A PDF of the rules is available through the Help menu. Please note that it may take a little while for your PDF viewer to launch
Before getting to the game interface, you will be prompted to select a board. There are two possibilities:
At the start of a new game, you will be presented with a window to select which game or variant you want to play. You will not be able to change this later in the game.
The possible games and variants are:
All units are placed in their setup locations.
When the game is progressed to the first turn French movement phase, then game pieces that are not in used are removed and the game or variant is locked.
I you play by email, then one of you should select the game or variant, save the game before moving to the French movement phase, and send it off to the other side for validation. Only then should you progress to the next phase.
Use the Turn tracker interface in the menubar. A number of automatic actions are implemented in this module, which heavily depend on the use of that interface.
You can go to the next phase by pressing the + button, or
by pressing Alt-T
. This is the only possible
way of moving the turn marker.
Note: The die-roll pop-up windows may steal focus from the
main window, which means that key-board short-cuts, such as
Alt-T
are not registered. Simply click the main
window to bring that back into focus, and keyboard short cuts will
be registered again.
Reinforcement units arrive at the indicated turn on the edge of the board. The factions must move them on to the board themselves (remember to account for spend MFs).
The Grouchy variant uses a random reinforcement schedule for both factions. This is automatically handled by the module. The module will place a face-down reinforcement chit on each factions OOB. The owning faction may click it to reveal the schedule, but the other faction cannot click it, nor see its value when switch to the that player.
Battles should be declared in a factions movement phase.
The module can automatically calculate odds and resolve combats
via the use of battle markers. To place a battle marker,
select the attacking and defending units and press the
battle marker button () or
Ctrl-X
. This will place markers on the invovled
units that identifiy the battle uniquely.
If the user preference Calculate Odds on battle
declaration is enabled (default), then the module will also
calculate the odds (inluding bonuses and penalties for terrain),
and place an odds marker (e.g., ) on one of the involved units.
The module takes into account terrain of the defender, etc.. In the Advanced game, the opt.imal tactic for each faction is automatically chosen. Important: ranged bombardment does not have the DRM automatically calculated. It is up to the users to adjust the results accordingly by looking up the DRM modified result in the CRT.
Odds can be reduced by right clicking the odds marker and
selecting Reduce (or by Ctrl-L
). Multiple
reductions are possible by repeated use of that command.
If the user preference Resolve battle results
automatically is enabled (default), then in the factions
Combat phase, you can right click the odds marker and
select Resolve (or Ctrl-Y
or button) to
resolve the combat. The module will roll the dice and do the
appropriate calculations, and a replace the odds marker with
a result marker (e.g.
, for example).
The module will not apply the result to the invovled
units. This must be done, according to the rules, by
the factions. If a unit is eliminated as a consequence of the
combat, then the short cut Ctrl-E
or eliminate button
can be used.
The unit is then moved to the factions dead unit pool.
To clear a battle declaration, select one of the involved units
or battle markers, and select Clear (or press
Ctrl-C
) from the context menu. All battles can be
cleared by the button in the
menubar.
The module automatically keeps track of victory conditions.
Do not use the dead pool for units that left the map voluntarily. Those will not count towards a factions VPs. Instead, exited French units should be placed in the dedicated box on the board.
When a unit is eliminated, the current victory conditions are checked automatically. If a sudden death condition has been reached, then a pop-up window will announce the winner. Note, in the Advanced game there are not sudden-death conditions.
On turn "11", a pop-up will show the final results, if no sudden-death condition was reached.
The tutorial of this module plays out a few turns of the Basic Game.
To step through the tutorial, press Page-down
.
On some steps you may need to press the key twice.
This VASSAL module was created from LATEX sources of a Print'n'Play version of the Napoleon at Waterloo game. That (a PDF) can be found at
https://gitlab.com/wargames_tex/dom_tex
where this module, and the sources, can also be found. The PDF can also be found as the rules of this game, available in the Help menu.
This work is 🄯 2024 Christian Holm Christensen, and licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-sa/4.0
or send a letter to