Last Eagles: Ligny 1815 II

As I mentioned I want to see the counters on this beautiful map of the Ligny battlefield. So there it is in its full splendor. The red cubes show the 7 Objective Flags each worth 10 VP at the end of each turn. Losses and the exits to the lines of communication of each army are taken into account via VP as well.  Killed and captured leaders count too, and should Napoleon get himself killed, well this war wouldn’t be Napoleonic any longer no matter how the outcome of this battle might otherwise be.

Solitaire Play

Last Eagles: Ligny 1815 looks like a game that can be played solitaire easily if you find a way to create some fog of war. I have had good experience with games that use chit pull systems. With all those decoy markers I get just what I need. As the French are ment to get the first initiative most of the time I added 5 extra French flags to the 2 decoy markers each command gets. When a decoy marker is pulled the Officer will make an activation roll. If this succedes, his command is activated as normal. If  the activation fails, the marker is lost for this turn. When the commanders in chief are pulled they can activate an officer in their command range provided this officer has not been already activated twice.  When an extra  Flag marker is pulled  it can be used to activate any officer not jet activated twice. Once used it is removed from play.

Ligny June 16 1815

This is Scenario 3 in the playbook with only the historical units taking part.

Turn 1 ~ 3 pm

Pirch’s Prussian II Armeekorps gets to move first. His orders are to defend the town of Ligny. His entire corps  is  still north of Ligny and en marche towards their objective. The many units on the main roads cause some delays as they cross the pass of units from the Prussian I Armeekorps.  The French make it to the southern outskirts of Ligny when Girard’s IV Corps d’Armée starts the battle with an attack on the few units there. Fighting is all together unconsequencial with only minor casualties and no gain of terrain.

  • Flag areas held +70 VP 

Turn 2 ~ 4 pm

Vandamme launches an all out assault the Prussian positions at Saint-Amand well prepared with accurate artillery fire. Under the critical eyes of Napoleon himself his II Corps d’Armée storms the village with colors flying and drums beating. The street fighting is brutal with the Prussians showing much tenacity in clinging to their positions despite overwelming odds. The fighting here rages back and forth the Flag Areas changing hands several times. In Ligny the French IV Corps d’Armée works its way over the stream taking one Flag Area.

  • Flag areas held +60 VP  +10 VP
  • Losses inflicted +16 VP

Turn 3 ~ 5 pm

The afternoon sees heavy fighting raging in the streets of Saint-Amand and Ligny alike. The Prussians get the better of it recapturing all Flag areas previously lost. Napoleon is infuriated the mediocre performance of his III and IV Corps d’Armee.  He considers sending in the Imperial Guard to force a wedge between the Prussian I and II Armeekorps.

  • Flag areas held +70 VP  
  • Losses inflicted + 9 VP


Fighting seases at this point due to force majeur as the  wargames table reverts back to our living room dining table. Tactically the French cannot be too satisfied with the results. In hinndsight the French must display more aggressiveness with the early committmet of the huge artillery reserve. Artillery has the potential to inflict heavy casualties on defenders in town hexes.


The pace of the game is what really captivates me. You are spared from deciding minor issues like the exact tactical formation of all those small units. You instead position your manouvre elements and execute your grand tactical plan – or see it fall apart. Each roll of the dice gives you a changed situation that you need to react on. You feel like being in the saddle of the corps or army commander. Mainly due to its excellent solitaire playability I changed my  rating on BGG to 10/10


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