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Joshua Gottesman
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Waterloo 20 » Forums » Sessions
God is on the side of the biggest battalions - and the best die rolls
First, a quick "boo-hoo." I brought my copy of W20 downstairs and set it by the computer last night so I could write-up this session report, and this morning, I see that my cat who likes to chew on plastic (and no, I have no idea why) has severely lacerated the ziplock bag. Thankfully the components look fine.

This was my first time through in W20, I played it solo, and I think it would have played very quickly if I had not been writing down everything. It was a fun game, which could have gone either way....and read on for more. Note that I flip back and forth between British and Anglo-Dutch...so sue me.

Turn 1
The French mostly followed a "jump all over the Prussians" opening that was suggested to me. Also, let me preface this by saying that I initially thought Ligny and Quatre Bras were fortified, which isn't the case, and I resolved Ligny combat this way. I didn't replay it to change things.

The French II went to 0407, III to 0307, IIIc to 0507. The Guard went to 0308 and IV to 0309. IVc goes to 0410, IIc to 0411 and Ic to 0511. Finally, I went to 0405. It could be attacked by the British 1st if they wanted the woods, however it wouldn't be a favorable attack. I blew 2 French morale to force march and commit the guard.

The first attack was II, III and IIIc vs. the Prussian I Corps. It was a 6-3 attack (+3), I decided on no reserves. The die roll was a 4 (DR) and the rout roll a 5! The I Corps retreated to 0508 (a hazard) and promptly broke, losing one morale for the Allies, gaining 1 for France. The IIIc advanced to 0409 and then 0508, and the III advanced into 0408, I didn't move in II as I want it to move west. Ligny was now surrounded, and the Guard, IV and IVc attacked. The Prussians committed reseves to reduce the attack to +3. It didn't help much. the die roll was 5, for DR, and the rout roll was 4. The Corps retreated to 0509 and survived, then to 0610, 0710 and 0711. French morale increased by 1. The IVc pursued to 0409 and 0509 and the Guard occupied Ligny.

Finally, the IIc and Ic did a soak-off attack on the Prussian II Corps. The French commit reserves to make it a 3-2 attack and roll a 6 for yet another DR result. The II Corps immediately breaks in 0611 and the IIc advances to 0510 and 0611. The Allies are decidedly short on units!

On the Allied turn, the random event is According to Plan, or no effect. The British I Corps goes to Quatre Bras, the RES to 0705, and the Prussian II Corps recovers from rout. At the end of the turn, French Morale is 7, Allied Morale is 3. This could be a quick game!

Turn 2
As if things weren't tough enough for the Allies, the French random event is Esprit de Corps and the French roll a 5 to increase morale one more. This makes it an easy call to spend that point on a force march. The Ic goes to 0812, IIc to 0710. IVc circles the forest to get to 0810 and surround the Prussian II Corps. IIIc heads to 0807, III to 0706, II to 0605, I to 0603, VI enters at 0104 and heads to 0405, the Guard goes to 0607 and IV to 0412.

The 3 cavalry corps attack the Prussian II Corps at +0 and neither side commits reserves. The French probably could have, and the Allies didn't really have the points to spare. The die roll was 3 - Stalemate. The II Corps survives, although surrounded.

The II and III attack the British RES at +3. Again, no reserves committed, and again the micro-die likes the French with a 6, breaking the RES! The French gain more morale, the Allies lose morale and now only have 2 units on the map!

On the allied turn, the random event is Coordination, which has no effect. Neither Allied unit moves. All 3 French cavalry corps counter-charge the Prussian II Corps to give a +3 attack and disaster strikes as a 1 is rolled for an Exchange! All 4 units are eliminated, however the net effect is +2 morale for the Allies and -2 for the French. And now the Allies are down to 1 unit on the board!

At the end of the turn, French morale is 6, and despite the grim situation, Allied morale is up to 4.

Turn 3
Night brings a respite from the fighting. The French random event is Intelligence Gathering, which has no effect. The French attempt to rally their forces. Needing cavalry, they spend a morale point to add 1 to the die roll. The Ic rolls a 1 and is still eliminated. The IIc rolls a 2 and stays broken. The IIIc also rolls a 1 and is permanently eliminated. Right now the dice are working against the French.

I moves to 0703, II to 0705, III to 0807, VI to 0605, the Guard to 0706 and IIIc to 0907. The French lose 1 morale for the Allies holding Quatre Bras.

The I didn't make note of the allied randome event, I'll assume it was something that had no effect. The Allies attempt to rally units, spending 1 morale point to add 1 to the Prussian rolls. The RES Corps rolls a 2 and is eliminated. The Prussian I rolls a 5 and returns to the map at 2012. The Prussian II and III roll a 2 and 3 respectively and remain broken.

The Anglo-Dutch I Corps retreats from Quatre Bras to Genappe (0904) and the recreated Prussian I Corps moves to 1911.The Prussian IV Corps enters at 1812 and Uxbridge come in at 0801 and moves to 0802.

At then end of the night, Allied morale is 5, French is 4.

Turn 4
The French random event it Threatening Weather, and the roll si 4 for no effect.The advance continues with IIIc racing to 1208, III to 1008, IV to 0611, I to 0702, VI to 0804, II to 0805 and the Guard to 0905, spending 1 morale point to commit. Uxbridge disengages to 0901, not wanting to risk any elimination in combat when the Allies are so short on units.

II, VI and the Guard attack the British I Corps at 9-5 (British get +1 for the town). The Anglo-Dutch commit reserves to reduce it to a +3 attack and reduce the chances of breaking. Its a non-issue as the roll is 1, which is an exchange in either case. The I Corps is elimated and the French eliminate both the VI and the III to avoid losing the guard. The net effect is -1 French morale and +1 Allied. The Guard advances to Genappe.

On the Allied turn, the Random Event is According to Plan, for no effect. The Prussian I goes to 1811, the Prussian IV to 1611. Uxbridge moves to 1103 and the Anglo-Dutch II Corps enters at 1001 and moves to 1002. This is a lull for the Allies, gaining them 1 morale.

Both sides are running out of units (4 Allied with 11 SP, 5 French with 12 SP on the board) and the French are running out of morale! At the end of the turn, Allied morale is 6, French is 2!

Turn 5
The French random event is Vive la France, allowing an immediate rally attempt. With morale at 2, the French don't risk dropping it to 1 for +1 on the die roll. And it doesn't matter as the Gods of Fate smile upon France, and the micro-die comes up 5 thee times in a row, and the IIc, II and VI all return to the map! VI enters at 0106 and moves to 0208. IIc enters at 0104 and speeds down the road to 0405. II enters 2nd in line at 0104 and moves to 0205. The IV heads to 0810, III to 1207, IIIc to 1406. The Guard and I Corps hold in place. There is no combat, and the French gain a desperately needed morale point with a lull.

The Allied random event is Esprit de Corps and the micro-die produces another 5 to gain them +1 morale. The Prussian IV corps goes to 1410 and the Prussian I Corps to 1710. Uxbridge heads to 1503 and the Anglo-Dutch II Corps to 1202. Its a lull, and Allied morale is too high to take advantage of it. End of turn morale is 7 for the Allies and 3 for the French.

Turn 6
The Allies still only have 4 units on the board, and now the French have 8. The French random event is Vive L'Empereur, and since there are no units left to rally, they take the free force march. The Guard heads to 1204, I to 1002, IIc to 0904, II to 0605, VI to 0509, IV to 1109, IIc to 1704 and III to 1406. There's no combat, and also no morale gain because of the force march.

The Allied event is Coordination Crisis, which has no effect with so few units. The Prussian I Corps moves into Wavre (1709), the Prussian IV to 1409. The Anglo-Dutch II digs in inside Hougomont (1502) and Uxbridge moves to 1703 to attack the French IIIc at +1 and commits reserves for a +2. French morale is still too low to risk committing reserves. The dice are cruel to the Allies, as a 2 comes up resulting in yet another exchange, and both units are eliminated. As I am writing this, I realize I made a mistake. I took 1 morale from each side, when it should have been a net effect of 0 (-1 for having a unit broken, +1 for breaking an enemy unit). I suspect this would not have changed the final result, just delayed it.

With my version of the result, the end of turn morale was 5 for the Allies and 2 for the French!

Turn 7
The French random event is a no-effect According to Plan. The IV holds in 1109, the VI heads to 0708, the II to 1607, the Guard to 1405, I to 1202, IIc to 1303 and II to 0904. The French take advantage of the lull to gain a morale point.

The Allied event is Rally to 'Old Forward' allowing a rally attempt for the Prussians and the Allies spend a morale point to gain +1 on the die roll. The Prussian II Corps rolls a 5 and rallies, the III rolls a 2+1 = 3 and remains broken.

The Prussian II enters at 2012 and moves to 1911. The Prussian I Corps heads to 1707 and other Allied units hold. The Prussian I Corps attacks the French III at 3-2 and neither side commits reserves, so its a +1 battle. The die roll is a 3, DW, and the French III retreats to 1506. The Prussian elect not to give up the woods and don't advance.

End of turn morale is 4 for the Allies, 3 for the French.

Turn 8
Again, night falls over the battlefield. The French draw an Esprit de Corps and roll a 3 for no effect. VI moves to 0807, IV holds in 1109, II moves to 1103, IV holds at 1506, the Guard moves to 1504, I to 1302 and IIc to 1404. The IIc attempts to rally and rolls a 4 for no effect.

The Allied event is again Coordination Crisis, which is really a "no effect." The Prussian II movs to 1811, the I to 1607. The Prussian IV holds at 1409 and the Anglo-Dutch II stays holed up in Hougomont.

On the rally attempts, the Anglo-Dutch spend 1 moreal point. The Prussian III rolls a 4 and stays broken. The Anglo Dutch roll a 4 for the I Corps and the +1 rallies the powerful unit in 2003. Uxbridge rolls a 2+1 = 3 and remains broken. Spending that 1 morale made a big difference here!

As dawn breaks, Allied morale is 5, French is 4.

Turn 9
The French random event is Sacre Bleu!, which is no effect. The French resume the offensive, sending VI to 1009, IV to 1208, IIc to 1606, IG to 1503, I to 1402, II to 1403. Committing the Guard costs the French a morale point.

The III and IIc attack the Prussian I Corps at +0 and neither side commits the reserves. The die roll is a 2 for AW and the IIc retreats to 1505, the II to 1406.

I, II and the Guard assault Hougomont for a 10-5 attack, so committing reserves is pointless. The roll is 3 for DR, and the rout die roll is 5 (-1 for Hougomont) for 4 hexes. The Anglo-Dutch II retreats to 1602 and survives, then to 1701, 1801 and 1901. The French I occupies Hougomont and the Allies lose a morale point.

The Allied Event is Threatening Weather, and a die roll of 4 results in no effect. The British I Corps moves into Waterloo (1702), the Prussian II to 1710, the Prussian I to 1705 and the Prussian IV to 1508 while the Anglo-Dutch II rallies.

In a clash of elite units, the British I Corps attacks the Guard at +0, and reserves are committed to raise it to +1. The French do not commit reserves. In a big anti-climax, the roll is 2 for a stalemate.

At the end of turn, the Allied morale remains 5 and the French 4.

Turn 10
The French random event is Esprit de Corps and a die roll of 6 gives a morale point. The I heads to 1602, the II to 1604, the IIc to 1703, III to 1505, IV to 1407, and VI to 1208. The Guard does not move, and since it didn't move into a position where it could do combat, can fight without spending a morale point.

The I, IIc and Guard attack the British I in Waterloo at 8-5 for +3. The French commit reserves to raise it to +4 and the Allies do not. The roll is 5 for a DB! The I Corps dies again! IIc advances into Waterloo.

The Allied random event is According to Plan. The British II moves to 1802, the Prussian I to 1804, Prussian II to Wavre, Prussian IV to 1707. The French IIc disengages from Waterloo back to Hougomont (having to move through a French unit).

End of turn morale is 5 for the French, 2 for the Allies. Note: That's what my notes say, it seems to me it should be 4 for the Allies. 5 from last turn -1 for the loss of the I Corps.

Turn 11
The French event is Threatening Weather and a roll of 4 is no effect. The Guard heads to Waterloo, I to 1701. A force march takes II to 1706, III to 1607, IV to 1608 and VI to 1508. IIc heads to 1504. The I and the Guard hit the Anglo-Dutch II Corps at 7-4, or +3 and no reserves are committed. the roll is 5 for DR, and the rout roll is 6, which breaks the unit as it must retreat off-map. I advances to 1802.

The II, III and IV all assault the Prussian IV at 7-4 or +3. French commit the reserves for a +4 attack and the roll is 6 for DB, eliminating the Prussian IV reducing Allied morale to 0! The French Win!

Aftermath
Okay, I may have screwed up Allied morale. Maybe the French didn't win. And the Allied position was untenable. Waterloo had fallen and there were only a couple of Prussian units left on the map. It seems likely that at least one would have been swept aside on turn 12 and both British LOC hexes occupied. This would have taken care of the last 2 morale points in any case.

It was a near run thing. While overall the dice and events seemed to favor the French, the 2 exchanges where the French lost multiple units almost cost them the game. Without the writing time, the game would have played very quickly (I find it hard to see it going over 90 minutes, if that) and I think that, despite the low unit density, that results were reasonably historically accurate.

Well done, VPG!
RHP
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Norcross
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Thanks for this write-up of a solo-play! I've got this game on my wishlist and this helps me to move it up higher for next purchase not only for the solo play possibilities, but for the low-counter density as I introduce my sons to the wargaming arena!
Steve Carey
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That was an excellent report for a 1st session - you really captured the Fun, Flavor, and Fluidity of the system very well!
Brad
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I think the Fortified Ligny error must be common. I did the same thing my first play. The map symbols for objectives and fortifications are obvious to the trained eye, but for the newbie, they just look about the same.
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