Waterloo Command
A framed battlefield that comes to you finished: the field as it stood at 11:30 on 18 June 1815, before the great attacks and before the Prussians came up. There is nothing to build. Then, whenever you like, two of you take it apart and fight the afternoon, and a reset rule puts the morning back.
A shallow walnut case, 104 × 86 cm, rebated for the field with an apron along the front edge.
A cork field, then contour layers that lift the ridge a few millimetres above it. The relief is deliberately shallow — you have to be able to reach across it.
The Brussels road running north to south, the sunken lane along the top, hedges, ploughed furrows and the woods on the eastern edge.
Hougoumont, La Haye Sainte, Papelotte, Plancenoit and La Belle Alliance. Four of the five are worth fighting over; the fifth is where Napoleon stands.
Files A to J west to east, ranks 1 to 7 north to south, engraved into the rails. Nothing on the board moves without naming a square.
20 combat units and 3 commanders, laid out as the field stood at 11:30. Every one of them lifts off.
Then the unit cards, the order tracks, the round track and the counters. The display and the game are the same object.
French formations stand across the southern ranks facing north. Above them Wellington's British, King's German Legion, Dutch-Belgian and Nassau groups hold the ridge and the walled farms. It is a command-group interpretation rather than a surveyed order of battle, and the landscape deliberately compresses real distances so that the ridge, both farms and the eastern approach fit on one tabletop.
Hold three or four of them at the end of round 8 and France wins the day. Hold one or none and the coalition does. Exactly two is a draw, and an empty square counts for nobody — a unit has to be physically standing there when the last round ends.
The Prussians are not on the field at all. Bülow's advance group, Zieten's support group and Blücher wait on the labelled apron along the front edge of the case and enter on rounds 4 and 5, provided the entry square is clear when their turn comes.
The landscape is modelled in shallow relief, so the rules that turn on ground are things you can point at. The crest along rank 2 adds a point of defence against an assault delivered from directly south. Artillery standing behind it cannot reach the reverse slope on rank 1 at all. And the sunken lane running between ranks 1 and 2 stops every march outright and costs cavalry an extra stress every single time they cross it, in any direction, including a forced retreat.
None of that needs a chart. It is why the crest is worth holding, and why horse does not casually change sides of the lane.
Each of the 12 infantry units is a set of 4 matching stands that stay together all game. How you lay them out inside a square is the unit's entire tactical identity, and changing it costs an order you could have spent moving or firing. This is the decision a Napoleonic commander actually made, and here you make it with your hands.
Stands side by side, every musket bearing. The best fire on the board, and the shape you want facing an enemy you can see coming. Take it in the flank or the rear and it loses a point of defence.
Stands one behind another. Weaker fire, the strongest infantry assault in the game, and the only infantry shape that can quick-march, take the Brussels road, or enter a farm or a village.
Stands facing outward around an empty centre. Almost no attack of its own, and it pays two orders to advance a single square — but a cavalry assault runs into two extra points of defence, which is the whole reason the shape exists.
Every attack is one subtraction. Take the attacker's value, take the defender's, subtract each side's stress, add whatever the ground is worth, and read the answer off four rows. There is no randomiser in the case, which means either player can check the other's arithmetic and neither of you gets to blame the dice.
| Attack minus defence | Fire | Assault |
|---|---|---|
| Below 0 | No effect | The attacker gains a stress |
| 0 | The defender gains a stress | The attacker gains a stress |
| 1 | The defender gains a stress | The defender gains a stress |
| 2 or more | The defender gains a stress, then retreats | The defender gains a stress, then retreats |
Round one, fourth activation, straight out of the illustrated guide. The allied rifle screen in D3 fires south at the French battery that has just rolled forward into D4. Attack two against defence two: a tie, so the gun takes a stress and holds its ground.
Stress runs 0, 1 or 2. A unit that would reach 3 comes off the board at once, all 4 stands together, and its card goes face down on the apron.
One main battle and three short ones. They share the rules, the roster and the board; what changes is who starts where, how many orders a side gets each round, and what counts as winning.
8 rounds, 6 orders a side
French units on three of the four objectives at the final count. The Prussians arrive mid-game and the Guard starts on the field, so the reserve question is yours from round one.
4 rounds, 3 orders a side
A French unit standing in B4 at the end. Can you erode a garrison, or tempt it into the open, on three orders a round?
5 rounds, 4 orders a side
French units on both E3 and E2. Your own gun starts in front of your column, and cavalry cannot enter the farm at all.
5 rounds, 4 orders a side
A coalition unit holding H6 with at least one Prussian group still alive. Commit the Guard to the village, or ride the open ground while it delays them.
The three short battles are openly counterfactual. They put units in places and at moments that never coincided, and they exist to make a decision interesting — not to argue that the day could have gone another way.
The main scenario's setup table is the display. Reset clears the counters, returns every unit to its listed square, formation and facing, and parks the two Prussian groups and Blücher on their three marked positions. The scenery never moves — it is fixed to the board. Whatever happened on the table, the object that goes back on the shelf is the one you bought.
Price, stock and delivery live on the product page.
The digital design and the rules have been checked computationally and reviewed visually. Printing, handling and human play are still prototype work, and those checks do not establish durability, balance or enjoyment.