W A T E R L O O M A N U A L INTRODUCTION Welcome to Waterloo. Unlike other wargames you may have played, Waterloo dispenses with the rather unreal 'overview' normally given to wargames' commanders who are allowed to simultaneously examine troop dispositions, movements, combat results, etc., and usually, to order and move every aspect of an army with seemingly godlike powers. So often, many wargames ignore the difficult realities of, for instance, pre-radio communications, and elaborate chain of commands through generals and colonels of varying degrees of intelligence and skill, involving varying degrees of success when the commander-in-chief's orders are executed, or even the time delay between the occurrence of events in the field and the relevant information being relayed back to your headquarters. THE FOG OF WAR In Waterloo, you are the Duke of Wellington, or the Emperor Napoleon, and the price of such responsibility is high, since you, like them must suffer the trials of a commander-in-chief of the Napoleonic era. Your view of the battle will be limited by the point at which you stand. To see more you will have to move around. Your battle orders, though written by you, will be executed by your subordinate corps commanders who will, in turn, order their divisional general to move their infantry, cavalry, and artillery units. At the lowest level, regimental colonels will make decisions over which you will have little control. At each level of command, it is possible that the various commanders may ignore your orders, either as a result of better local knowledge, a surplus/surfeit of courage or skill. Finally, all your own orders are relayed by rider, involving a time delay between the issues of those orders and their execution. Waterloo is not so much a simulation of an existing wargame, as a simulation of war itself. PLAYER'S GUIDE 1. LOADING THE GAME Load the game as normal. 2. SETTING UP THE GAME Next you will be asked a number of questions. If this is your first game, the following should act as a guide. (1) HUMAN TO PLAY NAPOLEON, WELLINGTON, OR BOTH COMMANDERS? You may select either side. However, time is in Wellington's favour. He can afford to sit tight at the very beginning of the battle, and the defensiveness of his initial stance should allow you a little breathing space while you try to guess the French intentions. (2) MESSAGES BETWEEN GENERALS TO BE DISPLAYED? Although this would not be realistic it will be helpful to see how orders are interpreted by the computer. Answer Y. (3) PLAYER TO BE ALLOWED TO VIEW BATTLEFIELD FROM DIFFERENT PLACES THAN COMMANDER'S POSITION? For the purpose of familiarising yourself with the battlefield, its locations and how they are represented by the computer graphics, this is a must. Realistically, of course, this would not be possible. For the time being; answer Y. (4) CANNONS FIRING? Answer Y to be able to see the puffs of smoke from cannons as they fire. (5) NOTE WHAT THE PROGRAM IS DOING TO APPEAR AT BOTTOM OF THE SCREEN? Answer Y. (6) CHANGE HISTORICAL ORDERS? At the start of the game both sides have been issued with the same orders as the actual battle. Until you have familiarised yourself with the game, it is best not to change these, or you could end up in a mess. As a starting point the historical orders are sufficient for most purposes. Answer N (see section 6, when you wish to change them). (7) SAVE GAME EVERY HOUR This is a precaution against the computer being accidentally switched off and refers to a simulated hour of game play. Answer N. 3. STARTING THE GAME. With the Game set up, you may now turn your attention to the battlefield. Game Time starts at 11.30 in the morning and will end at 9.30 that night. Depending on which commander-in-chief you have chosen to play, your view will either be from Wellington's start position looking south, or Napoleon's looking north. An approximate map has been supplied indicating the initial dispositions of both armies lined from east to west along opposing ridges. If you have selected to play Napoleon, you will be asked if you are ready to issue your Orders. If you have chosen Wellington, you will have to wait while the French move first. Before issuing any Orders, take this opportunity to examine the view, to look around the screen, and familiarise yourself with the battlefield. 4. OBSERVATIONS Your initial view is from your commander's position (Napoleon or Wellington). Your commander is always located at the bottom of the screen, no matter which direction he is looking in. You can see as far as one and a half, to two miles in any direction, bearing in mind that the entire battlefield is five miles from east to west, and four miles from north to south. 4.1 LOOKING AROUND You may look in any one of four compass directions (North, South, East or West) following the 'Orders' prompt at the bottom of the screen. To do this, simply type Look and give the compass direction you require. Compass directions can be abbreviated to their initial letters. For example: Look East or Look E. You will be given a perspective view of what the commander can see from his present location. 4.2 THE MOUSE The Mouse acts as a pointing finger from this perspective view. Clicking on the mouse over villages, terrain features, army units, etc., will return names of various locations, the names of generals, unit types and also the range and direction. For a close up view (if the view is obscured), just click the mouse on any obscured part and the whole scene will appear. 4.3 LOOKING FROM OTHER POSITIONS If, when answering the questions concerned with 'Setting Up the Game', you answered Y to option (3), allowing you to Look from other positions, you will be able to see what is happening from other battlefield locations. To do this, type Look, the compass direction you want to look in, then From, and the name or point of location you want to look from. For example: typing 'Look S From Hougoumount', will show the view south from the chateau of Hougoumount. You could also type: 'Look E From Reille'. This would show you that corps commander's view east, though bear in mind that when viewing from another general's position, you may only choose one from your own side. 4.4 MOVING THE HEADQUARTERS One final way of altering what you can see on the battlefield is to move your HQ. During your army's movement phase you will be asked if you wish to move your HQ. If so, you will be asked the main compass direction you wish to move it to, and having selected N, S, E or W you may use the mouse to pick out the required direction. The change of location will not take place immediately. Your HQ will, like other troops, move as far towards your named direction as time allows. You will then be able to view from your new position(s). Please note that you will not be able to move if you are caught up in a disordered retreat, or are mortally wounded. For more on movement see section 5. 4.5 RECOGNISING UNITS Units can be identified by their different uniforms. Point at a unit and click the mouse to pick up details of what you can see. Each regiment is represented as a block of units led by a colonel. Colonels can be identified by their triangular flags. During the course of the game, units will change formation and direction. The infantry, for instance, will form into squares if threatened by cavalry, or guns will be seen to be towed, or will be lined up to fire. There will also be individual horsemen, either generals or riders (messengers). Generals will be carrying a flag; riders will not. Senior Generals are colour coded and a square flag indicates a division, corps, or commander-in-chief's position. 5. ORDERS You can type in your Orders in lower or upper case. Also, spelling mistakes, incorrect sentences and semantic errors are picked up. In the event of an error, the order is left on the screen with the cursor at the word that the program thinks is out of place. The order can be edited using the cursor, backspace, or delete keys. A pattern matching routine will also allow words to be shortened to their shortest identifiable sequence. For example, the farm 'La-Belle-Alliance' can be entered as La-Belle, since no other words start with these letters. There are 7 main Order types available to you. These can be typed in following the 'Order' prompt when it appears on the screen. They are: Basic Orders Battle Orders Support Orders Report Orders Transfer Orders Strategy Orders Defence/Attack Line Orders In game terms, the Orders that you issue will follow a strict chain of command, starting with you, the Commander-in-Chief, and following down through the military hierarchy; first to the respective Corps Commanders, then to their Divisional Generals, then to Regimental Colonels. The Commander-in-Chief (you) can only order their divisional generals under them, and so on. You will see how this works later in this section. Both players are able to enter a maximum of 8 Orders before the program moves on to the next Turn and implements those Orders. Each turn represents 15 minutes of simulated game time. Whenever 'key' appears in red at the bottom right hand corner of the screen, either click the mouse, press any key, or wait for time-out (about 20 seconds), to go back to the 'Orders:' prompt. The Orders that can be sent to your Corps Commanders are quite varied and sophisticated. However, there are also a number of Basic Orders designed to help players. These are detailed in the following section. 5.1 BASIC ORDERS LOOK - The Look Order requires a compass direction, and can be combined with From which is the location you wish to Look (compass direction) From (place or name) - see section 4: 'Observation' for more details. NAME - This Order will detail the command structure of Corps Commanders of Divisional Generals, depending on which name is typed in. The names of all subordinates and the troop type they control (i.e. Infantry, Cavalry, etc.) will be shown or, simply type, Corps. POINTS - A running total of how well you are doing. Points are given according to the current size of your army, the prisoners and casualties you have caused, and the farms and villages you control. X or ESC Stops the computer from waiting for more Orders, allowing the program to move on to the next Turn, with less than 8 Orders submitted, which it can then execute in the next 15 minute period of battle. PAUSE - Freezes the game until you are ready to continue. SAVE - Saves the current situation at the end of the next period of battle, but continues with the game. Players willing to Save the game after every round could, if they wished, play 'Waterloo' by mail; one player making his moves, and then posting the disk to his opponent, who likewise issues his Orders, saves the data, and posts the disk back. QUIT - Abandons game. 5.2 BATTLE ORDERS All Orders are merely sentences containing instructions for your Corps Commanders. These are typed into the computer and acted upon by your units in the following turn. The sentences that you type in must contain certain instructions for it to be understood. Battle Orders and every other type of Order described in the following sections, consist of 2 components. These are: Actions Conditions For your Battle Orders, you have a choice of 6 Battle Actions. These are: Move Attack Defend Shell Stay in Reserve Retreat ('Shell' means the firing of artillery batteries, the rest are self- explanatory). These 'Actions' are the commands that concern the movement and combat of your units. Once you have chosen a desired Action for your Battle Order, you must then determine the 'Order Conditions' that will affect how, and by whom it will be carried out. For this, you will use some or all of the following available Order Conditions. These are: Who Place Time Duration All Corps Order Conditions determine your troop's targets and objectives. Let us assume that you wished an entire Corps to move to a specific location. First, state to whom your Orders are addressed (this must be the name of a Corps Commander), then the time at which you wish them to Move, the Battle Action they must perform (in this case they must Move), the place they must move to. So for example, you could type in: (Who) (Time) (Battle Action) (Place) 'Reille at 12.30 pm Move to Pospol' When stating who is to follow an order, remember that you may issue direct Orders to Corps Commanders only. If you want a specific unit to follow an order, you must first type in a Corps Commander's name, telling him to Order the unit for you. The place need not be a named village or farm - it could be a General, or a description of some terrain feature or enemy force, or simply a distance and direction relative to one of these names. To give a relative position, type in a distance, then a direction, one of the eight compass directions, then a place. For example, '1.5 miles east of Plancenoit'. The time of the action is optional, it is merely when you want the Orders to take effect. Also, there is the duration, also optional. Its form is: 'for (x) hours (y) minutes,' or 'for (x) hours,' or 'for (y) minutes' A particularly powerful and useful Order Condition is 'all corps', especially when combined with some of the Order types you will come to later, for example the Battle Report Order, as in: 'All Corps send me your Battle Report' There is a vast number of possibilities, and all the Order Conditions could apply to the 6 Battle Actions. But you may wish to be more specific. You may, for instance, only wish for a Corps Commander to use a specific type or number on his troops. In that case, you must instruct him to 'Order' the Divisions to troop types of his Corps with which you are concerned. Let us assume you wished one of your Corps Commanders to hold a hill with only two infantry divisions. Your instruction might be: 'D-Erlon at 1.15 pm Order 2 infantry division to Defend the hills 1 mile south of you.' Remember that it was necessary to use the word 'Order' in the sentence because specific divisions were concerned. It would be the same if you wanted to move the Division under the command of General Donzelot. Because Donzelot is subordinate to Corps Command D'Erlon, it would be necessary to state: 'D-Erlon at 1.15 pm Order Donzelot to Defend the hills 1 mile south of you.' 'D-Erlon Move Donzelot 1 mile south,' would be illegal. If, in your Orders to a Corps Commander, you do not specify any forces, he will select one or more of his own choice. He will, at the same time, be acting on his own initiative, issuing his own Orders within the bounds of the strategy he is working in, and any attack/defence line that may have been specified. Here are some of the examples of a range of Battle Orders, using a number of Battle Actions and Order Conditions: D-Erlon order your artillery to move 1/2 mile north Reille move to Mon-Plaisir Lobau Shell Mont-St-Jean Farm for 3 hours Drouot shell the enemy cavalry 1 mile north of you D-Erlon order your infantry to move to the HQ Reille at 2.30 pm Retreat 5.3 SUPPORT ORDERS When a Corps Commander supports another, he transfers his own divisions to the Corps he is supporting when requests for assistance are received. Support Orders tell a Corps to give, take, stop giving, or stop taking support from another Corps Commander. There are 4 Support Actions: Give Support To Take Support From Stop Giving Support Stop Taking Support From If a Support Action is taken, the corresponding Action is sent back automatically. So that if the Order: 'Lobau Give Support To Reille' is entered, then the commander's staff send the Order: 'Reille Take Support From Lobau' The conditions listed in 5.2 (Battle Orders) also apply to Support Orders. As with Battle Orders, you must state which Corps Commander should perform the Action and you have the option of stating the time when it should begin. Added to the list of available Conditions previously given in section 5.2 is: (Assign Corps) which is the Corps a Commander will give support to. You may give support to more than one corps. Here are some examples of Support Orders: Lobau give Support to Reille Lobau stop giving support Drouot at 6.30 pm give support to Reille, D-Erlon and Milhaud 5.4 REPORT ORDERS A Report Order requests the Corps Commander to ask all subordinates for details of men, guns, casualties, prisoners, etc. and to pass that information back to you, the Commander-in-Chief. The Report Action is: Send Me Your Battle Report Examples: D-Erlon send me your battle report All Corps at 8.30 pm send me your battle report 5.5 TRANSFER ORDERS This tells a Corps Commander to Transfer one or more of his divisions to another Corps Commander. There is only one Action to the Transfer Order and that is, of course: Transfer To the previous Conditions is added: Division To Transfer a division to another Corps Commander, you may type in the name of its General, or its type, and a specified or unspecified number of divisions. If you are not using the name of the division's general, you must indicate its type, e.g.: infantry, etc. Here are some examples of Transfer Orders: Lobau Transfer Domon to Reille Lobau Transfer your cavalry to Reille Lobau at 6 pm Transfer 2 divisions of infantry to D-Erlon 5.6 STRATEGY ORDERS Corps Commanders will operate on one single strategy. This Order will probably only be issued at the beginning. There may also be a need to use it if things go very well, or very badly. The Strategy Actions are: Change Your Strategy To Attack Change Your Strategy To Defend Change Your Strategy To Stand-By Change Your Strategy To Reserve Change Your Strategy To Retreat Also, if you wish to minimise the level of control a Corps Commander has over his divisions, in order to take direct control of them, change the Corps Commander's Strategy to STAND. Some Examples: D-Erlon At 1 pm Change Your Strategy To Attack Reille At 7 pm Change Your Strategy to Defend 5.7 ATTACK & DEFENCE LINE ORDERS This is a strategic Order to those Corps Commanders who are to make up the front line. It is important that the front line is complete, as it is in the historical Orders both armies start with by default. A Corps Commander on the front line is given two places to form a line between, and the two Corps Commander's names to be linked with at these places. Alternatively, a flank can be specified that does not require a place or general to be named. This Order need not be issued if you wish to use the historic Orders - the Corps Commanders will adjust the line specified to ensure a firm link with the named Commanders. If a defence line is specified, the Commander will make the best use of the surrounding terrain and buildings, and an attack line will be pushed forward. Your Choice of Strategies is: Form An Attack Line From Form A Defence Line From Additional Conditions are: linking with the west flank the east flank Examples: 'Reille form a defence line from the west flank to La-Belle- Alliance linking with D-Erlon'. 'D-Erlon form an attack line from La-Belle-Alliance linking with Reille to Frichermont linking with Lobau'. 'Lobau form a defence line from 1/2 mile south of Frichermont linking with D-Erlon to the East Flank. REFERENCE GUIDE BASIC ORDERS LOOK Look (direction) From (place/name) NAME Command structure of named Commander or type: CORPS X-ESC Advance game with less than 8 Orders entered PAUSE SAVE QUIT BATTLE ORDERS BATTLE ACTIONS Move, Attack, Defend, Shell, Retreat & Stay In Reserve. SUPPORT ACTIONS Give Support To, Take Support From, Stop Taking Support From, Stop Giving Support To. REPORT ACTIONS Send Me Your Battle Report TRANSFER ACTIONS Transfer STRATEGY ACTIONS Change Your Strategy To: Attack/Defend/Standby ORDER CONDITIONS WHO Name of Corps Commander being addressed TIME When order takes effect (optional) PLACE Village/farm/terrain feature/enemy force/distance/ hours/minutes (optional). ASSIGN CORPS The 1 or more corps to receive support ALL CORPS All corps to perform Order DIVISION Name or type of division LINKING WITH EAST/WEST FLANK Joining of front line units in attack/defence line. GENERAL 6. HISTORICAL ORDERS Obviously, the Orders you send are the key to the game. However, assuming that in the Set-up phase you answered N to the question 'Change historical orders?' then the Corps Commanders and their Generals will have already received the Orders they were historically given. Fighting will start even if no new Orders are sent. If you choose to change the initial Orders, you may enter up to 30 new ones for either side. The Corps Commanders will keep their historical Orders unless you change them, so their is no need to re-enter Orders a Commander already has. Your new Orders, if any, will take immediate effect. 6.1 HISTORICAL EVENTS Note that this simulation represents events as they were in history. For that reason, the French will be unable to recall Grouch's Corps which was, on that day, fighting some distance away in Wavre. This also means that the Prussians will arrive in the afternoon/early evening. 7. ASPECTS OF GAMEPLAY The game works along basic Napoleonic principles. The various movement and combat results are calculated according to extreme detailed rules, similar to those found in the more complex of Tabletop Wargames. The following are an indication of the more important aspects of play represented within the simulation. 7.1 TROOP QUALITY Logically enough, the best units on either side are in the guard units. Line and Light units are regarded as professional soldiers with appropriate training, whereas Landwehr or Militia are hastily assembled forces, and not full-time soldiers. 7.2 ARTILLERY RANGES Artillery Range is approximately 1/2 mile. A battery of guns can only fire at a target it can see. The artillery officers in the field select the most effective ammo types according to the range and target. 7.3 MORALE Units may be forced into disorganised retreats or temporary routs, and a retreating unit can spark off several units into a major retreat. Militia and Landwehr units have a fairly brittle morale, while others can sustain more punishment before breaking. Some routed units will eventually reform, though their morale is likely to be shaky still. 7.4 MESSENGER RIDERS The horsemen carrying messages are treated as units themselves. They can therefore get shot, or caught up in routs and lost. 7.5 OFFICER'S INITIATIVE All commanders interpret their orders. There are three levels of 'Intelligence' below the Commander-in-Chief: at Corps, Divisional and Regimental level. A Commander will attempt to use the terrain features to his advantage and he may not obey an Order if he considers it suicidal, out of date, or irrelevant to the local situation. Corps Commanders have a high degree of flexibility and can advance, retreat, support each other, and make similar decisions without consulting with the Commander-in-Chief. The regimental commanders will order infantry into the optimum formation for their relevant situation, i.e. forming square when faced by enemy cavalry, line to maximise fire-power, column for heavier impact when attacking. 7.6 EXCLUDED GAME ASPECTS A few aspects of napoleonic Warfare have been excluded. These are: smoke blocking the line of sight, the breaking down of regiments into long lines of skirmishers, and promoting or demoting of staff. 8. THE END OF GAME The battle ends at 9.30 pm. Full battle reports will become available and the result assessed. You are also given the option of looking around the battlefield. 9. HINTS ON PLAY TIME One very important aspect when issuing Orders is to be aware of the time delay that ensues while riders carry your messages to the relevant commanders, and those commander's attempt to carry them out. If you see a crisis develop on the battlefield, think twice before acting upon it. Be sure that what you are attempting can be achieved in time to be of some use. Perhaps the General in command will be able to sort it out anyway. Don't waste good troops sending them off on hopeless mercy dashes that will weaken your army's cohesion. ISSUING ORDERS Make your Orders clear: 'Lancey move to La-Haie' is vague. How many divisions do you want to move to La-Haie? Unless you want Lancey to make the decision you'd best be more specific: 'Lance Order 2 Infantry and your Cavalry to Move to La-Haie' Don't use the 'Strategy' or 'Form Attack/Defence Line' Orders until you are sure of what you're doing. These Orders have a major effect on how the game is fought. SETUP OPTIONS Be sure to use option (5) in section 2. - 'Setting Up The Game', which allows you to see a note on what the programme is doing, especially when you are learning. ARTILLERY Be sure to fully exploit the 'Shell' order. Units behind hard cover may be difficult to dislodge without an initial artillery barrage. Don't waste potential gun power on targets on the edge of their 1/2 mile range. Make sure your firepower is as effective as possible. You may consider massing the fire on many batteries against 1 target. Try to ensure that you support infantry or cavalry attacks with artillery. RECONNAISSANCE Keep 'Looking' at every opportunity. Never forget that the battle is going on all around you, and in places you cannot see. Make sure you ask for reports every hour or so. 'All Corps send me your Battle Reports' is well worth giving a sensible schedule time, say, at halfway through the day. PLANNING AHEAD Don't try to do too much at once. It is very easy to get in a muddle. Set yourself an objective and a strategy, and try not to let unexpected events distract you from your purpose. Included in the following pages is some background to the nature of Napoleonic warfare, the composition of its armies and the tactics they actually employed in battle. Obviously it will help if you know something about how a Napoleonic army was led and how it fought. The section entitled 'The Hundred Days' traces the events that led up to Waterloo and includes an account of the battle itself, all of which should be of some help. ARMY LISTS UNIT STRENGTHS Unit strengths are as follows: 1 Infantry Regiment 1,000 men 1 Cavalry Brigade 600 horsemen 1 Artillery Battery 400 crew 16 guns Prussian Brigades are approximately the size of British or French Divisions. The terms Regiment and Brigade can be applied to Infantry or Cavalry. The Prussian Landwehr are the equivalent to Militia. NOTE: If you are familiar with the events of Waterloo you may notice the absence of Marshal Ney on the French Army List. Those wishing to play the French are possibly quite relieved! Since Napoleon gave Ney the role of battlefield commander, charged with acting out Napoleons plans, he might possible be leading any French units into battle. He has not been listed as any particular Corps commander, to reflect his semi- independent status as Napoleon's 'right hand', as it were. FRENCH ARMY - COMMANDER-IN-CHIEF: NAPOLEON GENERAL DIVISION COMPOSITION Ist CORPS - D'ERLON Quiot Ist Infantry 4 Line Regiments Donzelot IInd Infantry 3 Line 2 Light Regiments Marcognet IIIrd Infantry 4 Line Regiments Durutte IVth Infantry 4 Line Regiments Jacquinot Ist Cavalry 2 Light Brigades Desales Corps Artillery 2 Foot 1 Horse Batteries IInd CORPS - REILLE Bachelu Vth Infantry 4 Line Regiments Jerome VIth Infantry 3 Line 4 Light Regiments Foy IXth Infantry 3 Line 2 Light Regiments Pire IInd Cavalry 3 Light Brigades Pelletier Corps Artillery 2 Foot Batteries IVth CORPS - LOBAU Simmer XIXth Infantry 4 Line Regiments Jeanin XXth Infantry 3 Line 1 Light Regiments Domon IIIrd Cavalry 2 Light Brigades Subervie Vth Cavalry 2 Light Brigades Noury Corps Artillery 2 Foot 1 Horse Batteries IIIrd RESERVE CAVALRY CORPS - KELLERMAN Lheretier XIth Cavalry 3 Heavy Brigades d'Hurbal XIIth Cavalry 3 Heavy Brigades Tancarville Corps Artillery 1 Horse Battery IVth RESERVE CAVALRY CORPS - MILHAUD Alphonse XIIIth Cavalry 2 Heavy Brigades Delort XIVth Cavalry 2 Heavy Brigades Chasseriau Corps Artillery 1 Horse Battery IMPERIAL GUARD - DROUOT Duhesme Young Guard 4 Guard Regiments Friant Grenadier 4 Guard Regiments Morand Chasseur 4 Guard Regiments Lefebvre Light Cavalry 3 Guard Regiments Guyot Heavy Cavalry 3 Guard Regiments Saint-Maurice Guard Artillery 4 Foot 2 Horse Batteries ALLIED ARMY - COMMANDER-IN-CHIEF: WELLINGTON GENERAL DIVISION COMPOSITION Ist CORPS - ORANGE Cooke Ist Infantry 3 Guard Regiment Alten IIIrd Infantry 6 Line 1 Light Regiments Perponcher IInd Dutch-Belgian 4 Line 1 Light 2 Militia Chasse IIIrd Dutch-Belgian 2 Line 1 Light 2 Militia Macdonnel Hougoumonyt Detachment 2 Guard 2 Line Regiments Gunkel Corps Artillery 3 Foot Batteries IInd CORPS - HILL Clinton IInd Infantry 3 Line 2 Light 2 Militia Churchill IVth Infantry 1 Line 1 Light Egerton Corps Artillery 1 Foot Battery ARMY RESERVE CORPS - LANCEY Picton Vth Infantry 4 Line 2 Militia Lambert VIth Infantry 2 Line 3 Militia Kruse Nassai Contingent 2 Line 1 Militia Olfermans Brunswick Contingent 2 Line 2 Light 1 Guard Cram Brunswick Cavalry 1 Light Brigade Wood Reserve Artillery 2 Foot 1 Horse Battery CAVALRY CORPS - UXBRIDGE Somerset Ist Cavalry Brigade 2 Guard Regiments Ponsonby IInd Cavalry Brigade 2 Heavy Regiments Dornberg IIIrd Cavalry brigade 2 Light Regiments Vandaleur IVth Cavalry Brigade 2 Light Regiments Grant Vth Cavalry Brigade 2 Light Regiments Vivian VIth Cavalry Brigade 3 Light Regiments Arenschildt VIIth Cavalry Brigade 2 Light Regiments Estorff Hanoverian Brigade 1 Light Regiment Collaert Dutch-Belgian Cavalry 4 Light 2 Heavy Regiments Ist CORPS - ZIETHEN Steinmetz Ist Infantry 2 Line 1 Light Regiments Treskow Ist Cavalry 3 Light Regiments Holtzendorff Corps Artillery 1 Foot 1 Horse Battery IInd CORPS - PIRCH Tippelskirsch Vth Infantry 2 Landwehr 3 Light Brause VIIth Infantry 2 Landwehr Regiments Bose VIIIth Infantry 2 Landwehr 4 Light Sohr IInd Cavalry 2 Light Regiments Rohl Corps Artillery 1 Foot Battery IVth CORPS - BULOW Hake XIIIth Infantry 4 Landwehr 2 Light Funck XIVth Infantry 5 Landwehr 2 Light Losthin XVth Infantry 4 Landwehr 2 Light Hiller XVIth Infantry 4 Landwehr 2 Light Schwerin Ist Cavalry 3 Light Regiments Waltzdorf IInd Cavalry 1 Light Regiment Sydow IIIrd Cavalry 3 Landwehr Cavalry End.