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Formation Effects
Command Capabilities Formation Effects Enter/Exit Formations Movement & Command Types of Movement

 

Effects of Formations

 

Formation

Effect on Own Movement

Effect on Fire Combat

Effect on Shock Combat

Miscellany

Extended Line

Unit must pivot

Unit pays highest cost of entered hexes

When fired upon, unit may spread SPs across hexes

When firing, unit may fire all SPs into frontal hex of actual combat unit

-2 DRM if attacked in extended line

 

+2 DRM if attacking in extended line

Rules allow more than 4 SPs to fire from a single hex

Extended Column

Rules unclear as to how to place markers when not on road or path

May not fire if attacked while in extended column

Automatically considered to have been attacked through Flank if attacked

Rules are silent on capabilities of Extended Column that moves adjacent to enemy unit without entering ZOC

Square

Unit may move only one hex per turn

Unit may only enter clear terrain

Unit may not cross streams (even by bridges)

Unit may not enter enemy ZOC

When fired upon, automatically a massed target

When firing, no hex can receive more than half of unit’s SPs

When firing, no more than 4 SPs may be allocated per target (not, as usually, per hex)

If attacked by cavalry, attacker halves shock strength

Cancel pro-attackers’ bonuses for heavy cavalry

Has no flank or rear

May not shock attack, retreat before fire, or retreat before shock

Unit has ZOC in all six surrounding hexes

-1 DRM for all rally dierolls

 

 

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Last modified: May 22, 1999