Edit following testing: 08/12/2022
Rather than fight the individual divisional combats in detail, or recreate the whole 'dog legged' deployment of both armies, this scenario aims to take in the major attack made by Wellington along the whole of his southward facing front. To make this possible I have 'bath-tubbed' the whole affair so that it fits on a 12 x 6 table. I will be playing the game using 'Sacre Bleu!': My heavily amended, now almost unrecognisable version of Classic Piquet rules - and still a WIP.
TERRAIN
Greater Arapiles: Opposite the Lesser Arapiles, and in French possession, is the longer, coffin shaped, Greater [or Northern] Arapiles. This hill is steep and rocky on every side topped by a natural terrace supported on a 1m to 2m high vertical cliff face (very rough terrain). Infantry (line deployment only) and artillery on the terrace can fire down from a superior position, count as obscured to fire from below the rim, and will count as defending a fortification if charged.
Los Arapiles: Directly west of the Lesser Arapiles, and centrally placed within the British deployment, is the village of Los Arapiles. This linear village runs east to west and comprises stone buildings (very rough terrain, hard cover).
The Monte de Azan: The last major feature is the Monte de Azan. This isn’t as obvious to the eye as the previous three features but is no less important. It is a low, undulating, three mile long plateau; described as ‘ideal for marching’. The bulk of the French army is presently deployed on it, or making its way westward on or behind it. It obscures units 3" beyond the facing contour but does not provide a superior position for fire or defence. Troops marching on top of it gain the 3" rate bonus for road movement - it's 'The Monte de Azan Superhighway'.
Other terrain features: These include the small village of Miranda de Azan which stands at the north western end of the Monte de Azan; the high ground of the Teso San Miguel which begins to rise immediately north of Los Aripiles; two other pieces of gently rolling high ground (one between the Greater Arapiles and the Monte de Azan, the other extending from the northern edge of the battlefield to the western end of the Monte de Azan) which provide dead ground to troops behind them; and several areas of open, cork tree woodland, some going on to be extensive, that dot the battlefields edges, especially south of the French position (rough, obscuring terrain). Lastly, there are four roads radiating from Los Araples but, given the natural ‘good going’ of the ground they only really serve to stop a traveller from getting lost. Only the Los Arapiles to Miranda de Azan road is important in game terms because it serves as a delineating feature for British victory objectives (see below).
The game will commence with the armies deployed as they were at about 4.00pm.
Marmont and Bonnet have already been wounded and carried from the field and French command has devolved to Clausel. Bonnet with 8th Division is holding the Greater Arapiles, Clausel's 2nd Division and Maucune's 5th Division have taken up position on the Monte de Azan, and Boyer is holding the gap between the two positions with his heavy cavalry supported by a French regiment of 8th Division. Thomiere's 7th division is marching westward along the top of the Monte de Azan and has become separated from the rest of the army and is now out on a limb: Brennier's 6th Division and Curto's light cavalry are marching in Thomiere's support.
Packenham and D'Urban with orders to 'sweep all before them' on the Monte de Azan and are about to assault Thomieres 7th Division (see Surprise Attack below). Leith's 5th Division, supported by Hope's 7th Division, Cotton's cavalry, Bradford's Brigade and the Spanish Division, have been ordered to assault the French position to their front, and Leith's division is presently filtering through Los Arapiles in compliance with those orders. Other units have not yet received orders to attack (see Victory Conditions below).
Surprise Attack: The game starts with the British getting an unopposed pre-turn one initiative phase of 10 initiative points. This phase can only be used to activate D'Urban and Packenham in an effort to take full advantage of their successful 'ambush' of Thomieres column. As soon as this phase is over any surprise has been lost: The British deck is shuffled - the game begins with turn one.
Tardy Sarrut: French 4th Division under Sarrut arrived on the field very late in the day, it failed to do much harm when he did, and several historians have asked why this should have been the case. Consequently, in true D. Featherstone fashion, I will allow for the military possibility of a more speedy arrival and effect. From turn two, on the appearance of the Special Event card, the French player can start dicing for arrival: On turn two roll D8 Vs D8; on turn three roll D12 Vs D8 and if 4th Division rolls higher it can arrive on the next Infantry March card; it will arrive on turn four (historical arrival) in any event. Sarrut arrives over the southern table edge between the south eastern corner and the start of the Monte de Azan.
Game Duration: The game will last five full turns, after which the light will be deemed too poor for the action to continue.
VICTORY CONDITIONS
The victory conditions are fairly easy for this one. Each side must bring its opponents Army Morale Points (AMP) to zero - at which point victory is achieved. If neither side has done so before nightfall (end of turn five) the game is drawn.
French objectives: Holding the Lesser Arapiles is victory objectives for the French: It is worth 4 British AMP. Holding the greater Arapiles is victory objectives for the French: It is worth 4 British AMP.
British Objectives: Holding the Greater Arapiles is a victory objective for the British: It is worth 4 French AMP. If an attempt is not made to storm (charge) the terrace of the Greater Arapiles before the end of turn three (historically made by Pack's Brigade) the British will lose 4 AMP. Holding the Monte de Azan (by having more units on top of it, east of the Los Arapiles to Miranda de Azan road, than the French) at the end of turn 3 is a victory objective for the British: It is worth 6 French AMP.
ORDER OF BATTLE
Note: I have pre-rolled Divisional Morale Points (DMP) for the divisions.
Allied Army: Wellesley (Outstanding: 15 AMP, 6 PMP)
Packenham and D'Urbans cavalry - note Arenchild's hussars coming through the wood, and the precarious position of Thomieres leading unit. |
One 3UI Portuguese Cavalry unit (Reliable)
One 4UI Hussar unit (Reliable, Fierce, British)
Two 5UI British infantry units (Reliable, Steadfast, 3SK)
One 5UI Portuguese infantry unit (Reliable, 3SK)
One 3UI battery (Reliable, Steadfast, HA)
One 5UI Portuguese infantry unit (Reliable, 3SK)
One 3UI battery (Reliable, Steadfast)
5th Division moving through Los Arapiles with 7th Division in support on the Teso de San Miguel and Cotton's cavalry on their right flank. |
Three 4UI British infantry units (Reliable, Steadfast, 3SK)
One 4UI Portuguese infantry unit (Reliable, 3SK)
One 3UI battery (Reliable, Steadfast)
Two 4UI British infantry units (Reliable, Steadfast, 3SK)
One 5UI Portuguese infantry unit (Reliable, 3SK)
One 3UI battery (Reliable, Steadfast)
One 4UI British infantry unit (Reliable, Steadfast, Light Infantry, 4SK)
One 4UI Brunswick Oels infantry unit (Reliable, Light Infantry, 3SK)
One 4UI Chasseurs Britannique infantry unit (Reliable, 3SK)
One 3UI battery (Reliable, Steadfast)
One 4UI Portuguese infantry unit (Reliable, 3SK)
One 3UI Portuguese Cacadores SK infantry unit (Reliable, Light Infantry, Rifles, 2SK)
Bradford’s Brigade: (Able, Independent units: 2 DMP)
Clausel, now in command of the army, directs affairs from his divisional position (note additional 'staff'. Beyond are Boyer's dragoons and, directly behind, Brennier's 6th Division marches westward. |
Maucune's Division standing far enough back to obscure the British view of them. Behind them are the cavalry of Curto's Division. |