the most heroic and
bloody events of the Napoleonic era. Casulaties were horrendous,
and the valor displayed by the participants, both Prussian and
French, was only equaled two days later at Plancenoit, or at
Mockern, two years before.
10.1 Play Area
Use only the South-West and South-East maps. Units may not
maneuver North-East of the Bois du Laup or SouthWest of the first
fork in Ligny Creek in the direction of St. Amand Le Chateau.
Time
The scenario begins with the 2:20PM turn and ends with the
conclusion of the 5:40PM turn.
10.2 Weather
As per the Weather rule (E6.1), but with the weather dice roll
modified by -6. An ensuing thundershower will effect only the
South-East map.
10.3 Special Rules
10.3.1 Command: The French receive one CP per the presence of
Corps commander General of Division, Count Gerard. The
Prussians receive one CP in the person of General feldmarschall
Fursst Blucher von Wahlstatt (stack him with Pirch II).
10.3.2 Rout: Units that rout off the map are out of play for the
remainder of the scenario.
10.4 Victory
The French win by capturing and holding the Ferme d’en Bas and
at least three village hexes of Ligny village on the North (left) bank
of Ligny Creek by the 5:40PM turn, and controlling the church, the
Ferme d’en Haut, the Masion de le Curé and the Chateau Ancien
on the South (right) bank. (See page 18 for named locations)
The Prussian win by controlling all dwelling hexes of Ligny village
on the North (left) bank of Ligny Creek and at least one of these
named places on the South (right) bank.
10.5 Prussian Deployment
The Prussians set up first.
In any dwelling or cultivated hex associated with the village of
Ligny.
I Armee Korps/4th
Infantrie Brigade (part):
19th Regiment der Infantrie (Fusilier & 1st btns only)
4th Regiment Westphalian Landwehr (1st & 2nd btns & Jäger
det)
3x Cheval de Frise markers
(in the Chateau Ancien):
3. Infanterie-Brigade, I. Armee-Corps (part) Silesian Rifle Battalion 4th Company
Sart Mollet (within one hex of the chapel):
I Armee Korps/4th
Infantrie Brigade (part):
Obersst von Schutter
19th Regiment der Infantrie (2nd Battalion only)
4th Regiment Westphalian Landwehr (3rd Battalion only)
6pdr Batteries a Fuss #7 (I Korps Artillery)
6pdr Batteries a Fuss #8 (I Korps Artillery)
Moulin de Bussy (within 3 hexes of the “Mill”):
2nd
Infantry Brigade (part) General von Pirch II
6th Infantry Regiment (F, 1st & 2nd btns & Jäger det)
28th Infantry Regiment (1st & 2nd Battalions only)
The rest of the 28th is in St. Amand Le Hameau.
2nd Regiment Westphalian Landwehr (1st, 2nd & 3rd btns)
****(the 3rd Battalion begins with 4 increment losses)
10 La Bataille de Ligny
The Heights (within 5 hexes of the northern map edge, within 6
hexes of Sart Mollet, and within 9 hexes of the Moulin de Bussy):
General v. Treskow II brigade of cavalry may not move unless
activated. This brigade is activated if a French infantry unit enters
clear terrain on the north (left) bank of Ligny creek that is farther
than two hexes from any dwelling or cultivated ground associated
with the village.
1st
Kavalrie Brigade/1 Armee Korps (part) General v. Treskow II
2nd Dragoon Regiment
5th Dragoon Regiment is at the Tombe de LIgny
4th Hussar Regiment
3rd Uhlan Regiment
The Heights (within 10 hexes of both the Ancien Chateau de Ligny
and the church of St. Amand le Chateau, but no closer than within
4 hexes of Ligny creek): All batteries start unlimbered.
3rd
Infantry Brigade (part) General von Jagow
7th Infantry Regiment (F, 1st & 2nd btns)
29th Infantry Regiment (Fusilier Battalion only)
Korps Artillery Reserve (part) General von Holtzendorff
12pdr. Batteries a Fuss #2
12pdr. Batteries a Fuss #9
7pdr Howitzer Batterie #1
6pdr. Batteries a Fuss #1
6pdr. Batteries a Fuss #3
10.6 French Deployment
These reinforcements may be deployed during the Reinforcement
Chit of the 3:00PM turn or any turn thereafter.
Ligny (at least 5 hexes, but no more than 10 hexes away from the
nearest dwelling or cultivated hex associated with the village):
The Army of the Moselle staff:
General of Division, Count Gerard
General of Brigade Chevalier St. Remy, ADC
12th
Infantry Division, IV Corps de l’Armee
General of Division, Baron Pecheux
Régiment de ligne #30 (1st, 2nd & 3rd btns)
Régiment de ligne #96 (1st, 2nd & 3rd btns)
Régiment de ligne #63 (1st, 2nd & 3rd btns)
Régiment de ligne #6 (3rd btn only) Legere
2nd cie/5th Artillery a pied
13th
Infantry Division, IV Corps de l’Armee General of Division Baron Vichery
Régiment de ligne #59 (1st & 2nd btns)
Régiment de ligne #76 (1st & 2nd btns)
Régiment de ligne #48 (1st & 2nd btns)
Régiment de ligne #69 (1st & 2nd btns)
1st company/5th Artillery a pied
Artillery Reserve of the IV Corps:
4th companies/5th Artillery a pied
5th companies/5th Artillery a pied
3rd company/3rd Artillery a Cheval
10.7 Reinforcements
(May not be placed on the map until activated):
Prussssian: Bois du Laup (on the northern map edge west of the
named woods. This brigade may only be activated if the French
take [occupy] le Ferme d’en Bas or two village hexes on the west
bank of Ligny Creek.):
II Armee Korps/6th
lnfantrie Brigade: General von Krafft
9th Regiment der Infantrie (F, 1st & 2nd btns & Jä det)
26th Regiment der Infantrie (F, 1st & 2nd btns & Jä det)
1st Regiment Elbe Landwehr (1st, 2nd & 3rd btns)
French: (may activate anytime after the 3:00 P.M. turn)
Ligny/Boignee (at least 12 hexes away from Ligny, but no
more than 16 hexes away from Boignee):
14th
Infantry Division, (part/ 1st Brigade)
Régiment de Leger #9 (1st & 2nd btns)
Régiment de ligne #111 (1st & 2nd btns)
Clash of Arms Game 11
11.0 Scenario 3: THIELEMANN’S
FEINT
June 16, 1815 5:40PM – Historical
The unanticipated appearance of d’Erlon’s I Corps on
Vandamme’s flank forced Napoleon to send Subervie’s cavalry
division to reinforce his left, and delay his decisive thrust with the
guard. Until this mass of troops could be identified the whole of the
French left hesitated. Sensing this change Blücher threw together a
scratch force and retook the St. Amands (see Scenario 1 where
Blücher leads the brigade of Pirch II into the fray) while
Thielemann, seeing Subervie leaving his front, contributed to this
effort by launching some cavalry and infantry across Ligny Creek.
11.1 Play Area
Use only the South-East map. Units must remain within the area
designated by the Fleurus/Pont du Jour highway, and may not
maneuver more than 6 hexes to its north and west, nor 12 hexes
from its south and east. Units may not cross Ligny Creek while in
good order.
No unit or leader of the 14th Infantry Division may move except to
change formation unless the division is activated. The 14th Division
activates when any part of it that is present in the scenario is
charged, assaulted or fired upon by a Prussian unit.
11.2 Time
The scenario begins with the 5:40PM turn and ends with the
conclusion of the 7:20PM turn.
11.3 Weather
The weather is clear for the duration of the scenario.
11.4 Special Rules
11.4.1 Command: Each side receives one command point. Pajol,
von Hobe, Soult and von Marwitz may attempt to self-activate by
rolling for initiative, however, if they fail they may not be given
the CP available to their side.
11.4.2 Rout: Units that rout off the map are out of play for the
remainder of the scenario.
11.5 Victory
If the French activate the 6th Cavalry Division and do not capture
the bridge over the Ligny creek at Mont Potriaux by the end of the
scenario, the Prussians win a marginal victory. For the French to
win there must be no Prussian cavalry on the “French” side of
Ligny Creek at the end of their half of the 7:20PM turn. For the
Prussians to win a major victory they must achieve a two-to-one
ratio in cavalry in good order by the end of the 7:20PM turm, on
the “French” side of Ligny Creek.
11.6 Prussian Deployment
Mont Potriaux (within 8 hexes of its grand farm but on the
“French” side of Ligny Creek):
1st
Cavalry Brigade/ III Korps Reserve Cavalry Major General v. Hobe
Colonel v. Marwitz
7th Uhlanen
8th Uhlanen
6pdr. Reitende Batteries #19 (III Kcorps Artillery)
2nd
Cavalry Brigade Colonel v. Lottum
7th Dragoons
9th Hussars
5th Uhlans
6pdr. Reitende Batteries #18 (III Kcorps Artillery)
9th
Brigade/ III Korps (part) General von Borcke
30th Regiment der Infantrie (1st & 2nd Battalions only)
11.7 Deployment French (set up first, move
first)
Ligny (Place General Hulot in the center of a triangle formed by
Ligny village, the farm at Mont Potriaux, and a point along the
Fleurus/Pont du Jour highway that is equidistant from them. His
division begins within two hexes of his leader counter.):
14th
Infantry Division/IV Corps (part): General of Brigade, l’Baron Hulot de Mazerny
Régiment de ligne #44 (1st & 2nd btns)
Régiment de ligne #50 (1st & 2nd btns)
9th Légère and 111th Ligne are fighting at Ligny
3rd company/5th Artillery a pied
Boignee (within 15 hexes of the village but within 8 hexes of the
highway):
1st
Reserve Cavalry Corps General of Division Count Pajol
4th
Cavalry Division (part) General of Division Baron Pierre-Benoit Soult
4th Hussars
5th Hussars
1st company/1st Artillery a Cheval
(Note that the 1st Hussars are on detached duty this day and
not present for the battle of Ligny)
Balatre (within 20 hexes of the village but no further than 12 hexes
from the highway):
2nd
Reserve Cavalry Corps General of Division Count Exelmans
9th
Cavalry Division
General of Division Chevalier Stroltz
5th Dragoons
13th Dragoons
15th Dragoons
20th Dragoons
11.8 Reinforcements: French
Ligny (within 7 hexes of the village, upon activation):
6th
Cavalry Division/IV Corps (part) General of Division, Baron Maurin
6th Régiment of Hussars
8th Chassuers a Cheval
12 La Bataille de Ligny
12.0 Scenario 4: LA BATAILLE DE
LIGNY
June 16, 1815 – Historical
This is the Grand Battle scenario and represents the historical
battle. All four maps are used. Use all charts, and rules found in
this update that are not specific to another scenario. The Prussian
player sets up first, and the French player should leave the room
during this time so that the Prussian player can better avail himself
of the “obscured” rules while he sets his units up.
Note that some units are shown as being in different formations
than what is shown on the Organizational Displays that came with
the original game.
12.1 Time
This scenario begins with the 1:00PM turn and ends with the
10:20PM turn. Darkness: starting with the 9:20PM turn, play on all
4 maps will proceed as if a thundershower were taking place on all
four maps. See Weather below
12.2 Victory Conditions
VICTORY CONDITIONS CHART
French Decisive:
No Prussian Infantry in good order (or belonging to a corps not on
Level III, west or north of the old Roman road “Chasse Romain
Ancien/Via Brunhilde,” with at least elements of French cavalry
in Marbais, Marbijoux and Tilly at the end of the game. Or, put
two Prussian Corps on Level III and kill or capture Feldmarshal
Blücher.
French Overwhelming:
Place one Prussian Corps on Level III and one other Prussian Corps
on at least Level II, and control (either occupying each hex or
occupying some, while the remainder are free of enemy units in good
order) Aux Trois Barettes and the chapel of Au Venerable at the end
of the game.
French Victory:
Place one Prussian corps on Morale Level III and control the
following population centers by the end of the game: Fleurus,
Ligny, the Saint-Amands, Wagnelée, and the Moulin de Bussy.
Prussian Victory:
Have at least disputed (have units in good order occupying some
of the hexes therein) control of four of the population centers
mentioned in the previous victory condition, and have no more
than one corps on Level III.
Prussian Overwhelming:
Have disputed (have at least one unit in good order in a so named
dwelling hex) control of at least six of the following population
centers by the end of the game: Fleurus, Ligny, the St. Amands,
Wagnelee, Brye, Sombreffe, Marbais, Mont Portraix, and have no
more than one corps on Level III..
Prussian Decisive:
Kill or capture Napoléon 1er, Empereur of the French.
Note: If at the end of the game a unit cannot move its entire
movement potential without having to enter an enemy Zone of
Influence, then it is considered surrounded. Surrounded units may
not be considered in good order when meeting the victory
conditions above.
12.3 Weather
As per the Weather rule (E6.1).
12.4 Command
As per the Command rule (E5.0).
12.5 Prussian Deployment
Prussians (set up first, move second)
Moulin de Bussy (within two hexes of “the mill”):
The Royal Prussian Army of the Lower Rhine General feldmarschall Fursst Blücher von Wahlstatt
General lieutenant Graf von Gneisenau
General lieutenant Graf Hochberg von Baden
Major General von Grolman
Major Graf von Nostitz ADC
Major Stosch, ADC
Major Friedrich Wilhelm von Brunnech is detached to I Korps
Moulin de Bussy (within five hexes of “the mill”):
I Armee Korps Generallieutenant von Zieten II
Oberstleiutenant von Reiche
I Armee Korps Cavalrie (staff) Generallieutenant von Roeder
1st Kavalrie Brigade/1 Armee Korps
Generalmajor v. Treskow II
2nd Dragoon Regiment
5th Dragoon Regiment is detached to Tombe Ligny
4th Hussar Regiment
3rd Uhlan Regiment
6pdr Reitende Batterie #7 (from I Korps Artillery)
6pdr Reitende Batterie #10 (from I Korps Artillery)
Brye (within 3 hexes of any dwelling hex):
2nd
Kavalrie Brigade/1 Armee Korps Oberstlieutenant v. Lutzow
1st Kurmark Landwehr Kavallrie
2nd Kurmark Landwehr Kavallrie
Westphalan Landwehr Kavallrie
6th Uhlan Regiment is detached to Tombe Ligny
Tombe de Ligny (within 2 hexes):
Major Friedrich Wilhelm von Brunnech (from the Army staff)
5th Dragoon Regiment (from 1st Brigade)
6th Uhlan Regiment (from 3rd Brigade)
6pdr Reitende Batterie #2 (from I Korps Cavalrie)
Moulin de Bussy (within 3 hexes of the “Mill”):
The 2nd
Infantrie Brigade General von Pirch II
6th Infantry Regiment (F, 1st & 2nd btns & Jä det)
28th Infantry Regiment (1st & 2nd Battalions only)
2nd Regiment Westphalian Landwehr (1st, 2nd & 3rd btns)
****(the 3rd Battalion begins with 4 increment losses)
St. Amand Le Chateau (in any dwelling or cultivated hex):
I Armee Korps/3rd
Infantrie Brigade 29th Infantry Regiment (1st & 2nd btns & Jä det only)
3rd Regiment Westphalian Landwehr (1st & 2nd btns & its Jä
det)
Silesian Rifle Battalion 1st Company
St. Amand Le Hameau (any dwelling or cultivated hex within one
hex of the crossroads):
I Armee Korps/2th
Infantrie Brigade (part) Infantry Regiment #28 (Fusiiler btn & Jä Det only)
******(the Fusilier btn of 28th begins with 6 increment
losses)
St. Amand La Haye (any dwelling or cultivated hex)::
I Armee Korps/1st Infantrie Brigade (part)
12th Infantry Regiment (Fusilier, 1st & 2nd btns & Jä det)
2nd Kompanies/Silesian Rifles
3rd Kompanies/Silesian Rifles
3rd Regiment Westphalian Landwehr (3rd btn only) (3rd
Brigade)
St. Amand La Haye/Wagnelee (within 9 hexes of the church in
Wagnelee but within 4 hexes of the northernmost dwelling hex of
St. Amand la Haye, but on the opposite bank of Ligny creek fom
that village):
I Armee Korps/1st Infantrie Brigade (part)
Major General v. Steinmetz
24th Infantry Regiment (F, 1st & 2nd btns)
Clash of Arms Game 13
1st Regiment Westphalian Landwehr (1st, 2nd & 3rd btns & Jä
det)
6pdr Batteries a Fuss #15
Ligny (in any dwelling or cultivated hex associated with the
village):
I Armee Korps/4th
Infantrie Brigade (part) 19th Regiment der Infantrie (Fusilier & 1st btns)
4th Regiment Westphalian Landwehr (1st & 2nd btns & Jäger
det)
3x Cheval de Frise markers
(in the Chateau Ancien):
Silesian Rifle Battalion 4th Company (from 3rd Brigade)
Sart Mollet (within one hex of the chapel):
I Armee Korps/4th
Infantrie Brigade (part) Obersst von Schutter
19th Regiment der Infantrie (2nd btn only)
4th Regiment Westphalian Landwehr (3rd btn only)
6pdr. Batteries a Fuss #7 (from I Korps Artillery)
6pdr. Batteries a Fuss #8 (from I Korps Artillery)
The Heights (within 10 hexes of both the Ancien Chateau de Ligny
and the church of St. Amand le Chateau, but no closer than within
4 hexes of Ligny creek). All batteries start unlimbered.
3rd
Infantrie Brigade (part) General von Jagow
7th Infantry Regiment (F, 1st & 2nd btns)
29th Infantry Regiment (Fusilier Battalion only)
I Armie Korps/Artillerie Reserve (part): General von Holtzendorff
12pdr. Batteries a Fuss #2
12pdr. Batteries a Fuss #9
7pdr. Howitzer Batterie #1
6pdr. Batteries a Fuss #1
6pdr. Batteries a Fuss #3
The Reitende batteries are detached to the Korps cavalrie and
most of the 6pdr fuss batteries to the infantry brigades
Le Trois Barettes/Sombreffe (between these two places and within
two hexes of the high road connecting them, stacked with any
friendly unit):
II Armee Korps Generalmajor von Pirch I
Oberst von Aster ADC
II Armee Korps Kavallrie General von Wahlen-Jurgass
(within 1 hex of Aux Trois Barettes)
1st Kavallrie Brigade, II Armee Korps:
Oberst von Thumen
1st Dragoon Regiment
6th Dragoon Regiment
2nd Uhlan Regiment
(within 1 hex of the chapel of St.Pierre):
2nd
Kavallrie Brigade, II Armee Korps: Oberstleutnant von Sohr
3rd Hussar Regiment
5th Hussar Regiment
(within 2 hexes of the chapel of Tiolet but not west of it):
3rd
Kavallrie Brigade, II Armee Korps:
Oberst von der Schulenburg
4th Kurmark Landwehr Kavallrie
5th Kurmark Landwehr Kavallrie
(within 2 hexes of the chapel of St. Joseph):
II Armee Korps/5th Infantrie Brigade: General Freiherr von Tippelskirch•
2nd Regiment der Infantrie (Fusilier, 1st & 2nd btns & Jä det)
25th Regiment der Infantrie (Fusilier, 1st & 2nd btns & Jä det)
5th Regiment Westphalian Landwehr (1st, 2nd & 3rd btn & Jä
det)
Converged Feld Jäger Kompanie
11th Hussar Regiment
(within two hexes of the Nivelles/Namur high road within 8 hexes
of Aux Trois Barettes but no closer than 2 hexes from it):
II Armee Korps/6th
lnfantrie Brigade: General von Krafft
9th Regiment der Infantrie (Fusilier, 1st & 2nd btns)
26th Regiment der Infantrie (Fusilier, 1st & 2nd btns)
1st Regiment Elbe Landwehr (1st, 2nd & 3rd btn)
II Armee Korps/Reitende Artillerie 6pdr Reitende Batteries #5
6pdr Reitende Batteries #6
6pdr Reitende Batteries #14
au Venerable (on or adjacent to the high road within 6 hexes of the
chapel, 14th Regiment in road column):
II Armee Korps/7th
Infantrie Brigade: General von Brause
14th Regiment der Infantrie (Fusilier, 1st & 2nd btns)
22nd Regiment der Infantrie (Fusilier, 1st & 2nd btns)
2nd Regiment Elbe Landwehr (1st, 2nd & 3rd btn)
Elbe Landwehr Kavallrie
Sombreffe (on the high road in road column but not east of Le Pont
du Jour):
II Armee Korps/8th
Infantrie Brigade: General von Bose
21st Regiment der Infantrie (Fusilier, 1st & 2nd btns)
23rd Regiment der Infantrie (Fusilier, 1st & 2nd btns)
3rd Regiment Elbe Landwehr (1st, 2nd & 3rd btn)
Fuss Artillerie, II Armee Korps: 12pdr. Batteries a Fuss #4
12pdr. Batteries a Fuss #8
6pdr. Batteries a Fuss #5
6pdr. Batteries a Fuss #10
6pdr. Batteries a Fuss #12
6pdr. Batteries a Fuss #34
6pdr. Batteries a Fuss #37
Tongrines (within 5 hexes of the church):
III Armee Korps staff: General lieutenant von Thielemann
Oberst von Clausewitz, ADC
III Armee Korps Kavallrie: General von Hobe
1st Kavallrie Brigade/III Armee Korps
Obersst von Marwitz
7th Uhlan Regiment
8th Uhlan Regiment (According to Hofschroer, in spite of its
name this unit was neither trained in the use of the lance, nor
issued them for this campaign)
Tongrines (within 7 hexes of the town and with 8 hexes of the
Nivelles/Namur highway):
III Armee Korps/9th
Infantrie Brigade: General von Borcke
8th Regiment der Infantrie (Fusilier, 1st & 2nd btns)
30th Regiment der Infantrie (Fusilier, 1st & 2nd btns)
1st Regiment Kurmark Landwehr (1st, 2nd & 3rd btn)
3rd Kurmark Landwehr Kavallrie
Botey (within 4 hexes of the village and within one hex of the
Nivelles/Namur Highway):
2nd
Kavallrie Brigade/III Armee Korps: Obersst von Lottum
7th Dragoons Regiment
9th Hussar Regiment
5th Uhlan Regiment
12.6 Deployment: French
(set up second, move first)
Fleurus (within 5 hexes of the Chateau de la Paix):
14 La Bataille de Ligny
L’ Armée du Nord Napoleon ler, Empereur of the French
Marshal Soult, Duke of Dalmatia
General of Division comte de Bertrand, Grand Marshal of the
Palace
General of Division Lebrun, Duke of Plaisance
General of Division comte de Corbineau
General of Division de La Billarderie, comte de Flahaut
General of Division comte de Ruty
General of Brigade, comte de Charles Huchet de la Bédoyère
Duty Squadrons providing the Emperor’s Escort
consisting of one squadron each from the: General of Division Comte Dejean
Chasseurs à Cheval
Grenadiers à Cheval
Cheveau-Legere Lanciers d’la Garde
Dragons de l’lmperatrice
Gendarmes d’Elite
L’Alouette (within 10 hexes of the farm):
7th
Infantry Division
(from II Corps but attached this day to III Corps):
General of Division Count Girard
11th Régiment Leger (1st & 2nd btns)
Régiment de ligne #82 (1st & 2nd btns)
12th Régiment Leger (1st, 2nd & 3rd btns)
Régiment de ligne #4 (1st & 2nd btns)
3rd Company/2nd Artillery a pied
À Wagnee (within 10 hexes of the South map-edge trails leading to
this town):
III Corps d’Armee: General of Division Vandarnme, comte de Unsebourg
General de Brigade Baron Revest, ADC
2nd Engineer Battalion, 2nd Battalion, (1st & 2nd cie of sappers)
8th
Infantry Division/III Corps: General of Division, Baron Lefol
15th Régiment Leger (1st, 2nd & 3rd btns)
Régiment de ligne #23 (1st, 2nd & 3rd btns)
Régiment de ligne #37 (1st, 2nd & 3rd btns)
Régiment de ligne #64 (1st & 2nd btns)
7th company/6th Artillery a pied
10th
Infantry Division/III Corps: General of Division, Baron Habert
Régiment de ligne #34 (1st, 2nd & 3rd btns)
Régiment de ligne #88 (1st, 2nd & 3rd btns)
Régiment de ligne #22 (1st, 2nd & 3rd btns)
Régiment de ligne #70 (1st & 2nd btns)
2nd Régiment Etranger (one battalion of Swiss)
18th company/2nd Artillery a pied
11th
Infantry Division/III Corps: General of Division, Baron Berthezene
Régiment de ligne #12 (1st & 2nd btns)
Régiment de ligne #56 (1st & 2nd btns)
Régiment de ligne #33 (1st & 2nd btns)
Régiment de ligne #86 (1st & 2nd btns)
17th company/2nd Artillery a pied
III Corps Artillery Reserve 1st company/2nd Artillery Regiment
St. Bernard/L’Alouette (place Domon within the command span of
General Vandamme, and his units within 3 hexes of his counter):
3rd
Cavalry Division/III Corps General of Division, Baron Domon
4th Chasseurs a Cheval
9th Chasseurs a Cheval
12th Chasseurs a Cheval
4th company/2nd Artillery a Cheval
a Wanfersee (within 5 hexes of this road, but within 5 hexes of the
South map-edge):
1st Reserve Cavalry Corps Staff:
General of Division, Count Pajol
4th
Cavalry Division/1st Reserve Cavalry Corps:
General of Division, Baron Soult
4th Hussar Régiment
5th Hussar Régiment
1st company/1st Artillery a Cheval
*Note that the 1st Hussars are on detached duty this day and
not present for the battle of Ligny
5th
Cavalry Division/1st Reserve Cavalry Corps:
General of Division, Baron Subervie
1st Cheveau-Leger Lanciers
2nd Cheveau-Leger Lanciers
11th Chaseurs a Cheval
3rd company/1st Artillery a Cheval
Moulin de Naveau (within 25 hexes, on the S.E. map, and within
10 hexes of its southern mapedge):
Marshal, Le Marquis de Grouchy
General of Brigade, Baron Georges Hippolyte Le Sénécal
(Chief of Staff, Grouchy)
Chef de squadron, Edmond-François de Couliboeuf, Marquis
de Blocqueville
Lt. Colonel Joseph-Marie-Auguste Bella
2nd
Reserve Cavalry Corps Staff General of Division, Count Exelmans
9th
Cavalry Division/2nd
Reserve Cavalry Corps: General of Division, Chevalier Stroltz
5th Régiment of Dragoons
13th Régiment of Dragoons
15th Régiment of Dragoons
20th Régiment of Dragoons
4th company/1st Artillery a Cheval
10th
Cavalry Division/2nd
Reserve Cavalry Corps: General of Division, Baron Chastel
4th Régiment of Dragoons
12th Régiment of Dragoons
14th Régiment of Dragoons
17th Régiment of Dragoons
4th company/4th Artillery a Cheval
12.7 Reinforcements
1:00 PM: PRUSSIAN
Botey (at the eastern map-edge, entering on the Nivelles/Namur
high road):
11th
Infantry Brigade/III Corps: Obersst von Luck
3rd Regiment Kurmark Landwehr (1st, 2nd & 3rd btn)
4th Regiment Kurmark Landwehr (1st, 2nd & 3rd btn)
6th Kurmark Landwehr Kavallrie
FRENCH
Fleurus (within 10 hexes, east of the town, and on the southern
mapedge):
The Armee de Ia Moselle, IV Corps d’Armee: General of Division, Count Gerard
General of Brigade, Chevalier Saint-Remy ADC
2nd Engineer Battalion, 2nd btn, (3rd, 4th & 5th cie of sappers)
12th
Infantry Division/IV Corps:
General of Division, Baron Pecheux
Régiment de ligne #30 (1st, 2nd & 3rd btns)
Régiment de ligne #96 (1st, 2nd & 3rd btns)
Régiment de ligne #63 (1st, 2nd & 3rd btns)
6th Régiment Leger (3rd battalion)
2nd company/5th Artillery a pied
13th
Infantry Division/IV Corps: General of Division, Baron Vichery
Régiment de ligne #59 (1st & 2nd btns)
Régiment de ligne #76 (1st & 2nd btns)
Régiment de ligne #48 (1st & 2nd btns)
Régiment de ligne #69 (1st & 2nd btns)
1st company/5th Artillery a pied
14th
Infantry Division/IV Corps:
Clash of Arms Game 15
In the traitorous absence of General of Division, the Count of
Bourmont
General of Brigade, l’Baron Hulot de Mazerny
9th Régiment Leger (1st & 2nd btns)
Régiment de ligne #111 (1st & 2nd btns)
Régiment de ligne #44 (1st & 2nd btns)
Régiment de ligne #50 (1st & 2nd btns)
3rd company/5th Artillery a pied
IV Corps Artillery Reserve:
4th company/5th Artillery a pied
5th company/5th Artillery a pied
6th Cavalry Division/IV Corps: General of Division, Baron Maurin
6th Régiment of Hussars
8th Chassuers a Cheval
6th Régiment of Dragoons
16th Régiment of Dragoons
3rd company/3rd Artillery a Cheval
Fleurus (between the town and the Moulin de Candre, southern
mapedge)
The Imperial Guard: General of Division, Count Drouot
General of Brigade, Baron Pelet-Clozeau
Old Guard Mounted Band
Genie de la Garde
Marines de la Garde
Division of Grenadiers: General of Division Count Friant
General of Division Count Roguet
1st Grenadiers a pied
2nd Grenadiers a pied
5th Company/Old Guard Artillery a pied
3rd Grenadiers a pied
4th Grenadiers a pied
Auxiliary Company/Line artillery a pied
Division of Chasseurs: General of Division Count Morand
General of Division Count Michel
1st Chasseurs a pied
2nd Chasseurs a pied
6th Company/Old Guard Artillery a pied
3rd Chasseurs a pied
4th Chasseurs a pied
Auxiliary Company/Line artillery a pied
Division of Young Guard: General of Division Count Duhesme
General of Division, Count Barrois
1st Tirailleurs
1st Voltigeurs
Auxiliary Company/Line artillery a pied
3rd Tirailleurs
3rd Voltiguers
Auxiliary Company/Line artillery a pied
Heavy Cavalry Division: General of Division Gount Guyot
Grenadiers a Cheval
3rd Company/Old Guard Artillery a Cheval
Dragons de I’Imperatrice
4th Company/Old Guard Artillery a Cheval
Imperial Guard Artillery Reserve: General of Division Saint-Maurice
General of Brigade Baron Lallemand
1st Companie/Old Guard Artillery a pied
2nd Companie/Old Guard Artillery a pied
3rd Companie/Old Guard Artillery a pied
4th Companie/Old Guard Artillery a pied
1:20 PM: PRUSSIAN
Botey (at the eastern map-edge, entering on the Nivelles/Namur
high road):
12th
Infantry Brigade, III Corps:
Obersst von Stulpnagel
31st Regiment der Infantrie (Fusilier, 1st & 2nd btns)
5th Kurmark Landwehr (1st, 2nd & 3rd btn)
6th Kurmark Landwehr (1st, 2nd & 3rd btn)
FRENCH
Fleurus (within six hexes of any dwelling hex, southern map-edge):
IV Reserve Cavalry Corps: General of Division Count Milhaud
13th
Cavalry Division: General of Division Watier, Count of St.-Alphonse
1st Cuirassier
4th Cuirassier
7th Cuirassier
12th Cuirassier
5th Company, 1st Artillery a cheval
14th
Cavalry Division: General of Division, Baron Delort
5th Cuirassiers
10th Cuirassier
6th Cuirassier
9th Cuirassier
4th company/3rd Artillery a cheval
1:40 PM: PRUSSIAN
Botey (at the eastern map-edge, entering on the Nivelles/Namur
high road):
Artillerie of the III Corps: Obersst Monhaupt
12pdr Batterie a Fuss #7
6pdr Batteries a Fuss #18
6pdr Batteries a Fuss #35
6pdr Reitende Batteries #18
6pdr Reitende Batteries #19
6pdr Reitende Batteries #20
2:00 PM: PRUSSIAN
Botey (at the eastern map-edge, entering on the Nivelles/Namur
high road):
10th
Infantrie Brigade: General v. Krausneck
27th Regiment der Infantrie (Fusilier, 1st & 2nd btns)
2nd Kurmark Landwehr (1st, 2nd & 3rd btn)
FRENCH
Fleurus (within 10 hexes, east of town, on the southern mapedge):
At the start of Command Segment beginning with the 2:00PM turn
but prior to 4:00PM turn, the French player must declare that he is
summoning l’Comte Lobau. The Prussian player will then roll the
dice and consult the table below. Lobau and the VI Corps d’Armee
enter at the indicated time:
VIe Corps d’armée Arrival Time
DICE
ROLL
TURN OF
ENTRY
DICE
ROLL
TURN OF
ENTRY
11 – 14 4:40 PM 43 – 46 7:00 PM
15 – 22 5:00 PM 51 – 54 7:40 PM
23 – 26 5:40 PM 55 – 62 8:20 PM
31 – 34 6:20 PM 63 – 66 9:00 PM
35 – 42 6:40 PM
The VI Corps d’Armee: General of Division Mouton, Count of Lobau
General of Brigade Baron Durrieu
19th
Infantry Division/VI Corps: General of Division Baron Simmer
Régiment de ligne #5 (1st & 2nd btns)
Régiment de ligne #11 (1st, 2nd & 3rd btns)
Régiment de ligne #27 (1st & 2nd btns)
Régiment de ligne #84 (1st & 2nd btns)
1st company/8th Artillery a pied
20th Infantry Division/VI Corps:
16 La Bataille de Ligny
General of Division Baron Jeanin
5th Régiment Leger (1st & 2nd btns)
Régiment de ligne #10 (1st & 2nd btns)
Régiment de ligne #107 (1st & 2nd btns)
2nd company/8th Artillery a pied
21st Infantry Division/VI Corps: General of Division Baron Teste
8th Régiment Leger (1st & 2nd btns)
Régiment de ligne #65 (1st Battalion only)
Régiment de ligne #75 (1st & 2nd btns)
3rd company/8th Artillery a pied
VI Corps Artillery Reserve: 4th company/8th Artillery a pied
Auxiliary Guard Company/Line artillery a cheval
FRENCH
Note: If playing the combined Ligny & Quatre Bras game, and
d’Erlon’s Corps has been rerouted to the Ligny field, skip the
following reinforcement.
On the scheduled turn of arrival, the French player will roll a single
die. On a roll of 1 through 5 this reinforcement arrives at Mellet
(between the hamlets of Mellet and VillersPerwin, on the western
map-edge)
On a roll of 6 (six) this reinforcement arrives instead on the
Nivelles/Namur road, NW map, far NW corner adjacent to the
village of Amyle.
5:00 PM: (at the start of the Command Segment of the 5:00 PM
turn the Prussian player rolls the dice determining the arrival of
Jacquinot’s Division according to the table below. Durutte’s
Division arrives the turn after Jacquinot but at the same entry hex.)
Ier
Corps d’armée Arrival Time
DICE
ROLL
TURN OF
ENTRY
DICE
ROLL
TURN OF
ENTRY
11 – 15 5:00 PM 36 – 45 7:00 PM
16 – 25 5:40 PM 46 – 55 7:20 PM
26 – 35 6:20 PM 56 – 66 7:40 PM
1st Cavalry Division/I Corps d’Armee:
General of Division Baron Jacquinot
7th Regiment of Hussars
3rd Chasseurs a Cheval
3rd Cheveau-Leger Lanciers
4th Cheveau-Leger Lanciers
2nd company/1st Artillery a Cheval
4th
Infantry Division/I Corps d’Armee: General of Division Count Durutte
Régiment de ligne #8 (1st & 2nd btns)
Régiment de ligne #29 (1st & 2nd btns)
Régiment de ligne #85 (1st & 2nd btns)
Régiment de ligne #95 (1st & 2nd btns)
9th company/6th Artillery a pied
13.0 BIBLIOGRAPHY
Hofschröer, Peter. 1815: The Waterloo Campaign. Wellington,his
German Allies and the Battles of Ligny and Quatre-Bras. Greenhill
Books, London. 1998.
Lettow-Vorbeck, Oscar von. Geschicte der Befreiungskrieg. 1813-
15, Napoleons untergang 1815, E.S. Mittler and Son. Berlin, 1904.
Mauduit, Hippolyte de. Les Derniers jours de la Grande Armée,
ou, Souvenirs, documens et correspondance inédite de Napoléon
en 1814 et 1815. Paris, 1847.
Siborne, W. History of the Waterloo Campaign, T. and W. Boone,
London. 1848.
La Bataille de Ligny, Clash of Arms 2016