----------------------------------------
Manual for Dr. Peter Turcan's "Waterloo"
by Paperole for TheUnderdogs.org
from the manual for Amiga "Napoleonics"
----------------------------------------
The Battle of Waterloo - 1815
Waterloo: Napoleon's last battle
--------------------------------
The Battle of Waterloo was fought on 18th June 1815. It brought together
three commanders of somewhat different temperament. Napoleon, whose
strategic skill and ability to get his armies moving quickly had already wrong
footed his opponents before the battle started. He had won so many battles
before Waterloo that his mere presence on the battlefield was "worth 40,000
men". Napoleon's tactics were invariably offensive. He always attacked.
Wellington had none of the charisma of Napoleon, a somewhat dry
aristocrat, and showed little affection for his men or even his officers. His
greatest strength was his sound defensive tactics, he used terrain and
concealment to its fullest advantage. He was also unflappable, a great asset as
a commander facing the greatest challenge of his already challenging life.
Thirdly there was Marshal Blucher, the Prussian commander, who had
neither Napoleon's strategic skill nor Wellington's eye for good troop
placement. But what he had got was vital. Blucher was an old warhorse,
popular with his young soldiers, who drove them on, drove them forwards
with gusto. After his humiliating defeat at Ligny two days before Waterloo,
few expected his army to recover and come to the aid of his friend, the Duke
of Wellington.
The campaign of Waterloo started exactly 100 days earlier, with Napoleon's
escape from Elba and dramatic march on Paris. He had been forced to Elba
after a series of titanic battles, and defeats, in 1813 had left him no political
option.
After his escape, the French army dramatically changed sides from the ruling
King back to their old Emperor. However, the rest of Europe was so worried
by his return that he was branded an international outlaw immediately, and
British, Prussian, Russian and other armies were mobilised to move against
him. The other significant allies were far from France, so it was up to the
Anglo-allied army under Wellington and Blucher's Prussians, to meet up in
Belgium and invade France.
Napoleon was far too quick for them. He not only had great energy, but
could instil some of that energy in his ever faithful army. Wellington's
Anglo-allied army and Blucher's Prussians combined would be too powerful a
threat, but Napoleon moved so quickly, and by invading Belgium he all but
got between them before his opponents could rally together. Using his classic
strategy for holding two armies apart, and then defeating them individually,
he moved against the Prussians at Ligny on June 16th, while holding back the
Allies at Quatre Bras. And then he planned to hold back the defeated
Prussians with a powerful section of his army, while the rest routed the Allies,
It was a bold strategy worthy of the master. It so very nearly came off, the
Prussians were mauled at Ligny and Wellington was pushed back from
Quatre Bras.
While Marshal Grouchy, with over 30,000 French troops, pursued the
defeated Prussians, the remaining army of 72,000 men marched down the
road to stop at a ridge facing the village of Mont St Jean. Wellington had
decided to make his stand there. The night of 17th June was appalling.
Terrific rainfall left the whole area knee deep in mud.
Wellington had chosen his site carefully. The ridge would provide shelter for
many of this troops from the worst of the French artillery. The farms at La
Haie Saint, Papelotte and especially Hougoumont would help break up any
French mass attack. Also, the forests to his rear would cover a retreat.
As it happened the French launched a furious assault on Hougoumont,
beginning late morning, at 11.30 am, on June 18th. Napoleon had been ill-
advised to start the battle late, supposedly giving time for the ground to dry
out a bit. Jerome, Napoleon's enthusiastic but not very competent brother,
failed to grasp his masters wish that the attack was largely diversionary, and
<Several lines appear to have been lost at a page break at this point... P.>
Prussians but Grouchy's army. The failure of Grouchy to march towards the
guns he most definitely heard galled the Emperor for years after the battle.
Thirty thousand men were supposed to be pursuing the Prussians, but the
Prussians were here! Where was Grouchy?
The attack of the guards failed, it ran into concealed British guardsmen
(hiding in cornfields) whose withering musket fire cracked even the veterans
of the Guard. The shout of "Le Guard reclu" (the Guard retreats) coincided
with Zieten's corps opening fire on the French line. This debacle and
apparent act of treason (many French troops believing Zieten's men to be
Grouchy's) was too much for even the veteran French army, hard pressed as
it was. Cohesion of the French army snapped. Only the Old Guard, the core
of the Imperial Guard, held firm to the last. Napoleon's famous veterans
protecting both their Emperor, and the retreat of their army, in stubborn
squares. But the battle was lost. Napoleon was persuaded to leave the stricken
field, almost unable to believe the scene before him: his army a panic stricken
mob.
Wellington waived his hat, the "general advance": an order only given at the
end of a battle to a victorious army.
Wellington met Blucher at La Belle Alliance, and agreed that the Prussian
cavalry should lead the pursuit, his own cavalry being much of a spent force.
He turned down Blucher's suggestion that the battle should be named after
La Belle Alliance (a name which would accurately reflect the vital role he and
his Prussians had played). But no. Wellington insisted that it would be named
after the village from which he would write his dispatch. The village of
Waterloo.
Technical Requirements
----------------------
Hardware: Any Archimedes with 1Mb Ram and Risc OS 2.00 or later.
Although the !RunImage file (the main program) is only 145K, once loaded it
de-compresses to 250K, and requires another 200K for working memory. The
WimpSlot setting in the !Run file should not be altered.
The game runs in Mode 12, from the Desktop, and requires a minimum of
160K screen memory. This is the normal setting for most users.
The following files are on the distribution disk:-
!Waterloo The application directory containing...
!Boot !Boot file
!Run !Run file
!RunImage The programme itself
!Sprites File icon and application sprites used by the game.
Getting started
---------------
Make a backup copy of the disk, ensuring that your working disk is write-
enabled. This is required as the game will save data within the !Waterloo
directory.
Note that it is perfectly safe to run Waterloo while other tasks are active.
The game will not destroy any program or data in the Desktop, and simply
suspends any other task while !Waterloo is playing.
!Waterloo can be run in one of two ways.
1) By double clicking on the !Waterloo directory
2) By double clicking on a Waterloo Game Data File (this also loads the
game data and the game itself).
Once the game has loaded a quick historical summary is displayed. To step
through this, either wait a few seconds, or press a key, or click the mouse to
move on.
If the user double-clicked on a game data file no questions will be asked, and
the game will continue from the point that it was saved.
If you start the game by double-clicking on a game data file then Snapshot
(and game data) will be saved in the same directory/disk as the game data file
that started the game. Otherwise Snapshot and game data files will be saved
within the !Waterloo directory.
You should ensure that the disk (be it data disk or working copy) is in the
drive when the game is running, and that it is not write-protected and has
public read and write attributes.
Setting up the Scenario
-----------------------
After the historical summary, set up the scenario by answering the questions
that follow (for your first game you could try giving the answers in brackets).
1. Restoring a Saved Game (answer Y only if you have played before and
saved off an incompleted game). This question will only be asked if there is a
valid game data file (named WaGameData) in the !Waterloo directory. If the
answer is yes and there is a valid data file, the game will start from where it
left off.
2. Whether a human plays Napoleon, Wellington, both commanders, or
neither (Y to either one, N to the other).
3. Whether the communication messages between lesser generals is to
be displayed. Your mail is always displayed, but this option allows you to
examine how your orders are interpreted. Experienced players should not use
this option. (Y to the side chosen, N to the other).
4. Whether you wish to view the battlefield from different positions
other than your own (again this is a cheat but allows a new user to familiarise
themselves with the battlefield - so answer Y).
5. See and hear the cannons firing (Y to see the puffs of smoke as
cannons fire and the earth thrown up as they fall). This option is much
improved if you connect your Archimedes to your hi-fi, so the sound comes
out good quality stereo speakers.
6. Changing the historical orders (N).
If you opt to change the initial orders, you may enter up to 30 new ones for
either side. The corps commanders will keep their historical orders unless
they are explicitly changed, so there is no need to re-enter any order that a
general already has. These new orders immediately take effect, as it is
assumed that all the corps commanders are at the HQ the evening before
the battle.
7. Automatically save off the game every hour. This is just a precaution,
so, for example, if the wires are accidentally pulled out the back of the
computer, the game can be recovered from the last (simulated) hour. This
option is very handy with a hard disk, but saving is quite time consuming so
you may wish to do it explicitly (say, every 2 hours) by using the SAVE
command.
This will be asked only if there is no `WaGameData' file in the !Waterloo
directory, as otherwise it would overwrite it.
Two human opponents
-------------------
Waterloo is an excellent way of playing a huge battle against a human
opponent. Simply type Y to both questions of whether you wish a human to
play Napoleon and Wellington.
By saving off the game data after every move, it is possible to play by mail.
One commander makes his moves, posts the disk to his opponent, who
likewise makes his decisions, saves off the data, and posts the disk back.
The Start of The Battle
-----------------------
The Battle of Waterloo started at 11.30 am.
After finishing setting up the game, there will be a short
delay before being asked whether the player is ready to give
orders.
Both commanders can give up to 8 orders in every 15 minute turn (but just
type X or ESC if you wish to enter less).
Whenever key appears in the bottom right hand corner, either click the
mouse, press any key, or wait for the time-out.
Before typing in any orders, look around the screen...
Viewing the battlefield
-----------------------
The total battle area is far larger than the view. A player can see around one
and a half to two miles in any direction (the total area is around six miles
east/west, four miles north/south). The battle goes on everywhere regardless
of what the player is looking at.
If viewing from the commanders position, he will always be situated in the
centre at the bottom of the screen.
To look in any one of the four compass directions - in response to the Order:
prompt type -
LOOK <direction>
For example: LOOK EAST, or simply LOOK E.
This will give a perspective view of all the commander can see. Use the map
to help pinpoint what is going on. All the villages and farms named on the
map can be used as reference points, both for looking and when giving orders.
He can rely on incoming messages, or move around the battlefield, to find
out what is going on elsewhere. If, however, the answer Y was given to
question that asked whether the commander can see what's going on, other
than from his own position, then the viewing options are expanded to:
LOOK <direction> FROM <map location or general's name>
For example:
LOOK WEST FROM FRICHERMONT
LOOK SOUTH FROM PICTON
LOOK EAST FROM D-ERLON
When viewing from another general's position, you can only choose generals
on your own side.
As the game progresses units can change direction and formation. For
example guns can be towed or lined up to fire, and infantry will form squares
if threatened by cavalry, columns to march, and lines to maximise their
firepower.
Each regiment is drawn on the screen as a block of units led by a colonel.
The full order of battle is given in Appendix D, with the uniforms of each
regiment or brigade in Appendix E.
In addition to the army units there are individual horsemen, which can either
be generals or riders (carrying messages). All generals are shown as horsemen
with a flag, riders are simply shown as horsemen without a flag.
The role of Commander-in-Chief
------------------------------
Most orders that can be sent to corps commanders are quite sophisticated and
are listed in Appendix B. Some simple ones are available to help the player:
Order: Meaning:
X (or Escape): I do not want to enter any more orders.
Quit Abandon the game altogether. Alternatively Cal-Q can be
entered at any time, which also quits the game. In both cases you will be
returned to the Desktop, with all data and other tasks intact and running
normally.
Save Save off a partially completed game, but carry on with this
one.
Points Gives the current points count of both sides.
<generals name> This will give some details of the generals command.
Look <direction> You can look North, South, East or West.
Time Gives the both the current simulated and real time.
Snapshot Snapshot saves a copy of the screen as a Risc OS sprite.
This may be viewed with the !Paint utility. Note also that a palette is saved
with the sprite. So, when viewing the screen with !Paint, enter Mode 12 and
save the palette onto the palette icon on the icon bar. Note that each
Snapshot file is 80K in length. Snapshot files are saved with the names
`Waterloo-A', `Waterloo-B', and so on up to `Waterloo-Z'. If more than 26
snapshots are taken, the files start again with the name `Waterloo-A'.
key Whenever this word appears in the bottom right hand
corner of the screen the program is waiting for you to press any key, press the
left mouse button, or wait for a time-out.
When eight orders have been entered the program moves on, and goes
through one period (15 minutes) of the battle.
The Telescope
-------------
The mouse pointer acts as a telescope when looking out over the perspective
view.
The telescope picks up named locations, and generals and the type of units
that are present. It also returns a range and direction.
To view close up (if the view is obscured by the ORDER: paper) just click the
cursor anywhere on the obscured part, and the whole scene will appear.
Moving the Headquarters
-----------------------
During the movement of units a human player will be asked if they wish to
move the HQ. If so they are asked the main direction they wish to move
(N,S,E or W) and then the mouse is used to pick out the required
destination.
The HQ will be moved as far towards that destination as it
can in the time.
Winning
-------
The battle ends at 9.30 pm.
The result of the battle is based on a points system.
Points are awarded for casualties caused, prisoners taken, guns destroyed or
captured, enemy routed and for objectives secured. The emphasis is strongly
on Napoleon to win the battle, as time was not on his side, and any indecisive
conflict unlikely to be of strategic benefit to him.
At the end of the game an assessment of the states of the armies is given, as
well as the chance to look around the battlefield from any position.
Appendix A:
Recommended Reading
-------------------
Napoleon is history's greatest soldier. This alone is enough to attract a
sizable volume of literature. But the great colour and spectacle of Europe in
the 1800's so adds to his appeal that there are books simply listing other
books written about him, his life, his campaigns, his inordinate number of
victories, his generals, his women, and, of paramount interest, his final defeat:
the climax of Waterloo.
Here is a collection of some of the publications the author of this program
found particularly useful in researching the game:
Armies at Waterloo, Scott Bowden, Empire Press. An enormously detailed
study of the numbers and types of forces that made up the armies, not only at
Waterloo but at the other three main battles in the campaign: Quatre Bras,
Ligny and Wavre.
The Campaigns of Napoleon, David Chandler, Weidenfeld & Nicolson. The
definitive account of all of Napoleon's campaigns.
Waterloo: The Hundred Days, David Chandler, George Philip. An easy to
read account of Napoleon's famed 100 days, and of course the great battle
itself.
Napoleonic Armies, Ray Johnson, Arms and Armour Press. A serious study of
the make up of all Europe's armies of the time, including the often forgotten
smaller states.
Uniforms of the Napoleonic Wars, Jack Cassin-Scott, Blandford. A figure
painter's guide to many of the uniforms of the period.
The West Point Military History Series Atlas for the Napoleonic Wars,
Thomas Griess, Avery. A set of maps that act as a companion to the West
Point History of Napoleon's wars. Like the rest of the books in this series,
these accounts are authoritative with the military knowledge of the authors
evident.
Appendix B: Giving orders
-------------------------
Orders can be typed in either upper or lower case, in response to the Order:
prompt. An order is ended either with a full stop, or simply by pressing
<Return>.
All orders are sent strictly down the command chain, from Commander-in-Chief
to corps commanders, corps commanders to divisional generals, and
from division generals to regiment colonels:
Commander in chief number: 1
|
Corps commanders number: 4 to 12
|
Division generals number: 1 to 8 per corps
|
Regiment colonels number: 1 to 8 per division
The Commander-in-Chief can only order the corps commanders.
When entering orders spelling mistakes, incorrect sentences and semantic
errors are picked up. In this case the order is left on the screen with the
cursor at the word that the program thinks is out of place. The order can
then be edited by using the cursor keys, the delete and the backspace keys.
A pattern matching routine in the parser allows words to be shortened to
their shortest identifiable sequence. For example,
the farm "Hougoumont" can be entered as "Hougo". Note that hyphens are
significant, so "La Belle Alliance" should be entered as "La-Belle-Alliance"
(although, in this case, simply "La-Belle" would do). Note also that capital
letters are not significant ("la-belle and LA-BELLE are identical).
Use the arrow keys to move the cursor around the text.
1. Battle commands
These orders are used to handle most of the fighting - specifying targets,
defending villages, hills, woods and generally to move corps and divisions
around.
Battle orders are also given by corps commanders acting on their own
initiative, but within the bounds of the strategy they are working on, and any
defence/attack line that may have been specified (see Form line order).
If no individual divisions are specified, the corps commander will select one
or more of his own choice.
Format:
a. <to who> <time> <battle action> <place> <duration>
b. <to who> <time> RETREAT
c. <to who> <time> ORDER <divisions> TO <battle action> <place>
<duration>
d. <to who> <time> ORDER <divisions> TO RETREAT
<to who> can either be a corps commander's name, or perhaps ALL CORPS
<time> is optional but specifies the time the general is to begin carrying out
the order.
<divisions> can either be named, such as FOY or FOY AND JEROME, or
simply a certain number of a certain type of divisions, such as YOUR
ARTILLERY or 2 DIVISIONS OF INFANTRY. Or possibly any
combination, such as JEROME AND YOUR ARTILLERY. You cannot,
however, simply say 2 DIVISIONS - a division type must be specified.
<battle action> is one of: ATTACK, DEFEND, STAY IN RESERVE,
MOVE, SHELL, RETREAT
The RETREAT order does not require a location to be specified.
<place> specifies the target or destination of the action. It can either be a
location on the map or a generals name. Also it can be some terrain feature or
enemy force, or a distance and direction relative to a location.
To give a relative position type in a distance, then a direction (any one of the
eight main compass directions), then the place (for example: 1 MILE
SOUTHEAST OF THE SANDPIT).
<duration> is optional, but takes the form: FOR <n> HOURS <m>
MINUTES, or just FOR <n> HOURS, or FOR <m> MINUTES.
Examples:
ORANGE ORDER YOUR ARTILLERY TO MOVE TO LA-HAIE-SAINT
ORANGE MOVE TO THE HQ
ORANGE MOVE TO 1 MILE WEST OF THE SANDPIT
REILLE AT 7 30 PM RETREAT
REILLE ATTACK HOUGOUMONT
ORANGE ORDER ALTEN TO ATTACK FRICHERMONT
ORANGE ORDER 2 INFANTRY DIVISIONS TO ATTACK THE
ENEMY 1 MILE WEST OF HOUGOUMONT
ORANGE AT 5 PM ORDER GUNKEL TO SHELL LA-BELLE-ALLIANCE
REILLE ORDER 2 INFANTRY DIVISIONS TO DEFEND THE
WOOD 1 MILE NORTH OF YOU
REILLE ORDER FOY TO MOVE 1 MILE SOUTH OF D-ERLON
REILLE ORDER FOY AND JEROME TO MOVE TO THE HQ
REILLE ORDER FOY TO DEFEND l/2 MILE NORTH OF LA-BELLE-
ALLIANCE
D-ERLON ORDER YOUR ARTILLERY TO DEFEND
FRICHERMONT
note i: Remember to use the word ORDER when specifying divisions,
this is to distinguish this order from one to the corps commander when no
divisions are specified.
Unfortunately the order - REILLE MOVE FOY TO HOUGOUMONT -
is illegal. It has to be entered with the word ORDER, and changed to
REILLE ORDER FOY TO MOVE TO HOUGOUMONT.
note ii: When specifying high ground, you must use the word HILLS
rather than HILL (to avoid confusion with the British corps commander).
2. Support orders
These tell generals to give, take or stop giving or stop taking support from
another corps commander. When one corps general supports another, it
transfers its own divisions to that corps when requests for assistance are
received.
If any one support order is given, the complimentary one is sent
automatically (by the commanders staff).
For example:
If the order - HILL, GIVE SUPPORT TO ORANGE - is entered, then the
order - ORANGE, TAKE SUPPORT FROM HILL - is sent automatically.
Format:
a. <to who> <time> GIVE SUPPORT TO <corps list>
b. <to who> <time> TAKE SUPPORT FROM <corps list>
c. <to who> <time> STOP GIVING SUPPORT
d. <to who> <time> STOP GIVING SUPPORT TO <corps list>
e. <to who> <time> STOP TAKING SUPPORT
f. <to who> <time> STOP TAKING SUPPORT FROM <corps list>
<corps list> is the names of one or more corps commanders.
Examples:
HILL, GIVE SUPPORT TO ORANGE
HILL, STOP GIVING SUPPORT
D-ERLON, AT 6 30 PM GIVE SUPPORT TO REILLE AND
KELLERMAN
D-ERLON, AT 8 30 PM STOP GIVING SUPPORT TO KELLERMAN
3. Battle reports
This order tells the general to ask all its subordinates for details of men, guns
prisoners, casualties and so on, and then sends a report back to the
commander-in-chief.
Format:
<to who> <time> SEND ME YOUR BATTLE REPORT
Examples:
REILLE, SEND ME YOUR BATTLE REPORT
ALL CORPS, AT 8 PM SEND ME YOUR BATTLE REPORT
4. Transfer command
This order tells a corps commander to transfer command of one or more of
its divisions over to another corps commander.
Format:
<to who> <time> TRANSFER <divisions> TO <corps commander>
Examples:
D-ERLON, TRANSFER JACQUINOT TO REILLE
D-ERLON, TRANSFER JACQUINOT AND QUIOT TO
KELLERMAN
D-ERLON, TRANSFER 2 DIVISIONS OF INFANTRY TO REILLE
5. Change strategy command
Corps generals will operate on one basic strategy. This order will probably
only be given at the start of a battle, or when things are going particularly
well or particularly badly.
The key difference between Reserve and Stand, is that Reserves will adopt a
defensive strategy if they come under threat. The Stand option is to enable
the Commander-in-Chief to take more direct involvement in the positioning
of divisions, given this strategy the corps commander will simply interpret the
commander-in-chiefs orders, but not issue any of his own.
Format:
a. <to who> <time> CHANGE YOUR STRATEGY TO <role>
<role> can be one of
ATTACK, DEFEND, STAND, RESERVE, RETREAT.
Examples:
D-ERLON, CHANGE YOUR STRATEGY TO DEFENCE
D-ERLON, AT 7 PM CHANGE YOUR STRATEGY TO STAND
6. Form a defence or attack line
This is a strategic order to those corps commanders who are to make up the
front line. Care has to be taken to ensure the front line is complete (see
historic orders for an example).
Essentially a corps commander on the front line is given two places to form
line between, and two corps commanders names to link with.
Alternatively a flank can be specified, that does not require a place or general
to be named.
These orders need never be given if the historic orders are used.
The corps commander will adjust the line specified to ensure a firm link with
the named generals, and an attack line will be pushed forward.
Format:
a. <to who> <time> FORM <line type> LINE FROM <place>
LINKING WITH <corps commander> TO <place> LINKING
WITH <corps commander>
b. <to who> <time> FORM <line type> LINE FROM THE EAST
FLANK TO <place> LINKING WITH <corps commander>
c. <to who> <time> FORM <line type> LINE FROM <place>
LINKING WITH <corps commander> TO THE WEST FLANK
Where <line type> is either AN ATTACK or A DEFENCE.
Examples:
The historic orders show how a complete front line is formed. The French
have two front line commanders, the Anglo-Allied army three.
Appendix C: The historic orders
-------------------------------
French
------
Reille form a defence line from the west flank to La-Belle-Alliance linking
with D-Erlon.
Reille order your artillery to shell Hougoumont.
Reille at 1 pm order Jerome to attack Hougoumont.
D-Erlon form a defence line from l/2 mile northeast of La-Belle-Alliance
linking with Reille to the east flank.
D-Erlon at 1 pm change your strategy to attack.
Reille at 1 pm change your strategy to attack.
D-Erlon take support from Milhaud.
Reille take support from Kellerman.
Allies
------
Hill form a defence line from the west flank to 1/2 mile north of
Hougoumont linking with Orange.
Orange form a defence line from 1/2 mile northeast of Hougoumont linking
with Hill to La-Haie-Saint linking with Lancey.
Lancey form a defence line from 1/2 mile northeast of La-Haie-Saint linking
with Orange to the east flank
Orange order Macdonnell to defend Hougoumont.
Orange order Perponcher to defend Papelotte.
Orange order Alten to defend La-Haie-Saint.
Orange take support from Uxbridge.
Hill take support from Uxbridge.
Lancey take support from Uxbridge.
Appendix D: The Order of Battle
-------------------------------
Unit strengths are as follows:
1 Infantry Regiment: 1000 men
1 Cavalry Brigade: 600 horsemen
1 Battery: 16 guns with 400 crew
Prussian brigades were approximately the same size as British or French
divisions, the Prussian army at the time had not yet adopted the divisional
system. These brigades are treated as divisions for the purpose of giving orders.
French Army
-----------
Commander-in-Chief: Napoleon
I Army corps: D-Erlon
II Army corps: Reille
VI Army corps: Lobau
III Cavalry Corps: Kellerman
IV Cavalry Corps: Milhaud
Imperial Guard: Drouot
I Army corps: D-Erlon
Desales 1 Horse 2 Foot Batteries
Jacquinot 2 Light Cavalry Brigades
Quiot 4 Line Regiments
Donzelot 2 Light 3 Line Regiments
Marcognet 4 Line Regiments
Durutte 4 Line Regiments
II Army corps: Reille
Pelletier 2 Foot Batteries
Pire 3 Light Cavalry Brigades
Bachelu 4 Line Regiments
Jerome 4 Light 3 Line Regiments
Foy 2 Light 3 Line Regiments
VI Army corps: Lobau
Noury 1 Horse 2 Foot Batteries
Domon 2 Light Cavalry Brigades
Subervie 2 Light Cavalry Brigades
Simmer 4 Line Regiments
Jeanin 1 Light 3 Line Regiments
II Cavalry Corps: Kellerman
Tancarville 1 Horse Battery
Lheritier 3 Heavy Cavalry Brigades
D-Hurbal 3 Heavy Cavalry Brigades
IV Cavalry Corps: Milhaud
Chasseriau 1 Horse Battery
Alphonse 2 Heavy Cavalry Brigades
Delort 2 Heavy Cavalry Brigades
Imperial Guard: Drouot
Saint-Maurice 2 Horse 4 Foot Batteries
Guyot 3 Guard Cavalry Brigades
Lefebvre 3 Guard Cavalry Brigades
Friant 4 Guard Regiments
Morand 4 Guard Regiments
Duhesme 4 Guard Regiments
Anglo-Allied army
-----------------
The Allied army was composed of soldiers from many states apart from
Britain, including Dutch, Belgians, Hanoverians, Nassauers and
Brunswickers. They can be recognised on the field by their different uniforms
(see Appendix E).
Commander-in-Chief: Wellington
I Army corps: Orange
II Army corps: Hill
Army Reserve: Lancey
Cavalry corps: Uxbridge
I Army corps: Orange
Gunkel 3 Foot Batteries
Cooke 3 Guard Regiments
Alten 1 Light 6 Line Regiments
Perponcher 2 Militia 1 Light 4 Line Regiments
Chasse 3 Militia 1 Light 2 Line Regiments
Macdonnell 2 Line 2 Guard Regiments
II Army corps: Hill
Egerton 1 Foot Battery
Clinton 2 Militia 2 Light 3 Line Regiments
Churchill 1 Light 1 Line Regiment
Army Reserve: Lancey
Wood 1 Horse 2 Foot Batteries
Picton 2 Militia 4 Line Regiments
Lambert 3 Militia 2 Line Regiments
Olfermans 2 Light 2 Line 1 Guard Regiment
Kruse 1 Militia 2 Line Regiments
Cramm 1 Light Cavalry Brigade
Cavalry Corps: Uxbridge
Macdonald 3 Horse Batteries
Somerset 2 Guard Cavalry Brigades
Ponsonby 2 Heavy Cavalry Brigades
Dornberg 2 Light Cavalry Brigades
Vandeleur 2 Light Cavalry Brigades
Grant 2 Light Cavalry Brigades
Vivian 3 Light Cavalry Brigades
Arenschildt 2 Light Cavalry Brigades
Estorff 1 Light Cavalry Brigade
Collaert 4 Light 2 Heavy Cavalry Brigades
Prussian Army
-------------
Bulow's IVth Army Corps arrived on the field of Waterloo around 4pm,
Pirch and Zieten both arrived later at around 6pm. The map shows the roads
along which they came.
The Landwehr infantry and cavalry were hastily raised recruits, the main
strength of the Prussian army being its Cavalry Brigades.
Commander-in-Chief: Blucher
I Army corps: Zieten
II Army corps: Pirch
IV Army corps: Bulow
I Army corps: Zieten
Holtzendorff 1 Horse 1 Foot Battery
Steinmetz 3 Light Regiments
Treskow 1 Light 2 Heavy Cavalry Brigades
II Army corps: Pirch
Rohl 1 Foot Battery
Tippelskirch 2 Landwehr 3 Light Regiments
Brause 2 Landwehr Regiments
Bose 2 Landwehr 4 Light Regiments
Sohr 2 Light Cavalry Brigades
IV Army corps: Bulow
Braun 1 Horse 4 Foot Batteries
Hake 4 Landwehr 2 Light Regiments
Funck 5 Landwehr 2 Light Regiments
Losthin 4 Landwehr 2 Light Regiments
Hiller 4 Landwehr 2 Light Regiments
Schwerin 3 Light.Cavalry Brigades
Watzdoff 1 Light Cavalry Brigade
Sydow 3 Landwehr Cavalry Brigades
Appendix E: Uniforms
--------------------
Generals are recognised by the colour of their overcoats, their horses, and the
shape and colour of their flags. All generals are mounted.
French:
-------
Napoleon: dark grey on a white horse, dark blue square flag
I Corps generals: dark blue on a brown horse, purple square flag
1 Division generals: dark blue on a brown horse, light blue square flag
Regiment colonels: black on a brown horse, light blue triangular flag
Allies and Prussians
--------------------
Wellington: dark grey on a white horse, white square flag
Corps generals: dark green on a brown horse, yellow square flag
Division generals: dark green on a brown horse, red square flag
Regiment colonels: black on a brown horse, red triangular flag
Army units are recognised by their uniforms:
French
------
light infantry: light purple with red hats
line infantry: dark blue with black hats
guard infantry: dark purple with black hats
light cavalry: as light infantry on white horses
line cavalry: as line infantry on white horses
guard cavalry: as guard infantry on white horses
foot artillery: dark blue with black hats
horse artillery: as foot artillery crew on white horses
British:
--------
militia: light red with grey hats
light infantry: light red with black hats
line infantry: light purple with black hats
guard infantry: red with black hats
light cavalry: as light infantry on white horses
line cavalry: as line infantry on white horses
guard cavalry: as guard infantry on white horses
foot artillery: red with black hats
horse artillery: light blue on white horses
Dutch-Belgians and Nasseurs:
----------------------------
militia: brown with grey hats
light infantry: dark grey with black hats
lime infantry: dark green with black hats
light cavalry: as light infantry on white horses
line cavalry: as line infantry on white horses
Brunswickers and Hanoverians:
-----------------------------
light infantry: grey with black hats
line infantry: brown with black hats
guard infantry: brown with red hats
light cavalry: as light infantry on white horses
Prussians:
----------
Landwehr: light blue with grey hats
light infantry: black with black hats
line infantry: black with dark grey hats
light cavalry: light blue, grey hats, on white horses
line cavalry: light blue, black hats, on white horses
foot artillery: dark grey with black hats
horse artillery: light blue with dark grey hats
Appendix F: The Victories of
Napoleon and Wellington
-----------------------
Napoleon is credited with a brilliant strategic insight, although some
historians feel this was a result of his studying of previous military
commanders. One commentator went as far as to say "Napoleon gave France
nothing but victories". Here are some of the biggest:
Pyramids July 21st 1798 21,000 Mamelukes were no match
for Napoleon's 25,000.
Marengo June 14th 1800 28,000 French defeat 31,000 Austrians
Austerlitz Dec 2nd 1805 73,000 French maul a combined
Russo-Austrian army of 85,000.
The third coalition against France
collapses. Perhaps Napoleon's
greatest victory.
Jena-Auerstadt Oct 14th 1806 Two battles fought in close proximity,
Prussians badly defeated at Jena.
Friedland June 14th 1807 60,000 Russians defeated by 80,000
French.
Wagram July 5/6th 1809 A huge battle, 170,000 French
defeat a determined Austrian army
of over 146,000
Ligny June 16th 1815 Just two days before Waterloo a
Prussian army of 115,000 suffers
over 25,000 casualties.
Other battles were inconclusive, but nevertheless the French army was left in
control of the battlefield:
Eylau Feb 8th 1807 Napoleon's army suffers as many as
25,000 casualties trying to defeat
Russians in a snow storm.
Borodino Sept 7th 1812 "The most terrible of all my
battles": Napoleon. Huge casualties
on both French and Russian sides.
Quatre Bras June 16th 1815 Two days before Ligny, British
army is forced back from vital
crossroads.
Most certainly Napoleon's army's most significant defeat before Waterloo
was the biggest battle of them all:
Leipzig Oct 16-19 1813 Perhaps 73,000 French casualties
after a clash between 195,000
French and up to 365,000 Allies.
Napoleon's armies had suffered other defeats, notably by Wellington in his
Peninsular War in Spain. Indeed Wellington had an impressive list of
victories under his belt before he met the master at Waterloo. Marshal's
Soult, Massena and Marmont were not bad generals by a long shot, each
having won lesser battles in other theatres of Napoleon's conquests.
Oporto May 1809 Marshal Soult defeated.
Talavera July 1809 Marshal Victor defeated.
Busaco Sept 27th 1810 An advancing French army under
Marshal Massena is severely checked
by Wellington's defence lines.
Salamanca July 22nd 1812 Using sound tactics and
concealment Wellington defeats
Marshal Marmont. Both armies
total around 50,000. Wellington's
most renowned victory of this war.
Vittoria June 1813 Joseph defeated.
Pyrenees July/Aug 1813 Marshal Soult defeated. French
army shoved out of Spain.
The Duke of Wellington had earlier successes leading British forces in India
but none of his campaigns come even close to the fame and success that he
achieved in under 10 hours at Waterloo. Although many historians do not
rate him as one of Britain's best "great captains", preferring the more
offensive style of the likes of the Duke of Marlborough, this is probably
unfair. A series of victories, even defensive in tactics, has very rarely ever been
achieved against the opposition he had to confront.