The rules used in this game can be found at
Generals must be within 8” to issue orders, this applies to all brigades and artillery. Guns fire at the start of the move, so general must be within command range at end of previous move.
Rule 3 covers corps commander orders
Once more Leith loses his turn due to the Poor Card. Wellington is with him, but has used his own turn to order Leith to engage the enemy
Thomiere has lost two of his infantry brigades, plus his cavalry and gunners, to rout. The remaining two brigades must stay in square due to the enemy cavalry and will soon be broken by enemy infantry and artilleryFrench centre
Clausel is well able to hold the French right flank, but unable to do anything to help the breaking left and centre.
To make the game interesting the leading French division of Thomiere was given the opportunity to have their cavalry brigade in line to hold off the surprise attack by Packenham.
For the first three moves it appeared that Packenham would fail to break Thomiere. Indeed the British lost two of their four infantry brigades, and the third lost the skirmish fight with the leading French brigade in square. The British hussars turned the tide by riding behind the square and charging the gunners behind.
The two divisions on the Lesser and Greater Arapiles played little part in the battle. Leith was the only Poor commander and suffered badly from the Poor Card. He eventually advanced towards the centre, which pinned Clausel opposite.
The two centre divisions played little part in the battle, but only because it was decided before Cole could reach Brennier.
The collapse of Thomiere prevented Brennier from deploying, and led to Marmont ordering a French retreat.
British casualties were 5 infantry and 2 cavalry
French casualties were 6 infantry and 4 cavalry