Waterloo Company Level

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Please Note - this is not the finished product, still a bit more tweaking to do . :p

Company Level Waterloo

A Study In Tactics & Gameplay

By

Marshal Lannes​

[Overview:]

Company Level Waterloo is in short, the most detailed and intricate treatment of the battle that you will ever get. The battle itself was an epic event in military history and it deserves to be played in such a way as to illustrate that fact. The scenario itself at first glance looks alarmingly monstrous and therefore can be easily categorized as a, "Monster game". It takes a little bit of brain adjustment to move here from battalion level but your senses soon begin to adjust and then you are moving around with deft-like nimbleness, and when that happens, you are no longer the lion sizing up a zebra unwilling to risk a prolonged chase, but a blood- spattered mane and muzzle, chomping furiously away at the juicy bone marrow and meatiness of your prize. In essence, you have become a, "Monster Gamer", a rare breed who would not baulk at playing a battle at 1 to 1 scale if it meant that the experience was enhanced to be a more exact physical representation of the Battle of Waterloo. The truth is always in the detail and you get the following with this game scenario.

[ Units:]

Fitting for a " Monster" game , you get a huge amount of units. Every battalion of infantry is now sub-divided into six or more units while cavalry regiments are made up of squadrons, roughly 4 to a regiment and artillery is split into thirds and quarters of whole batteries, called sections containing 1-3 guns, mostly 2. Not convinced that it is huge ,yet; well, adjust that slack-jaw and note that these companies and squadrons can also be divided further into smaller squads or picquets, but generally, it is not necessary to do so. The option just adds to the humungousity of the game. Any nerds out there who want to add up the total count are free to do so. The typical French battalion of six companies is now differentiated into it's component parts, e.g. voltiguers, grenadiers, caribiniers and chasseurs. This obviously adds to the flavouring of the game and the detail is further enhanced by the V2.0 Mod unit pictures. These are a useful play aid as they help to keep similar units together by type, which is especially confusing, when French battalions of different formations have the same company numerical designation.

Having units at Company level creates a new, more detailed and involving experience for the Napoleonic gamer.

1.The Battlefield looks more impressive and realistic with huge numbers of units. Moving a single division with 48+ units lets you feel its power and engages you more in its functionality as you have to keep a more eager eye on its structure of regiments, battalions and of course companies. This awareness makes you interact at 4 different levels of command and so you get a more intense experience of gameplay.You become in tune with the troops at your command and hopefully aware of their potentiality in fighting over time.

2.You always have men on hand to cover a frontage or re-inforce weakened sectors, (even if only a small squad). Weakened or badly depleted units can be used to cover vulnerable artillery. In battalion level , you usually have to sacrifice an entire battalion unit to achieve the same result, even if it is at full strength as nothing else is available.

3. Except Lancers, all cavalry units have a minor fire capability allowing you to stand-off and fire against another cavalry formation of greater strength, wherein a melee assault would be disastrous or against infantry when charging is impractible.

4.Company level allows you to dress your lines in a more relaxed and realistic fashion, so that you can engage in prolonged musketry duels and therefore make finer adjustments to your positioning either in attack or defence. The 6 unit battalion presents you with a higher number of facing and concentration abilities making for a greater tactical opportunism to exploit. You always have the flexibility to cover all angles of enemy threat.

5. Routing is now less devastating in overall terms. There is nothing more irritating than a mass battalion rout leavin a line completely imbalanced; although fun for your opponent, it feels too sharp and clinical and unforgiving at battalion level. Company level redresses this imbalance by limiting it's overall effect. Sure, at Company level, you can still have a lot of routing, but large areas of your line are not swept clean within a single time period - you still have fresh rear units left to continue firing until they too are encouraged to break. In short , you do not experience blitz warfare which was not the general condition of the Napoleonic musketry duel - dribs and drabs of men would fall back but untested companies would continue to contest ground, encouraged by officers, until they too were overwhelmed. In which case you have the ability to gauge and react with reinforcements or not. The one or two move, shoot and melee or shoot and shoot is replaced by 5 or 6 rounds of musketry and a melee or more shooting. You get to savour a musketry duel and understand better, the feeling of Napoleonic line warfare.

6.Cavalry battles are now longer and more uncertain as you have a lot more units to rout or destroy. The Wham, bam, thank you maam attitude is replaced by individual charges and counter-charges on a near continual basis. You may be successful in some but lose in others. Cavalry against cavalry fighting was very messy and was composed of many individual melees and battalion level is unable to mimic this and of course, your mettle as a cavalry commander is tested as you have to measure lots of individual results rather than one grand bash. Apart from that, mistakes are more readily forgiven because of the number of units , unless of course , you make too many.

7. Artillery subdivided into sections enhances the gameplay experience by, allowing you to easily micro-manage. The typical 8 gun battery is now composed of 4 individual 2 - gun units. These can be kept together or spread out to give additional firepower wherever you like. Probably the most important advantage of sub-division is that you no longer have to suffer the iniquity of having your battery attacked and destroyed from the flank or rear. At Company level you can turn 2 or more guns to face a potential threat from any direction. You also will not suffer the complete destruction of your battery as in battalion level with a single attack as now 4 separate units have to be destroyed to achieve the same effect and that is rare.
Apart from that , because of the increased gun availability , you get to experience or give a good pounding and so in consequence- you will begin to feel the resonance and performance of the artillery arm on a Napoleonic battlefield. You get to feel what it is like to be constantly under fire as was the case historically. Units had to stand and take fire for long periods of time and so do you - it is a welcome relief to move forward into a valley or engage rather than just standing about. You can't get more realistic than that. Having guns that fire from a 32 or 48 hex distance also negates the sneaky tactic of covering your troops in low ground as it is much harder to evaluate safety zones with the higher unit count and distance.

8. Your Infantry units have a firepower range of 6 hexes, (specialist units go up to 9). Because of the distance, you are less susceptible to lightning melee assaults by opposing infantry. Naturally, gameplay becomes more balanced and makes you feel a greater level of control and contribution in your minute tactical placements.

9. There is of course, a slight anomaly in the fact that companies can form their own squares. I personally override this by introducing my own rule , that if a single company feels threatened enough to go into square, then the other 5 remaining units of the battalion automatically have to do so too. There is the proviso obviously that excludes those in covered terrain from doing so and also those that are disordered cannot anyhow. It works surprisingly well and should encourage you to keep battalion formations together, which is their natural state. You can also opt for a regimental rectangle , which is more realistic, but ineffective in emergency situations as it takes too long to form.

10. The integral balance between the opposing forces seems to be more consistent with what happened historically. By that , I mean , that two opponents of equal intellect will be able to portray the battle within a realistic modality of outcome. It is difficult for the French to win outright , and that is as it should be. There is however, a capacity for an unexpected French victory which has to be worked hard for and earned. An easy battle is not on the cards, unless of course, you are a military genius..........Company level gives you more options to consider without any swift outcomes so imbalanced results are ironed out. Tactical skill in spacing and timing give a richer, more relaxed and flexible feel to your gameplay. There are no quick results to your attacks, so forcing you to think harder and of course, show greater skill which is the hallmark of a good player and general; and naturally gives a great game experience, except for your opponent. Quelle domage !

[Terrain:]

The game map is scaled at roughly 30 metres per hex and includes all the standard focal points in relation to the Battle of Waterloo, but where it stands out is in the representation of the key battle objectives. No longer do you have to be subjected to a one hex assault giving you easy possession of a historic building. Now you have to fight hard for overall control of it. The, I hop in you hop out methodology is gone, to be replaced with, I have made a melee assault and taken a small part of Hougomont or La Haye Sainte but I now have to fight hard to take the other 5 to 8 hexes to gain ownership. You have to realistically slowly push out the defenders and hope to hold it as long as possible while the defender is pouring in reinforcements and you are pushing in more to attack, and so it becomes a see-saw engagement which is more historical and realistic. Sunken lanes and ridge- lines and embankments are longer and more problematic and although not a major impedance, can be useful in slowing an attack or disordering your opponent. The woods south of the Chateau of Hougomont become a major pain as they are expansive and take quite a while just to clear out a moderate defence. You feel a sense of elation when you clear them simply because they are a substantial obstacle and prevent you from flanking , just as they were historically. In fact with enemy reinforcements, they could break your back. Even when you have cleared them, there is still the Chateau to take and the northern orchard, the walled garden and sunken lane and the open-ground enclosure to the east which is swept by allied guns from the main ridge line. Your task, In short , becomes just as you would read in a good tactical description of the French attack on Hougomont. Terrain becomes a factor in victory, rather than being just a feature. With the V2.0 Mod, it looks pretty cool too and the greener colouration is more pleasing to the eye, especially as the game is extremely long to play. No kidding ! Also the fact that you have to march a fair distance just to get to grips with your opponent, accurately reflects the actual situation on the ground for the troops. In historical terms - the French had to march under constant artillery fire until they finally reached musketry range - you now have to time an assault and commit to it and add reserves and be aware of the time it takes to move distances. Your success is crucial in this respect and so gives the game a subtle layer of movement dynamic which if ignored , is sometimes fatal.

[Timescale:]

There are 132 turns in the scenario giving you 5 minute turns or if you start at 9.00am, 150 turns. The 5 minute turn treatment or as I like to call it, tempo , has some interesting qualities which enhance gameplay no-end. The smaller timescale is more forgiving of small mistakes or errors in positioning, you are given a much more relaxed gameplay experience to make minute or huge manouvers. You get to experience the initial slow build up of large formations first moving into position, then deploying and then finally engaging the enemy at close quarters. You have to pre-plan attacks ahead of their actual impact and be aware of the time it takes to move troops to critical points. You have to locate reserves ahead of time to deal with the potentiality of threat rather than an existing one. You have to think ahead of pre-existing nuance and by doing so, make your mark as a intuitive and composed commander of an army, able to not only understand the mechanics of battle, but also the creative whole. Napoleon was a great general not only because he was aware of terrain and his and opponents' abilities. He also understood the importance of time. " I can lose a division, but I cannot lose one minute of time". In Company Level Waterloo - Time can kill you, if you don't make it work for you !


[AAR. Report:] Part 1.

The following AAR Report is taken from the French point of view and may or may not be a 100% accurate representation of my style of play. It is primarily a display piece to give an idea of gameplay and of course, promote an otherwise gem of a game. It is played on the assumption of base optimality and feasibility of Allied positioning and so will reflect what was realistic and feasible on Wellington's part, i.e. Wellington is fighting a defensive , holding action unless presented with local superiority , in which case, only minor taking of French ground will be permissible to stabilize the line until the Prussians arrive. Once they are heavily winning against the French, a more aggressive stance will be permissible.........naturally, there will be no bias in my treatment... Vive L' Empereur ! A Bas les Anglais !

The Battle Of Waterloo 18th June ...................................................................................................................................1815.

Staff Meeting : Le Caillou - 11.00AM. Napoleon - " Soult !, Drout ! , Ney ! "
- " Sire !"
Napoleon - " Here are the new Battle Orders ! " Today we give France a great Victory. "
Napoleon -" Soult ! ", " Yes Sire ", " Drout ! ", " My Guns are ready, Sire " ," Ney ! " ," Wellington will return to England with only his horse and breeches ".
Napoleon - " Good !, let us begin. It would be impolite to keep our English Lord waiting any longer ". Napoleon buttons his coat and puts on his hat and steps outside.
Caulaincourt - " The sun has broken through the clouds at last ". Napoleon looks up and sees the last remnants of grey cloud drifting slowly north. The panorama of massed formations of his troops become bathed in golden light. Nature's herald is announcing the start of the momentous event to come; an event that will be remembered and written about, of the passing into History of a man who exceeded the limits of glory; who became in a short time, a new Alexander , a man whose name became Legend, even in defeat.
"Napoleone Buonaparte".

11.15am. Boom ! One of Bachelu's Divisional artillery pieces fires into the centre of the allied line. The noise is slowly enhanced by sporadic firing of artillery pieces from both sides. The whistling sound of cannonballs and reverberations of gun muzzles are then intermingled with the sound of trumpets and drums and shouted orders. The French are beginning to move forward. It is still awhile before the tramping of feet and hoof outdo the other noises of battle and so Wellington's men wait anxiously for such noise to grow as then it will be the only noise they hear.

General Durutte's Battle Orders : You are to take your 4th Infantry Division and immediately assault the farmhouse complexes of Papelotte and La Haye and sieze hold of the hamlet of Smohain and also ascertain if any allied forces are in the vicinity of the Chateau of Frischermont. You are required to engage and push back any cavalry formations that you find and by so doing, protect the eastern flank of our army. I also entrust you with co-operation with the main assault on the allied line with the rest of the 1st Corps , to which , you will provide at least one brigade. His majesty has given you the additional command of the 1st Cavalry Division and further regiments of cavalry and guns will be sent to you upon request and availability. Marechal Soult, Chief Of Staff.

Strength : Durutte's 4th Infantry Division. Jacquinot's 1st Cavalry Division.
8th Line Regt. ( Colonel Ruelle - 890 men). 7th Hussar Regt. ( Marbot - 404men).
29th Line Regt. ( Colonel Rousselot - 1140 men). 3rd Chasseurs Regt. ( Lawoe -(404men).
95th Line Regt. ( Colonel Gamier - 1092 men). 3rd Lancer Regt. ( Martigue -400men).
85th Line Regt. ( Colonel Masson - 624 men ). 4th Lancer Regt. ( Bro - 300men).
Artillery - Bourgeois - 8 Guns. Artillery - 4 Guns.

Map 1.


An Allied gun battery opens fire on Durutte's men as they march along the track to Smohain.To their left, more allied guns are firing but as yet have failed to find their mark and inflict miniscule losses because of distance. Durutte orders the 2nd brigade off the track to allow the artillery to pass quickly and temper further loss , however slight. Marbot's 1st squadron of hussars have run off a group of Dutch-Belgian skirmishers attempting to occupy the Chateau of Frischermont. It is not defended and is therefore ignored.

Map 2.


Map 3.


Map 4.


Map 5.


Map 6.


Map 7.


Map 8.


Map 9.


Map 10.


Strategy Outline. A successful attack on the farmhouses is in my opinion, a significant pre-cursor to winning the battle as a whole. You can in fact use the measure of your success here as a barometer of how the battle will pan out, in it's first half anyhow. It is going to be the first clash of close arms on the battlefield and so will give you a good indication of the mettle of your opponent.The Allied player, (Wellington), will be exposing his tactical mind-set and showing in no uncertain terms, what sort of a player he is and that is worth it's weight in gold. There is no room for trickery here as 2 objective hexes are up for grabs and of course the dishonour of early defeat and loss of tactical momentum. The farmhouses untaken, give the allied player free range to interfere with the French right flank and that should not be allowed.The situation should be reversed. Apart from that, you are pushing away the flank of the enemy from linking up with the Prussians when they eventually arrive. Let the Prussians fight for ground rather than just strolling in to link up with Wellington. On the assumption that the allied player is aware of this fact; what can you readily expect; well, the farmhouses are defended by a single brigade of Dutch- Belgians of quite good quality and morale and can cause problems if handled effectively and if you give them too little to worry about. It is almost a given that Vivian's cavalry brigade will assist them, not only for the simple reason that they are the closest allied forces, but on the fact that Jacquinot's Cavalry Division, if given free range behind Smohain; will quite happily cut to pieces any infantry routers and will naturally go for the only allied gun battery in this sector, i.e . Stievnarr's guns. It is almost a textbook situation and so because of this fact, you can make it work for you and against your opponent. An attempt to take on all defensive points at once leads to heavy loss and should be avoided, especially if both allied cavalry brigades are committed. Since the French have a superiority in artillery and can easily add more from nearby horse batteries- make good use of them to prevent enemy movement beyond the relatively safe environs of the farmhouse complexes themselves. Do not be surprised if the allied player sets up a defensive cavalry screen 4 hexes beyond the right-hand branch of the Smohain brook extending north-east as the option of using his 4 hex carbine fire range is available but more importantly, any attempt by the French player to cross over, will meet with an enhanced strength cavalry charge , while the French horsemen are crippled by a lower, disordered melee strength. Subtle but deadly, until of course, Smohain is cleared and then infantry and artillery can be used to move them on. The Smohain brook and the embankment to the west look deceptively innocuous but should be factored in to French plans for early success.The use of all three arms should make things go smoothly enough but a sneaky and good usage of the allied cavalry could cause real headaches for the French player, and that is why I always bolster my cavalry with a Cuirassier regiment , just in case.
 
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Part 2. Attack on Hougomont. 11.15am - 1.15pm.

General Jerome Bonaparte's Battle Orders : It is his Majesty's wish that your 6th Infantry Division move at once to invest the Chateau of Goumont. You are to clear the woods of the enemy and engage in full, any allied troops before you. You will be assisted by the 2nd Cavalry Division and on approval of Count Reille, Foy's Infantry. It is his majesty's wish to bring into battle as many of Wellington's reserves as possible so as to weaken his centre. You are to immediately inform his majesty of any enemy movement from the direction of Braine l'Alleud. Marechal Soult, Chief of Staff.


Strength : Jerome's 6th Infantry Division. Pire's 2nd Cavalry Division.
1st Leger Regt. ( Col Despans - 1622 men). 6th Chasseurs Regt. ( Fandouas - 500 men ).
2nd Leger Regt. ( Col Maigros - 2247 men). 1st Chasseurs Regt. ( Simoneau - 500 men ).
1st Line Regt. ( Col Comebise - 1736 men). 5th Lancer Regt. ( Jacqueminot - 417 men ).
2nd Line Regt. ( Col Trippe - 1538 men). 6th Lancer Regt. ( Galbois - 400 men ).
Artillery - Genie 5 Co's 400men - 8 Guns. Artillery - 6 Guns.


Allied battery fire is already hitting the forward formations of Bachelu's 5th Division, giving a clear indication of strength and reach, although at the moment it is annoying, it may be prudent to withdraw the forward lines 90 metres to the rear to discourage unnecessary loss.

Map 10.


Map 11.


Map 12.


Map 13.


Map 14.


Map 15.


Map 16.





Strategy Outline : The Battle for Hougomont and it's woods is a very important section of the overall battle. It can lure an unsuspecting French player into a mire of pain and frustration. Historically speaking, the assault was intended by Napoleon to divert Wellington's attention from the main attack of D' Erlon's 1st Corps and attempt to draw more allied re-inforcements from the centre to the right flank. Will history be repeating itself. Admittedly, an early all-out assault looks mighty tempting but you should be aware that eventually the allied force buildup here is quite impressive and there is no end of possible additional support from the main line. A clean sweep attack will definitely encourage a strong response and this could be your undoing, especially as there is a 8 to 10 hours continuation to the end of the battle. You may find yourself on the defensive by mid- afternoon due to heavy losses . If the main assault by D' Erlon fails, you may as well learn to speak German as there will be little to re-inforce this sector. The objective here is to pressure boil the allies, you have to hit hard but efficiently. Always keep sufficient reserves and always use numerical firepower superiority over one area while pinning another. Make Wellington bleed slowly over time as he rushes his forces piecemeal into the grinder. There is no way an allied commander will want to lose Hougomont, so, positioning a few 4 to 6 hex range batteries will blast what is in Hougomont and anything coming to it's defence. Batteries positioned this close only get a fatigue result and rarely lose guns to enemy firepower, so don't be afraid to do it. An attrition battle at medium distance seems to work against it's defenders until they are whittled down enough for a melee assault. As for the woods, in the initial stages , things should be easy but be aware that the situation can change rapidly by an effective allied response. It is more than likely that a whole brigade of Kings German Legion will eventually arrive and they are good quality troops who if positioned in the Hougomomt orchard above the woods, will do bloody execution to your men as they cross disordered into the lane between. Do not be fooled by your superior French numbers as only the first rank company can fire in a single hex, so a battalion of six can match the fire ability of a whole brigade. Initially the French 6th Infantry Division will take at least 50 minutes to get within firing range of Hougomont, so it is best to use this time to make order of your battalions. There is no way you can cut the re-inforcement track to Hougomont itself before the Coldstream Guards arrive there but you can lay claim to an important artillery hex position which must be taken, as it sweeps the re-inforcement road and of course , Mitchell's brigade as it deploys to the west of Hougomont. Mitchell's 4th brigade has the task of keeping the road-track to Hougomont open and presenting a long hedge-row line of muskets against your men. They will be used as a blocking force, while, Wellington (your allied opponent) takes measure of your intentions.This is a great opportunity to pull off a bluff by keeping this unit pinned and making no indication of excessive aggression until you suddenly decide to pounce on the flank and move forward. Your opponent will be lulled into thinking that Mitchell is safe and holding well which means that any re-inforcements are at least delayed or slow in coming up. As for taking on the Coldstream Guards in Hougomont; if you want to try a mad rush at them, go ahead but be warned that you can only melee assault through the north and south gates. Elite allied compamies will decimate your open-terrain infantry at one hex range. You have quite a while to take Hougomont so a whittling down of it's defenders is very wise. In truth, if the allied player want's to keep it out of your hands, he has the men to do it, but falls into denuding his centre which is exactly what Napoleon wants. Fortunately the allies only have one cavalry brigade ( Grant's 5th ), available to cause you grief in this area and it should be neutralised by the early prescence of Pire's 2nd Cavalry Division. Your attacks on them should be sparing as they are good quality and they have more men per squadron. It is best to bring up some horse artillery to encourage heavier losses amongst them. There is unfortunately, only the Niivelles - Mont St Jean road to use for your troops, so make sure that your artillery and some support troops get to the frontline first and then , when the cavalry arrives, get your infantry off the track to allow them to pass quickly through and deal with allied cavalry which will be trying to harass your spearhead units. Supply wagons are unimportant at the early stage but you should always move them forward with every passing turn , (especially as they are slow over open ground). Soye's 2nd brigade should be used as a mobile reserve, i.e. they should be close behind Pire's cavalry for the simple reason that after an hour and a half, Chasse's Dutch-Belgian Division will arrive from the north-west and what it lacks in quality; it more than makes up for in numbers and firepower. Historically , it was used very late in the battle , but in gameplay terms , you can be assured that it will be used to threaten your flank. Soye's men are a match for it and they seem to be susceptible to Dragoon cavalry onslaught. Hint, Hint ! You really have to see what develops as both sides will have to gauge levels of response and reserves in a play of attrition, as a great flanking movement becomes less credible with the increase in involvement of more troops. The fun part for the allied player is the slow increase in his defensive force. Done correctly, it can drive the French player nuts as fresh troops come out of nowhere to save the day, bolster a weak section and keep a stalemate situation going endlessly. A tough but interesting tactical situation, where clever use of reserves makes all the difference. If you were playing at battalion level, you would just have to make one strong melee assault against Hougomont and it's yours. Where is the skill, blood, sweat and tears in that.............? {Company Level Waterloo - separates the military geniuses from the mice ! }
 
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Part 3. The Assault on Picton's Ridge. 1.15pm - 3.15pm.

Count D'Erlon's Battle Orders : You have been given the honour by his majesty of directing the main assault against the Allied left flank. Your First Corps will advance to the opposing ridge and push back all enemy formations until the farmhouse of Mont St.Jean is reached, whereupon you will set up a new gun line to prevent enemy retreat towards the North. Your attack will commence at 1.00pm and is to be supported by Milhaud's 4th Cavalry Corps and attached elements. France expects and entrusts you with her Victory. Marechal Soult, Chief of Staff.

Strength. D' Erlons 1st Corps.

1st Division - Quiot.
54th Line Regt. - ( Charlet) - 1056 men.
28th Line Regt. - ( Senac) - 900 men.
105th Line Regt. - ( Gentry) - 960 men.
55th Line Regt. - ( Monn) -1054 men.
Artillery 8 Guns.
2nd Division - Donzelot.
13 Leger Regt. - (Gougeon ) - 1672 men.
17th Line Regt.- (Guerel ) - 1020 men.
25th Line Regt. - (Galte ) - 974 men.
45th Line Regt - (Chapuset ) - 1020 men.
Artillery 8 Guns.
3rd Division - Marcognet.
19th Line Regt. - ( Trupel ) - 1020 men.
31st Line Regt. ( Rignon) - 1152 men.
46th Line Regt. ( Dupre ) - 1365 men.
21st Line Regt. ( Carre ) - 1026 men.
Artillery 8 Guns.

13th Cav. Division. - St. Alphonse.
4th Cuirassier Regt. - ( Habert ) - 369 men.
7th Cuirassier Regt. - ( Richardot ) - 190 men.
14th Cav. Division. Watier.
5th Cuirassier Regt. - ( Gabert ) - 450 men.
6th Cuirassier Regt. - ( Martin ) - 347 men.
Artillery 6 Guns.

Old Guard Chasseurs Regt. - ( Lallemand ) - 1122 men.
Artillery 6 Guns.

Map 17.

Map 18.

Map 19.

Map 20.

Map21.

Map 22.

Map 23.

Map 24.

Map 25.

Strategy Outline.
 
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Part 4. The Attack on Hougomont 1.45pm - 3.15pm.


Map 26.

Map 27.

Map 28.

Map 29.

Map 30.

Map 31.

Map 32.

Map 33.

Strategic Outline.
 
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Waterloo Company Level Version 1 is abruptly terminated due to technical difficulties... such is Life.......! Marshal Lannes , 19th October 2011. :crosseye:
Like Napoleon, I have been defeated by my own grand ambition. :laugh:
 
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