WATERLOO Tournament Rules and Clarifications

Revised July 19, 2016. Home

WATERLOO Tournament Rules

1. Second edition rules are in effect.

2. The 10 sided die Combat Results Table (CRT) is the default for game use unless both players agree to use the old 6 sided CRT.

3. A 7 PM turn has been added to each day and June 20th has been deleted. The game length is 28 turns – 16 to 19 June.

4. Prussian and Anglo-Allied units may not stack together nor attack the same French units(s). Prussian and Anglo-Allied units in different stacks may attack different French units that are stacked together.

5. Prussian and Anglo-Allied units may move through each other with no penalty.

6. Combat retreats that result in Prussian and Anglo-Allied units being stacked together (only permissible retreat route) are allowed but the PAA player must unstack them during their movement phase.

7. In a rare situation as described below, Prussian and Anglo-Allied units may attack a single French unit. This situation could theoretically occur when Prussian and Anglo-Allied units are both adjacent to a single French unit and cannot move due to French ZOCs. They can only attack the same French unit if there is no other legal way to resolve the attack.

8. If an attack or French exit of units off the board results in all PAA units being eliminated/defected, then this is considered a French victory.

WATERLOO Rule Clarifications

1. Grid coordinates: Print letters A through WW along the east and west edges of the mapboard. Print numbers 1 through 57 along the north and south edges. Start row A in the northeast and northwest corners. Start row 1 in the southeast corner. Thus, row V bisects Nivelles and St. Gery; row 27 bisects Wavre and Quatre Bras; Waterloo is E-43, Nivelles is V-38, Quatre Bras is X-27, and Fleurus is JJ-13.

2. The PAA player enters their units scheduled to arrive that turn in one pile (one on top of the other) on the partial (non-playable) hex on the edge of the board where the designated road enters. Incoming units may not be placed on board directly into enemy zones of control (ZOC). If this 1st road entry (playable) hex is in enemy ZOC or occupied by an enemy unit, the reinforcements may delay entry on that road to a later turn when free of enemy ZOC or enter the next unblocked secondary or primary road as you move clockwise around the board. This is further outlined in the rules under “Order of Appearance”.

3. Units must stop on the first wooded hex they reach, even is the “green” in only on the opposite side of the river.

4. The Headquarters units have no delaying power whatsoever and need not be used in play.

5. Rules governing movement on roads and rivers are independent of the rules governing combat retreats or advances on roads and rivers.

6. No retreat is possible onto a river hex! A river hex by definition contains a river that intersects 2 hex sides (the fact that this hex may also be a road is immaterial). To clarify further: whenever a retreat is called for, a unit must retreat 2 hexes – hexes “1” and “2”. If either hex 1 or 2 is a river hex, the unit is immediately eliminated. There is one specific exception to this rule: If a unit is on a river hex, it may retreat along that river and the 2nd hex may be off the river. However, you cannot retreat off the river in hex 1 and back on it in hex 2. Specifically, the retreat M-25 to L-26 to K-26 is allowed, but M-25 to L-25 to K-26 is not.

7. Any attacking units on river hexes may advance after combat in vacated clear defense hexes even if the defending units were not doubled. Attacking units on river hexes may not advance if the defending unit is also on a river hex. Also any attacking units on slope hexes may advance onto hilltop hexes even in the defending units were not doubled.

8. On the d10 CRT, when a 1/2-Attacker Eliminated result is rolled, eliminated attack factors are rounded up and the surviving attackers DO retreat.

9. The illustrations at the end of the rules outline well permissible road movement through forests. Study the diagrams under “Special Terrain Movement” carefully.

10. Concerning road crossings of rivers, you need not enter or exit the road-bridge hex via the road hex side in order to use the bridge. Thus, movement U-29 to T-30 to S-31 is legal as is U-29 to T-30 to S-30 to R-30 and T-29 to T-30 to T-31 to S-32.

11. A unit defending east of Nivelles is doubled if attacked only from the river hex U38 and the slope hexes U37 or V36 to the north.

12. Some hexes contain a sliver of clear terrain thus allowing movement along/crossing rivers. The following are examples where such movement is allowed: GG11-FF11-EE11-DD12, S38-T37 and DD36-CC37-BB38-AA38-Z38. Also note that units starting at P18 may move to O18 or O19 and continue moving per normal rules due to a s liver of clear terrain north of the river confluence.

13. The map has some ambiguities regarding doubling of hilltop hexes on defense when attacked from certain hexes. The following hexes are doubled when attacked from the noted slope hex: W37-X36, O38-O37, U26-T26, S33-T33 & S36-T35. The following hexes are not doubled when attacked from the noted slope hex: Y25-Z24 & R39-S38.

14. Defection hexes clarification: The DEFECTION section in the Reference Folder of the 2nd edition rules states: “Movement of French units off the board must be done through board edge squares (hexes) between those marked with an X.” French units may exit the game board from hex A46 to the partial primary road hex and from A38 to the secondary partial road hex to satisfy the defection rules.