Hello /tg/,
I am playing Waterloo solitaire for the first time to learn the rules before introducing it to my friends. At the risk of this thread receiving 0 replies, I wanted /tg/ to take command of one of the sides. It's a wargame, so I don't expect precise movements or combats for every unit. Just general "move up here", "defend this hilltop", "attack the garrison at Ligny", et cetra.
I have the 1962 edition, with the description:
>Refight the last great campaign of Napoleon, in this fast-moving game of military strategy. Over 160 die-cut counters representing the massed armies of France, Prussia, and the Dutch Anglo-Allies maneuver and engage in combat on a full-color, 22" x 28" mapboard.
https://boardgamegeek.com/boardgame/5296/waterloo
>>54017006
For the full waterloo experience make sure you have no foreknowledge of the battlefield and take a ton of laxative so you can have explosive, life threatening diaherria. For the full experience dose yourself with dysentery instead
Two two sides are the French and the PAA (Prussians and Anglo-Allied). At the beginning, all of the French troops are on the board. The PAA troops are introduced over the course of two days. One complete turn is two hours, so the first PAA reinforcements will enter at the beginning of the second turn.
Win conditions, French: Eliminate all PAA troops by combat or enemy defections. Defections occur when the French player moves a combat unit towards Brussels.
PAA: Avoid French victory by time limit or eliminate all French troops. Suspiciously I can not find a time limit in the rules, so it might be player derived.
Here's the initial setup. French are blue, Prussians are green, and Anglos are red. In the far back is Wellington at Waterloo. Napoleon is near Charleroi. HQs in this game are purely for historical purposes and will instantly die in combat. There are infantry, cavalry, foot artillery, and horse artillery.
The French move first. First poster will decide what side /tg/ plays.