
Note: Since Ligny uses spcial graphics, you will need to move the Ligny directory in this .zip to the TOAW \Graphics directory.

LIGNY

A Prelude to Napoleon at Waterloo

Version 1.0


Designed by SPI, c. 1976

Translated to TOAW by the RedStateGeezer (redstategeezer@yahoo.com)

TOAW ver. 3.4

:: French PO ::
:: Allied PO ::

Date: 16 June 1815
Location: South of Waterloo, Belgium, and east of Quatre Bras on the Nivelles-Namur Road

Map Scale: 480 meters per hex, TOAW scale is 20km per hex (see design notes)
Time Scale: 1 hour turns, TOAW turns are 6hr per turn (see design notes)
Unit Scale: Infantry and artillary regiments and brigades; cavalry divisions

The game ends after 8 turns.



DESIGN NOTES 

This scenario is a translation into TOAW III of the 1976 SPI game "Ligny - The Incomplete Victory". Ligny is one of the four games in the quadragame set "Napoleon's Last Battles - The Waterloo Campaign, 16 - 18 June 1815".

The game ends after 8 turns, one day from earlt afternoon until dark. While a smaller French force at Quatre Bras under Ney is attempting to prevent the Allies from supporting the Prussians, Napoleon and Grouchy are attempting to defeat the Prussians. A signicant victory at Ligny will give Napoleon an opportunity to defeat the Allied-Prussian forces in detail. 

The Forces:

Red on Blue - Napoleon, Grouchy, and elements of the Imperial Guard
White on Blue - the French III Corps
Black on Blue - the French IV Corps
Blue on Blue - elements of the the French II Corps and three (I, II, and IV) French Cavalry Corps

Gray on Dark Gray - Blucher and the Prussian I Corps
Black on Dark Gray - the Prussian II Corps
Lt Green on Dark Gray - the Prussian III Corps

All corps and army headquarters and corps asset units cooperate with other units of the same corps or army. Other units are set for internal support.

The Allies and the French are set to limit losses.

Since the scale of the original game was hourly turns on a 480 meter/hex scale, the limits of TOAW III were adjusted for so that both the time and distance scales of the scenario are off by a factor of about 10. The TOAW scales of 20km per hex and six-hour turns were chosen to give a movement rate roughly the same as the units in the board game. Strengths of units (using a modified version of the 19th Century .eqp file) were also adjusted; the sub-unit components of each unit were selected in numbers which gave a unit attack strength proportional (about 5:1) to the units of the board game. 

TOAW's time-scale should be ignored. All units are set for 100% night effectiveness to allow for any TOAW night turns which are daytime in the scenario. 

This scenario uses a .eqp file which I have developed to include adjustments for the scale changes necessary to fit the more compact battles, slower units, and shorter-ranged weapons of the 18th and 19th centuries to TOAW's operational scale.
