Another shot of last week's end of play. Only on this flank do the Spanish look like they have any chance to break through.The clock is about to turn to turn three.
Now, Piquet games, as we saw last week (with the Spanish unable to deploy their artillery), can throw up some odd situations and this game threw up another one.
The Spanish nervously withdrew, fearing the French would catch them in their retrograde movement but, nothing could have been further from the truth.
The battle's narrative would be that the French didn't realise the Spanish were withdrawing until after they had drifted away and failed to take advantage of the tactical situation: In Piquet terms the Spanish got so much initiative that they ended up with time to withdraw, rally several units and form a new line whilst the French got so little they basically had to stand and watch. If the Spanish had continued to attack, with the amount of initiative they won and French getting so little initiative in response, they may well have carried the day.
The game clock had just turned four.
The Spanish couldn't quite believe that the French had failed to follow up their withdrawal. Surely the French would move soon; there were still almost two turns to go.The French inched forward but....
....the sun was now low in the sky.
The Spanish were still winning the bulk of the initiative and were cycling through their sequence deck (to end the last turns) as fast as they could.
Then, nightfall descended and shrouded the Pyrenees in darkness. Both sides now looked to make the most of an inconclusive encounter in their dispatches: Honours were just about even.
The French lost 3 UI killed (5.9%) and 5 UI hospitalised. The Spanish lost 5 UI killed (8.5%) and 10 UI hospitalised. Hospitalised UI will remain so until the start of campaign turn 6.
Neither side opted to make a withdrawal move; all pins remain in position.
One thing everyone could agree on, players play campaign games with a different set of considerations than in one off games: Shepherding one's forces is much more important than in one off games and the lives of 'the little lead men' are not so readily gambled away.
4 comments:
An inconclusive fight - the Spanish would've been more than happy to settle for that earlier in the game. This is the beauty of campaign games when saving one's army often matters more than winning a battle.
While the slow response of the French to the Spanish withdrawal feels perfectly 'real' to me, I was a little more unsettled the Spanish artillery not pulling its weight. I shall have to give some thought to whether I want my tweaked-Piquet to behave like that.
The changing formation / unlimbering thing was unusual - not to turn one of the two cards that allow it in two turns. On turn three and four he unlimbered, limbered and unlimbered again.
The thing is, artillery was still largely positional in the Napoleonic period. It was getting more manoeuvrable but, it wasn't used like WW2 self propelled assault guns. If Peter had positioned his guns so that they could shoot at long range at limited targets from the start, rather than try and drag them up a mountain to get at Mark's centre at effective range they might not have been decisive but would have worked to some effect.
It's a surprising fact, that at Waterloo, not a single 12pdr fired a single shot of canister. Napoleon didn't move them to find more / better targets because it would have been very troublesome to do so. How different are wargamers, who don't need to consider the reality of moving all the accompanying logistical support of spare caissons, etc. Is it too easy to move artillery in a wargame?
Fair points, it's always a poser when the dice/cards deliver the possible rather than the probable. I'm fascinated by your Waterloo comment - do you have data on what ammunition was used by which battery? I would've thought they might have switched to canister when the Union Brigade went 'Tonto'.
From memory, I think I read that in The Waterloo Companion.
I think I came across it when looking for battery to infantry frontages when deciding how many guns I needed to field when playing 4x45mm stands in line representing 1000 men. Turned out to be a single gun on 60mm frontage-ish.
Obviously, there is a slight difference for 6 & 8 gun batteries but, I'm not that much of a nerd, and anyway, I play four stands all the time regardless of a unit being 3,4 or 5 UI strong: I note strength with dice: initial strength (black) and casualties (white) in a slotted dice holder at the rear of the unit. Because a four stand unit is best for doing the different unit formations.
The Waterloo Companion is a very useful tome for that kind of trivia. Recommended.
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