TEXT: Once you've completed building and painting the contents of your La Haye Sainte battle-set, you'll be 
  eager to blood them on the field of battle! Albion Triumphant author Adrian Mc Walter has designed 
  three scenarios for Black Powder so you can test your mettle against the massed French attack or to 
  wear down the steely resolve of the Allied defenders! 
  ~ 
  CJ!'111.r t;;t ______ _ 
  This first scenario, Les Coquins Vert (The Green Rascals - the epithet 
  The objective of the game is simple: the King's German Legion 
  given to the King's German legion defenders) allows you to game with 
  must hold La Haye Sainte at all costs, whereas the French must 
  the wonderful model of La Haye Sainte and the figures contained 
  use everything at hand to take the farm. 
  within this box set. It recreates a stylised version of the final attack on 
  the farm at approximately 6pm on Sunday the 18th of June 1815. 
  Areas of the Battlefield 
  The farm is held by the light company of the 5th King's German 
  Legion Line battalion and four companies of the 2nd Light 
  battalion King's German Legion, loyal subjects of the crown to a 
  man. They are being assailed by infantry from the 13th Legere 
  Regiment and the 2nd company of the 1st Engineer regiment. 
  There are eight distinct areas to the battlefield, as listed below. 
  Areas I to 6 have a number of Victory Points (VP) and Defence 
  Points (DP) assigned to them, as shown on the map. Note that 
  the farmyard itself is split into several areas that adjoin some of 
  the listed buildings. 
  0000 
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  000 
  '.' 000 
  0006 0--
  / I I 
  I 
  I I 
  I I I 
  1. Farmhouse. VP: 3, DP: +2 
  2. Kitchen Garden. VP: 3, DP: + l 
  3. Barn. VP: 2, DP: + l 
  0000000000 
  0000000000 
  0000000000 
  0000000000 
  0000000000 
  0000000000 
  0000000000 
  00001
  000 
  0000 
  000 
  0000 
  00 
  000<.J 
  0000 
  00000001.>00 
  0001.)000000 
  0000000000 
  0000000000 
  0000000000 
  0000000 
  0000000 
  tit 
  I/ 1111 l(ii 
  4. Main Gate. VP: 4, DP: +2 
  5. Stables. VP: 1, DP: +2 
  6. Abbatis. VP: 1, DP: + l 
  1. The Farmhouse. This is of vital 
  importance to both the KGL and the French. If 
  the French gain access to tl1e complex, and all is 
  lost, tl1en tl1is is the only route out of La Haye 
  Sainte for the KGL. T he escape route through 
  the farmhouse is a narrow passage, leading to 
  t!1e Kitchen Garden, only wide enough for one 
  person at a time. 
  2. The Kitchen Garden. Again a feature that 
  allows the KGL an escape route and therefore 
  very important to attacker and defender alike. 
  3. The Barn. T he main door of this building 
  had been destroyed for firewood on the night of 
  l 7thjune 1815. It is therefore an easy route into 
  the complex for the French. 
  4. The Main Gate, Piggery and Apertures. 
  T he main way into the complex, but a very 
  defendable position with the Piggery and 
  Apertures allowing the KGL to fire on any 
  would-be assault party. 
  5. The Stables. Although not as important as 
  the areas already described, if the French gain 
  the roof of this building they will be able to fire 
  down to any poor unfortunate in the farmyard. 
  6. The Abbatis. A barricade of stones, 
  branches and bushes; it blocks the Chausee de 
  Bruxelles and the French approach to the 
  Main gate. 
  7. The Orchard. An area already lost to the 
  French, from where they can attack the barn 
  and apertures. 
  8. French Deployment Areas. These are 
  the areas from which the French will begin 
  their assault on the farm complex. 
  1 
  
  LA HAYE SAINTE 
  The King's German Legion 
  As previously stated the KGL have one light company of the 5th 
  KGL Line and four companies of the 2nd KGL Light. Each 
  company equates to a base of figures for our war game purposes. 
  Each company (base) has the following Black Powder statistics 
  The KGL are commanded by Major George von Baring who has 
  a strategy rating of 8, is Decisive and adds +2 to any combat he 
  takes part in and he cannot blunder (the lads would rather lose 
  their heads than leave him!). 
  Company 
  Type 
  Armament 
  HHand-d 
  Shooting 
  Morale 
  Stamina 
  Special 
  to-
  an 
  Regular 
  Rilled and 
  2nd Light KGL 
  Smooth bore 
  2 
  Infantry 
  Muskets 
  Regular 
  Rifled and 
  5th Line KGL 
  Smoothbore 
  2 
  Infantry 
  Muskets 
  The French 
  The French have the numerical advantage. They have twelve 
  companies of the 13th Legere regiment and one company of 2/ 1 
  Engineers. As with the KGL the French companies are scaled down 
  to bases of infantry. The twelve companies of the 13th are 
  Sharpshooters, 
  2 
  4 
  2 
  Elite 4+ 
  Sharpshooters, 
  2 
  4 
  2 
  Elite 4+ 
  subdivided into two Carabinier companies, two Voltigeur companies 
  and eight Chasseur companies. The French are ordered forward by 
  Marchel de Camp Baron Schmitz. As Schmitz is under the eye - or 
  should I say glare - of Marshal Ney, he has a Strategy Rating of 8. 
  Company 
  Type 
  Armament 
  HHand-d 
  Shooting 
  Morale 
  Stamina 
  Special 
  to-
  an 
  13th Legere 
  Regular 
  Smoothbore 
  Carabinier 
  Infantry 
  Muskets 
  5 
  company 
  13th Legere 
  Regular 
  Smooth bore 
  Voltigeur 
  Infantry 
  Muskets 
  4 
  Company 
  13th Legere 
  Regular 
  Smooth bore 
  Chasseur 
  4 
  Company 
  Infantry 
  Muskets 
  2/ 1 Engineers 
  Regular 
  Smoothbore 
  4 
  Infantry 
  Muskets 
  The King's German Legion 
  The KGL player can place any of their companies in any of the areas 
  numbered I to 5 in the Areas of the Battlefield section above. Each 
  area can only accommodate a certain number of companies: 
  I. The Farm House: I company 
  2. The Kitchen Garden: 3 companies 
  3. The Barn: 1 company 
  4. The Main gate, piggery and apertures: 2 companies 
  5. The Stables: 2 companies 
  6. The Abbatis: I company 
  2 
  Tough Fighters, 
  2 
  4 
  2 
  Elite 5+ 
  3 
  4 
  2 
  Sharpshooters 
  2 
  4 
  2 
  4 
  2 
  Elite 4+, Brave, *I 
  T he KGL player must place all of tl1eir companies down before tl1e 
  start of the game; once they have done that they then place Major 
  von Baring down in one of the highlighted areas of the farm. 
  French Deployment areas (FDA) 
  Once the KGL have deployed their forces, the French player does 
  the same. The French can place up to two of their infantry bases 
  in each of the FDAs, although they can only have 6 bases of tl1e 
  13th Legere on the battlefield at any one time. Note that the 211 
  Engineers can be deployed in excess of this. Note that Baron 
  Schmitz is not represented on the table. T he French player must 
  record which companies they have used to assault the farm. 
  
  The French player takes the first turn following all the normal 
  rules for Black Powder. I will break the turn mechanics down into 
  parts and highlight Le Haye Sainte specific game rules. 
  Start of the Turn 
  Remember there are quite a lot of Elite companies in this game so 
  don't forget to roll for removing disorder. 
  At the start of the turn, the French player can remove from the 
  table any shaken company that is not in close combat and replace 
  them with a fresh company. The fresh company starts in one of 
  the French Deployment areas. 
  Orders phas e 
  Although Baron Schmitz is not represented on the table, French 
  companies are always considered to be within his command 
  radius, which means that they suffer no penalty for distance. 
  All orders have to be given to individual companies. 
  The French are so desperate to capture the farm, if Schmitz fails a 
  command roll when ordering a company he can continue to order 
  further companies. 
  Due to the desperate nature of the fight to come no penalty is 
  applied for the proximity of enemy troops. 
  KGL may not use initiative moves; they must be ordered. 
  Both von Baring and Schmitz can carry out Rally On Me orders. 
  Movement 
  All movement is scaled down to two thirds. 
  The road banking counts as an obstacle as does the abbatis across it. 
  Any company in the farm complex can only move to one adjacent 
  area per turn, and only if ordered to do so. 
  The farm has several areas where the French can scale the walls, and 
  these are shown with arrows on the attached map. To make an 
  attempt to scale a wall, a company must be in base contact with it at 
  the start of their turn. If a company receives a successful order to 
  climb, roll a die; it will successfully scale the wall on a roll of 5 or 6. 
  If the roll is failed, they may be ordered again in subsequent turns, 
  with a cumulative + 1 bonus to the test, to a maximum of 3+. 
  Shooting 
  To represent the KGL running desperately short of ammunition, 
  a KGL base that rolls a 1 for shooting, (before the Sharpshooter 
  re-roll) is running desperately short of ammunition. They can only 
  shoot with 1 die for the rest of the game and cannot disorder their 
  chosen target with the shot. 
  Arcs of fire and areas that can be fired into or from are quite 
  restricted in the game The French player can only shoot at a 
  company of KGL in the Main gate, Stables and Barn section of the 
  farm if the KGL fired out of that area in their turn. The French 
  The game lasts for eight turns, or until all KGL companies are 
  destroyed, or all French Companies are destroyed or shaken. If 
  the game goes the full eight turns then the game is won on victoi:y 
  points. Each side scoreds the Victory Points listed under the 
  scenario map for each of the areas held. In addition, the following 
  Victory Poin ts are scored for Shaking or destroying enemy units: 
  LA HAYE SAINTE 
  can !ire at KGL companies in the Kitchen garden, Farm House and 
  abbatis whether or not the KGL !ired in their previous turn. 
  The Defence Points for a particular section of the complex increase the 
  chances of a company's saving throw. For example, if the French score a 
  successful hit on a KGL company in the barn, their normal Morale save 
  is 4+ but this is increased to 3+ due to the Defence Points of the Barn. 
  Close Combat 
  The French can only attack the complex from certain key points; 
  these are shown as a circled M on the attached map. Note that no 
  support can be received or given in this scenario. 
  Only a certain number of companies can light in a combat; this 
  equates to the number of companies allowed in a certain area (see 
  Deployment on the Battlefi.eld above). For example, the KGL could fight 
  with three companies from the kitchen garden, whilst the French 
  could assault the same feature with three companies, whereas the 
  KGL could only fight from the barn with one company, and the 
  French could assault the Barn with one company. 
  To assault into the Stables the French must scale the Stable walls 
  (detailed in Movement above). If the KGL have no one in the 
  Stables section of the complex a French company that has 
  successfully scaled the wall can shoot at any unengaged KGL 
  company in the complex, the KGL reverting back to their basic 
  4+ Morale save. A French company that has successfully scaled 
  the wall can, in their next turn, climb down into the Stables if 
  there are no KGL in that area to oppose them. 
  To assault into the Main Gate, Piggery and Apertures, the French have 
  a number of options; they can scale the walls (detailed in movement 
  above). If the KGL have no one in the Main Gate section of the 
  complex, a French company that has successfully scaled the wall can 
  shoot at any unengaged KGL company in the complex, the KGL 
  reverting back to their basic 4+ Morale save. A French company that 
  has successfully scaled the wall can, in their next turn, climb down into 
  the Main Gate area if there are no KGL in that area to oppose them. 
  Alternatively, the French can actually assault the Main Gate itself in an 
  attempt to destroy it. A single French company adjacent to the Main 
  Gate can attack the gate, as they would in a combat, requiring 5 or 
  more to hit. The Main Gate has a saving throw of 2+ and has 3 
  Stamina before it is destroyed. French Engineers require 3 or more to 
  hit, and reduce the gate's saving throw to 4+. Once the Main Gate is 
  breached, the French can attack into this area with a number of 
  companies, as described above, and the KGL revert back to their 4+ 
  Morale save, or they may move into the Main Gate area if there are 
  no KGL companies in that area. Note that whilst a French company is 
  attacking the Main Gate, it can be shot at by KGL companies in the 
  Main Gate area. 
  Von Baring can add +2 to the combat dice of one KGL company 
  in the same area as him. He can be killed in the normal manner, 
  and if this happens he is replaced in the next Allied turn by a 
  junior officer with a Strategy Rating of 7. 
  Enemy Units 
  KGLCompany 
  French 13th Legere company 
  Engineer company 
  Shaken 
  1 VP 
  '12 VP 
  1 VP 
  Destroyed 
  2 VPs 
  1 VP 
  2VP 
  3 
  
  LA HAYE SAINTE 
  This scenario allows you to build on the La Haye Sainte 
  battle-set with the contents of the Farmhouse Assault 
  Collector's Edition. It recreates a stylised version of the 
  final attack on the farm at approximately 6pm on Sunday 
  the 18th of June 1815. 
  T he farm is held by the light company of the 5th King's German 
  Legion Line battalion, four companies of the 2nd Light battalion 
  King's German Legion and some of the remnants of the 
  Luneburg Light battalion who escaped into La Haye Sainte after 
  RHA 
  the battalion was destroyed by Dubois' Cuirassiers. The valiant 
  defenders of the farm have a Hanoverian Feld Battalion, the 
  famous 95th Rifles, and a RHA Rocket section in support. The 
  Farm complex is under attack by elements of the 1st Infantry 
  Division's 1st Brigade, who are supported by the 2nd company of 
  the 1st Engineer regiment. 
  The objective of the game is simple: the King's German Legion 
  must hold La Haye Sainte at all costs, whereas the French must 
  use everything at hand to take the farm. 
  Hanoverian entry area 
  entry area ...._ 
  4 
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  :-------------
  . 
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  -------------. 
  French deployment zone 
  "<Tlie Prencli forced 
  tlieir way tlirougli tlie 
  gate into tlie sta6[es 
  6ut tlie door from 
  tlience into tlie yard 
  6eing 6arricaded, few 
  cou[d enter at a time 
  and were instant[y 
  6ayoneted. " 
  Lieutenant Greame, 
  2nd Light King's 
  German Legion 
  1. Farmhouse. VP: 3, DP: +2 
  2. Kitchen Garden. VP: 3, DP: + l 
  3. Barn. VP: 2, DP: + 1 
  4. Main Gate. VP: 4, DP: +2 
  5. Stables. VP: 1, DP: +2 
  6. Abbatis. VP: 1, DP:+ l 
  
  Areas of the Battlefield 
  There are seven distinct areas to the battlefield, as listed below. Areas 
  1 to 6 have a number of Victory Points and Defence Points assig11ed 
  to iliem, as shown on tl1e map. Note iliat ilie farmyard itself is split 
  into several areas iliat adjoin ome of ilie listed buildings. 
  1. The Farmhouse. This is of vital importance to boili the KGL 
  and ilie French. If ilie French gain access to the complex ilien this is 
  ilie only route out of La Haye Sainte for ilie KGL if all is lost. The 
  escape route ilirough the farmhouse is a narrow passage, only wide 
  enough for one person at a time that leads to the Kitchen Garden. 
  2. The Kitchen Garden . Again a feature iliat allows the KGL 
  an escape route and therefore very important to attacker and 
  defender alike. 
  3. The Barn. The main door of iliis building had been destroyed 
  for firewood on the night of l 7thjune 18 15. It is therefore an easy 
  route into the complex for the French. 
  The King's German Legion 
  As previously stated ilie KGL have one light company of the 5th 
  KGL Line and four companies of ilie 2nd KGL Light. In the farm 
  complex with the KGL are ilie remnants of ilie Luneburg Light 
  battalion, tl10ugh they are dreadfully shaken by ilieir ordeal. Each 
  company equates to a base of figures for ilie purposes of our game. 
  The forces in the farm are commanded by Major George von 
  Baring who has a strategy rating of 8. He is Decisive and adds +2 
  to any combat he takes part in and he cannot blunder (the lads 
  would rather lose their heads than leave him!). 
  LA HAYE SAINTE 
  4. The Main Gate, Pigger y and Apertures. The main way 
  into the complex but a very defendable position with the Piggery 
  and Apertures allowing the KGL to fire on any would-be assault 
  party. 
  5. The Stables. Although not as important as the areas already 
  described, if the French gain the roof of iliis building they will be 
  able to fire down to any poor unfortunate in ilie farmyard. 
  6. The Abbatis. A barricade of stones, branches and bushes; it 
  blocks the Chausee de Bruxelles and the French approach to the 
  Main gate. 
  7. The Orchard. An area already lost to the French, from where 
  they can attack the barn and apertures. 
  8. Fr ench Deployment Areas. This is the area from where tl1e 
  French will begin their assault on ilie farm complex. 
  In support of the farm there is a Hanoverian Feld battalion, 
  represented at the tactical level as three companies, a company 
  of the 95th Rifles, and a Rocket section of Whinyates' RHA 
  Troop. The Hanoverian Feld Companies are represented by two 
  bases of infantry whilst the 95th Rifles and the Rocket section by 
  a single base. 
  These supporting forces are not under the command of any on-
  table commander and have specific rules governing their 
  command (see the Orders section). 
  Company 
  Type 
  Armament 
  HHand-d 
  Shooting 
  Morale 
  Stamina 
  Special 
  to-
  an 
  Regular 
  Rifled and 
  Reliable, 
  2nd Light KGL 
  Smooth bore 
  2 
  2 
  4 
  2 
  Sharpshooters, 
  Infantry 
  Muskets 
  Elite 4+ 
  Regular 
  Rifled and 
  Sharpshooters, 
  1st Line KGL 
  Smoothbore 
  2 
  2 
  4 
  2 
  Infantry 
  Muskets 
  Elite 4+ 
  Lune burg 
  Regular 
  Rifled and 
  Smooth bore 
  5 
  2 
  Wavering 
  remnants 
  Infantry 
  Muskets 
  Hanoverian 
  Regular 
  Smooilibore 
  4 
  2 
  4 
  2 
  company 
  Infantry 
  Muskets 
  Regular 
  Rifled 
  Reliable, 
  95th Rifles 
  4 
  3 
  4 
  2 
  Sharpshooters, 
  Infantry 
  Muskets 
  Elite 4+ 
  Nassau 
  Regular 
  Smooilibore 
  2 
  2 
  4 
  2 
  Sharpshooters 
  Light Company 
  Infantry 
  Muskets 
  Rocket Section 
  Rocket 
  Light 
  4 
  Reliable 
  Artillery 
  Rockets 
  5 
  
  LA HAYE SAINTE 
  The French 
  The French have the numerical advantage, they have three two 
  company 'divisions' of the 13th Regiment de Legere, threee two 
  company 'divisions' of the 17th Regiment de Ligne, two Voltigeur 
  companies and one company of 2/ 1 Engineers. One 'division' in 
  the 13th and 17th are designated as elite status. As with the KGL 
  the French companies are scaled down to bases of infantry. The two 
  company 'divisions' are represented by two bases of French 
  Infantry, the platoons of Voltigeurs are represented by three bases 
  of one figure each, and the Engineers by a base of figures 
  The French are ordered forward by Marchel de Camp Baron 
  Schmitz. Being under the eye of Marshal Ney Schmitz has a strategy 
  rating of 8, though Ney himself could make an appearance on the 
  battlefield at any moment (see the Orders section). 
  Unit 
  Type 
  Armament 
  tHHand-d 
  Shooting 
  Morale 
  Stamina 
  Special 
  o-
  an 
  French 
  Regular 
  Smoothbore 
  4 
  'division' 
  Infantry 
  Muskets 
  Elite French 
  Regular 
  Smooth bore 
  5 
  'division' 
  Infantry 
  Muskets 
  Voltigeur 
  Regular 
  Smoothbore 
  2 
  Company 
  Infantry 
  Muskets 
  2 I 1 Engineers 
  Regular 
  Smoothbore 
  4 
  Infantry 
  Muskets 
  The King's German Legion 
  The KGL player can place any of their companies in any of the 
  areas numbered 1 to 5 in the Areas of the Batt/.efield section above. 
  Each area can only accommodate a certain number of companies 
  1. The Farm House: 1 company 
  2. The Kitchen Garden: 3 companies 
  3. The Barn: 1 company 
  4. The Main Gate, Piggery and Apertures: 2 companies 
  5. The Stables: 2 companies 
  6. The Abbatis: 1 company 
  The French player takes tl1e first turn following all the normal 
  rules for Black Poweder. We will break the turn mechanics down 
  into parts and highlight Le Haye Sainte specific game rules. 
  Start of the Turn 
  Remember there are quite a lot of Elite companies in this game so 
  don't forget to roll for removing disorder 
  At the start of the turn, if any French forces have captured a 
  section of the farm the Hanoverian Feld Battalion companies are 
  unlocked and they may enter the table to help capture the farm . 
  They are placed in the identified deployment area. 
  Orders phase 
  Although Baron Schmitz is not represented on the table, all 
  French companies are always considered within his command 
  radius, which means that they suffer no penalty for distance. 
  All orders have to be given to individual companies. 
  6 
  2 
  4 
  2 
  3 
  4 
  2 
  Sharpshooters, 
  Elite 5+ 
  4 
  Sharpshooters, 
  Skirmish 
  4 
  2 
  Elite 4+, Brave, * 1 
  The KGL player must deploy all of their companies before the start 
  of the game; once they have done that they then place Major von 
  Baring in one of the highlighted areas of the farm. The 95tl1 are 
  placed in tl1e Sandpit, tl1e RHA on the Chausee de Bruxelles on the 
  Allied table edge, whilst the Hanoverian Feld battalion starts tl1e 
  game off tl1e table. 
  The French 
  Once the KGL have deployed their forces, the French player does 
  the same. The French player must deploy all their forces in the 
  marked FDA. Only Marshall 
  ey starts the game off the table. 
  If Schmitz fails a command roll when ordering a company he can 
  continue to order further companies, the French are desperate to 
  capture the farm. If Schmitz 'blunders' when carrying out an 
  order Marshall Ney immediately enters the table and takes local 
  control, see Albion Triumphant, Volume 2 for details of Marshall 
  Ney's abilities. 
  Due to the desperate nature of the fight to come no penalty is 
  applied for the proximity of enemy troops. 
  No initiative moves are allowed by the KGL; tl1ey have to be ordered. 
  Both von Baring and Schmitz can carry out Rally on me orders. 
  Movement 
  All movement is scaled down to 2/3rds 
  The road banking counts as an obstacle as does the abbatis across it. 
  
  Any company in the farm complex can only move to an adjacent 
  area per turn and only if ordered to do so. 
  The farm has several areas where the walls can be scaled, these 
  areas are shown with arrows on the attached map. To attempt to 
  scale the wall, a base has to be in base contact with the wall at the 
  start of their turn; it must be ordered to do so and on a successful 
  order, the company must roll a 5 or 6 on a die 6 to do so, this roll 
  gets progressively better every turn a company tries to a maximum 
  of 3 +. 
  Shooting 
  To represent the KGL running desperately short of ammunition, a 
  KGL base that rolls a 1 for shooting, (before Sharpshooter reroll) is 
  running desperately short of ammunition and can only shoot with 
  1 die for the rest of the game and cannot disorder their chosen 
  target with the shot. 
  Arcs of fire and areas that can be fired into or from are quite 
  restricted in the game The French player can only shoot at a 
  company of KGL in the Main gate, Stables and Barn section of 
  the farm if the KGL fired out of that area in their turn. The 
  French can fire at KGL companies in the Kitchen garden, Farm 
  House and abbatis whether or not the KGL fired in their previous 
  turn. 
  The defence points for a particular section of the complex 
  increase the chances of a company's saving throw. e.g. the French 
  score a successful hit on a KGL company in the barn, their 
  normal moral save is 4+ but this is increased to 3+ due to the 
  defence points of the Barn. 
  Close Combat 
  T he French can only attack the complex from several key points; 
  these are shown as a circled Mon the attached map. Note that no 
  support can be received or given in this scenario. 
  Only a certain number of companies can fight in a combat in any 
  one area: 
  • The Farm House: KGL 1 company. French up to 1 'divison' 
  • The Kitchen Garden: KGL 3 companies. French up to 2 
  'divisions' 
  • The Barn: KGL 1 company. French up to 1 'division' 
  • The Main Gate, Piggery and Apertures: KGL 2 companies. 
  French up to 2 'divisions' 
  • The Stables: KGL 2 companies. French up to 2 'divisions' 
  • The Abbatis: KGL 1 company . French up to 1 'divison' 
  T he game lasts for 12 turns, or until all KGL companies are 
  destroyed, or all French Companies are destroyed or shaken. If 
  the game goes the full 12 turns then the game is won on victory 
  points as follows 
  Each side scoreds the Victory Points listed under the scenario map 
  for each of the areas held. In addition, the following Victory 
  Points are scored for Shaking or destroying enemy units: 
  L A H AYE SAINTE 
  To assault into the Stables the French must scale the walls 
  (detailed in M ovement above). If the KGL have, no one in the 
  Stables section of the complex a French company that has 
  successfully scaled the wall can shoot at any unengaged 
  KGL/Hanoverian company in the complex, the 
  KGL/ Hanoverians reverting back to their basic 4+ Morale save. 
  A French company that has successfully scaled the wall can, in 
  their next turn, climb down into the Stables area if there are no 
  KGL/Hanoverians in that area to oppose them. 
  To assault into the Main Gate, Piggery and Apertures, the French 
  have a number of options: they can scale the walls (as detailed in 
  Afovement above). If the KGL have, no one in the Main Gate 
  section of the complex a French company that has successfully 
  scaled the wall can shoot at any unengaged KGL company in the 
  complex, the KGL reverting back to their basic 4+ Morale save. 
  A French company that has successfully scaled the wall can in their 
  next turn climb down into the Main Gate area if there are no 
  KGL in that area to oppose them. Alternatively, the French can 
  actually assault the Main Gate itself in an attempt to destroy it. 
  A single French company adjacent to the Main Gate can attack it, 
  as they would in a combat, requiring S's to hit. The main Gate has 
  a saving throw of 2+ and has 3 Stamina before it is destroyed. 
  Note that French Engineers require 3"s to hit and reduce the gates 
  saving throw to 4 +.Once the Main Gate is breached, the French 
  can attack into the main gate area with a number of companies as 
  described above, and the KGL revert back to their 4+ save, or 
  move into The Main gate area if there are no KGL companies in 
  that area. Note that whilst a French company is attacking the Main 
  Gate, it can be shot at by KGL companies in the Main Gate area. 
  Von Baring can add +2 to the combat dice of one KGL company 
  in the same area as him. He can be killed in the normal manner, 
  and if this happens he is replaced in the next Allied turn by a 
  junior officer with a Strategy Rating of 7. 
  Setting fire to buildings 
  Because the buildings are under heavy artillery and musket fire, 
  there is a constant danger of them being set ablaze.At the start of 
  each turn, roll one die each for the Stable, Barn and Farmhouse, 
  and on a 6 they have caught fire! Follow the rules for fires on page 
  85 of the Black Powder Rulebook. Now this is where those lovely 
  Nassau soldiers with camp kettles come in; at the start of the game 
  place these figures next to the pond in the Main Gates, Piggery 
  and Aertures section of the farm complex. If a building catches 
  fire, von Baring can order the group to move to the area that is on 
  fire. If they do move to the area where a building is on fire they 
  increase the chances of the fire being put out by + 1. 
  Any building that burns for three turns loses its defensive points, 
  although troops can still occupy and fight from such an area 
  Enemy Units 
  KGL, 95th or 
  H anoverian Feld company 
  French Voltigeur platoon 
  RHA or Luneburg Light company 
  French 'division' or Engineer company 
  Shaken Destroyed 
  1 VP 
  2VP 
  1/z VP 
  1 VP 
  1 VP 
  1 VP 
  2 VP 
  7 
  
  LA HAYE SAINTE 
  Are you ready for a full-blooded re-enactment of the Battle for La 
  Haye Sainte? Splendid, as that is what you'll be playing in this 
  scenario! This is an attack and defense game in every sense, the 
  Allied army must cling to this section of the Duke's ridge, whilst 
  the French must clear the motley collection of enemy to win the 
  Household Brigade entry area 
  Bremen D r\l ~ 
  D L2J ~ 
  \ 
  \ 
  \ 
  la:l 
  L:J 
  1st 
  1/J;~ 
  D11bois' Brigade entry 
  Charlet's Brigade entry 
  8 
  day. The farm of La Haye Sainte takes centre stage and if not 
  dealt with could act as a breakwater to French intentions, with the 
  troops stationed there having the ability to maul attacking French 
  battalions heading for the ridge. 
  -
  LI __ 
  1_2,,_d _ 
  __. 
  79th 
  28th 
  Quiot 
  Bo11rgeois' Brigade entry 
  
  This battlefield consists of some of the most famous battlefield 
  landmarks known. The centrepiece for this battle is the wonde1ful 
  model of La Haye Sainte. Near to the farm is a sandpit and the 
  Wellington Elm tree. The battlefield has several areas of sunken road 
  and a few hedgerows. The battlefield is also covered by very tall crops. 
  La Haye Sainte is treated as three separate areas for the purposes 
  of this game, these are the buildings themselves, each of which 
  can accommodate 1 standard size unit and I tiny unit, and follow 
  all the normal rules for buildings on page 85 of the Black Powder 
  rulebook. The Orchard, which counts as an enclosed wood, can 
  accommodate a Small size unit and the Kitchen Gardens, which 
  counts as enclosed open ground, can also accommodate a Small 
  unit. Troops in the Orchard and Kitchen Gardens count as being 
  in soft cover 
  Allies 
  The Allied forces are elements of the 3rd and 5th British Infantry 
  Divisions, a mixed bag of British, King's German Legion and 
  Hanoverian units. They are supported by Lord Edward 
  Somerset's Household brigade 
  znd King's German Legion Brigade: 
  Colonel Baron Ompteda 
  • 1st and 2nd Light Battalions 
  • 5th and 8th Line Battalions 
  1 s• Hanoverian Brigade: 
  Major General Count Kielmannsegge 
  • Light Field Battalions Grubenhagen and Luneburg 
  • Field Battalions Duke of York, Bremen and Verden 
  • Two companies of Fieldjagers 
  8th British Brigade: 
  Major General Kempt 
  • 23rn North Gloucestershire Regiment 
  • 32"d Cornwall Regiment 
  • 79th Cameron Highlanders 
  • 6 companies gyh Rifles 
  Rogers' Battery Royal Artillery 
  • Royal Artillery Reserve 
  • Ross' Battery Royal Artillery 
  LA HAYE SAINTE 
  The Sandpit counts as rough ground. It can accommodate a small 
  unit, and troops within count as being in soft cover. 
  The Sunken roads are classed as an obstacle to troops crossing it; 
  troops moving along it would have to be in March Column 
  Hedgerows also count as obstacles as does the abbatis near La 
  Haye Sainte. 
  The crops do not have to be placed on the field of battle but you 
  can scatter foliage to represent these. The effect on the day of the 
  battle was to screen the French to some extent as they advanced. 
  As a result, all shots at units in the areas designated as crops 
  receive a further -I to hit. 
  French 
  The French are elements of D'Erlon's I st Corps attack that began 
  at l. l 5pm on the afternoon of the 18th of June 181 5 they include 
  the !st Infantry Division and are supported by the !st Cuirassier 
  Brigade of the 13th Cavalry Division 
  1st Infantry Division: 
  Baron Q.uiot du Passage 
  1st Brigade Colonel Charlet 
  • II 54'h and 2 I 54th Line 
  • l/55'h and 2/55'h Line 
  2°d Brigade Baron Bourgeois 
  • l/28'h and 2/28'h Line 
  • I I I 05'h and 2/ I 05th Line 
  6th Foot Artillery 
  • I" company 2/ I Engineers 
  13th Cavalry Division's 1st Brigade: 
  Baron Dubois 
  • I st and 4th Cuirassiers 
  House Hold Brigade: 
  Lord Edward Somerset 
  • 1st and 2"d Life Guards 
  • Royal Horse Guards 
  • I st King's Dragoon Guards 
  "JI n officer and four men 
  came first in, tlie officer got 
  me 6y tlie co{{ar and said to 
  liis men 'C'est ce coquin! '" 
  Lieutenant Greame, 
  2nd Light King's German Legion 
  9 
  
  L A H AYE S AINTE 
  The following chart identifies the statistics of all the troop types 
  that will take part in this battle. All the Generals have a Strategy 
  Rating of 8. See details of special rules for Major General J ames 
  Kempt on page 81 of Albion Triumphant volume 2. At the start 
  of each turn, the Allies roll a die; on a 1 to 5 they are commanded 
  by Charles Alten, but on the roll of a 6 the Duke of Wellington 
  takes local command. Game rules for Alten and Wellington can be 
  found on page 80 of Albion Trimnphant volum e 2. 
  Note that the French Engineers follow the rules set out on page 78 
  of that same publication. 
  The 2nd Light battalion KGL are split into three units as are the 
  95th Rifles. During the game Ompteda can detach up to 2 
  companies of the 1st Light Battalion KGL to reinforce La Haye 
  Sainte, for each company Ompteda detaches to La Haye Sainte 
  remove a stamina hit from any of the 2nd Light battalion KGL 
  Allies 
  Army Break point:3 Brigades 
  2nd KGL Brigade Colonel Baron Ompteda 
  SR 8, Brigade Break Point 3 
  • 1 Standard KGL Light Infantry Battalion 
  • I Small KGL Light Infantry Battalion 
  • 2 Tiny KGL Light infantry companies 
  • 2 Standard KGL Line infantry 
  • 1 Tiny KGL detached Light infantry companies 
  1st Hanoverian Brigade Maj. Gen. Count Kielmannsegge 
  SR 8, Brigade Break Point 3 
  • 2 Standard Hanoverian Light Battalions 
  • 3 Standard Hanoverian Field battalions 
  • 1 T iny J aeger company 
  8th British Brigade Major General Kempt 
  SR 8, Brigade break point 2 
  • 2 Standard British Line infantry battalions 
  • I Standard Highlander battalion 
  • 1 Small Rifle companies 
  • 2 Tiny Rifles companies 
  • 2 Royal Artillery battery 
  units in La Haye Sainte, (note this can take units back to no 
  stamina hits). On removing the first company the !st Light KGL 
  reduce their Hand to Hand and shooting values by 1, on the 
  removal of the second company the battalion becomes classed as 
  small. The 2nd Light battalion KGL cannot voluntarily leave the 
  complex of La Haye Sainte but if all sections that make up the 
  2nd Light KGL are forced out of the complex they can be 
  reformed into a standard unit, taking a turn to do so. 
  T he Light companies/sections of the allied infantry have been 
  detached, as have the Voltigeur companies of the French infantry 
  Battalions. The French infantry have been upgraded to Tough 
  Fighters. Each battalion or regiment has a set deployment area 
  which is detailed on the battlefield map. Entry areas for the 
  :French and House hold brigade are also shown. The Household 
  brigade can only enter the table from turn 4. 
  French 
  Army Break point: 2 brigades 
  1st Infantry Division Baron Quiot du Passage, SR 8 
  1st Brigade Colonel Charlet 
  SR 8, Brigade Break point 3 
  • 4 Standard French Line infantry battalions 
  • 1 Standard French Light infantry battalion 
  2nd Brigade Baron Bourgeois 
  SR 8, Brigade Break point 3 
  • 4 Standard French Line infantry battalions 
  • I Standard French Light infantry battalion 
  • 1 foot artillery battery 
  • I Engineer stand to attach to any unit 
  13th Cavalry Division's 1st Brigade Baron Dubois 
  SR 8, Brigade Break point 2 
  • 2 Standard Cuirassier regiments 
  Household Brigade - Lord Edward Somerset 
  SR 8, Brigade Break point 2 
  • 3 Small Household cavalry regiments 
  • I Small Dragoon regiment 
  "Tlie ground was utera{[y 
  covered witli Prencli /(j{{ed 
  and wounded, even to tlie 
  astonisliment of my o{dest 
  so{diers, wlio said tliey liave 
  never witnessed sue Ii a sig lit." 
  10 
  Lieutenant Greame, 
  2nd Light King's German Legion 
  
  LA HAYE SAINTE 
  Unit 
  Type 
  Armament 
  tHHand-d 
  Shooting 
  Morale 
  Stamina 
  Special 
  o-
  an 
  Small Household 
  Regular 
  Sabre 
  6 
  0 
  3 
  2 
  Small, Reliable, 
  Cavalry 
  cavalry 
  Heavy cavalry D3 
  Dragoon 
  Guards 
  Regular 
  cavalry 
  Sabre 
  6 
  0 
  4 
  2 
  Heavy Cavalry D 1 
  British Line 
  Rfaular 
  Smoothbore 
  6 
  3 
  4 
  3 
  Steady Line, 
  Infantry 
  In antry 
  Musket 
  First Fire 
  Detached ~ight 
  Rfaular 
  Smoothbore 
  Skirmish, 
  4 
  2 
  4 
  2 
  Sharpshooter, 
  companies 
  In antry 
  Musket 
  Steady Lme, First Fire 
  Kings German 
  Rfaular 
  Smooth bore 
  3 
  3 
  Steady Line 
  L~on Line 
  6 
  4 
  nfantry 
  In antry 
  Musket 
  First Fire 
  KGL Detached 
  R~ar 
  Rifled 
  Skirmish, 
  Light Companies 
  In antry 
  Musket 
  2 
  4 
  ShaDshooters, 
  Steady ine First Fire 
  Kings German 
  Skirmish, Steady Line, 
  Rfaular 
  Rifled 
  3 
  3 
  First Fire, 
  Lefnon Light 
  In antry 
  Musket 
  6 
  4 
  Sharpshooter, Rifle 
  nfantry 
  Mixed Formation 
  Kings German 
  Skirmish, Steady Line, 
  Rfaular 
  Rifled 
  First Fire, 
  Legion Light 
  In antry 
  Musket 
  4 
  2 
  4 
  2 
  Sharpshooters, Rifle 
  Infantry companies 
  Mixed Formation 
  Kings German 
  Steady Line, First Fire, 
  Rfaular 
  Rifled 
  Skirmish, 
  Legion Light 
  In antry 
  Musket 
  2 
  4 
  Sharpshoote1; Rifle 
  Infantry company 
  Mixed Formation 
  Highland Infantry 
  Rfrnlar 
  Smoothbore 
  6 
  3 
  4 
  3 
  Tout Fif~ter ~teady 
  In antry 
  Musket 
  me irst Fire 
  Skirmish, 
  Rifle 
  Rfrnlar 
  Rifled 
  4 
  3 
  4 
  2 
  Sha1I'eshooters, 
  Companies 
  In antry 
  Musket 
  Reliab e, First Fire, 
  Elite 4+ 
  Skirmish, 
  Rifle 
  Rfrnlar 
  Rifled 
  2 
  2 
  4 
  Sharfeshooters, 
  Company 
  In antry 
  Musket 
  Reliab e, First Fire, 
  Elite 4+ 
  Hanoverian Field 
  Rfrnlar 
  Smoothbore 
  6 
  3 
  4 
  3 
  Line Battalion 
  In antry 
  Musket 
  Hanoverian 
  Rfrnlar 
  Smoothbore 
  Skirmish 
  Skirmishers and 
  In antry 
  Musket 
  4 
  2 
  4 
  2 
  Sharpshooters'. Rifle 
  Sharpshooters 
  Mixed Formation 
  Hanoverian Field 
  Rfrnlar 
  Smoothbore 
  6 
  3 
  4 
  3 
  Skirmish, 
  Light Battalion 
  In antry 
  Musket 
  Sharpshooters 
  Royal Artillery 
  Regi:lar 
  Smooth bore 
  3-2-1 
  4 
  2 
  Reliable, Shrapnel 
  Artillery 
  Artillery 
  11 
  
  L A H AYE SAINTE 
  Jnnch 
  Unit 
  Type 
  Armament 
  tHHand-d 
  Shooting 
  Morale 
  Stamina 
  Special 
  o-
  an 
  Battalions 
  R~ula r 
  Smooth bore 
  6 
  de Ligne 
  In antry 
  Musket 
  Cuirassiers 
  Regular 
  Cavalry 
  Sabre 
  9 
  Foot Artillery 
  Regular 
  Smooth bore 
  Artillery 
  Artillery 
  The game is played over eight turns on a 6x l0' table. Once you 
  have set up the Allied units in their starting positions roll for each 
  battalion and artillery battery; on a 6, mark the battalion or 
  battery with one stamina hit as a result of the unit being caught in 
  the Grand Battery's cannonade. 
  Repeat this procedure at the start of the second and third turns. 
  The French have to capture several key areas and the Allies have 
  to prevent them from doing so. Each side scores victory points for 
  the areas of the table that they control at the end of the game. 
  Points are also scored for shaking or destroying enemy formations. 
  T he winner of the game is the army that scores the most points at 
  the end of the game. 
  12 
  More information on gaming the Napoleonic 
  Wars can be found in the Albion Triumphant 
  volumes, which cover gaming the Peninsular 
  Campaign and the Hundred Days campaign, 
  leading up to the climactic battle of Waterloo. 
  These, and a rapidly growing range of 
  Napoleonic Wars miniatures, are available 
  from Warlord Games. Find them and a wealth 
  of other gaming articles on our web site. 
  WWW I WARLORDGAMES.COM 
  3 
  4 
  3 
  3-2-1 
  4 
  Controlled Objective 
  La Haye Sainte 
  Kitchen Garden 
  Orchard 
  3 
  3 
  2 
  Taking or holding the knoll 
  Braine L' Alleud to Ohaine Road, 
  West of Chausee de Bruxelles 
  Braine L' Alleud to O haine Road, 
  East of Chausee de Bruxelles 
  Enem y Unit 
  Standard unit 
  Small unit 
  Tiny unit 
  Shaken 
  2 points 
  1 point 
  0 points 
  Pas de Charge, 
  Tough Fighter 
  Heak Cavalry D3, 
  eliable 
  Points 
  3 points 
  2 points 
  I point 
  1 point 
  5 points 
  5 points 
  Destroyed 
  3 points 
  2 points 
  1 point 
  You can order via post (cheque/postal order): 
  Warlord Games, T04/T10 Technology Wing, The Howitt Building, 
  Lenton Boulevard, Nottingham NG7 2BY, UK. 
  Call us on: +44 (0) 115 978 0386 
  
SOURCE: textdata/thevault/Black Powder/Black Powder - La Haye Sainte.pdf