1815 (GDW, 1st ed.) 8 - Combat: The rule indicates that retreats are not allowed across rivers. Delete this reference as there are no rivers on the map, only brooks. Units may retreat freely across brook hex sides. 10 - Artillery: The reference to foot artillery losses due to retreat refers to losses due to conventional attack or defense, not a bombardment attack. Artillery conducting a bombardment attack ignores all adverse results, including retreats. Artillery may not conduct a bombardment attack at a range of two hexes if the Intervening hex is a woods or town hex. If an artillery unit's line of sight passes along a hex side instead of through a hex, fire is possible unless both hexes contain blocking terrain (woods or town). High ground may constitute blocking terrain as well in some cases. (See Terrain Effects Chart). 11 - Cavalry: In the first sentence of the rule, delete 1:3 and replace it with 1:2. 12 - Night Game Turns: Bombardment attacks are not allowed at night. 13. - Supply: ZOCs never block supply. The presence of enemy units always blocks supply. MAP Hex 1527 is a partial high ground hex, NOT a full high ground hex. There is a bridge between hexes 3713 and 3813 (It is printed on the map, but it may be hard to see). TERRAIN EFFECTS A non-high ground hex is defined as any hex with no high-ground in it. If a unit is attacking two or more units on different terrain types, treat all as if they were on the hex most advantageous to the defender. Rivers which run through towns are totally negated for both movement and combat. RULE 22 - OPTIONAL: OFF BOARD MOVEMENT If pursuing units leave in the player turn immediately following the exit of their quarry, no die roll modification is made. The columns on the pursuit table labeled "Turn" refer to the number of turns the pursuer has been in pursuit, not the number of turns between the exit of the pursuer and the quarry. For instance, if the French player exits troops from the board, and one game turn later the Prussian player exits troops in pursuit, the Prussian subtracts 2 from his die roll, rolling on column 1 his first turn of pursuit, column 2 his second turn of pursuit etc. A player may exit troops and schedule them to pursue other of his own troops exited previously. No die roll is necessary, as they will automatically locate and follow friendly troops. RULE 23 - OPTIONAL: WELLINGTONS REPUTATION Quatre Bras was held throughout the first day on the basis of Wellington's reputation. The French hesitated to attack for fear that large numbers of British troops were concealed in a reverse slope position. To simulate this, incorporate the following rule. At the beginning of the game, the Allied player draws a card (from an ordinary playing card deck) to indicate the units which may be deployed in Quatre Bras at the beginning of the game: A,K: All units of the British 1st Division and the Allied 2d Division. Q,JJ0: All units of the Allied 2d Division 9,8,7,6,5,4,3,2: No units Units available under this rule are not placed on the map. The Anglo-Allied player secretly notes their deployment on a piece of paper. These units may be deployed in Quatre Bras, or in any full high ground hex adjacent to Quatre Bras. Their position remains secret until the Allied player moves them, or the French player moves a unit into their Zone of Control. If a French unit moves into their Zone of Control, the French unit must stop, and the Allies are placed on the map. The French unit must attack, as usual, but the Allied unit's combat value (both attack and defense) is doubled for that game turn, due to surprise. If the Allied player moves the units, they are immediately placed on the map, and do not receive the surprise bonus of double combat value. Units deployed due to this rule do not appear as scheduled on the order of appearance (obviously) NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)