Software Presents Part 1 of the UMS Docs Thanks once again to DR.J (U.S.A.) THE UNIVERSAL MILITARY SIMULATOR By Rainbird Software FORWARD Originally, the "Universal Military Simulator" was just the working title for a very unusual piece of software. That was about 15,000 lines of computer code ago. Simply put, the program you just purchased will simulate a conflict between any two opposing forces, from history or fantasy, displayed on a three dimensional battlefield that can be viewed from any perspective, while you zoom in on the action, command the smallest unit and change any variable. Of course there's more. The Design Map section will help you create three dimensional maps of anything you wish: battlefields, D & D worlds, castles or maps for reports. If you're out of ideas UMS will even randomly generate maps for you. The Create Army section will allow you to design armies of any description. The Universal Military Simulator comes with 18 pre-defined unit types, from charioteers to armored cavalry. If that isn't enough you can create "wildcard units" with the characteristics you wish. The Create Scenario function will help you put any two armies together on any battlefield. Literally, any two armies. It is possible, for example. to simulate a conflict between Alexander and Napoleon with their respective troops on the fields of Gettysburg. Again, your imagination is the only limitation. UMS also possesses a unique Artificial Intelligence that "perceives" opposing armies as geometric shapes and interconnecting lines of force while individual fighting units are maneuvered as a cohesive army striving towards a common goal. Furthermore the 14 actual variables evaluated by UMS to resolve combat may be viewed by the user after all hostile contacts thereby eliminating "the fog of war" that other wargames hide behind. Over seven years in the making, the Universal Military Simulator is as revolutionary as it is evolutionary. UMS will certainly be the standard that all wargames are measured by for many years to come. CHAPTER I - GETTING STARTED THE MAIN MENU The Universal Military Simulator consists of four sections that help the user create new maps, design armies, create new battle scenarios and run battle simulations. These sections are accessed from the main menu that first appears after running the program. To select a section, position the arrow cursor over the desired box and click the left mouse button once. To terminate the program select QUIT. You will be returned to the GEM desktop. To create new armies, or to edit an army that has been previously saved to disk, select DESIGN ARMY. The Universal Military Simulator contains a powerful three-dimensional typographical design tool that is accessed by selecting DESIGN MAP. This function is not limited to creating battlefields, but may be used to design maps of all kinds including fantasy worlds from role-playing games and computer text adventures. CREATE SCENARIO allows the user to place two armies from any time period together on a field of battle. There are virtually no restrictions and the combinations are nearly infinite. Selecting RUN SIMULATION allows the user to participate as the Universal Military Simulator's Artificial Intelligence routines supervise the conflict. The user may play against the program, against another human opponent, or even influence the computer's decisions while viewing the battlefield in complete 3-D. CHAPTER II - RUNNING A SIMULATION THE SELECTION SIMULATION MENU The Universal Military Simulator disk contains five battle simulations. They are: ARBELA, the battle that decided the conquest of Asia Minor, fought in 331 B.C. between Alexander the Great and Darius of Persia; HASTINGS, the great clash of the Medieval Ages between two claimants to the English throne in 1066; MARSTON MOOR where Oliver Cromwell saved the young Parliament's Army; WATERLOO, the last card played from the Emperor Napoleon's hand and GETTYSBURG, where General Robert E. Lee's Confederate Army of Northern Virginia reached their highwater mark under the summer Pennsylvanian skies of 1863. To select a scenario click the left mouse button once over the desired simulation. Other scenarios from Universal Military Simulator Scenario Disks, or user created scenarios, may be read from disk by selecting the READ SCENARIO FROM DISK option. After clicking the left mouse button once over this option a dialog box will appear requesting that the user specify a disk drive by clicking the left mouse button once over the appropriate drive box. Two floppy disks and two hard drives are supported. Double click the left mouse button over the desired file. Selecting CANCEL returns to the last menu. THE BATTLEFIELD WINDOW The Universal Military Simulator take full advantage of the GEM capabilities of the Atari ST. The battlefield window contains drop-down menus (discussed in detail in the following pages), a close box located in the upper lefthand corner of the window, and dialog boxes that appear throughout the simulation to receive user input. At the bottom of the window two status lines are displayed that indicate the current three-dimensional perspective, the current simulation time (in military time) and the present 'active army' or side that is currently capable of receiving commands and firing weapons. Clicking the left mouse button once inside the close box will end the simulation after the program has confirmed the user's intentions. THE SCENARIO PHASES The RUN SIMULATION section is divided into two phases: the ISSUE COMMAND PHASE in which orders are given by the user to all desired units of both armies and which is terminated by selecting END COMMAND PHASE from the drop- down menu or by pressing the letter Q on the keyboard; and the MOVEMENT/ BATTLE PHASE. At the end of the COMMAND PHASE the user is requested, through a series of dialog boxes, to select the desired computer battle logic. (For more information see the Battle Logic section in this chapter.) The MOVEMENT/BATTLE phase is divided into eight equal segments. Selecting NEXT SEGMENT from the drop-down menus, or pressing the letter N on the keyboard will advance the scenario time and update the battlefield. After the MOVEMENT/BATTLE phase is completed the COMMAND PHASE is repeated. THE DROP-DOWN BATTLEFIELD MENU Located at the top of the battlefield GEM window are six drop-down menus. All functions of the Universal Military Simulator may be accessed through these menus. Many functions may also be activated by a corresponding keystroke. The left most menu, FILENAMES, when selected, displays the actual filenames used for storing the maps, scenario and armies for the current simulation. This information is quite helpful when editing a scenario. Three-dimensional viewing perspective is controlled by the drop- down menus underneath NORMAL and ZOOM IN. Moving the mouse over any of the titles above the window will cause the drop down menu to appear. Clicking the left mouse button over a highlighted item will cause the map to be redrawn within the battlefield window from the perspective selected. Selecting NORTH, for example, will create a map drawn from the point of view of someone south of the battlefield looking North. Selecting a perspective from the ZOOM IN menu will draw a map with a corresponding close in aerial perspective. The EXTREME ZOOM IN menu controls highly magnified viewing of a selected areas. Selecting the item EXTREME ZOOM IN under the menu heading will create a flashing 10 grid point by 10 grid point box. (Color monitors will also show woods and unit directions arrows in reverse.) This flashing square is under the control of the mouse. Any directional change of the mouse will be immediately copied by the flashing grid. Clicking the left mouse button will cause the map area beneath the grid to be greatly magnified. Clicking the right mouse button will cancel this function and restore the map. After EXTREME ZOOM IN has been activated the enlarged area may be scrolled by either selecting the desired direction from the drop-down menu or by pressing the four cursor arrow keys on th right hand side of the keyboard. Pressing and holding an arrow key will cause the screen to scroll continuously in indicated direction until the border of the map is encountered. (IMPORTANT: to avoid confusion only movement arrows that begin and end within the zoomed in area are displayed.) AUTOMATIC ZOOM works like a toggle switch and may be turned on or off. When AUTOMATIC ZOOM is enabled the computer will automatically zoom in on any important activity on the battlefield during the simulation. A check mark (tick) indicates that the function is on. The BATTLE menu contains many of the functions required to fully utilize the Universal Military Simulator. Selecting ISSUE COMMANDS TO UNITS either from the drop-down menu or by pressing the space bar on the keyboard will allow the user to give specific commands to each unit on the battlefield. This function is discussed in complete detail in the following pages. SWITCH SIDES is used in conjunction with ISSUE COMMANDS to select which army is currently active or capable of receiving commands. This 'active' side is shown in the display at the bottom of the battlefield window. SWITCH SIDES is also used in conjunction with FIRE RANGED WEAPONS to select firing targets. Again, the 'active', or firing, army is displayed at the bottom of the window. Selecting END COMMAND PHASE, either from the menu or by pressing Q on the keyboard signals the program that the user has moved all desired units. See the Battle Logic section in this chapter for complete information. The FIRE RANGED WEAPONS function (which becomes operational after selecting the END COMMAND PHASE) allows the user to fire units with long range capabilities. This is discussed later in this chapter under Combat. The SAVE SIMULATION function is activated from either the drop-down menu or by pressing the letter S from the keyboard. After entering the desired filename, select the drive for storage by clicking the left mouse button over the appropriate letter box. To restore a saved simulation use the READ FROM DISK option on the previous menu. All simulation files end with the .SIM extension. A hard copy print out of the battlefield window may be obtained by selecting PRINT MAP from the drop-down menu or by pressing P on the keyboard. The Universal Military Simulator supports both the Atari 1280 line format or Epson 960 dots per inch format. Select the desired format by clicking the left mouse button over the appropriate box. The user may also add one line of text at the top of the printout. After hard copy printout has been 'formatted' using this function, additional screen prints may be made at any time throughout the program by pressing the ALT and HELP keys simultaneously. The ORDER OF BATTLE command will display all units currently within an army. If the display continues for more that one screen, pressing the left mouse button will show the next page of units; pressing the right mouse button will cancel the display and return the user to the simulation. The DISPLAY OPTIONS MENU allows the user to control the features that are displayed on the battlefield map. The options are 'toggle switches' and may be turned either on or off. A check mark indicates that the option is active. The options are: BATTLE MARKERS, which indicate points where hostile contact between units has occured, MOVEMENT ARROWS, which indicate the future movement of all units, TOWNS & LANDMARKS that mark points of interest on the battlefield, WHITE FLAGS and BLACK FLAGS which will hide from view one or both armies, and FAST DISPLAY MODE. When FAST DISPLAY MODE has been toggled on, the Universal Military Simulator will only briefly display contact between hostile units and computer-controlled long range fire. This considerably speeds up the viewing time of a simulation. For more information see the section on Combat later in this chapter. DEMONSTRATION MODE Selecting DEMONSTRATION MODE instructs the Universal Military Simulator to take over all army command functions and viewing perspectives. To activate DEMONSTRATION MODE press the CONTROL key and the letter D on the keyboard simultaneously. A warning box will appear to confirm this choice. DEMONSTRATION MODE can be activated at any time during any simulation, including user-designed simulations. The five simulations that come with the Universal Military Simulator, however, will automatically receive special instructions to recreate the actual battles. These battles will follow the guidelines as described in Appendix A. ISSUE COMMANDS All units participating in a scenario may be given specific commands that control the unit's movement and status. The ISSUE COMMANDS function is activated either from the drop-down menu or by pressing the keyboard space bar. After selecting this option the COMMAND BOX appears and the active unit's vital information is displayed along the left hand side of the battlefield window. A copy of the unit's flag is also displayed surrounded by the eight compass directions. If AUTOMATIC ZOOM has previously been selected the area immediately around the active unit will be enlarged. To move a unit either click the left mouse button over the desired compass direction box or position the mouse cross-hairs over the intersection point on the map. Units move from adjacent point to another. To scroll the map (when in EXTREME ZOOM) click the left mouse button over the appropriate arrow key in the lower right hand corner of the battlefield window. NEXT UNIT and LAST UNIT will de-activate the current unit and activate another unit for commands. Pressing the right mouse button will also advance to the next unit. QUIT erases the COMMAND BOX. If AUTOMATIC ZOOM has previously been selected the map will be redrawn to that last full perspective selected. A unit may also be ordered to assume one of the following statuses: MANEUVER (which allows for maximum movement but leaves the unit vulnerable to attack and defense), ATTACK (which reduces a unit's mobility but greatly increases its value in battle), DEFEND (which halts all further movement by the unit but increases the unit's ability to withstand attack), and RESERVE (the unit may not move, and is vulnerable to attack; however the unit's morale factor will be increased after one full eight segment movement phase). BATTLE LOGIC To access the Universal Simulator's Battle Logic, select END COMMAND PHASE after all desired units and commands have been made. The Universal Military Simulator may be instructed to assume command of either one or both armies or run in a 'supervisory' mode and simply referee the simulation and decide the outcome of contact between hostile units. The first dialog box that appears after selecting END COMMAND PHASE requests that the user assign commanders for both the black and white armies. If both armies are placed under HUMAN COMMAND the Universal Military Simulator will not request any further information and will activate the MOVEMENT PHASE. Selecting either NEXT SEGMENT from the drop-down menu or pressing the letter N on the keyboard will 'step' the units on the battlefield to their ordered positions and increase the time appropriately. If, however, either army is placed under COMPUTER CONTROL the Universal Military Simulator will display a series of dialog boxes requesting specific instructions, or limitations, for the command of those forces. The BATTLE LOGIC dialog box is now displayed. Any one of the following options may be selected: ALLOW COMPUTER TO DECIDE STRATEGY (the computer will make the decision to attack or defend after analyzing over 10 factors per unit in both armies), FORCE COMPUTER TO ATTACK (the computer will decide and execute the attack with the greatest probability of success), FORCE COMPUTER TO DEFEND (the computer will not attack but will assume the defensive, and, if possible, move units to a more secure position), LEFT FLANK, RIGHT FLANK, ATTACK IN CENTER and DOUBLE ENVELOPMENT require the Universal Military Simulator to execute the desired attack plan. LEFT FLANK and RIGHT FLANK attacks may also be supported by the opposite half if the army. Dialog boxes are displayed to receive user input. Click the left mouse button over CONTINUE, or press RETURN on the keyboard, to continue. CANCEL de-activates the BATTLE LOGIC and allows the user to give orders to units. IMPORTANT: The Universal Military Simulator's Battle Logic will not move units that have already received commands from the user. This allows for the movement of some specific units while the rest will receive computer orders. COMBAT Combat occurs during the MOVEMENT PHASE when units from opposing armies move onto adjacent points. Some units have long range weapons (artillery, armor and archers, for example) and can enter into combat at greater distances. See the Fire Ranged Weapons section in this chapter for details. When combat occurs the two opposing units flash. If AUTOMATIC ZOOM has previously been selected the area immediately surrounding the combat will be greatly enlarged. If FAST DISPLAY MODE had previously been selected the units will flash 20 times and the results of combat calculated. No combat results will be displayed, however, and the Universal Military Simulator will continue moving units and updating the battlefield map as previous. If FAST DISPLAY MODE had not been previously selected the two hostile units will continue to flash until the right mouse button is pressed. The vital statistics of each unit and the combat results are now displayed on the screen. Clicking the left mouse button in SEE EQUATION box will display the values and equation used by the Universal Military Simulator to determine this particular combat result. Starting with the original unit strength, eight different modifiers are evaluated. NOTE: A retreat path is calculated for the losing unit, and displayed. FIRE RANGED WEAPONS The FIRE RANGED WEAPONS routine is activated from either the drop-down menu or by pressing F on the keyboard. It is only active during the MOVEMENT/BATTLE PHASE. If both armies are under COMPUTER CONTROL the Universal Military Simulator will make all Ranged Weapon firing decisions. The army capable of receiving firing instructions is indicated in the display at the bottom of the battlefield window. The active army may be changed by selecting SWITCH SIDES from the drop-down menu. If AUTOMATIC ZOOM has previously been selected, the area directly surrounding the active unit will be greatly magnified. IMPORTANT: do not use the AUTOMATIC ZOOM function when issuing firing orders to units with a firing range of greater than five; it may be impossible to select the desired targets. The FIRE RANGED WEAPONS box is now displayed. Clicking the left mouse button over the NEXT UNIT or LAST UNIT will de-activate the current unit and activate the next appropriate unit in the army. Only units capable or ranged weapon fire will be activated. To select a target, locate the mouse cross-hairs over the grid-point where the enemy unit is located and press the left mouse button. An arrow is drawn and the results are displayed at the bottom of the screen. This function may be repeated until all units under HUMAN CONTROL have fired. A unit may fire only once per movement segment, or a total of eight times per MOVEMENT/BATTLE PHASE. ANALYSIS OF BATTLE TO DATE & FINAL BATTLE ANALYSIS At the end of the MOVEMENT/BATTLE PHASE the ANALYSIS OF BATTLE TO DATE screen is displayed showing an updated casualty and battle report. After clicking the left mouse button in the CONTINUE box a message is displayed indicating that the COMMAND PHASE is again active. When the simulation has reached the previously designated end time, or when all units from either army have been eliminated, the FINAL BATTLE ANALYSIS screen is displayed. A hard copy of all units, from both armies and the last unit strengths may be printed if desired. The user may return to the Battlefield Window or to the MAIN MENU by clicking the left mouse button over the desired box. CHAPTER III - CREATING NEW ARMIES THE UNIT SELECTION MENU The UNIT SELECTION MENU is displayed after selecting the DESIGN ARMY option from the MAIN MENU and either selecting an old army to edit or entering a new army name and pressing RETURN. Clicking the left mouse button over CANCEL will return the user to the MAIN MENU. This section of the Universal Military Simulator allows the user to create new armies for use in simulations, or to modify existing armies. Selecting QUIT from the UNIT SELECTION MENU will return the user to the MAIN MENU. A previously created army may be loaded and edited by clicking the left mouse button over the LOAD box. The user is requested to select a drive. The Universal Military Simulator supports two floppy disk drives and two hard drives. Double click the left mouse button over the desired filename. Selecting CANCEL will return the user to the UNIT SELECTION MENU. To save an army to disk click the left mouse button over the SAVE box. Enter the filename and click the left mouse button over the desired drive. All Universal Military Simulator filenames end with the .ARM file extension. Selecting CANCEL will return the user to the UNIT SELECTION MENU without saving the army file to disk. To enter a new unit to an army click the left mouse button over the desire flag. ENTERING A UNIT'S VITAL STATISTICS The Universal Military simulator stores a great deal of data on each unit used in a simulation. Some items (morale, status, location, marching orders) are acquired during a simulation, or at the time the scenario is created (see the chapter on Creating a Scenario for details). The rest is entered at the time that the unit is created. Enter all items requested at this time. To change a unit's efficiency click the left mouse button over the box containing the desired rating. Click the left mouse button over CANCEL to return to the UNIT SELECTION MENU without saving the unit. To advance to the next line press either TAB or position the mouse cursor over the desired line and click the left mouse button once. After all data has been entered, click the left mouse button over CONTINUE. If the user has neglected to enter all necessary data the Universal Military Simulator will display a gentle error message and return to this screen. The entire army's ORDER OF BATTLE is now displayed. If there are more units within the army than can be displayed on one screen, pressing the left mouse button will continue to the next screen. Pressing the right mouse button will cancel the display and return to the UNIT SELECTION MENU. ORDER OF BATTLE An army's ORDER OF BATTLE is a graphic depiction of each unit within that army and the accompanying vital statistics. The ORDER OF BATTLE function may be activated from the drop-down menu in the BATTLEFIELD WINDOW, from the UNIT SELECTION MENU or automatically after a unit has been created. Pressing the left mouse button will continue the display; pressing the right mouse button will cancel the display and return to the previous activity. The ORDER OF BATTLE is continuously updated during a simulation and reflects the current unit strengths. EDITING A UNIT Selecting EDIT UNIT from the UNIT SELECTION MENU allows the user to change the vital statistics of a previously created unit. Clicking the left mouse button over the NEXT UNIT or LAST UNIT boxes will de-activate the current unit and replace it with the requested unit. Selecting CANCEL will return to the SELECT UNIT MENU. A unit may be removed from the army's ORDER OF BATTLE by clicking the left mouse button in the DELETE UNIT box. The Universal Military simulator will request confirmation before removing the unit. Unless the deleted unit had been previously stored to disk it will now be irretrievably lost. Click the left mouse button over EDIT UNIT to change any of the vital statistics. The window will now display all current statistics of the unit and they may be edited using the method described on the previous page. Selecting CANCEL will return the user to the previous menu without storing any edited statistics. Select CONTINUE to keep the data for the edited unit. CREATING A WILDCARD UNIT An army may contain up to six 'wildcard' or user-defined units in addition to the 18 pre-defined units. A wildcard unit may be any type that the user needs or can invent. A wildcard unit may be defined, for example, as a squadron of B-52 bombers, a wizard, or an air cavalry company. The only limitations to a wildcard unit is the user's imagination. A wildcard is selected from the UNIT SELECTION MENU in the normal manner by clicking the left mouse button over the desired unit. Enter the UNIT TYPE data from the keyboard. To enter the UNIT VALUE data either press TAB or click the left mouse button over the field. The UNIT VALUE is a rating of the firepower of this unit type. Some of the default unit values are: Unit Type Unit Value -------------------------------------- Light Infantry .75 Heavy Infantry 1.0 Archers 2.75 Knights 4.5 Armor 15.5 Once a wildcard's values have been defined, all subsequent units of this type will automatically acquire them. It is only necessary to define a wildcard's values once. Each army may have six different wildcards; consequently a scenario may contain 12 wildcards (six wildcards each from two armies). An army may be created entirely from wildcards. CHAPTER IV - CREATING NEW MAPS THE DESIGN MAP WINDOW The Universal Military Simulator contains a powerful three-dimensional mapping utility that is accessed from the MAIN MENU by clicking the left mouse button over the DESIGN MAP box. The user may create virtually any map from history, fiction, adventure or fantasy. These maps may be used as a battlefield within the universal Military Simulator and role-playing adventures. The filename of the map currently being designed is displayed near the top of the window. Clicking the left mouse button in the upper left hand corner CLOSE BOX will end the map designing function. The current three- dimensional perspective is displayed at the bottom of the window. A series of drop-down menus are at the top of the window and are activated by moving the mouse cursor over the titles and clicking the left mouse button over the desired item. Many of the drop-down menu functions may also be activated by an appropriate keypress. THE DESIGN MAP DROP-DOWN MENUS Clicking the left mouse button over the NEW MAP item will erase the current map. The filename displayed at the top of the window will be the default NEW MAP. All Universal Military Simulator map files end with the extension .MAP. Sixteen different perspectives amy be selected with the options underneath the NORMAL and ZOOM IN titles. Selecting Northeast, for example, will cause the map to be redrawn from the viewer perspective of someone southwest of the map looking northeast. Selecting EXTREME ZOOM will cause a flashing 10 grid point by 10 grid point box that is controlled by the movement of the mouse. Pressing the left mouse button will cause the highlighted area to be greatly magnified. Pressing the right mouse button will cancel the EXTREME ZOOM function. Selecting PRINT or pressing the letter P on the keyboard allows the user to obtain a hard copy printout of the current map and perspective. The Universal Military Simulator supports both the Atari 1280 D.P.I printer and the Epson standard of 960 D.P.I. Select the desired format by clicking the left mouse button over the appropriate box. The user may also add one line of text at the top of the printout. After hard copy printout has been 'formatted' using this function, additional screen prints may be made at any time throughout the program by pressing the ALT and HELP keys simultaneously. A previously created map that has been stored to disk may be edited by using the LOAD MAP function selected from either the drop-down menu or by pressing the letter L on the keyboard. A map may be stored on disk by selecting SAVE MAP from the menu or pressing S on the keyboard. both functions support two floppy disk drives and two hard drives. Selecting CANCEL during either function will return the user to the MAP DESIGN WINDOW. THE TOPOGRAPHICAL MENU The topographical menu is displayed after a map grid point has been selected. The active map grid point is highlighted by a three-dimensional cube. A large section of the map can be activated by clicking and dragging the mouse from one grid point to another. All topographical features can be PLACED or CLEARED. Click the left mouse button over the desired window. All highlighted grid points will receive the selected landscape feature. When entering a landmark, click the left mouse button over the text line of the desired landmark type, enter text and press RETURN when done. THE RANDOM MAP FUNCTION Random maps can be generated by selecting this function from the drop-down menu. Hills, Ridges, Depressions and Forests can all be computer generated. For each item either enter a minimum and maximum number of select RANDOM for a completely random number of features. CLUMPING controls the way that the features appear on the map. A very low number will create a scattered pattern, higher numbers create a more ordered landscape. The default value is three. Calculating time is proportional to the complexity of the map. If OVERLAY is off (default) the old map is erased before a new one is generated. When OVERPLAY is on (highlighted) the old map is not destroyed, but overlayed with a new random map. SELECTING TOWNS & LANDMARKS The Landmarks, Cities and Towns menu is reached from the Topographical Menu. To select the desired landmark type, click the left mouse button to the left of the desired landmark inside the editable text field. Use the keyboard to enter any seven letter name and press RETURN when done. Landmarks have no importance other than a historical one during a battle simulation. A map may contain 30 different landmarks. CHAPTER V - CREATING & EDITING SCENARIOS THE EDIT SCENARIO WINDOW Scenarios are created, or edited, by assigning the unit displayed in the upper left hand box to a map grid point location. This location is selected by clicking the left mouse button over a map grid point. A message above the box indicates whether this unit currently has a location on the map. The unit in the box may be changed by either pressing the right mouse button, selecting NEXT UNIT or LAST UNIT from the drop-down menu or by pressing the keyboard letters N or L. Perspective may be changed selecting the desired view from either the NORMAL or ZOOM IN menus. Selecting EXTREME ZOOM IN will cause a flashing 10 x 10 grid on the map that is controlled by the mouse. Pressing the left mouse button will greatly enlarge the area underneath the flashing box; pressing the right mouse button will cancel this function. Select SAVE SIMULATION or press the letter S on the keyboard to save a simulation to disk. Enter the filename (the .SIM extension will be added for you) and click the left mouse button over the desired disk drive. Selecting CANCEL will end this function without saving to disk. The Simulation Time and the Long Ranged Weapon data may be edited by selecting EDIT TIME/RANGES from the drop-down menu. Click the left mouse button in the CLOSE BOX in the upper left hand corner to end this function. EDITING SCENARIO INFORMATION The starting time of the simulation, end time, the length of segments, and the message that appears at the top of the Battlefield Window are entered by clicking the left mouse button over the appropriate text field and entering the data from the keyboard. Pressing ESC clears the line; TAB advances to the next line. If an old simulation is being edited, the current information is displayed in the text field. Click the left mouse button over CONTINUE when done. A gentle reminder will be displayed if the fields are incorrectly entered or left blank and the user will be returned to this menu to correct the data. EDITING RANGED WEAPON DATA Some units may possess long range weapons capability (they are able to fire at units that are not on adjacent grid points). These units are Archers, Catapults, Field Artillery, Horse Artillery, Armor, or Wildcard Units. To enter a range click the left mouse button over the desired text field, press BACKSPACE if necessary, and enter the data. If a wildcard unit had been previously defined, its type will also be displayed. The maximum effective range is 50 grid points. APPENDIX A RECREATING HISTORY WITH THE UNIVERSAL MILITARY SIMULATOR ARBELA To accurately recreate the battle of Arbela, place the White Army (Darius) under Computer Control and select FORCE COMPUTER TO DEFEND. Place the Black Army (Alexander) under Computer Control and select RIGHT FLANK ATTACK with the SUPPORT WITH LEFT FLANK option. This is necessary because Alexander's forces are outnumbered by almost a two to one margin and The Universal Military Simulator's Battle Logic will not attack at such odds. After about two hours of simulation time have elapsed switch the White Army to ALLOW COMPUTER TO DECIDE STRATEGY. A general melee will ensue now (both sides completely controlled by the Universal Military Simulator) that quite accurately reflects that fateful day in 331 B.C. Best viewing perspectives: For the first hour or two of simulation time select NORTHWEST ZOOM IN or NORTHEAST ZOOM IN and turn off the AUTOMATIC ZOOM function. It is also advisable to put the Universal Military simulator in FAST MODE. Within the first three hours of combat over 125 individual battle will erupt and watching them all in detail can become a bit tiring. HASTINGS Place both armies under complete computer control by selecting ALLOW COMPUTER TO DECIDE STRATEGY and step back to 1066. The best viewing perspective for the first two or three simulation hours is NORTHEAST ZOOM IN. Remember it is quite possible for the Normans (Black Army) to utterly destroy the defending Saxons on the hill and only achieve a marginal victory (the type of victory is decided on a comparison of the percentage of casualties for both armies - if the Normans suffer many casualties they could win the battle and still lose the war). The armies have been accurately recreated. To even up the play-balance (at the expense of historical accuracy) use the EDIT ARMY function to give the Saxons another 2000 peasants. Then place them in position using the EDIT SCENARIO function. MARSTON MOOR Put the White Army (Royalist) under Computer Control and select FORCE COMPUTER TO DEFEND while the Black Army (Parliament) is ordered to execute a DOUBLE ENVELOPMENT. All of the Zoom In perspectives offer an excellent aerial view of the battlefield. To see the Universal Military Simulator's Battle Logic in action, place both armies in ALLOW COMPUTER TO DECIDE STRATEGY mode and watch how the Black Army threads its way through the intervening ditch to attack the Royalist forces. WATERLOO The Universal Military Simulator is not aware of the Emperor Napoleon's precarious political position and consequently must be instructed to attack the seemingly impregnable positions of the Anglo-Allies by placing the Black Army (French) under Computer Control and selecting FORCE COMPUTER TO ATTACK. Leave the AUTOMATIC ZOOM on and let the Universal Military Simulator highlight the action as it develops. To create a more equal play balance - and to increase Napoleon's chances of winning at Waterloo - use the EDIT ARMY function to add the French Corps described in Appendix B. GETTYSBURG As at Waterloo, the political consequences of victory for the smaller army greatly outweighed sound strategic thinking. Robert E. Lee and the Confederate Army must win at Gettysburg even though they are outnumbered by the Union Army. To recreate Gettysburg, place the Union (White Army) under Computer Control and select FORCE COMPUTER TO DEFEND. The confederates should be assigned to FORCE COMPUTER TO ATTACK. There are a number of exciting perspectives of the Gettysburg battlefield including ZOOM IN NORTH, ZOOM IN SOUTH, and ZOOM IN NORTHEAST. To increase the Confederate odds of victory add J.E.B. Stuart's cavalry corps as shown in Appendix B. Software Presents Part 2 of the UMS Docs Thanks once again to DR.J (U.S.A.) UNIVERSAL MILITARY SIMULATOR SCENARIO HANDBOOK ARBELA 1 October 331 B.C. Alexander - Darius In 334 B.C. Alexander the Great, son of Philip of Macedon, turned his victorious horsemen and phalanxes east across the Hellespont and boiled into Asia Minor to destroy the outposts of the empire of Darius III, commander of the mightiest army on the face of the earth. Within two years Alexander had isolated the Persian fleets in the Mediterranean and the Aegean by capturing all the seaports from present day Turkey to Egypt and securing his lines of communications back to his base in Macedonia. In the process Tyre, the home port of the Persian navy, was reduced to rubble after an extended siege and its inhabitants sold off as slaves. By April, 331 B.C. Alexander, after spurning Darius' peace offer of 10,000 gold talents ($300 million dollars), all of the Persian Empire west of the Euphrates and the hand of the princess royale, was prepared to march east and take it all, anyway. Darius, with his infantry from Afghanistan, Bokhara, Khiva and Tibet, Kurdish horsemen, Bactrian cavalry including ancestors of the legendary Sikh warriors, scythe wheeled chariots and war elephants waited for him on the plains of Gaugamela, 20 miles from Arbela (about 18 miles northeast of present day Mosul, Iraq). Persian engineers had meticulously prepared the ground, leveling it flat to allow the war chariots to strike out unimpeded. On September 25, Macedonian cavalry on reconnaissance discovered the position of the great Imperial army. Alexander, knowing that Darius was waiting for him on prepared ground, called a halt in his eastward march and made camp to rest his troops. After four days Alexander called his men to arms and approached the Persian hosts. On the night of September 30/ October 1, Alexander crossed a slight rise that had previously hidden the two armies from direct observation of each other. There Alexander conducted a first hand reconnaisance of the ground and mistakenly concluded that the suspiciously smooth san concealed great pitfalls dug to entrap his cavalry. He immediately called a council of war. A number of Alexander's officers voted for a night assault. But Alexander replied that he, "would not filch a victory and that Alexander must conquer openly and fairly". It was a wise choice for the army of Darius was wide awake and waiting for the Macedonian under the cloak of night. Indeed, while Alexander's men rested for the next day's fight, the Persian army remained drawn up in line of battle under arms. The dawn would find them greatly fatigued. The positions of the forces that faced each other on the Plain of Gaugamela 2318 years ago (1987) are precisely known and accurately portrayed in the simulation because Darius' own Order of Battle and maps fell into Macedonian hands after Arbela. These, along with the positions of Alexander's troops, were copied into the journals of Aristobulus, a division commander in Alexander's army, and later re-copied by Arrian. In the center of the Persian lines stood Darius, surrounded by the Royal Kinsman whose privilege it was to guard the body of the Emperor. Flanking the Kinsman were the last contingents of Greek mercenaries that had managed to earlier survive the crushing defeat given them by Alexander at Issus in 333 B.C. In advance were the Royal Squadron supported by Mardian archers. 200 war chariots were spread across the front in three groups and in the vanguard stood 15 elephants with their handlers and firing platforms. The flanks were supported by great masses of heavy cavalry while the bulk of the Persian army was composed of infantry levies from the satropys and fiefdoms of Darius' empire. Across the plains Alexander had arrayed his smaller army with particular care to protect his flanks. With forces inferior in number having to cross terrain prepared in advance by his enemy, Alexander's greatest fears were that Darius would overlap his lines, and pour cavalry around his flanks in a double envelopment while his ponderous war elephants would trample the famed Macedonian phalanx. To counter this quite likely series of events, Alexander took a number of precautions: first, he left a mass of Thracian infantry in the center some distance behind the phalanx (Alexander is credited with inventing the tactical reserve); second he positioned both flanks at a 45 degree angle from the main battle line; and lastly, after he stationed the eight troops of the royal horse-guard with himself on the right, he removed all chance of a Persian attack by striking first in an oblique attack on Darius' left flank. The Macedonian phalanx, composed of six brigades of 3000 men each, started off with its goal the extreme left flanks of Darius' Bactrian cavalry. Traveling behind the 18,000 foot-soldiers rode Alexander and his famed Companions. Darius stared in horror as he realized that Alexander was not advancing straight ahead as he had planned. Having made no contingency plans the best Darius was able to improvise was to send his Persian, Daan, Bactrian and Scythian cavalry against the approaching Macedonians. Alexander had prepared for this and now ordered his horsemen, previously screened by the phalanx, to engage the enemy. A sharp cavalry fight ensued with the Macedonians getting the worst of it at first. However, the issue was never in doubt as Alexander's reserves were close by while the Persian cavalry was engaged far in front of their lines. After he spent all of the cavalry on his left with little observed effect, Darius ordered his chariots to dash across the plain and route the Macedonian phalanx. Alexander, having prepared for this, sent forth his archers who cut down horses and drivers a 100 hards before they reached their intended target. The Persian horsemen that were able to reform after the initial defeat now wheeled about and attempted to swarm around the Macedonian right. Again Alexander countered this by detaching squadrons from the Royal horse-guard. Darius now stripped his center of all mobile troops and threw them into the maelstrom that was quickly enveloping his left flank. In so doing, a large gap appeared in the Persian line that Alexander was quick to exploit with his personal guard. Meanwhile, the Macedonian phalanx, moved inexorably towards the Persians. Though only the left half of the Persian troops had been engaged and the right still stood firm, panic began to engulf the center at the approach of the phalanx. When a thrown javelin killed Darius' personal chariot driver he abandoned his troops, mounted a swift horse, fled toward Arbela, and left his army leaderless like a great writhing beast with a head wound. The outcome of the battle had now been decided but a great deal of killing was still to be done. Almost as if in a reflexive motion the Persian right under the command of Mazaeus struck out at the unsupported Macedonian left commanded by Parmenio. Greatly outnumbered Parmenio's wing gave ground until the Persians fell upon the Thracian rearguard and began to sack the Macedonian camp. Alexander, seeing the chaos on his left, abandoning his pursuit of Darius, and wheeling the royal horse guard ran to the support of Parmenio. A less vicious fight ensued where 60 of Alexander's personal guard and three generals fell at the king's side. Only a few Persians escaped with their lives. Alexander's victory was complete. A bridge across the river Lycus created a bottleneck for the fleeing Persians and the pursuing Macedonian cavalry mercilessly struck down the remnants of Darius' army. Three days later Alexander triumphantly entered Babylon as the lord and master of the "oldest seat of earthly empire". ORDER OF BATTLE --------------------------------------------------------------------------- The Macedonians Alexander the Great commanding The Phalanx troops commander # men flagname --------------------------------------------------------------------- Taxis 1 Coenus 2,500 Taxis 1 Taxis 2 Perdiccas 2,500 Taxis 2 Taxis 3 Meleager 2,500 Taxis 3 Taxis 4 Polysperchon 2,500 Taxis 4 Taxis 6 Craterus 2,500 Taxis 6 The Cavalry troops commander # men flagname --------------------------------------------------------------------- Mercenary Cavalry Menidas 600 Mrchary Paeonian Cavalry Ariston 459 Paeonia Scouts Aretes 459 Scouts Greek Cavalry Erigyius 384 Greek Thessalian Cavalry Philippus 2,020 Thessal Mercenary Cavalry Andromachus 400 Merc 2 Greek Cavalry Coeranus 320 Greek Odrysian Cavalry Agathon 342 Odrysia The Companions - Philotas commanding troops commander # men flagname --------------------------------------------------------------------- The Royal Squadron Cleitus 300 Cleitus Glaucius 253 Glaucis Ariston 253 Ariston Sopolis 253 Sopolis Heracleides 253 Hrcldes Demetrias 253 Demetrs Meleager 253 Mleager Hegelochus 253 Heglchs Other Units troops commander # men flagname --------------------------------------------------------------------- Mercenary Infantry Cleander 6,700 Merc 1 Merc 2 Merc 3 Macedonian Archers Brison 500 Macedon Half Agrianians Attalus 500 Agrian Thracian Javelineers Balacrus 1,000 Thracia Cretan Archers 500 Cretan Hypaspists Nicanor 3,000 Hypas 1 Hypas 2 Thracian Infantry Sitalis 5,500 Thrac 1 Thrac 2 THE PERSIANS Darius III Colomannus commanding The Cavalry troops # men flagname --------------------------------------------------------------------- Special Bactrian Cavalry 1,000 Spe Bac Special Scythian Cavalry 2,000 Spe Scv Bactrian Cavalry 8,000 Bactr 1 Bactr 2 Bactr 3 Bactr 4 Daan Cavalry 1,000 Daan Arachotian Cavalry 1,000 Arachot Susian Cavalry 1,000 Susian Cadusian Cavalry 1,000 Cadusia Indian Cavalry 1,000 Indian Sacesinian Cavalry 1,000 Sacesin Albanian Cavalry 1,000 Albania Hyrcanian Cavalry 1,000 Hyrcani Tapurian Cavalry 1,000 Tapuria Sacan Cavalry 1,000 Sacan Median Cavalry 1,000 Median Mesopotamian Cavalry 1,000 Mesopot Assyrian Cavalry 1,000 Assyria Armenian Cavalry 1,000 Armenia Cappadocian Cavalry 1,000 Cappadc Persian Cavalry 5,000 Persia 1 Persia 2 The Infantry troops # men flagname --------------------------------------------------------------------- Greek Mercenary 2,000 Greek Phrygia 1,000 Phrygri Cilicia 1,000 Cylicia Colchian 1,000 Colchia Babylonian 1,000 Babylon Cossaean 1,000 Cossae Uxian 1,000 Uxian Carmanian 1,000 Carman Chorasmian 1,000 Chroash Arian 1,000 Arian Gedrosian 1,000 Gedrosh Oxydracae 1,000 Oxydrac Sogdiana 1,000 Sogdian Paraetacene 1,000 Paraeta Assaceni 1,000 Assacen Aspasi 1,000 Aspasi Paropamisadae 1,000 Paropah Gandhara 1,000 Cathaei Drangiana 1,000 Drangia Ariaspae 1,000 Ariaspa Oreitae 1,000 Oreitae Arabian 1,000 Arabian Eqyptian 1,000 Egypt Lycaonia 1,000 Lycaon Pamphylian 1,000 Pamphyl Bithynian 1,000 Bithyni Lydian 1,000 Lydian Lycian 1,000 Lycian Arbelitis 1,000 Arbelit Ethiopian 1,000 Ethopia The Special Units troops # men flagname --------------------------------------------------------------------- Scythe Wheeled Chariots 200 1st 2nd 3rd War Elephants 15 Royal Royal Foot Guard 1,000 Royal Royal Horse Guard 1,000 Royal This Order of Battle was prepared from research, and with the kind assistance, of Charles Pierce. It is reprinted with his permission. HASTINGS 14 October 1066 Harold - William Harold Godwinson, elected King of England as successor to Edward the Confessor on January 5, 1066 was between a rock and a hard place. The rock was the Norse king, Harald Hardrada, considered the finest military leader of the 11th century and pretender to the English throne. The hard place was William, Duke of Normandy, another contender for the monarchy. Within 10 months both of Harold's opponents would invade his kingdom; Hardrada from the north, William from the south, each at the head of a large, professional army and Harold's first mis-step would be his last. The first to attack, in September, were the Norwegians, joined by Harold's traitorous brother, Tostig, who had been promised the Earldom of Northumbria after Haradrada's conquest of England. Harold, with his Housecarls (3,000 professional soldiers armed with double-handed axe, long shields, helm and knee-length chain mail) rushed north to intercept the Norsemen. As Harold raced up Ermine Street (the ancient road stretching from London past Lincoln and York to the far north) he collected his shire levies (known as The Fyrd). These levies were comprised of free men that owed a feudal due of two months military service per year. Though often well ed by their local thanes the Fyrd was armed with an odd assortment of spears, axes, stone slings, javelins and scythes. On September 20, before Harold and his army were able to arrive with reinforcements, the Norsemen soundly defeated the Earls of Mercia and Northumbria at Fulford, just south of York. In a lightning march Harold reached the now victorious Hardrada and immediately attacked him on September 25 at Stamford Bridge which crossed the river Derwent. A vicious, desperate battle ensued stretching from dawn to dusk, that ultimately ended with the deaths of Hardrada and the would-be Earl of Northumbria, Tostig, and the complete route of the Norsemen. Three days later, William Duke of Normandy, landed at Pevensey, in the south of England at the head of 1,000 boatloads of troops and began devastating the countryside. On October 2, word reached Harold of William's invasion and with his surviving Housecarls he turned about and rode hard back down Ermine Street, calling for fresh levies along the way. The Fyrd was ordered to rendezvous at a prominent hoar apple tree which stood just south of the ancient forest of Andredswealk, 60 miles southeast of London. Harold arrived on the evening of October 13/14 with most of his troops stretched out along the road behind him. William and the Normans spent the night resting in camp at Hastings. The narration of Robert Wace, a Norman poet, continues the next morning as William addressed his troops, " 'For God's sake spare not; strike hard at the beginning; stay not to take spoil; all the booty shall be in common, and there will be plenty for everyone. There will be no safety in asking quarter or in flight; the English will never love or spare a Norman. Felons they were, and felons they are; false they were and false they will be. Show not weakness towards them, for they will have no pity on you. Neither the coward for running well, nor the bold man for smiting well, will be the better liked by the English, nor will any be the more spared on either account. You may fly to the sea, but you can fly not further.' "...Then all went to their tents, and armed themselves as they best might; and the duke was very busy, giving every one his orders; and he was courteous to all the vassals, giving away many arms and horses to them... Then he crossed himself, and straightway took his hauberk, stooped his head, and put it on aright, and laced his helmet, and girt on his sword, which a varlet brought him. Then the duke called for his good horse - a better could not be found. It had been sent him by a King of Spain, out of very great friendship. Neither arms nor the press of fighting men did it fear, if its lord spurred it on. "...The barons, and knights, and men-at-arms were all now armed; the foot- soldiers were well-equipped, each bearing bow and sword; on their heads were caps, and to their feet were bound buskins. Some had good hides which they had bound round their bodies; and many wee clad in frocks and had quivers and bows hung to their girdles. The knights had hauberks and swords, boots of steel and shining helmets; shields at their necks, and in their hands lances. And all had their cognizances, so that each might know his fellow, and Norman might not strike Norman, nor Frenchman kill his countryman by mistake. Those on foot led the way, with serried ranks, bearing their bows. The knights rode next, supporting the archers from behind. "Harold had summoned his men, earls, barons and vavasours, from the castles and the cities, from the ports, the villages, and boroughs. The peasants were also called together from the villages, bearing such arms as they found; clubs and great picks, iron forks and stakes... The English had built up a fence before them with their shields, and with ash and other wood, and had well joined and wattled in the whole work, so as not to leave even a crevice. "Meanwhile the Normans appeared advancing over the ridge of a rising ground (Telham hill); and the first division of their troops moved onwards along the hill and across a valley. And presently another division, still larger, came in sight, close following upon the first, and they were led towards another part of the field, forming together as the first body had done. "And while Harold saw and examined them, and was pointing them out to Gurth (his brother), a fresh company came in sight, covering all the plain, and in the midst of them was raised the standard that came from Rome (William's standard was sent by the Pope). Near it was the duke, and the best men and greatest strength of the army were there. "...The Normans brought on three divisions of their army to attack at different places. They set out in three companies, and in three companies did they fight. "As soon as the two armies were in full view of each other, great noise and tumult arose. You might hear the sound of many trumpets, of bugles, and of horns; and then you might see men ranging themselves in line, lifting their shields, raising their lances, bending their bows, handling their arrows, ready for assault and defense. "...Then Taillefer, who sang right well, rode mounted on a swift horse, before the duke, singing of Charlemagne and of Roland and of Oliver, and the peers who died in Roncescalles. And when they drew night to the English, 'A boon, sire! cried Taillefer; 'I have long served you, and you owe me for all such service. Today, so please, you shall repay it. I ask as my guerdon and beseech you for it earnestly, that you will allow me to strike the first blow in the battle!' And the duke answered, 'I grant it.' Then Taillefer put his horse to a gallop, charging before all the rest, and struck an Englishman dead, driving his lance below the breast into his body, and stretching him upon the ground. Then he drew his sword, and struck another, crying out, 'Come on! What do ye, sirs? lay on, lay on!' At the second blow he struck, the English pushed forward, and surrounded and slew him. Forthwith arose the noise and cry of war, and on either side the people put themselves in motion. "The Normans moved on to the assault, and the English defended themselves well. Some were striking, others urging onwards; all were bold, and cast aside fear. And now, behold, that battle was gathered, whereof the fame is yet mighty. "Loud and far resounded the bray of the horns; and the shocks of the lances, the mighty strokes of maces, and the quick clashing of swords. One while the Englishmen rushed on, another while they fell back; one while the men from over seas charged onwards, and again at other times retreated. "...When the English fall, the Normans shout. Each side taunts and defies the other, yet neither knoweth what the other saith; and the Normans say the English bark, because they understand not their speech. "...The Normans press on the assault, and the English defend their post well; they pierce the hauberks, and cleave the shields, receive and return mighty blows. Again, some press forwards; others yield, and thus in various ways the struggle proceeds. In the plain was a fosse, which the Normans had now behind them, having passed it in the fight without regarding it. But the English charged and drove the Normans before them till they made them fall back upon their fosse, overthrowing into it horses and men. Many were to be seen falling therin, rolling one over the other, with their faces to the earth, and unable to rise. Many of the English, also, whom the Normans drew down along with them, died there. At no time during the day's battle did so many Normans die as perished in that fosse. So those said who saw the dead. "...Then Duke William's brother, Odo, the good priest, the bishop of Bayeux, galloped up and said to them, 'Stand fast! stand fast! be quiet and move not! fear nother, for if God please we shall conquer yet.' So they took courage, and rested where they were; and Odo returned galloping back to where the battle was most fierce, and was of great service on that day. He had put a hauberk on, over a white aube; wide in the body, with the sleeve tight, and sat on a white horse, so that all might recognize him. In his hand he held a mace, and wherever he saw most need he held up and stationed the knights, and often urged them on to assault and strike the enemy. "From nine o'clock in the morning, when the combat began till three o'clock came, the battle was up and down, this way and that, and no one knew who would conquer and win the land. Both sides stood so firm and fought so well, that no one could guess which would prevail. The Norman archers with their bows shot thickly upon the English; but they covered themselves with their shields, so that the arrows could no reach their bodies, nor do any mischief, how true so ever was their aim, or however well they shot. Then the Normans determined to shoot their arrows upwards into the air, so that they might fall on their enemy's heads, and strike their faces. The archers adopted this scheme, and shot up int o the air towards the English; and the arrows in falling struck their heads and faces, and put out the eyes of many; and all feared to open their eyes, or leave their faces unguarded. "The arrows now flew thicker than rain before the wind; fast sped the shafts the English called 'wibetes". Then it was that an arrow, that had thus been shot upwards, struck Harold above his right eye, and put it out. In his agony he drew the arrow and threw it away, breaking it with his hands; and the pain to his head was so great, that he leaned upon his shield. "...The Normans saw that the English defended themselves well, and were so strong in their position that they could do little against them. So they consulted together privily, and arranged to draw off, and pretend to flee, till the English should pursue and scatter themselves over the field; for they saw that if they could once get their enemy to break their ranks, they might be attacked and discomfited much more easily. As they had said, so they did. The Normans by little and little fled, the English following them. As the one fell back, the other pressed after; and when the Frenchmen retreated, the English thought and cried out, that the men of France fled, and would never return. "...The Normans were playing their part well, when an English knight came rushing up, having in his company a hundred men, furnished with various arms. He wielded a northern hatchet, and with the blade a full foot long; and was well armed after his manner, being tall, bold, and of noble carriage. In the front of the battle where the Normans thronged most, he came bounding on swifter than the stag, many Normans falling before him and his company. He rushed straight upon a Norman who was armed and riding on a war-horse, and tried with his hatchet of steel to cleave his helmet; but the blow miscarried, and the sharp blade glanced down before the saddle- bow, driving through the horse's neck down to the ground, so that both horse and master fell together to the earth. "I know not whether the Englishman struck another blow; but the Normans who saw the stroke were astonished, and about to abandon the assault, when Roger de Montgomeri came galloping up, with his lance set, and heeding no the long-handled axe, which the Englishmen wielded aloft, struck him down, and left him stretched upon the ground. Then Roger cried out, 'Frenchmen, strike! the day is ours!' And again a fierce melee was to be seen, with many a blow of lance and sword; the English still defending themselves, killing the horses and cleaving the shields. "...And now might be heard the loud clang and cry of battle, and the clashing of lances. The English stood firm in their barricades, and shivered the lances, beating them into pieces with their bills and maces. The Normans drew their swords, and hewed down the barricades, and the English in great trouble fell back upon their standard, where were collected the maimed and wounded. "...Duke William pressed close upon the English with his lance; striving hard to reach the standard with the great troop he led; and seeking earnestly for Harold, on whose account the whole war was. The Normans followed their lord, and pressed around him; they ply their blows upon the English; and those defend themselves stoutly, striving hard with their enemies, returning blow for blow. "...Loud was now the clamour, and great the slaughter; many a soul then quitted the body it inhabited. The living marched over the heaps of dead, and each side was wearing of striking. He charged on who could, and he who could no longer strike still pushed forward. The strong struggled with the strong; some failed, others triumphed; the cowards fell back, the brave pressed on; and sad was his fate who fell in the midst, for he had little chance of rising again; and many in truth fell, who never rose at all, being crushed under the throng. "And now the Normans pressed on so far, that at last they had reached the standard. There Harold had remained, defending himself to the utmost; but he was sorely wounded in his eye by the arrow, and suffered grievous pain form the blow. An armed man came in the throng of battle, and struck him on the ventaille on his helmet, and beat him to the ground; and as he sought to recover himself, a knight beat him down again, striking him on the thick of his thigh down to the bone. "...The standard was beaten down, the golden standard was taken, and Harold and the best of his friends were slain; but there was so much eagerness, and throng of so many around, seeking to kill him, that I know not who it was that slew him. "The English were in great trouble at having lost their king, and at the duke having conquered and beat down the standard; but they still fought on and defended themselves long, and in fact till the day drew to a close. Then it clearly appeared to all that the standard was lost, and the news had spread throughout the army that Harold for certain was dead; and all saw that there was no longer any hope, so they left the field, and those fled who could. "William fought well; and many an assault did he lead, many a blow did he give, and many receive, and many fell dead under has hand. Two horses were killed under him, and he took a third at time of need, so that he fell not to the ground; and he lost not a drop of blood. But whatever any one did, and whoever lived or died, this is certain, that William conquered..." So ends the narration of Robert Wace and with it Anglo-Saxon rule over England. ORDER OF BATTLE --------------------------------------------------------------------------- The English King Harold commanding The House-carls (flagnames) Carls 1, Carls 2, Carls 3, Carls 4, Carls 5, Carls 6 The Fyrd (flagnames) Fyrd 1, Fyrd 2, Fyrd 3, Fyrd 4, Fyrd 5, Fyrd 6, Fyrd 7, Fyrd 8 The Normans Duke William commanding (flagnames) Norman1, Norman2, Norman3, Norman1, Norman2, Norman3, Norman1, Norman2 The Bretons (flagnames) Breton1, Breton2, Breton1, Breton2, Breton3, Breton1, Breton2 The Allies (flagnames) Allies1, Allies2, Allies1, Allies2, Allies3, Allies1, Allies2 MARSTON MOOR 2 July 1644 Parliament - Charles I After two years of chess-like opening maneuvers the English Civil War had come to that inevitable mid-game point where the first great clash was to take place. The Royalist army, under the command of Prince Rupert, son of the Elector Palatine, needed a major decisive victory over the Parliamentarian forces if Charles I was to maintain any hope of every regaining control over England. The Royalist forces, the weaker of the two opponents, were further hampered by a lack of supplies that a blockading English navy loyal to Parliament kept from crossing the Channel. June, 1644 found five armies in the fields of York; two Royalist (one under Newcastle besieged at York, the other under Rupert marching to his aid) and three Parliamentarian (those under Manchester, Fairfax and Leven leading the Scottish allies). Upon Rupert's approach the parliamentarian forces, wary of being trapped between the besieged and the rescuers, drew off. Six days of maneuvering led the five armies to the wet rye fields of Marston Moor seven miles west of York city. Since the War of the Roses no two larger armies had faced each other on English soil. Rupert's forces were arrayed on the mile and a half long moor facing south across a drainage ditch stretching between the villages of Tockwith and Long Marston where the combined Parliamentary-Scottish armies stood with their backs to the 150 foot hill. Both armies filled the center of their lines with masses of pikemen while cavalry guarded the flanks. The Royalist right wing was composed to two lines of three regiments each; the first under Lord Byron, the second under Lord Molineux, Sir John Urry (also Hurry), second-in-command under Byron, placed companies of musketeers between the cavalry squadrons. Rupert's personal cavalry regiment, the finest in the army, was stationed echeloned in the right rear. The center was composed of three masses of infantry; Rupert's Bluecoats, Newcastle's Whitecoats and Byron's foot. Posted directly behind the center was a tactical reserve of approximately 1,000 of Rupert's Life-guards. On the Royalist left Sir Charles Lucas commanded the front three regiments; Sir Richard Dacres the back three; all under the direction of Lord Goring. Across the ditch the Parliament-Scottish army was similarly stationed. Their left, commanded by Cromwell, consisted of three lines; the first two comprised of cavalry from the eastern association, the last of David Leslie's Scottish regiments. The left center was held by manchester's three brigades of foot under Lawrence Crawford; the center consisted of two brigades of Yorkshire foot and three Scottish brigades all under the command of Lord Fairfax. The main body of Scottish infantry under Lieutenant-General William Baillie was stationed to the right of center while the right flank was held by 2,000 cavalry troopers under Sir Thomas Fairfax with three regiments of Scottish horse in reserve. The better part of the day had been spent uinder a sky of desultory thunderclouds. By seven o'clock Rupert had become convinced that any chance of battle had passed for the day and gave the order for his men to stand down and prepare the evening meals. It was now the moment that Cromwell and Leven - well aware of the long midsummer days and pending full moon - had been waiting for. The battle opened with Cromwell's horsemen, the Ironsides, charging down the slopes by Tockwith towards Rupert's right flank. Rupert responded by removing his own cavalry regiment from their reserve position and ordered them to attack the Parliamentary horse. While Colonel Fritzel's (or Fraser) dragoons engaged the Royal horse, the Ironsides plunged on into the mass of Byron's cavalry and in the words of Cromwell's scout-master, "scattered them like dust". However, as Byron's horse broke and fled, they revealed Molyneux and the Royalist second line counter-attacking. Cromwell's attack splintered and dissipated like surf on the breakers before them. While the Ironside's second line was still crossing the ditch, the first line was turning around and beginning a retreat. A pistol ball grazed Cromwell's neck and the muzzle flash blinded his eyes. Route seemed imminent when David Leslie's 800 Scottish horse appeared to attack the Royalist right flank. The fleeing first line of the Ironsides steadied and then was wheeled about by the still dazed Cromwell. The momentum changed again and the Royalist horse dashed in panic for Wilstrop Woods, hotly pursued by Leslie's Scots. Panic enveloped the Royalist right as all fled to the road to York. Rupert barely escaped with his own life; a fate not shared by his poodle, Boy. However, the further east that one traveled from Cromwell's great victory on the left the greater Parliament's troubles became. The nearest mass of infantry, Crawford's pikemen in the left-center, were driving Byron's regiment of foot before them. But, in Parliament's center, Lord Fairfax's foot had been stopped cold by the Royalist's Whitecoats and put to a route that also rolled up his reserve of two brigades of Scots. Next in the Parliament line came Baillie's Scots, whose left flank was now completely exposed due to Fairfax's defeat. The left-most regiments of Buccleuch and Loudon were caught up in the route of the center while the right-most regiments of Lindsay and Maitland stood firm against three charges of Lord Goring's Royalist horse and took Sir Charles Lucas Prisoner. On the extreme right all was chaos. An irresistible Royalist cavalry charge swept Sir Thomas Fairfax's cavalry before them; only the Scottish regiments of Dahousie and Eglinton making a stand. Fairfax, sporting a sword wound on his cheek, removed the white Parliament badge from his hat and snuck through the Royalist lines to rejoin Manchester in the center. Meanwhile, the Parliamentary generals, Lord Fairfax and Leven, fled the battlefield while elements of Goring's horse looted the Parliamentary baggage camp. By 8:30, Cromwell on the left had advanced as far north as Goring had to the south. The two armies were engaged in a macabre "pas de deux" with the pivot point five beleaguered Scottish regiments in the center. The battle, and ultimately the fate of Charles I, hung on that point. Cromwell, in practical command of the most cohesive fighting force left in the Parliamentary army, ordered a wheel in line eastward and southward. Now, curiously, the positions of the two armies were almost the exact opposite of where they had been but one and a half hours earlier; with Cromwell charging south against the Royalist Whitecoats who had turned about to face north. While the Scots pushed north against the Royalist center and Baillie hung on for dear life against Goring, the Ironsides attacked the previously victorious Royal horse en flank. The Whitecoats were pushed, herded and forced back yard by yard, surrounded on all sides; and refusing to surrender were slaughtered almost to a man. It was 10 o'clock before the Parliamentarian victory was complete. The Royalist army of Newcastle had ceased to exist. Within two weeks York surrendered to the victors of Marston Moor and the north of England was lost forever to Charles I. ORDER OF BATTLE -------------------------------------------------------------------------- The Royalist Army Prince Rupert commanding The Right Wing - Lord Byron commanding troops commander # men flagname --------------------------------------------------------------------- Under Lord Molyneux Leveson 250 Leveson Lord Molineux 300 Milineu Tyldesly 250 Tyldesl Under Lord Byron Sir John Urry 250 Urry Lord Byron 450 Byron Vaughan 400 Vaughan Independent Rupert's Horse 500 Rupert Musketeers 500 Musket1 Trevor 400 Trevor Tuke 200 Tuke The Center - Lord James Eythin commanding troops commander # men flagname --------------------------------------------------------------------- Lord Byron's Foot 3,125 Byron Byron Warren Warren Tyldesly Tyldesl Rupert's Bluecoats 3,125 Broughton Brghton Cheater Cheater Erneley & Gibson Erneley Tillier Tillier Chisenal Chisenl Newcastle's Whitecoats Mackworth 3,000 White 1 White 2 White 3 Rupert's Life-guards 140 Lifegrd Widdington 400 Widding Blakeston 400 Blakest Derbyshire Foot 220 Derby The Left - Lord George Goring commanding troops commander # men flagname --------------------------------------------------------------------- Under Lord Goring Frescheville 160 Fresch Eyre 225 Eyre Langdale 700 Langdle Musketeers 500 Musket2 Under Sir Richard Dacres Sir Charles Lucas 400 Lucas Sir Richard Dacres 400 Dacres The Parliamentarian-Scottish Army Under the joint command of Manchester; Fairfax and leven The Left - Under the command of Oliver Cromwell troops commander # men flagname --------------------------------------------------------------------- Ironsides Oliver Cromwell 1,250 Iron 1 Iron 2 Manchester's Horse 1,100 Manches Fraser's Dragoons 500 Fraser Under David Leslie Leslie 975 Leslie Kirkoudbright 500 Kirkoud Balcarres 475 Balcarr The Center - Under the command of Lord Fairfax troops commander # men flagname --------------------------------------------------------------------- Under Major-General Crawford Manchester's Foot 3,000 Manch 1 Manch 2 Manch 3 Yester 700 Yester Livingstone 650 Livings Coupar 650 Coupar Dunfermline 650 Dunferm Lord Fairfax' Foot 3,000 Frfax 1 Frfax 2 Frfax 3 Scottish Infantry under Lt. Gen. Baillie Rae 750 Rae Hamilton 750 Hamiltn Maitland 750 Maitlnd Crawford-Lindsay 750 Crawfrd Under Lumsden Kilhead 750 Kilhead Cassillis 750 Cassill Buccleuch 750 Buccleu Loudon 750 Loudon In Reserve Erskine 750 Erskine Dudhope 750 Dudhope The Right - under the command of Sir Thomas Fairfax troops commander # men flagname --------------------------------------------------------------------- Sir Thomas Fairfax 2,000 Frfax 1 Frfax 2 Lambert 1,250 Lambert Lord Dalhousie's Horse 750 Dalhous Lord Eglinton's Horse 750 Eglinth Balgonie 750 Balgoni WATERLOO 18 June 1815 Wellington - Napoleon As Napoleon, returning from exile on Elba, stepped off the gangplank at Cannes on March 1, 1815 a clock started ticking that would end 110 days later on the hills 12 miles south of Brussels near a hamlet called Waterloo. There were 90 days left on that timepiece when the Emperor triumphantly returned to Paris at the head of a mob of cheering civilians and old veterans from his many campaigns. The days had dwindled to 16 by the time Napoleon had reorganized and re-equipped his armies and gave them what would be their last marching orders. After detaching 78,660 troops to cover the frontiers and suppress Royalist revolt, the 115,500 man Armee du Nord remained as Napoleon's striking arm against the 800,000 soldiers of the English, Dutch, Austrian, Belgian, Prussian and Russian allies. Obviously, the Emperor's only chance was to strike first and defeat the individual armies in detail before they could unite by mid-July for the impending invasion of France. On June 14, Napoleon was poised to march northeast and drive a wedge between the Anglo- Dutch army under the Duke of Wellington concentrating at Quatre Bras, and marshal Blucher's Prussians scattered to the southeast. The next day Napoleon forced a crossing of the Sambre after a stiff resistance from the Prussian I Corps and split the Armee du Nord into three groups. The left wind under Ney was ordered to advance to the North and push any Anglo-Allied units encountered down the Quatre Bras-Brussels road while Napoleon and Grouchy would crush the Prussians at Ligny and Sombreffe. The battle against Blucher was joined at 2:30 on the afternoon of June 16. Three and one-half hours later the Prussiahn army was retreating leaving 17,000 casualties on the field while another 10,000 Prussians and Saxons deserted. Napoleon returned to his headquarters at Fleurus that night convinced that the Prussian army had been utterly destroyed. This was the Emperor's last and perhaps, greatest error, because Blucher and the Prussians would return 48 hours later; just in time to hear that clock started earlier on the docks at Cannes strike its final chime. Marshal Grouchy, with 33,000 men of the III Corps, IV Corps and part of the Cavalry Reserve, was assigned the task of hurrying the defeated Prussians down the road to Wavre and away from any juncture with Wellington. Napoleon, with the 72,000 men of the Armee du Nord remaining, turned northwest to Quatre Bras and then north towards Waterloo. After a series of superb maneuvers, Wellington had extricated the Anglo- Allied army from Quatre Bras and stationed them some nine miles north on the last ridge line before Brussels with his back to a great forest, the Bois de Soignes. Years later, from St. Helena, Napoleon would criticize the British commander for placing his troops in a position that offered no retreat. Then again, the duke would have have no need to retreat. A hard rain fell that night drenching the quarter of a million soldiers scattered about the plains and hills of south Belgium. In the east Grouchy had already lost contact with the Prussians he was pursuing. Before dawn Wellington would receive a note from Blucher promising the arrival of a Prussian corps that day. At 1:00 a.m. the Emperor Napoleon left his bivouac and walked the line of the Imperial Guard stopping to share a soldier's simple meal and to stare at the fires of his enemies that dotted the northern skyline. At 2:30 he sent a group of staff officers to examine distant sounds that might indicate troop movements. They returned an hour later and reported that Wellington was still in place. Napoleon went to seep at dawn only to be awakened an hour later with news that the skies were clearing. That morning, after breakfast with his staff and senior officers, Napoleon declared, "The enemy army is numerically superior to ours by almost a quarter; yet, we have no less than 90 percent of the chances in our favor, and not 10 against us." His orders for a scheduled assault at 9:00 a.m. were twice delayed as troops slogged through the mud and artillery officers requested more time to push and shove their field pieces into position. At 11:00 a.m. Napoleon postponed the infantry attack to 1:30 p.m. and ordered it to be preceded by a massive artillery barrage. The Emperor's optimism notwithstanding, the Armee du Nord had a very difficult task ahead. The enemy that confronted them was firmly established on a ridge line overlooking the Mont St. Jean plateau. On the Anglo-Allied right was a marshy area now turned quagmire by last night's rains. Their left extended past the French right and terminated on a commanding elevation behind which were stationed ample reinforcements. Though Napoleon possessed a mighty striking force it was confined within a box 6,000 yards in width and 4,500 yards in depth. With the enemy a short 1,000 yards away precious little room was left for maneuver of finesse. Napoleon's tactics were as simple as his options were few. Flank attacks on the extreme left or the extreme right were not advisable; the former because any success on the French left would simply push the Anglo-Allied army closer to the approaching Prussians while the later plan called for the French to descend from the Mt. St. Jean plateau, expose the Waterloo- Quatre Bras road, descend into a valley and storm a ridge. Furthermore, any advance on Wellington's right would have met with a sharp counterattack from units he stationed as far west as Hal for that express purpose. Instead Napoleon opted for one massive blow to be delivered by d'Erlon's First Corps preceded by Prince Jerome's feint at Hougomont on the left and a torrential artillery barrage from the massed cannons of the First, Second and Sixth Corps. The French batteries opened up at 11:30 a.m. and received only scattered counter-battery fire in return. With Pire's lancers in support, the men of the II Corps rushed the country estate known as the Chateau de Goumont (Hougomont). The thick walls of the courtyard and buildings provided the Nassauer, Hanoverian, 1st, 2nd (Coldstream) and 3rd Guards defenders with a ready-made fortress. Napoleon's feint which had been intended to draw troops from the Anglo-Allied center to reinforce their beleaguered right had only the opposite effect. Indeed, the 2,000 defenders had successfully repelled numerous attacks by the French II Corps that outnumbered them by over ten to one. Certainly a large part of the blame for failure on the left belonged to the Emperor's brother, Jerome, who three his men at the resolutely defended chateau one brigade at a time. At 1:00 p.m. Marshal Ney, who had been assigned the command of the main attack, sent word to Napoleon that the I Corps was now in position. Before the Emperor gave the command to start the pre-assault barrage, however, a captured non-commissioned officer from the 2nd Regiment of Silesia was brought to him. The hussar was caught bearing a communication from Blucher to Wellington announcing the arrival in the east of the first Prussian corps on the field. There were now a scant ten hours left on that Imperial timepiece. Undaunted, Napoleon swung two light cavalry divisions eastward to observe any signs of an approaching enemy and moved the VI Corps to a position to defend the right. He also dashed off an urgent message to the missing Grouchy that concluded, "A letter just intercepted indicates that General Bulow is going to attack our right flank. We think that we can see this corps on the heights of St. Lambert. Do not lose one moment, therefore, in coming closer to us, in joining us and in crushing Bulow, whom you will catch red-handed." By the time Grouchy could receive this communique at 7:00 p.m. at Wavre, the Armee du Nord would have been crushed out of existence on the plateau of Mt. St. Jean. With the Emperor's signal the 78 guns opened up at a range of 500 yards. Most of Bylandt's Dutch-Belgian brigade that had the misfortune to be on the southern face of the ridge were blasted, maimed, mutilated and terrorized. At 1:45 p.m. with the cry of Vive l"Empereur! screamed from the throats of d'Erlon's I Corps the advance began. On the left flank Jerome renewed his efforts to force an entry into Hougomont. The path of the attack crossed two valleys and an intermediary ridgeline. The last half-mile lay inside the crescent of the Anglo-Allied artillery's overlapping fields of fire. The initial assault pushed the defenders out of an advanced position in a sandpit near the ridge crest and though they made an orderly retreat, their exodus caused a panic among Bylandt's troops which ceased to exist as a fighting unit for the rest of the engagement. It was at this moment, when it seemed that the Emperor's breakfast prognostications wee about to come true, that General Picton gave the command, "UP! At them!" and the Kempt brigade lept as one man from the ground on the reverse side of the Ohain ridge and poured a volley into the French at 40 yard's range. Then the English fixed bayonets and raced down the slopes into the shocked columns of d'Erlon's corps. The forward ridge slope was awash in attacks and counterattacks that sputtered and flared fitfully until the epic charge of Ponsonby leading the Union and Household Brigades tore into the French and decided the issue. The Greys, with the cry, "Scotland for ever!" leaped from their support positions and chased the remnants of French attack back across the valley and up to the very cannon line on the next ridge. In the melee that followed the counterattack by Martique's and Bro's cavalry, Lord Ponsonby was run through by a lance and the British attack was turned and sent back across the valley. Both armies now returned to their exact positions held two hours earlier and regrouped. On the left nothing had been or would be accomplished by the French at Hougomont. Napoleon's diversion had no effect save depriving the army of the service of Reille's II Corps for the duration of the battle. Indeed, had Hougomont fallen to the French little tactical advantage would have been achieved because the main part of the British right line was situated in depth on the ridgeline to the north. Napoleon now ordered Ney to resume the attack in the center and on the right. Mistaking groups of wounded and prisoners that filed back through the Forest of Soignes as the start of an Anglo-Allied retreat, Ney called for a massive cavalry assault preceded by another bombardment from the great French battery. With the heavy cavalry on the right and the light horse on the left Ney personally led the charge back up the slops of Mt. St. Jean. There, waiting for them on the plateau, were the 5,000 English and German dragoons and hussars, Brunswick Black Lancers and Dutch and Belgian carabiners under the command of Lord Uxbridge. From Napoleon's vantage point at La Belle Alliance the attack seemed to be on the verge of a breakthrough and he committed Kellerman and the last of the cavalry reserve - save the 800 troops of General Blancard. Stationed behind Uxbridge's cavalry were the famed British squares interspersed with field batteries. The gunners would fire their pieces until, with the French cavalry charging down on them and less than 50 yards away, they would race inside the protection of the squares. The typical square was composed of 500 men, four ranks deep; 60 feet square that bristled with bayonets and fired devastating volleys at close range. Wellington coolly commanded his troops from within the 73rd's square. While the fighting on the plateau had become a brutal massacre of the French cavalry, the van of the Prussian army began to press the French Imperial Guard on Napoleon's extreme right at Plancenoit. By 6:30 p.m. the French were outnumbered three to one and the scales continued to tip in the favor of the Prussians as new corps arrived. At this point the battle was already lost for napoleon for even if the Armee du Nord could blast a hole in Wellington's line it lacked sufficient strength to exploit a breakthrough. Furthermore the Prussian army was now threatening to sever Napoleon's line of retreat south back to Quatre Bras. In an exceptionally pointless last effort Napoleon ordered the remaining 11 Guard battalions to follow him north for another, and final, assault on the plateau of Mt. St. Jean. South of La Haye Sainte the Emperor turned his Guard over to ney who had already had four horses shot from under him in the last three hours. Again a French attacking force struck off across the valley to mount the ridge. As they neared the top, Maitland's 1st Guards Brigade which had been lying in wait on the reverse slope of the ridge, rose with Wellington's command, "Stand up Guards! Make ready! Fire!" and just that quickly 300 French Guardsmen fell. A survivor of Maitland's brigade said, "We formed a line four deep, the first rank kneeling, the second also firing, the third and fourth loading and handling on to the front, and kept us such a continuous fire into the mass of heaped up Grenadiers...and this was the bouquet to all slaughter!" Anglo-Allied artillery cut great swaths in the attacking columns while fresh troops counterattacked their flanks. All was over and to the never before head cry of, "La Garde recule!" the survivors streamed back down the plateau for the last time. Now Wellington and Blucher called for a general attack all along the line and the Allied cavalry was let loose to run down the fleeing French. The Emperor Napoleon was placed within a Guard's square and escorted from the field. Remnants of the Armee du Nord fought delaying actions with the Prussians that allowed portions of the defeated army to escape south. Field-Marshal Blucher assembled his officers and ordered them to commence an "annihilating pursuit." His orders were carried out as the pursuing Prussians, refusing to give quarter, massacred at least 5,000 men of Reille's corps on the road to Genappe. The time was now 11:00 p.m. and the sands had run out of the Emperor's clock. ORDER OF BATTLE -------------------------------------------------------------------------- Anglo-Allied Army Field Marshall the Duke of Wellington commanding ---------------------------------------- I Corps His Royal Highness the Prince of Orange commanding troops commander # men flagname --------------------------------------------------------------------- 1st Corps Artillery Lt-Col Adye 1 Corps Lt-Col Williamson Maj von Opstal Maj van der Smissen 1st Division - Major General Cooke 1st British Brigade Maj-Gen Maitland 1,997 Maitlnd 2nd British Brigade Maj-Gen Sir John Byng 2,064 Byng 3rd Division - Lt-Gen Sir Charles Alten 5th British Brigade Maj-Gen Sir Colin Halkett 2,254 Halkett 2nd King's German Legion Col von Ompteda 1,527 Ompteda 1st Hanoverian Maj-Gen Count Brigade Kielmansegge 3,189 Kielman 2nd Dutch-Belgian Division - Lt-Gen Baron de Perponcher 1st Brigade Maj-Gen Count de Bylandt 3,233 Bylandt 2nd Brigade Prince Bernhard of Saxe-Weimar 4,300 Bernhrd 3rd Dutch-Belgian Division - Lt-Gen Baron Chasse 1st Brigade Maj-Gen Ditmers 3,088 Ditmers 2nd Brigade Maj-Gen D'Aumbreme 3,581 D'Aumbr II Corps Lt-Gen Lord Hill commanding troops commander # men flagname --------------------------------------------------------------------- 2 Corps Artillery Lt-Col Gold 2 Corps Lt-Col Hawker 2nd Division - Lt-Gen Sir H. Clinton 3rd British Brigade Maj-Gen Adam 2,625 Adam 1st Brigade King's German Legion Col du Plat 1,758 Du Plat 3rd Hanoverian Brig Col Halkett 2,454 3rd Han troops commander # men flagname --------------------------------------------------------------------- 4th Division - Lt-Gen Sir Charles Colville 4th Brigade Col Mitchell 1,767 Mitchel 6th British Brigade Maj-Gen Johnstone 2,396 Johnstn 6th Hanoverian Brig Maj-Gen Sir James Lyon 3,049 Lyon 1st Dutch-Belgian Division - Lt-Gen Stedmann 1st Brigade Maj-Gen Hauw 3,109 Hauw 2nd Brigade Maj-Gen Eerens 3,280 Eerens Dutch-Belgian Indian Brigade Lt-Gen Anthing 3,583 Anthing Reserves Reserve Artillery Maj Heisse 1,225 Reserve Lt-Col Brouckmann Maj Mahn 5th Division - Lt-Gen Sir Thomas Picton 8th British Brigade Maj-Gen Sir James Kempt 2,471 Kempt 9th British Brigade Maj-Gen Sir James Pack 2,471 Pack 5th Hanoverian Brig Col von Vincke 2,514 Vincke 6th Division - Lt-Gen Hon. Sir L. Cole 10th British Brigade Maj-Gen Sir John Lambert 2,567 Lambert 4th Hanoverian Brig Col Best 2,582 Best Brunswick Corps - H.S.H The Duke of Brunswick Advanced Guard Battalion Maj Von Rauschenplatt 672 Adv Grd Light Brigade Lt-Col von Buttlar 2,688 Light Line Brigade Lt-Col von Specht 2,016 Line Nassau Contingent - General von Kruse 2,880 Kruse Cavalry Corps Lt-Gen the Earl of Uxbridge commanding troops commander # men flagname --------------------------------------------------------------------- British and King's German Legion 1st Brigade Maj-Gen Lord E. Somerset 1,286 Somerst 2nd Brigade Maj-Gen Sir W. Ponsonby 1,181 Ponsnby 3rd Brigade Maj-Gen Sir W. Dornberg 1,268 Dornbrg 4th Brigade Maj-Gen Sir J. Vandeleur 1,171 Vndelur 5th Brigade Maj-Gen Sir Colq. Grant 1,336 Grant 6th Brigade Maj-Gen Sir H. Vivian 1,279 Vivian Horse Artillery (Six batteries) 1,275 Hrs Art troops commander # men flagname --------------------------------------------------------------------- Hanoverian 1st Brigade Col von Estorff 1,682 Estorff Brunswick Cavalry 922 Brnswck Dutch Belgian 1st Brigade Maj-Gen Trip 1,237 Trip 2nd Brigade Maj-Gen de Ghigny 1,086 Ghigny 3rd Brigade Maj-Gen van Merien 1,082 Merien -------------------------------------------------------------------------- Armee du Nord Emperor Napoleon Bonaparte commanding ------------------------------------------ Imperial Guard - Marshall Mortier, Duke of Treviso troops commander # men flagname --------------------------------------------------------------------- Imperial Guard Lt-Gen Desvaux de Artillery St. Meurice 3,175 Imp Grd Imperial Guard Cavalry Lt-Gen Lefebvre-Desnouettes Lt-Gen Guyot 3,590 Imp Grd 1st, 2nd, 3rd, 4th Grenadiers Lt-Gen Friant Lt-Gen Roguet 4,377 Grnandr 1st, 2nd, 3rd, 4th Chasseurs Lt-Gen Morand Lt-Gen Michel 3,970 Chsseur 1st, 3rd Tirailleurs Lt-Gen Duheame 2,255 Trlleur 1st, 3rd voltigeurs Lt-Gen Barrois 2,775 Vltgeur I Corps d'Armee - Lt-Gen Count D'Erlon commanding 1 Corps Artillery 1,066 1 Corps 1st Division Lt-Gen Alix 4,100 I Inf 2nd Division Lt-Gen Baron Donzelot 4,050 II Inf 3rd Division Lt-Gen Baron Marcognet 4,175 III Inf 4th Division Lt-Gen Count Durutte 3,775 IV Inf 1st Cavalry Division Lt-Gen Baron Jaquinot 1,400 I Cav II Corps d'Armee - Lt-Gen Count Reille commanding 2nd Corps Artillery 1,385 2 Corps 5th Division Lt-Gen Baron Bachelu 4,775 V Inf 6th Division Prince Jerome Napoleon 5,550 VI Inf 7th Division Lt-Gen Count Girard 4,875 VII Inf 9th Division Lt-Gen Count Foy 4,975 IX Inf 2nd Cavalry Division Lt-Gen Baron Pire 1,729 II Div VI Corps d'Armee - Lt-Gen Count Lobau commanding 6th Corps Artillery 743 6 Corps 19th Division Lt-Gen Baron Simmer 2,275 IXX Inf 20th Division Lt-Gen Baron Jeannin 2,575 XX Inf Reserve Cavalry - Marshal Grouchy commanding Reserve Horse Artillery 1,185 Reserve 3rd Corps Lt-Gen Kellerman 3,245 3 Corps 4th Corps Lt-Gen Milhaud 2,556 4 Corps Strengths taken from D. Gardener & Dorsay's "Quatre Bras, Ligny and Waterloo", London 1882, W. Silborne's War in France and Belgium as corrected by Colonel Charles C. Chesney's "Waterloo Lectures: a Study of the Campaign of 1815", London 1868, and Colonel Jean-Baptiste Charra's "Histoire de la Campagne de 1815": Waterloo, Brussels, 1851 as cited as references in "Yours to Reason Why; Decision in Battle" by William Seymour, St. Martin's Press, 175 Fifth Avenue, New York, N.Y. 1982 pp. 292-298. N.B. The entire Prussian army and the right wing of the Armee du Nord has been removed from this Order of Battle and The Universal Military Simulator Waterloo scenario in the interest of play balance. Neither the Prussians nor Grouchy's forces made an appearance on the battlefield until after the issue had been well decided. GETTYSBURG 1-3 July 1863 Meade - Lee After defeating the Union Army of the Potomac under the command of Major General Joseph Hooker at Chancelorsville, Virginia (April 28 - May 5, 1863) General Robert Edward lee knew that he had perhaps one last chance to bring the war to the North and restore European confidence in a viable Confederate States of America. The American Civil War, now in its second year, had seen a string of brilliant Southern defensive victories - First Bull Run, The Seven Days, Second Bull Run, Frederiscksburg, and now the most crushing Union defeat, Chancelorsville - but Lee's only previous attempt at invasion, Antietam, had ended in disaster. Now, as Union Major General U.S. Grant held confederate Lt. General Pemberton's army and the key to the Mississippi River in the bag at besieged Vicksburg, and the Union Navy had all but blockaded the southern cotton industry out of the European market, Lee must strike a decisive blow into the heart of the North. On June 9, 1863, screened by General 'Jeb' Stuart's cavalry, Lee's Army of Northern Virginia started north on its journey that would ultimately end at the high water mark at Gettysburg, Pennsylvania. The Army of the Potomac left its bivouac under the orders of General Hooker but would arrive in Pennsylvania with a new commander: Major General George Gordon Meade. President Abraham Lincoln, disgusted by Hooker's ineptitude at Chancelorsville, had made Meade "The hard luck army's" fifth commanding general in two year's time following a tradition of firing losers in search of a winning general. Meade would be the Army of the Potomac's last commander. In his General Orders 67, issued on June 28, a scant three days before the great conflict that awaited them, Meade wrote, "The country looks to this army to relieve it from the devastation and disgrace of a foreign invasion." July 1, 1863, found both armies scattered about southern Pennsylvania with their respective commanders' having only a vague notion of their opponent's positions. Ironically, the Confederate forces were arrayed north and west of the Union troops. The three-day battle would begin at 5:00 a.m., Wednesday, July 1 (the first day of the fiscal year - many regimental officers were still busy completing their payrolls) when units of Archer's Brigade, Heth's Division, A.P. Hill's III Corps of the Army of Northern Virginia began receiving withering volleys from Union cavalry pickets of Gamble's brigade stationed west of MacPherson's Ridge. First brigade commanders, then division commanders and finally corps commanders of both sides issued urgent orders for reinforcements as the conflagration consumed more troops and more senior field officers. By the end of the first day's fighting five successive Union generals had been in command. Daylight, Thursday July 2, saw 68,000 Union troops stretched along a fish- hook shaped series of hills and ridges south and east of Gettysburg facing Lee's 60,000. The northeastern-most point on the line was Culp's Hill where after the battle two brothers, one who fought with Meade, the other with Lee, would be found, both dead and only a few scant yards from the farm on the hill where they grew up. The Union line extended west to Cemetary Hill, where artillery batteries dug emplacements among the graves and then curved south to Cemetary Ridge; a north-south chain of hillocks that ended in the twin Round Tops. Bbig Round Top was by far the commanding peak on the battlefield, but was thickly wooded and unsuitable for troops or artillery. Its sister, Little Round Top, had recently been deforested and would become the southern anchor of the Union line. Currently, however, the only troops on its summit were a small observation and signal station. Lee's army ran along the perimeter of the Unio fish-hook extending over six miles from Longstreet's I Corps in the south to Ewell's II Corps on the northeast. Meade, in a textbook case of the use of interior lines, could pace a short two miles from Sickle's III Corps on the left to Slocum's XII Corps on the right. Against the advice of Longstreet who counseled a defensive battle, Lee had decided to force the Union left and roll up Meade's line while advancing north. Furthermore, Ewell on the extreme left was to attack Culp's Hill when he heard the sound of Longstreet's pre- assault artillery barrage six miles away. It was a plan doomed to failure that almost succeeded due to the incompetence of a tragicomedic Union Maj General; Dan Sickles, who would later be elected to the Congress of the United States, invent the temporary insanity plea to win his acquital after murdering his wife's lover, and in later years often visit the Smithsonian Institute to view the amputated leg that he would lose this day at Gettysburg. Against orders and traditional military dictums, Sickles had stationed the two divisions of the III Corps a half mile in front of the rest of the Union line in a peach orchard and in a boulder strewn area known as the Devil's Den. At 3:30 p.m., the first opening salvos from the Confederate batteries alerted Meade to trouble on his left. He arrived and watched in horror as Longstreet's attack began to crumple the III Corps and the wounded and terrified streamed to the rear. At this moment Brigadier General Gouverneur K. Warren, Meade's Chief of Engineers, realized that Little Round Top was "the key to the Union position" and on his own initiative ordered two brigades and a battery from the newly arrive V Corps to race to the summit. They arrived as the Confederates were still scaling the western slopes and flung themselves into a vicious hand-to-hand fight that left both Union brigade dead. Four hours later Longstreet's Corps, now in possession of the peach orchard and the Devil's Den, had stalled short of its objective. On the other side of the field Ewell's batteries had opened up on schedule but were quickly silenced by the effective return fire of the Union cannon stationed among the tombs and headstones on Cemetary Hill, The Confederate attack finally stepped off at sunset and though vigorously pressed, ended in failure. The fight on the graveyard's slopes continued late into the night before recall was sounded and the two armies hunkered down to await the inevitable final clash on the next day. Both sides were still receiving reinforcements, almost hourly, until by the morning of July 3, the stage was set with 97,000 Union and 75,000 Confederate players. The positions of the Army of the Potomac and the Army of Northern Virginia had remained substantially unchanged for two days; only Sicle's salient had been pushed in and the Union line extended south to the Round Tops. Strategically, the situation for Lee was also unchanged, though perhaps a bit more urgent. his army, outnumbered and in hostile territory, had been living off the land and had practically stripped the surrounding countryside bare. Again, Longstreet counseled Lee to place the army south and east of the Round Tops astride Meande's line of communications, and force the northern general to attack. Lee would have none of this and ordered a coup de main on the Union center spearheaded by Pickett's division who had arrived during the night, Longstreet replied, "no 15,000 men ever arrayed for battle can take that position," and reluctantly began the preparations for the charge. At 1:07 p.m., two guns of Captain Miller's battery stationed in the peach orchard fired signal shells into the clear Pennsylvanian sky. At 1:08 p.m., the 140 guns assembled by Lee's chief of Artillery, Colonel E. P. Alexander, began the barrage; many at a distance of only 800 yards from the Union center. Brigadier General Henry J. Hunt, meade's Chief of Artillery, withheld fire until the Confederate positions were located and then let fly with his batteries. They then commenced to hammer away at each other, with no visible slackening, for almost two hours. By 1863 the Art of the Artilleryman had made but one small advance to the science in the last many centuries: grapeshot; a coffee can sized package of little round iron balls that were fired out of the smooth-bore cannon like a giant shotgun. An infantry division would find it quite impossible to charge across a mile of open wheat field, into the muzzles of over 50 batteries firing double loads of grapeshot, and survive. Colonel Alexander's assignment was to eliminate the Union batteries and inform his superiors it was time to attack. A little before 3:00 p.m., Brigadier General Hunt passed the order for the Union cannon to cease fire and let the muzzles cool while ammunition was brought up from the rear. At this point Alexander, now desperate to see some signs of the effectiveness of his fire and almost out of shells, sent a message to Pickett, "For God's sake come quick; the 18 guns are gone, unless you advance quick, my ammunition won't let me support you properly." Pickett in turn rode to Longstreet to seek final approval. Longstreet, opposed to this assault from the beginning, could only nod an ascent. Pickett saluted and replied, "I am going to move forward, sir," turned, rode back to his troops and into immortality. The Army of Northern Virginia quite possibly possessed the finest fighting troops on the North American continent in July, 1863. The 15,000 men gamely moved out to the command. "Forward, guide center, march." towards a small clump of trees on Cemetary Ridge pointed out by General lee from astride his warhorse, Traveler. The Union batteries in the center reloaded with canisters of grapeshot and waited for the infantry to get within range while the batteries on the flanks continued to lob exploding shells into Pickett's neatly ordered lines. Then, when only a few hundred yards of wheat field separated the attackers and the defenders, every cannon along the Union line slashed out. Less than one percent of those who started off made those yards. Confederate Brigadier General Armistead actually reached the stone wall that marked the Union position, and with his cap on his sword yelled, "Follow me!" before he was shot down. There is a monument there now that marks the high water mark of the Confederacy; the closest Lee and the Army of Northern Virginia ever came to an offensive victory on northern soil. Over 7,000 lay dead, wounded or captured; the rest recrossed the field still under continuous barrage, to be greeted by a devastated Lee who said, "All this has been my fault. It is I that have lost this fight, and you must help me out of it in the best way you can." The next day, during a torrential storm, the Army of Northern Virginia started back south in a wagon train that stretched for 17 miles. It would now be on the defensive for the rest of its existence until the final surrender on April 9, 1865. ORDER OF BATTLE The Army of the Potomac Maj-Gen George Gordan Meade commanding --------------------------------------------- troops commander # men flagname --------------------------------------------------------------------- I Army Corps - Maj-Gen John F. Reynolds commanding (killed July 1) Maj-Gen Abner Doubleday commanding Maj-Gen John Newton commanding 1st Corps Artillery Col C.S.Wainwright 1 Corps 1st Division Maj-Gen J.S. Wadsworth 3,400 Wdsworth 2nd Division Brig-Gen John C. Robinson 3,200 Robinson 3rd Division Maj-Gen Abner Doubleday 3,300 Dbleday II Army Corps - Maj-Gen Winfield S. Hancock commanding Brig-Gen John Gibbon 2nd Corps Artillery Capt J.G. Hazard 950 II Corps 1st Division Brig-Gen John C. Caldwell 4,300 Caldwell 2nd Division Brig-Gen John Gibbon Brig-Gen William Harrow 4,500 Gibbon 3rd Division Brig-Gen Alexander Hays 4,400 Hays III Army Corps - Maj-Gen Daniel E. Sickles commanding Maj-Gen D.B. Birney 3rd Corps Artillery Capt George E. Randolph 950 III Corp 1st Division Maj-Gen D.B. Birney Maj-Gen J.J.H. Ward 6,200 Birney 2nd Division Brig-Gen A.A. Humphreys 6,100 Hmfhreys V Army Corps - Maj-Gen George Sykes commanding 5th Corps Artillery Capt A.P. Martin 770 V Corps 1st Division Brig-Gen James Barnes 4,500 Barnes 2nd Division Brig-Gen R.B. Ayres 4,300 Ayres 3rd Division Brig-Ben S.W. Crawford 4,400 Crawford VI Army Corps - Maj-Gen John Sedgwick commanding 6th Corps Artillery Col C.H. Tompkins 900 VI Corps 1st Division Brig-Gen H.G. Wright 5,200 Wright 2nd Division Brig-Gen A.P. Howe 5,150 Howe 3rd Division Brig-Gen Frank Wheaton 5,250 Wheaton XI Army Corps - Maj-Gen O.O. Howard commanding 11th Corps Artillery Maj T.W. Osborn 875 XI Corps 1st Division Brig-Gen F.C. Barlow Brig-Gen Adelbert Ames 3,500 Barlow 2nd Division Brig-Gen A. von Steinwehr 3,500 Steinwhr 3rd Division Brig-Gen Carl Schurz 3,200 Shurz troops commander # men flagname --------------------------------------------------------------------- XII Army Corps - Maj-Gen H.W. Slocum commanding 12th Corps Artillery Lt. Edward D. Muhlenberg 575 XII Corp 1st Division Brig-Gen Alpheus Williams 4,300 Williams 2nd Division Brig-Gen John W. Geary 4,250 Geary Army Artillery Reserve - Brig-Gen R.O. Taylor commanding Capt John M. Robertson 1st Regular Brig Capt D.R. Ransom 600 1st Reg 1st Volunteer Brig Lt-Col F. McGilvery 550 2nd Vol 2nd Volunteer Brig Capt E.D. Taft 575 2nd Vol 3rd Volunteer Brig Capt James F. Huntington 560 3rd Vol 4th Volunteer Brig Capt R.H. Fitzhugh 550 4th Vol -------------------------------------------------------------------------- The Army of Northern Virginia General Robert E. Lee commanding ------------------------------------- troops commander # men flagname --------------------------------------------------------------------- I Corps - Lt-Gen James Longstreet commanding 1st Corps Artillery Col J.B. Walton 550 I Corps 1st Division - Maj-Gen John B. Hood 1st Division Artillery Maj M.W. Henry 300 Henry 1st Brigade Brig-Gen D.R. Anderson 2,700 Anderson 2nd Brigade Brig-Gen H.L. Bennings 2,500 Bennings 3rd Brigade Brig-Gen E.M. Law Col James L. Sheffield 2,200 Law 4th Brigade Brig-Gen J.B. Robertson 2,100 Robertsn 2nd Division - Maj-Gen Lafayette McLaws 2nd Division Artillery Col H.C. Cabell 250 Cabell 1st Brigade Brig-Gen W. Barksdale Col B.G. Humphreys 2,200 Barksdal 2nd Brigade Brig-Gen J.B. Kershaw 1,900 Kershaw 3rd Brigade Brig-Gen W.T. Wofford 2,000 Wofford 4th Brigade Brig-Gen P.J. Semmes Col Goode Bryan 1,900 Semmes troops commander # men flagname --------------------------------------------------------------------- 3rd Division - Maj-Gen George E. Pickett 3rd Division Artillery Maj James Dearing 350 Dearing 1st Brigade Brig-Gen J.L. Kemper 2,750 Kemper 2nd Brigade Brig-Gem A. Armistead Col W.R. Aylett 2,800 Armisted 3rd Brigade Brig-Gen R.B. Garnett Maj George C. Cabell 2,750 Garnett II Corps - Lt-Gen Richard S. Ewell commanding 2nd Corps Artillery Col J. Thompson Brown 450 II Corps 1st Division - Maj-Gen Jubal A. Early 1st Division Artillery Lt-Col H.P. Jones 350 H. Jones 1st Brigade Brig-Gen William Smith Col John s. Hoffman 2,750 W. Smith 2nd Brigade Brig-Gen R.F. Hoke Col Isaac E. Avery Col A.C. Godwin 2,850 Hoke 3rd Brigade Brig-Gen Harry T. Hays 2,400 H. Hays 4th Brigade Brig-Gen J.B. Gordon 2,200 Gordon 2nd Division - Maj-Gen Edward Johnson 2nd Division Artillery Lt-Col R.S. Andrews 450 Andrews 1st Brigade Brig-Gen John M. Jones Lt-Col R.H. Dungan Col B.T. Johnson 2,450 J. Jones 2nd Brigade Brig-Gen James A. Walker 2,250 Walker 3rd Brigade Brig-Gen George H. Stewart 2,400 Stewart 4th Brigade Col J.M. Williams 1,600 Williams 3rd Division - Maj-Gen R.E. Rodes 3rd Division Artillery Lt-Col Thomas H. Carter 350 Carter 1st Brigade Brig-Gen E.A. Neal 2,500 Neal 2nd Brigade Brig-Gen S.D. Ramseur 2,600 Ramseur 3rd Brigade Brig-Gen George Doles 2,250 Doles 4th Brigade Brig-Gen Alfred Iverson Brig-Gen S.D. Ramseur 2,150 Iverson 5th Brigade Brig-Gen Junius Daniel 1,875 Daniel troops commander # men flagname --------------------------------------------------------------------- III Corps - Lt-Gen Ambrose P. Hill Commanding 3rd Artillery Col R.L. Walker 450 III Corp 1st Division - Maj-Gen R.H. Anderson 1st Division Artillery Maj John Lane 350 Lane 1st Brigade Brig-Gen William Mahone 2,750 Mahone 2nd Brigade Brig-Gen A.R. Wright Col William Gibson Col E.J. Walker Col B.C. McCurry Col C.H. Anderson 2,500 Wright 3rd Brigade Col David Lang Brig-Gen E.A. Perry 2,400 Lang 4th Brigade Brig-Gen Carnot Posey 2,200 Posey 5th Brigade Brig-Gen C.M. Wilcox 1,000 Wilcox 2nd Division - Maj-Gen William D. Pender Brig-Gen James H. Lane 2nd Division Artillery William T. Poague 350 Pague