Result at Waterloo

Battle Victory Conditions

This page shows the victory conditions used to ascertain the result of wargames if this is required besides the effect it has on the campaign. This is the only approved method of calculation but umpires are free to decide a level of result dependent on other criteria if they so choose provided they make these clear at the start of the battle.

Links in the text are to an accompanying page of notes. It is intended to keep the conditions as brief as possible while providing background information and reference to more detailed explanations of each condition.

Players and game organisers are welcome to submit material for updating this page if they see the need, but should provide sufficient background information to justify their proposals to the satisfaction of the membership. New proposals and their justifications will be posted in the Tactical Breakthrough pages.

1. The victory conditions will apply to battles of any size.

2. The game can be declared to end immediately if one side has suffered 35% casualties or greater, or any time after that, regardless of casualties to the other side or the tactical situation.

3. Unless 35% casualties are reached, the game will continue to the end of the scenario or players and umpire agree to conclude it. Campaign battles will always be played to a logical conclusion.

4. At the start of the game, the ratio of forces is calculated for the weaker side. If reinforcements arrive by the end of the battle, the ratio is recalculated by adding the reinforcements to the original numbers present. Thus if one side has 25000 present and the other has 50000, the ratio would be 0.5. If the second side receives 25000 reinforcements the ratio would be 0.33.

5. At the end of the game, the casualties for the weaker side are multiplied by the strength ratio figure from stage 4, above. The two sides' losses are then expressed in ratio to each other. The percentage level of the side with the higher resulting casualty percentage is cross-referenced on the chart below with the ratio in which it stands to the other side's figure. (See examples)

If the sides are fairly evenly matched (within 10% of each other's strength), or the numerical advantage changes from one
side to the other during the battle due to reinforcements, stages 4 and 5 can be ignored.

Opponent's loss ratio
Higher casualty %
<15%
15%+
20%+
25%+
30%+
35%+
More than 0.9
Draw
Draw
Draw
Draw
Draw
Draw
0.9 or less
Draw
Draw
Draw
Draw
Draw
Minor victory
0.8 or less
Draw
Draw
Draw
Draw
Minor victory
Minor victory
0.7 or less
Draw
Draw
Draw
Minor victory
Minor victory
Major victory
0.6 or less
Draw
Draw
Minor victory
Minor victory
Major victory
Major victory
0.5 or less
Draw
Minor victory
Minor victory
Major victory
Major victory
Overwhelming
0.4 or less
Minor victory
Minor victory
Major victory
Major victory
Overwhelming
Overwhelming

 

Modifications, penalties and bonuses

(1) If at the conclusion of the battle one side's surviving cavalry outnumbers the other's by more than 3:1, proportionate to their start strengths, then the victory level is moved one full level in favour of the side with the more numerous cavalry. A draw is not affected by this rule, which reflects the ability of each side to pursue or protect themselves against pursuit in a clear result.

(2) If at the conclusion of the battle the losing side has less than one 'round' per existing battery of theirs remaining while the winning side has more than that, then the result is shifted one column to the right on the table above. If the winning side has less than one round per battery and the losers have more, the result is shifted one column to the left.

(3) If at the conclusion of the battle one side has at least 10% of their infantry units out of ammunition, 25% low on ammunition or an equivalent proportion of the two, but the other side is not in this situation, then the victory level is shifted one column in favour of the side with most ammunition: to the right if it is the winner, left if it is the loser.

(4) If the C-in-C is killed, wounded or captured the result is moved one column in favour of the opposition on the above table. If the C-in-C is also head of state, such as Napoleon or the Tsar, the result is also moved one line on the table from that position in favour of the opposing side.

(5) A repeat rule infringement causing losses, after the previous case has been noted by both players and if the current phase is not replayed, has the effect of negating the losses caused and adding an equal number to the losses of their own side. Thus a single error or oversight in every possible case is acceptable and otherwise ineffective, repeats of the same error are not.
The idea is that players should try to adhere to the rules and discuss their interpretations of them. It may well be the case that an apparent infringement is not if the rules are interpreted in a certain way that both sides can agree on. It may also be the case that an infringement highlights a need for a change in the rules or at least their wording, or clearer explanation of them on this site. In either case, points arising can be posted on the notice board and emailed to any interested parties for further discussion or action.

(6) Artillery that are 'destroyed' by cavalry are only counted in the overall losses total if infantry or pioneers are shown to have moved to their position in order to spike, take away or otherwise actually incapacitate the guns. All guns lost after this consideration are counted as half their equivalent number of infantry (normally 25 men per gun, therefore 12.5 men per gun).

Multiple forces

In scenarios where different parts of an army or different nationalities are fighting on the same side, their strengths and losses are combined in the one result calculation for the game as a whole.

Links