Tuesday, 5 July 2022

Last of the French

EDIT: Sorry about the photographs - I had to use a different camera to the one I normally use.

When I ordered my Peninsular Spanish army in October last year I added a several nice to haves for my British and French armies. 

The British were all finished earlier this year and I posted a 'Parade of the British' at that point. Then I decided, rather than start the Spanish, I would finish the nice to haves for the French. I actually got these done some time ago but I've simply not had the time to blog post any progress for one reason or another. However, as late additions to an army I mistakenly said was finished, and posted about here in my 'Parade of the French', there are these beauties; if I'm not mistaken these extra bits bring the French army man count to 998.

Unless otherwise stated, all figures are by Front Rank. All are painted in enamels by yours truly. Flags are by GMB. Round bases are by War Bases, others are home cut.

First up, two units of Legere. These are actually the 25th Legere in a bogus uniform - whip me!
The reason for choosing the 25th was a desire to have white over green plumes for the chasseurs, which I've always thought rather fetching. However, I also wanted to have voltigeurs in colpacks (which in turn led to having bearskins for the carrabiniers). Unfortunately, I couldn't find any Legere serving in the Peninsular that wore colpacks so I decided to combine my desires - and hence my 25th are in a partly bogus uniform. Apart from head gear (the plumes are right) they are correctly dressed.


I realise this decision will have the purer minded of you physically coughing up blood but, in the end they are my figures and I can do with them as I wish - their heretical nature will, like most victims of the Spanish inquisition, be forgotten with time. 

Bogusness aside, I think they look great! I just love the colpacks!
More historical, the 5th Chasseurs a Cheval. This unit brings the Chasseur regiment count to three.
It's another unit with yellow trim. Yellow is really doing it for me at the moment.
As with all of my French cavalry I've painted most of them as one company (blue pompoms in this case) because it makes painting easier and 'the lines cleaner': French cavalry pompoms confuse the heck out of me.
This pic shows the unit in line, with its name plate and coloured bead pins (for ID numbers and quality markers, etc.). I always use beads for this kind of thing because it renders roster sheets superfluous (which saves a lot of set up time): Everything is in front of you; you can call a unit by its proper name during play (even if you don't know it by sight), and you never need to look it up on a list to discover its qualities (which saves time in play). 


A second 'Corps' commander stand: I think the hussar officer is a one piece 'special' by Foundry (?), kindly donated by Jason W. The dice boxes are for holding army morale dice (one black showing multiples of six, one white showing digits of 1 - 6 to give a range of 0 - 42; and one orange showing the commanders 1 - 6 personal transferable morale points), and the pin is for holding his quality bead (red poor, green average, blue skilled).
I would have liked to add a foot figure but didn't have anything suitable. However, not to mind, as a second 'Corps' commander he probably won't get out much.

Next up, a post on my newly painted Spanish. These currently number four units of infantry, three guns (one HA), two limbers (one HA) and a commander. I'm very much looking forward to showing you these as there are several converted figures amongst them. 


Monday, 4 July 2022

Advance Guard Action: Version 2

 Here is a link to my original attempt at doing my own version of this old Charles S. Grant scenario.

Here are the bones of version 2:

French Orders 
14th July, 1812: Orders for the Commander of the advance guard: You are to clear the route to the town of Poca Estevan and secure the town for our main forces. This must be accomplished by last light on 15th July, year of Our Lord 1812. This town will form the concentration area prior to an assault on the bridge over the Tormes on 16th July. We believe the enemy already hold the bridge in strength. The bridge will be a costly objective, but one we must take in order to press into the heart of enemy country. It is regrettable that the enemy already has the bridge for surely we will lose many good men in taking it. Nevertheless, to take the town will benefit our preparations for the attack. I will send you what re-enforcements I can spare which should arrive in the area of the town at mid-day on 15th JulyI leave the advance guard in your care, confident that you will command it with good sense and imagination.

Initial French forces
C-in-C: Officer commanding the advance guard (skilled): 9 Army Morale Points (AMP); 6 Personal / Divisional Morale Points (P/DMP). 
Field officer 1 (skilled): 14 DMP.
1st / 2nd 25th Light: Ready, steadfast, light troops, SK3. (Roll D6 per unit: Add 1 DMP per 5 - 6).
Regiment Irlandaise Light: Readylight troops, SK3. (Roll D6 per unit: Add 1 DMP per 5 - 6).
1st / 2nd 36th Line: Ready, SK2. (Roll D6 per unit: Add 1 DMP per 5 - 6).
1st 39th Line: Ready, SK2. (Roll D6 per unit: Add 1 DMP per 5 - 6).
Battery of Foot Artillery (8pdrs): Ready. (Roll D6 per unit: Add 1 DMP per 5 - 6).
Field officer 2 (average): 6 DMP.
15th Dragoons: Ready. (Roll D6 per unit: Add 1 DMP per 5 - 6).
7th Chasseurs a Cheval: Ready. (Roll D6 per unit: Add 1 DMP per 5 - 6).
Battery of Horse artillery (6pdrs). Eager. (Roll D6: Add DMP per 5 - 6).

French reinforcements
Field officer 3 (average): 8 DMP. 
Vistula Lancers: Eager. (Roll D6: Add DMP per 4 - 6).
1st Hussars: Eager. (Roll D6: Add DMP per 4 - 6).
22nd Chasseurs a Cheval: Ready. (Roll D6: Add DMP per 5 - 6).
Field officer 4 (skilled): 6 DMP. 
1st / 2nd Paris Municipal Guard: Eager, SK2. (Roll D6: Add 1DMP per 4 - 6).
1st / 2nd 50th Line: Ready, SK2. (Roll D6 per unit: Add 1 DMP per 5 - 6).
Battery of Foot Artillery (12pdrs). Ready, heavy. (Roll D6 per unit: Add 1 DMP per 5 - 6).

British Orders 
14th July, 1812: Orders for the Commander of the advance guard: You are to clear the route to the bridge over the river Tormes and secure it for our main forces. This must be accomplished by last light on 15th July, year of Our Lord 1812. The bridge will form the concentration area prior to an assault on the town of Poca Estervan on 16th July. We believe the enemy already hold the town in strength. The town will be a costly objective, but one we must take in order to press into the heart of enemy country. It is regrettable that the enemy already has the town for surely we will lose many good men in taking it. Nevertheless, to take the bridge will benefit our preparations for the attack. I will send you what re-enforcements I can spare which should arrive in the area of the bridge at mid-day on 15th July. I leave the advance guard in your care, confident that you will command it with good sense and imagination.

Initial British forces
C-in-C: Officer commanding the advance guard (skilled): 9 Army Morale Points (AMP); 6 Personal / Divisional Morale Points (P/DMP).
Field officer 1 (skilled): 12 DMP.
51st Light Infantry: Eager, light troops, SK4. (Roll D6: Add 1 DMP per 4 - 6).
Chasseurs Britanniques: Ready, SK2. (Roll D6: Add 1 DMP per 5 - 6).
Brunswick Oels: Ready, light troops, SK3. (Roll D6: Add 1 DMP per 5 - 6).
12th Portuguese Line; Ready, SK2. (Roll D6: Add 1 DMP per 5 - 6).
21st Portuguese Line: Ready, SK2. (Roll D6: Add 1 DMP per 5 - 6).
Battery of Foot Artillery (9pdrs): Ready. (Roll D6: Add 1 DMP per 5 - 6).
5 Cacadores SK stands.
Field officer 2 (average): 6 DMP.
14th Light Dragoons: Ready, fierce, unreliable. (Roll D6: Add 1 DMP per 5 - 6).
10th Hussars: Eager, unreliable(Roll D6: Add 1 DMP per 4 - 6).
10th Portuguese cavalry: (Roll D6: Add 1 DMP per 5 - 6).

British reinforcements
Field officer 3 (average): 6 DMP. 
3rd Dragoons: Ready, fierce, unreliable. (Roll D6: Add 1 DMP per 5 - 6).
1st Dragoons KGL: Ready, fierce. (Roll D6: Add 1 DMP per 5 - 6).
Battery of Horse Artillery (6pdrs): Eager. (Roll D6: Add 1 DMP per 4 - 6).
Field Officer 4 (average): 12 DMP.
5th Foot: Eager, SK2. (Roll D6: Add 1 DMP per 5 - 6).
11th Foot: Ready, steadfast, SK2. (Roll D6: Add 1 DMP per 5 - 6).
27th Foot: Ready, steadfast, SK2. (Roll D6: Add 1 DMP per 5 - 6).
8th Portuguese Line: Ready, SK2. (Roll D6: Add 1 DMP per 5 - 6).
16th Poruguese Line: Ready, SK2. (Roll D6: Add 1 DMP per 5 - 6).
Battery of Foot Artillery (9pdrs): Ready. (Roll D6: Add 1 DMP per 5 - 6).
2 SK Rifle stand.

Situation at dawn 15th July 1812
At first light on the 15th July, both advance guards arrive in the area and discover, to their mutual surprise, that the enemy is not present. The commanders are not slow to grasp the significance of the situationEach player finds himself presented with an opportunity to forward the ambitions of his army, possibly winning glory for himself, by taking the initiative and overreaching the specifics of his orders and attempting to take the main prize by coup de main. However, such a course of action might overextend his forces and bring about a major reverse. In essence this is the dilemma, the balancing act, call it what you will, posed by this particular table-top teaser. 

The map
The table is roughly 10' x 6'. The walls and trees are by Last Valley. The buildings (town sections) are a mix of 'modular' by Warbases and scratch built ones - all use Warbases windows and doors; all have Will's plastic HO pantile roofing. The river and rocky bits are all home made. Cornfields are doormat dry brushed with household paint. The latex rubber road sections are by Early War Miniatures but, I don't think you can buy this design anymore. 

Terrain Definition
The Tormes river lies at the bottom of a steep ravine. It is extremely difficult terrain: It requires a test to cross; it counts both the 'cliffs' and 'water' modifiers. All hills have gentle slopes; crests stem from the centre of high points and block LOS. 'Woods' represent hillside strewn with boulders, small trees and heavy undergrowth and are rough terrain to infantry, very rough terrain to cavalry and artillery, and light cover to all; they block LOS. Buildings are 'town sections', heavy cover; they block LOS to areas beyond. Corn fields represent enclosed areas of mixed agriculture such as orchards, vineyards and gardens, counting as very rough terrain and light cover to all; they do not block LOS. Deployment areas are 48" x 12".  A-B-C mark the possible road entry points of each side's reserves. 

A note on reinforcements
There should be six envelopes. At the start of play both sides dice off to see who picks first; the player going second chooses one of the five remaining envelopes. At the end of turn one (a dispatch arrives) the players may open their envelopes. When the Stratagem card is turned, on the reinforcement's turn of arrival, the player must disclose dust rising above the relevant entry points. Reserves actually start to arrive on the first relevant move card (Infantry Division March / Cavalry Division March) after the Stratagem card is turned.

Reinforcement Envelopes:
  1. Command 3 at A on turn 2; Command 4 at A on turn 3.
  2. Command 3 at B on turn 2; Command 4 at A on turn 3.
  3. Command 3 at A on turn 2; Command 4 at B on turn 3.
  4. Command 3 at B on turn 3; Command 4 at C on turn 3.
  5. Command 3 at C on turn 3; Command 4 at A on turn 3.
  6. Command 3 at C on turn 3; Command 4 at C on turn 4. Plus hidden path stratagem: A local guide is willing to show you a way across the Tormes and its associated ravine. It is situated (specific location at players choice) on your side of the table up to the bridge. It is one unit wide. It does not negate the fact that the ravine is extremely difficult terrain; it does negate both the cliff and water difficulty check modifiers.


Advance Guard Action - A revamped Charles S. Grant scenario. First game

Sometimes you can try to be too clever: Last week I ran the scenario as I'd set it out and, although the game was quite a good one, it was all done and dusted before the reserves had arrived and if the game had continued the reserves were so unbalanced as to make the game not worth continuing. However, I promised you a report and here it is.

Both sides deployed fairly conventionally. Graham decided to contest the bridge with a mixed force of cavalry and Legere, whilst Mark decided to cover the bridge with cavalry and assault the town with his all of his infantry.

Here, very early in the game, Mark gets underway with his screening cavalry.
The French move towards the town of Poca Estavavan.
They arrive in strength and occupy it before the British can intervene.
The British move to clear the town section by section, starting with the church section: The French hold out remarkably well and for almost the whole evening's play. 

Mark employs his guns in counter-battery fire: This, in the long run, will unsettle the French position to the right of Poca Estevan and change the balance of the battle in what will prove to be a vital sector of the field.
The British attack is developing nicely - the French are being outgunned in the village and the French battery, which has been shattered by the British guns, is about to be overrun.


On the French right, the Legere occupy the farm and form square to nullify the British cavalry advance then, with these offering covering fire, they bring up their own cavalry.
This shot was taken just prior to the glorious charge of the French cavalry that all but swept the British cavalry from the field. After this charge the French had the bridge and their cavalry had free roam of the field.
But, the village was about to fall to the British, and their infantry, guns, and (what remained of) the 10th Portuguese cavalry were able to swing to face the French cavalry which was moving to outflank them.

At this point, with the French in the village beaten, the French reserves started to arrive. 

The French had drawn the cavalry reinforcements (envelope 3) and Graham felt, justifiably, that he had no way of retaking the village. 

It was quite late in the evening at this point so, when Mark revealed he had drawn the Light Division (envelope 2) which was shortly to arrive at C (the bridge road) Graham conceded - the game was truly up. A resounding British win.

The game was a good one and both players had had their successes but, it had not gone as I'd hoped. The changes I had made to the original scenario, changes I thought would add more uncertainty and excitement to the game, didn't work as planned. Firstly, I got the timings wrong - the reserves should have arrived slightly (a turn) earlier. Secondly, the randomness of the reserves only served to make (by chance, and if the game had been continued) a British victory inevitable. Consequently, I've changed the scenario a little and will re-run it again this week: See my next post, later today.


Monday, 27 June 2022

Advance Guard Action - a revamped Charles S. Grant scenario

The other week, I played a two day wargame with the League of Gentlemen Wargamers up in bonnie Scotland. On my return, completely played out, I found myself lacking any inspiration or energy for sorting out this Wednesday night's game here (at my place) in Ilkley. 

However, something that CSG had said during the weekend had reminded me of a file I have containing his old Table Top Teaser scenarios, so I decided to dust it off and revisit what lay therein. In that file I came across a real, if old, peach: It was published way back in June 1978.

Generally speaking this scenario is very similar to Charles's; only the nature and size of the forces, plus some terrain details, are different. Indeed, apart from changing names to swap to a (fictional) Peninsular theatre, the player 's orders have been used almost verbatim. Thank you for permission to use your words, Charles.

French Orders 
14th July, 1812: Orders for the Commander of the advance guard: You are to clear the route to the town of Poca Estevan and secure the town for our main forces. This must be accomplished by last light on 15th July, year of Our Lord 1812. This town will form the concentration area prior to an assault on the bridge over the Tormes on 16th July. We believe the enemy already hold the bridge in strength. The bridge will be a costly objective, but one we must take in order to press into the heart of enemy country. It is regrettable that the enemy already has the bridge for surely we will lose many good men in taking it. Nevertheless, to take the town will benefit our preparations for the attack. I will send you what re-enforcements I can spare which should arrive in the area of the town at mid-day on 15th JulyI leave the advance guard in your care, confident that you will command it with good sense and imagination.

British Orders 
14th July, 1812: Orders for the Commander of the advance guard: You are to clear the route to the bridge over the river Tormes and secure it for our main forces. This must be accomplished by last light on 15th July, year of Our Lord 1812. The bridge will form the concentration area prior to an assault on the town of Poca Estervan on 16th July. We believe the enemy already hold the town in strength. The town will be a costly objective, but one we must take in order to press into the heart of enemy country. It is regrettable that the enemy already has the town for surely we will lose many good men in taking it. Nevertheless, to take the bridge will benefit our preparations for the attack. I will send you what re-enforcements I can spare which should arrive in the area of the bridge at mid-day on 15th July. I leave the advance guard in your care, confident that you will command it with good sense and imagination.

Situation at dawn 15th July 1812
At first light on the 15th July, both advance guards arrive in the area and discover, to their mutual surprise, that the enemy is not present. The commanders are not slow to grasp the significance of the situationEach player finds himself presented with an opportunity to forward the ambitions of his army, possibly winning glory for himself, by taking the initiative and overreaching the specifics of his orders and attempting to take the main prize by coup de main. However, such a course of action might overextend his forces and bring about a major reverse. In essence this is the dilemma, the balancing act, call it what you will, posed by this particular table-top teaser. 

Victory conditons (to be determined at nightfall 15th July - end of turn 8) 
There are no fixed criteria for victory in this game. However, as a rule of thumb, a point should be awarded for fulfilling the primary part of the player's orders, with a bonus point going to the player who does best in conforming to the spirit of his orders overall - and that can be argued about. "What larks, Pip!"

A note on reinforcements
There should be three envelopes. Each envelope (number 1, 2, 3) should contain the relevant reinforcement list for both sides (see below). However, although listed here as envelopes 1, 2, 3 the envelopes are not actually marked as such - they are left blank so that the lists can be drawn at random. At the start of play both sides dice off to see who picks first; the player going second chooses one of the two remaining envelopes. At the end of turn two (a dispatch arrives) the players may open their envelopes. When the Stratagem card is turned, on the reinforcement's turn of arrival, the player must disclose dust rising above the relevant entry point. Field officer commands arrive on the first relevant move card (Infantry Division March / Cavalry Division March) after the Stratagem card is turned.

The map
The table is roughly 10' x 6'. The walls and trees are by Last Valley. The buildings (town sections) are a mix of 'modular' by Warbases and scratch built ones - all use Warbases windows and doors; all have Will's plastic HO pantile roofing. The river and rocky bits are all home made. Cornfields are doormat dry brushed with household paint. The latex rubber road sections are by Early War Miniatures but, I don't think you can buy this design anymore. 


Terrain Definition
The Tormes river lies at the bottom of a steep ravine. It is extremely difficult terrain: It requires a test to cross; it counts both the 'cliffs' and 'water' modifiers. All hills are gently sloping broken ground and count as rough terrain to all; crests stem from the centre of high points and block LOS. 'Woods' represent hillside strewn with boulders, small trees and heavy undergrowth and are rough terrain to infantry, very rough terrain to cavalry and artillery, and light cover to all; they block LOS. Buildings are 'town sections', heavy cover; they block LOS to areas beyond. Corn fields represent enclosed areas of mixed agriculture such as orchards, vineyards and gardens, counting as very rough terrain and light cover to all; they do not block LOS. Deployment areas are 48" x 12".  A-B-C mark the possible road entry points of each side's reserves. On arrival, reserves must enter the table fully within 6" of the road (marked with black paper - A's entry points are just out of shot).

The Initial French Force. All figures by Front Rank.

Initial French forces

C-in-C: Officer commanding the advance guard (skilled): 10 Army Morale Points (AMP); 6 Personal / Divisional Morale Points (P/DMP). 

Field officer 1 (skilled): 6 DMP.
1st / 2nd 25th Light: Ready, steadfast, light troops, SK3. (Roll D6 per unit: Add 1 DMP per 5 - 6).
25th Chasseurs a Cheval: Ready. (Roll D6 per unit: Add 1 DMP per 5 - 6).
Field officer 2 (skilled): 10 DMP.
1st / 2nd 36th Line: Ready, SK2. (Roll D6 per unit: Add 1 DMP per 5 - 6).
1st / 2nd 39th Line: Ready, SK2. (Roll D6 per unit: Add 1 DMP per 5 - 6).
Battery of Foot Artillery (8pdrs): Ready. (Roll D6 per unit: Add 1 DMP per 5 - 6).
Field officer 3 (skilled): 4 DMP.
15th Dragoons: Ready. (Roll D6 per unit: Add 1 DMP per 5 - 6).
5th Chasseurs a Cheval: Ready. (Roll D6 per unit: Add 1 DMP per 5 - 6).

Possible French Reinforcements. All Figures by Front Rank.

French reinforcements

At the start of play the French player must draw one of three envelopes detailing the nature of his reinforcements, arrival point and time of arrival.

ENVELOPE 1: Arrive (after Stratagem card) at A and / or B from turn 5. 
Field officer 4 (skilled):DMP. Add 3 AMP to C-in-C on arrival.
1st Reserve Grenadiers: Ready, guard, fierce, SK2. (Roll D6: Add 1 DMP per 4 - 6).
1st / 2nd 50th Line: Ready, SK2. (Roll D6 per unit: Add 1 DMP per 5 - 6).
Field officer 5 (average): 8 DMP. (Add 4 AMP to C-in-C on arrival).
1st / 2nd 27th Line: Ready, SK2. (Roll D6 per unit: Add 1 DMP per 5 - 6).
22nd Chasseurs a Cheval: Ready. (Roll D6: Add DMP per 5 - 6).
Battery of Foot Artillery (12pdrs). Ready, heavy. (Roll D6 per unit: Add 1 DMP per 5 - 6).

ENVELOPE 2: Arrive (after Stratagem card) at C from turn 4. 
Field officer 4 (skilled):DMP. (Add 3 AMP to C-in-C on arrival).
1st Reserve GrenadiersReady, guard, fierce, SK2. (Roll D6: Add 1DMP per 4 - 6).
1st / 2nd Paris Municipal Guard: Eager, SK2. (Roll D6: Add 1DMP per 4 - 6).
Field officer 5 (average): 6 DMP. (Add 3 AMP to C-in-C on arrival).
Vistula Lancers: Eager. (Roll D6: Add DMP per 4 - 6).
22nd Chasseurs a Cheval: Ready. (Roll D6: Add DMP per 5 - 6).
Battery of Horse artillery (6pdrs). Eager. (Roll D6: Add DMP per 5 - 6).

ENVELOPE 3: Arrive (after Stratagem card): Officer 4 at A from turn 3; Officer 5 at C from turn 5.
Field officer 4 (skilled): 8 DMP. (Add 4 AMP to C-in-C on arrival).
22nd Chasseurs a Cheval: Ready. (Roll D6: Add DMP per 5 - 6).
1st Hussars: Eager. (Roll D6: Add DMP per 4 - 6).
Vistula Lancers: Eager. (Roll D6: Add DMP per 4 - 6).
1 battery of Horse artillery (6pdrs). Eager. (Roll D6: Add DMP per 5 - 6).
Field officer 5 (poor): 6 DMP. (Add 3 AMP to C-in-C on arrival).
1st / 2nd 27th Line: Ready, SK2. (Roll D6: Add 1DMP per 5 - 6).
1 Battery of Foot Artillery (12pdrs): Ready, heavy. (Roll D6: Add 1DMP per 5 - 6).

Initial British Force. All figures by Front Rank

Initial British forces

C-in-C: Officer commanding the advance guard (skilled): 9 Army Morale Points (AMP); 6 Personal / Divisional Morale Points (P/DMP).

Field officer 1 (skilled): 6 DMP.
51st Light Infantry: Eager, light troops, SK4. (Roll D6: Add 1 DMP per 4 - 6).
Chasseurs Britanniques: Ready, SK2. (Roll D6: Add 1 DMP per 5 - 6).
Brunswick Oels: Ready, light troops, SK3. (Roll D6: Add 1 DMP per 5 - 6).
1 Cacadores SK stand.
Field officer 2 (skilled): 6 DMP.
12th Portuguese Line; Ready, SK2. (Roll D6: Add 1 DMP per 5 - 6).
21st Portuguese Line: Ready, SK2. (Roll D6: Add 1 DMP per 5 - 6).
Battery of Foot Artillery (9pdrs): Ready. (Roll D6: Add 1 DMP per 5 - 6).
4 Cacadores SK stands.
Field officer 3 (skilled): 6 DMP.
14th Light Dragoons: Ready, fierce. (Roll D6: Add 1 DMP per 5 - 6).
10th Hussars: Eager: (Roll D6: Add 1 DMP per 4 - 6).
10th Portuguese cavalry: (Roll D6: Add 1 DMP per 5 - 6).

Possible British Reinforcements. All figures by Front Rank.

British reinforcements

At the start of play the British player must draw one of three envelopes detailing the nature of his reinforcements, arrival point and time of arrival.

Envelope 1: Arrive (after Stratagem card) at A and / or B from turn 5. 
Field officer 4 (skilled): 6 DMP. (Add 3 AMP to C-in-C on arrival).
5th Foot: Ready, steadfast, SK2. (Roll D6: Add 1 DMP per 5 - 6).
11th Foot: Ready, steadfast, SK2. (Roll D6: Add 1 DMP per 5 - 6).
16th Poruguese Line: Ready, SK2. (Roll D6: Add 1 DMP per 5 - 6).
1 SK Rifle stand.
Field Officer 5 (average): DMP. (Add 3 AMP to C-in-C on arrival).
27th Foot: Ready, steadfast, SK2. (Roll D6: Add 1 DMP per 5 - 6).
8th Portuguese Line: Ready, SK2. (Roll D6: Add 1 DMP per 5 - 6).
Battery of Foot Artillery (9pdrs): Ready. (Roll D6: Add 1 DMP per 5 - 6).

ENVELOPE 2: Arrive (after Stratagem card) at C from turn 4. 
Field officer 4 (skilled): 6 DMP. (Add 3 AMP to C-in-C on arrival).
52nd Light Infantry: Eager, light troops, SK4. (Roll D6: Add 1 DMP per 4 - 6).
1/95th Rifles: Eager, light troops. (Roll D6: Add 1 DMP per 4 - 6).
13th Light Dragoons: Ready, fierce. (Roll D6: Add 1 DMP per 5 - 6).
Field Officer 5 (average): DMP. (Add 3 AMP to C-in-C on arrival).
43rd Light Infantry: Eager, light troops, SK4. (Roll D6: Add 1 DMP per 4 - 6).
3rd Cacadores: Eager, light troops, SK4. (Roll D6: Add 1 DMP per 4 - 6).
Battery of Horse Artillery (6pdrs): Eager. (Roll D6: Add 1 DMP per 5 - 6).

ENVELOPE 3: Arrive (after Stratagem card): Officer 4 at A from turn 3; Officer 5 at C from turn 5.
Field officer 4 (skilled): 8 DMP. (Add 4 AMP to C-in-C on arrival).
5th Foot: Ready, steadfast, SK2. (Roll D6: Add 1 DMP per 5 - 6).
11th Foot: Ready, steadfast, SK2. (Roll D6: Add 1 DMP per 5 - 6).
16th Poruguese Line: Ready, SK2. (Roll D6: Add 1 DMP per 5 - 6).
Battery of Foot Artillery (9pdrs): Ready. (Roll D6: Add 1 DMP per 5 - 6).
1 SK Rifle stand.
Field officer 5 (poor): 6 DMP. (Add 3 AMP to C-in-C on arrival).
1st KGL Dragoons: Ready, fierce. (Roll D6: Add 1 DMP per 5 - 6).
2nd KGL Dragoons: Ready, fierce. (Roll D6: Add 1 DMP per 5 - 6).
13th Light Dragoons: Ready, fierce. (Roll D6: Add 1 DMP per 5 - 6).
Battery of Horse Artillery (6pdrs): Eager. (Roll D6: Add 1 DMP per 5 - 6).

Looking forward
You may, or not, be pleased to hear I actually intend to do a battle report. It feels like a very long time since my last worthwhile post. And, I've also finished my Peninsular French (at long last), and painted up half a dozen Spanish units (including some conversion work to make up a battery of later war Spanish horse artillerymen in Mameluke style trousers and bearskins) so, I have a post in mind for them too.