NAW - AV Waterloo 1815 First Shots 1

NAW - AV Waterloo 1815 First Shots 1

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NAW - AV Waterloo 1815 First Moves 2

NAW - AV Waterloo 1815 First Moves 2

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NAW - AV Waterloo 1815 First Moves

NAW - AV Waterloo 1815 First Moves

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NAW - AV Waterloo 1815 OoB Pire 2nd Cavalry Division

NAW - AV Waterloo 1815 OoB Pire 2nd Cavalry Division

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NAW - AV Waterloo 1815 OoB Jaquinot Ist Cavalry Division

NAW - AV Waterloo 1815 OoB Jaquinot Ist Cavalry Division

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NAW - AV Waterloo 1815 OoB Kellerman 3rd Reserve Cavalry Corps

NAW - AV Waterloo 1815 OoB Kellerman 3rd Reserve Cavalry Corps

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NAW - AV Waterloo 1815 OoB Jerome Napoleon 6th Division

NAW - AV Waterloo 1815 OoB Jerome Napoleon 6th Division

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NAW - AV Waterloo 1815 OoB Gouyot Guards Heavy Cavalry Division

NAW - AV Waterloo 1815 OoB Gouyot Guards Heavy Cavalry Division

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NAW - AV Waterloo 1815 OoB Durutte 4th Division

NAW - AV Waterloo 1815 OoB Durutte 4th Division

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NAW - AV Waterloo 1815 OoB Drouot Imperial Guard

NAW - AV Waterloo 1815 OoB Drouot Imperial Guard

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NAW - AV Waterloo 1815 OoB (low Res)

NAW - AV Waterloo 1815 OoB (low Res)

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A

NAW - AV Waterloo Order of Battle

Pictures with initial French Order of Batlle of the NAW - AV Waterloo Great Battle Scenario
NAW - AV Waterloo 1815 is a "tactical" scenario, i.e. it does include only the battle of Waterloo itself. Using the historic order of battle, map, and initial troop positions, the objective is to destroy Wellington's Army, not knowing if the result of the Ligny battle (a French "victory") results in the Prussian Army moving to reinforce Wellington or escape towards their bases. Wellington's Army center of gravity is towards the French left flank, hoping to hold the routes to Dunkirk if the battle in the field is lost. The wet terrain due to the heavy rains in the previous days makes the French advance slower.

Each infantry and cavalry unit corresponds roughly to 250 "real" soldiers; for the artillery, the conversion is 1 to 2 (1 unit corresponds to 2 "real" guns), except for the French Guard Foot and Guard Horse Artillery, where the conversion is 1 to 4 (this being yet a test game, it did seem an unfair advantage for the player versus the AI ...).

The Great Generals are quite important units, as they increase the strenght and habilities of their surrounding units, but only in their corresponding army branches; i.e. an Infantry General will reinforce infantry units, but will have a much lesser effect on the Cavalry units, There are Cavalry, Infantry, Foot Artillery, and Horse Artillery. On top of that the Army Corps Generals reinforce ALL types of units surrounding him, regardless of army branch. Because of the different army setups between the Anglo-Allied and the French, the Great Generals are Divisional or Army Corps for the French, while in the Anglo-Allied there are also some Brigade Generals.

The AI (who plays the Anglo-Allied) has been given a more defensive stance.

All units types have similar promotions regardless of being French or Allied. But as this is based on Napoleón at War (SMAN1975's mod) the British and the French have an added promotion, and are stronger (better) than the Dutch, Hanover and Brunswick units.

Obviously, this is a "long" game; there are about 500 units in total present at the start; it is important to think before starting to move the French units; once commited it takes a long time to change.

Comments welcomed
 

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