This is a hex-and-counter wargame of the Waterloo campaign of 16–18 June 1815. You move units across a hex map, attack the enemy, and try to hold the places that score victory points before the turns run out. If you have never played a wargame before, read straight through; it takes about five minutes.
The italic line under the title bar tells you what your side is trying to achieve in that scenario. The right-hand panels show whose turn it is, the objectives and victory points, each army's morale, and a combat log.
| Action | How |
|---|---|
| Select one of your units | Click it |
| Move the selected unit | Click any highlighted blue hex |
| Attack an enemy | In the combat phase, click an enemy outlined in red |
| Confirm the attack | Press Resolve attack |
| Call off the attack | Press Cancel |
| Finish the phase | Press End movement / End combat |
| See what is in a hex | Hover over it and read the Hex panel |
| Pan the map | Drag the board |
| Zoom | The + and − buttons above the board |
| Jump to a battlefield | In the campaign, click a battlefield name in the objectives panel |
Each game turn has four phases, always in this order:
Then the turn number advances, any reinforcements due that turn appear at their map edge, and every unit is free to act again. The header always tells you the current turn, the phase, and whether it is you or your opponent to act.
Every unit is printed with two numbers, strength-movement.
A counter reading 7-4 has 7 combat strength and 4 movement points.
Click a unit and the hexes it can reach are highlighted; click one to move
there.
| Terrain | Foot & artillery | Cavalry & horse artillery |
|---|---|---|
| Clear / field | 1 | 1 |
| Town or village | 1 | 1 |
| Crest (ridge) | 1 | 1 |
| Forest or marsh | 2 | 4 |
| Chateau | 2 | 2 |
| Stream | 3 (extra to cross) | 3 |
| River | Impassable — cross at a bridge only | |
| Along a road | Half cost | |
Attacking is voluntary. In your combat phase, click an enemy unit outlined in red. Every eligible unit of yours adjacent to it automatically joins the attack, and the Attack panel shows the odds.
Odds are your total attacking strength compared with the defender's total
defence, rounded to a column such as 1-2, 1-1,
3-1. Terrain multiplies the defence:
Press Resolve attack and a die is rolled on the Combat Results Table. The column you are using is highlighted live as you stage the attack.
| Die | 1-5 | 1-4 | 1-3 | 1-2 | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Ar | Ar | Dr | Dr | Dr | Dr | Dr | De | De | De |
| 2 | Ar | Ar | Ar | Dr | Dr | Dr | Dr | Dr | De | De |
| 3 | Ae | Ar | Ar | Ar | Dr | Dr | Dr | Dr | Dr | De |
| 4 | Ae | Ae | Ar | Ar | Ar | Dr | Dr | Dr | Dr | Dr |
| 5 | Ae | Ae | Ae | Ar | Ar | Ar | Dr | Dr | Ex | Ex |
| 6 | Ae | Ae | Ae | Ae | Ar | Ar | Ex | Ex | Ex | Ex |
| Result | Meaning |
|---|---|
| Ae | Attacker loses a step |
| Ar | Attacker retreats two hexes (a step is lost instead if it cannot) |
| Ex | Exchange — both sides lose a step |
| Dr | Defender retreats two hexes; you may advance |
| De | Defender loses a step; you may advance |
Better than 6-1 is treated as 6-1; worse than 1-5 is treated as 1-5.
Most units have two steps. The first loss flips them to their reduced side, shown by a white bar across the counter and a lower strength. The second loss removes them from the game.
Victory points are scored for holding objective hexes — marked with a gold star, and listed in the objectives panel with who currently holds each one. Some objectives start under one side's control, so the other side must physically take them.
There are two ways a game ends:
So you lose by running out of time short of your objectives, or by wrecking your own army trying to reach them.
The campaign scenario joins all four battlefields into one board, arranged as they lie in reality, connected by the roads the armies actually marched along. It runs 26 turns.
Be warned: winning both battles of 16 June is not by itself enough to win the campaign. That was rather the point of the original.
The game supports one local save slot. Press Save in the top controls to store the current game in this browser. The status line confirms the scenario and turn that were saved.
Press Load to restore that saved position. Save data remains on the same browser and device; it is not uploaded to Tronsoft or any network service. The loader validates the save format before restoring the position and will reject incompatible or damaged save data rather than loading it silently.
There is no autosave in this release, so save manually before closing or reloading the page. To start over, choose a battle and side and press New game. When a game finishes, Play again restarts the same scenario.
Leaders project command radii. Open the Command & Morale card and choose Show command to see command coverage. Combat formations are rated In Command, Extended, or Out of Command; this affects movement and combat efficiency.
Step losses can disorder or rout formations. Routed units fall back toward friendly lines and cease projecting zones of control. During your Movement phase you may make one Rally formations attempt per turn. Leaders improve the rally chance of nearby formations. The Army Morale display shows the overall condition of each force.
At the end of each full turn, the game records losses, morale, victory points, and any historical operational events. Press Turn report to review the latest completed turn.
Open Campaign at the start of a turn to review army strength, morale, victory points, lines of communication, the campaign timeline and scheduled reinforcements. Choose an army posture: Attack, Defend, March, Reserve, or Withdraw. The posture modifies movement and combat for that army.
Fog of War is optional. When enabled, enemy formations outside friendly observation range are not drawn on the board. Cavalry and leaders observe farther than ordinary formations.
Use Show supply to inspect formation logistics. Selected formations report Supplied, Extended, Low Supply, or Isolated, plus Fresh, Tired, or Exhausted fatigue. Roads, enemy zones of control, battlefield ground conditions, strategic orders, and repeated combat all influence operational endurance.
The Campaign Situation panel also reports turn time, weather, ground, artillery effectiveness, visibility, army supply, and average fatigue.
During Movement, select an available infantry formation to Entrench / Fortify. Select artillery to Prepare artillery. If infantry occupies a bridge hex, the Engineering card also offers bridge damage/destruction or repair when appropriate. Engineering uses that unit's movement order for the phase.
Historical strongpoints can be Intact, Damaged, Breached, or Ruined. Bombardment and successful assaults can reduce their protection. Bridge condition persists and affects both movement and supply tracing.
Choose Show elevation to identify raised and high ground. Hover any hex to see its elevation, fieldworks, strongpoint or bridge condition, and total defensive multiplier.
Open Headquarters and change a corps order in the OOB. In v2.0 the new mission may not take effect immediately. A dispatch is created with an ETA. Open the Dispatches tab to see Sent, En Route, and Delivered orders.
Show Command now draws command links between leaders and formations. A gold marker on a command link indicates an order currently travelling to that formation.
The Campaign screen lets you choose Historical Mode or Variable History. Variable History adds plausible events based on the actual campaign situation. Coalition Coordination summarizes how effectively the Anglo-Allied and Prussian commands are cooperating.
Every scenario opens with a briefing. The AAR button opens the After-Action Report at any time; when the game ends, the final report opens automatically.
Dispatches now move through Sent, En Route, Delivered, and Acknowledged. Headquarters shows delivery and acknowledgment turns, and the OOB includes a Command Summary for formations that are In Command, Extended, Out of Command, or waiting for orders.
When new orders arrive, the main header briefly highlights and the status line identifies the formations affected. Use Log filter to cycle through All, Command, Event, Engineering, and Combat entries.
The AAR now includes formation losses, leaders lost, strongpoint condition, changed bridges, campaign events, and complete dispatch history.
Select a formation and use the Operational Movement card to choose Tactical, Road March, or Forced March. If a formation in Road March or Forced March approaches battle, choose Deploy. Deployment uses the current movement phase and the formation becomes fully Deployed at the next movement phase.
Road March is especially efficient when moving from road hex to road hex but has major attack and defense penalties. Forced March grants extra movement but adds substantially more fatigue and reduces immediate combat effectiveness.
Open Headquarters to issue a posture to an entire formation. Like corps missions, this creates a dispatch and may take time to arrive. Reinforcements enter the battlefield in Road March posture.
Use Road network to emphasize roads and bridges, and Operational reach to display the selected formation's current movement reach.