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    Begin Allied Movement Phase (Figure 1) 
    This is at Waterloo just north of Papelotte Farm where Marechal Ney delays the Prussians.  In Figure 1 we see a placid scene of several regiments of French cavalry and horse artillery, some fixed and some not, sitting on the ridge.  During the next French turn, all the cavalry are scheduled for release, and four battalions of infantry, two of them light, enter as reinforcements at hex A. 
     
     

    End Allied Melee Phase (Figure 2) 
    And here is the folly.  Out of the mist of hidden-LOS comes a Prussian cavalry regiment of 400 SP lancers to attack the stack of  a horse artillery battery and a 300+ SP cavalry regiment of heavies.

 
Figure 1
 
    The cavalry's final resting place after melee  is labeled in Figure 2b by the letter B.  During the melee, the French lost 2 SP horse artillery and 3 SP heavy cavalry, while the Allied lost 2 SP lancers.  Why was this done?  Perhaps to prevent the light infantry arriving next French Movement Phase (at hex labeled A) from occupying the Papelotte Farm chateau and surrounding hexes. 
     
    Figure 2a. Unit List Box of Hex Labeled "B" French Move
     
 
Figure 2b
    End French Charge Phase (Figure 3) 
    During his Movement Phase, the French player has deployed two light infantry battalions at labels' D and H, and unlimbered two horse artillery batteries at labels' D and C.  See Figures 3b and 3c for the Unit-List boxes of these hexes.  Labels G and F are 400 SP line infantry battalions with skirmishers on top.  These along with the light infantry column in H protect against counter-charges from hidden enemy cavalry and if needed allow formation of squares in the next French Defensive Phase.  There are a half dozen Prussian cavalry regiments about 10 hexes right of the chateau in Figure 3a. 

    After the French Offensive Fire Phase, the cavalry has about 100 SP remaining from an original of over 300 SP.  Compare the Unit List Boxes in Figures 2a and 4a.  This damage comes from 2 horse artillery battery shots at 1 hex range (Hexes C and D), 5 skirmisher companies at 1 hex range (Hex D), and another 4 skirmisher companies at 2 hex range (Hex H). 

    Finally, heavy cavalry (Unit List Box in Figure 4b) at Hex E in Figure 3a charges the weakened lancer in its flank.  Heavies get a 25% increase in charge (even against cavalry), and lancers get a 25% decrease in melee when defending.  Also, there is no avenue of retreat for the Prussian lancer should it lose the melee, which it did.  Also note that only two squadrons and the brigade leader made the charge; any more would be excessive given the odds.  This minimizes fatigue.  Here a 400 SP cavalry regiment was completely wiped out for a French gain of ~150 victory points; the puzzling thing is, "For what?"

 
Figure 3a
 
Figure 3b.  Unit List Box of Hex Labeled "C"
 
 
Figure 3c.  Unit List Box of Hex Labeled "D"
 
 
        Figure 4a. Unit List Box of Hex Labeled "B" French Charge
Figure 4b.  Unit List Box of Hex Labeled "E"
 
 
    Lessons Learned 

    (1) Have a reason for ANY use of cavalry.  Otherwise keep it out of harms way and preferably, unless acting as a threat, also keep it out of sight.  Cavalry is so expensive (8 pts per SP) that it must only be used for "... battle winning situations."  (Napoleon said this.) 
    (2) Use your skirmishers guarded by an infantry column to move adjacent to cavalry to shoot them down. Barring any extreme situation, any time you see cavalry go after it with every ranged weapon you have; it's worth the victory points. 
    (3) Use horse artillery to unlimber adjacent to disordered cavalry and give 'em a taste 'O grape!  It feels good! 
    (4) Use infantry battalions to protect your cavalry from enemy cavalry counter-charges.  Skirmishers work too, but will probably be overrun in the next enemy charge phase, so infantry that can form a square are a better choice. 
    (5) Surround enemy cavalry after it has charged to prevent retreat during melee loss or movement.

 
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