Showing posts with label scenarios. Show all posts
Showing posts with label scenarios. Show all posts

Tuesday, 17 September 2024

Combat at Reichenberg 1757

My main source for this set up was the Kronoskaf SYW project aided with maps from volume 1 of Horace St. Paul and the Campaigns of the Austrian Army in the Seven Years War by Neil Cogswell.

Because my information isn't as complete as I would normally like, this set up has been a case of making the shoe fit. In consequence, I had half a mind to call this set up 'Combat at Reichenbrogue'. However, I think it's close enough to pass muster under its historical name - though I'm always happy to be corrected if I've got it all wrong.

Google Earth, note to self: For modern day Reichenberg see Liberec (Czech Republic).

The battlefield (12 x 6 table) covers the area between Reichenberg in the east (bottom left), westward along a spur of the Schwarzerberg (called the Jeschkengebirge on Kronoskaf) and the village of Franzesdorf to the forest on the eastern slopes of the Schwarzerberg itself (top left). The river Neisse separates Reichenberg from its outlying 'suburb' of Rosenthal and the rest of the field. The north-west corner (top right) of the battlefield is bounded by the substantial obstacle of the Berzdorf-Grund (a stream running through boggy bottomed, steep sided, water-cut).

The Austrians are defending this line in some force and have established several entrenched and barricaded positions along it. The Prussians are attacking from the north.

The high ground in front of Reichenberg is held by two battalions in an entrenched position.
The spur of the Schwarzerberg (shown as three individual heights on the St. Paul maps but as a long spur on the official German survey map) is defended by 7 infantry battalions, 11 companies of grenadiers and 3 batteries of artillery. In reality, only 1 battery was in the redoubts and entrenchments and the other 2 were in reserve on the reverse slope but, given that the Austrian player would immediately order them forward I saved him the trouble and placed them in the redoubts to begin with. Edit: I've actually changed my mind about this, put two batteries of guns on the reverse slope and shortened the two outer redoubts so that there isn't enough room for the guns and infantry to be in them together. Otherwise, the Prussian infantry will get (un-historically) slaughtered as they move up.

Rather than have individual heights I decided to put a saddle in the spur. Here the Austrians deployed 11 squadrons of cuirassier and 10 squadrons of dragoons.
In the forest, positioned behind barricades, are a battalion of grenzers and 2 battalions of infantry. On the road I have placed 2 battalions of infantry advancing from Gabel - this was for the picture, showing their arrival point, but they will start the game off table and arrive when activated (dice rolls, etc.).
The Prussians have advanced from the west and swung into line facing the Austrian defences to the south of them. Their main infantry force comprises 8 battalions of infantry, 3 battalions of grenadiers, 2 battalions of fusiliers and 2 batteries heavy of guns.
To oppose the Austrian cavalry the Prussians have advanced 15 squadrons of dragoons.
5 squadrons of hussars secure the Prussian right wing.
The entrenchments require some explanation and definition. In truth, these were designed with bastion like angles to cover every approach. This (because I use square bases for my figures) is always difficult to represent so I find it easier to 'square off' the redoubts and give them much better fire angles: troops within have a 180 degree frontal arc measured from the back of the position. Redoubts give hard cover and have no flanks. Whilst defending the occupying units fire separately, measuring from the redoubts nearest point; a unit firing at the redoubt can choose which defending unit it wants to target with fire; in melee the defender can choose which unit (infantry or artillery) will defend but, the attacker (if he wins) can distribute any UI loss. 

In front of the entrenchments the Austrians had dug wolf-pits (these were covered traps - deep holes with spikes at the bottom) which will cause attacking troops to go out of command. 

The barricades in the forest (most likely abatis - which I don't have terrain pieces for, so I've used my 'temporary barricade' pieces and cheveaux-de-frise) are treated in a similar fashion but they are soft cover and have no wolf-pits.


Thursday, 22 August 2024

Still ringing the changes: Zorndorf 1758

After so long playing the Napoleonic Peninsular campaign I'm still ringing the changes. The Ilkley Lads next battle will be a Seven Years War affair. Not wanting to have to set up something new every week, I've decided to do a big game that will last two or three sessions. That prospect lends itself to doing a big historical refight. To make life easy I decided to do Zorndorf - I know this battle back to front and could probably set it up blindfolded. It's also an excellent battle to base a wargame on.

The inconclusive Battle of Zorndorf, contested by Prussia and Russia, was a struggle of epic proportions and its historical casualties look like something more akin to a wargame than reality. At the start of the day Frederick could count on c. 37,000 effectives and Fermor could count on c.43,000. After twelve hours of bloody fighting, with both armies still maintaining the field, the Prussians had sustained c.13,000 casualties (34%) and the Russians c. 18,500 casualties (43%) - personally, I find those numbers astonishing. 

In my opinion, historical battles of the Seven Years War are generally easier to represent on a wargame table than those of other horse and musket wargame periods, such as Napoleonic or ACW, because their deployments generally require less table depth. The linear nature of SYW battles often makes them fit naturally onto a wargame's table without much need to compress depth. Zorndorf is a prime example of this feature.

Zorndorf can be set up at various levels of troops scaling but, I like to set it up with one wargame unit  equal to an infantry regiment of two battalions or five squadrons of cavalry. Incidentally, this is why my cavalry units are only 8 figures strong: Five squadrons of cavalry had almost exactly the same frontage as two battalions of infantry deployed side by side. This unit scaling still gives me a Russian line measuring approximately 13' long, so I need to raise the table's drop leaf (extending my table to 14' 8"). Fortunately, this is not a battle about insecure flanks, otherwise I might need even more. One thing I have done for this battle is to reduce the overall artillery numbers - not because I don't have enough guns, but because when I've scaled batteries more accurately they dominate this particular game too much - this is not an exercise in re-enactment, it's a game for fun.

In consequence of the extension being raised, it is impossible for me to take a photograph of the whole table from any part of my wargame room, so I need to take a shot from each end.

This first shot, looking east, shows the extent of both side's infantry lines, with the Prussians looking down onto the Russian lines from the higher ground to the north. Between the two sides is the Stein-Busch, a fairly open wood. The other key features can also be seen: To the left is the village of Zorndorf (which should be in flames after being torched by passing Cossacks), to the right is the village of Quartschen and, intersecting the Russian side of the field, are (west to east) the Langer-Grund, the Galgen-Grund and the Zabern-Grund. The Grunds are essentially natural water cuts that drain the land north of the river Metzel (which runs west-east behind the Russian position). The Grunds varied in depth, being no more than wet and boggy ground at their northern reaches, to steep sided 'ravines', at some points 10m deep, along their southern reaches - they are still very visible today (check out Google Earth for a very unspoilt battlefield. Modern day Zorndorf is called Sarbinowo). Seydlitz, having scouted the lower reaches of the Zabern-Grund, declared it unpracticable to cavalry so I'm counting the lower parts (defined on the table by streams) as impassable to cavalry and type III watercourses to infantry. I'm counting the upper reaches (defined on the table by boggy ground and pools) as type III watercourses to cavalry and type III terrain to infantry.

This shot, looking west, shows the two side's cavalry wings extending into the far distance. It clearly shows the extent of the Langer-Grund and Galgen-Grund. On the northern (Prussian) side of the table I have added the 60m contour. This high ground is not a hill, it is more the higher end of a long shallow slope that drops down 30m to the river Metzel some 3km to the south. Between the two lines there were several folds in the ground, notably around the Stein-Busch and to the west of it (the Fuchsberg knoll). These were enough to obstruct line of sight to certain low lying areas of the field but in reality the smoke, blowing south from the Prussian artillery and the conflagration at Zorndorf, did more to impair vision - apparently Manteuffel's infantry emerged from the smoke just 40m in front of the Russian line - so I choose not to portray them.

The Russian cavalry wing under Demiku. I've seen this wargame force deployed in several ways. Often it is deployed as a continuous line (I've done it that way myself) but to shorten it slightly I now deploy it in two lines. It comprises two units of cuirassier, a unit of dragoons and four units of hussars. There are also three units of Cossacks (generally, not much better than useless in this period): These are leaderless but are not out of command in consequence; they will each roll d8 for movement activation; they cannot rally; two cards in the Russian sequence deck (Special Event) prevent them acting on the next card turned - they really are quite unreliable, just as they were historically.

Bounded on their left by the Langer-Grund is the Observation Corps under Browne. This comprises four large units of line infantry, each representing a three battalion regiment, and a large unit of their combined grenadiers. All of these units have five unit integrity points rather than four and that is their only 'big unit' benefit - they actually performed poorly on the day. The Corps has an attached battery of artillery. 



To the right of the Observation Corps come the first and second lines of the regular infantry with units of combined grenadiers positioned between them. 

Historically, the first line was commanded by Saltykov and the second line by Galytsin. However, due to a quirk in the rules, the game will actually work better if the infantry is divided into right and left sectors - with the two divided geographically by the Galgen-Grund (pictured bottom right). 

Galytsin will command this, the left infantry sector. It comprises seven units of line infantry, two units of line grenadiers and two units of combined grenadiers; one battery of artillery is attached.

The right infantry sector, commanded by Saltykov, lies between the Galgen-Grund and the Zabern-Grund. The command comprises eight units of line infantry, two units of line grenadiers and a unit of combined grenadiers; two units of artillery are attached. 

Another shot of the same sector showing the southern end of the Zabern-Grund and Quartschen. The army's right wing cavalry, under Gaugreben, are also stationed here: they comprise a unit of cuirassier, a unit of horse grenadiers and a unit of hussars. Guarding the crossing over the Zabern-Grund is a unit of Cossacks.
Starting left to right, at the eastern end of the field are two Prussian cavalry commands. These begin the game off table but are positioned at their predefined points of arrival. Beyond the upper reaches of the Zabern-Grund is the command of Malachowski, this comprises four units of hussars. In the foreground is the command of Seydlitz; it comprises three units of cuirassier (including the Garde du Corps and Gendarmes) and a unit of dragoons.

This shot clearly shows the upper reaches of the Zabern-Grund - streams, pools and ponds.

To their right, to the left of Zorndorf and above the 60m contour, is the main infantry strike force. Leading is Manteuffel's command, comprising a unit of line infantry and three units of combined grenadiers; it has a battery of artillery attached. Behind them is the command of Kanitz, comprising five units of line infantry, two units of fusiliers and a unit of combined grenadiers; it has a battery of artillery attached. Behind them all is Marschall's command of four units of dragoons. Frederick the Great, commanding the Prussian army, can be seen just in front of Zorndorf - I should have painted him foolishly licking his lips.

Behind Zorndorf, refused, is Dohna's infantry command comprising three units of line infantry, two units of fusiliers and a unit of combined grenadiers; a unit of artillery is attached.
On the far right is the cavalry wing of Schorlemer. It comprises three units of cuirassier, a unit of dragoons and two units of hussars.

Note, the yellow star between the infantry lines. There are three of these, one in each infantry sector (Observation Corps, left and right). These are Prussian victory objectives. They will each cost the Russians six army morale points if contacted by a Prussian unit - this will encourage the Prussians to press an attack and might be the only way the outnumbered Prussian infantry can win; no such objective points exist on the other side of the table.
I have stationed Fermor, commander of the Russian army, in the right infantry sector. Here he is alongside his sumptuous coach. The coach was scratch built, in a moment of madness, from Milliput (chassis) and old postcards (coachwork) after purchasing some Foundry draft horses and various wheels (in a bring and buy odds and sods box) at a show.

One last shot of the Prussians - doomed men?
For the first time, we will use Field of Battle (2nd edition) rules for this battle. 

Here, the sequence card decks have been sorted out before shuffling: 27 basic cards in each deck. The Prussians have a skilled army deck, the Russians a poor army deck. 

I've added two Special Event cards (Cossacks) and a Blunder card to the Russian deck. I've added a Sieze The Moment card and an Event card to the Prussian deck. The Prussian Event card will activate Seydlitz and Malachowski - possibly Marschall and Dohna too - though I'm yet to decided exactly how.

Our new to group player Nigel H. will like these cards because they have instruction notes on them. Less to his liking, the game does use the full gamut of polyhedral dice.

To decide the Army Morale Points for each army I added up their unit integrity points and divided by 3. This gives the Prussians 44 AMP and the Russians 54 AMP - this should be enough to get a historically bloody result.

Because there are so many units, I'm not going to dice up the unit quality (combat and defence dice) for every individual unit. I'm simply going to assign CD and DD by unit type (Prussian cuirassier, Russian cuirassier, Prussian combined grenadiers, Observation Corps grenadiers, Russian line grenadiers, etc.) and let the dice do the talking - with 84 units on the table that should be enough variation.

Note: This shot was taken before I finally decided how I would deploy Demiku's cavalry this time around.

Sources: 
Zorndorf 1758 by Simon Millar (actually one of Osprey's best books, IMHO). 

My well thumbed copy of The Army Of Frederick The Great by Duffy.

Opened, my dust jacketless (I've never seen one with a jacket) copy of Russia's Military Way To The West by Duffy. 

Also, free on line, and an invaluable resource for anyone interested in this period, is the Kronoskaf Seven Years War Project site: Here is a link to its excellent piece on Zorndorf.






Wednesday, 23 November 2022

Battle of Salamanca Scenario

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.

KEY:
Allies: 1. Anson's Brigade and artillery, 4th Division. 2. Pack's Brigade. 3.
4th Division (remainder).4. 6th Division. 5. 5th Division. 6. 7th Division. 7. Cavalry, Cotton.
8. Bradford's Brigade.9. Spanish Division. 10. 3rd Division. 11. Cavalry, D'Urban.
French: A. 7th Division. B. 5th Division. C. 2nd Division. D. Cavalry, Curto.
E. 6th Division. F. Cavalry, Boyer. G. 8th Division. H. 4th Division (off table).

TERRAIN

Lesser Apariles: At the eastern end of the field, and in British possession, is the Lesser [or Southern] Arapiles. This is a cone that rises out of the plain and is rocky and steep on its northern facing slopes (very rough terrain) but much less so on its southern facing slopes (rough 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. 
Note: Artillery on the terrace had insufficient gun depression to fire on any troops climbing the hill’s slopes.
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).

TIME AND ARRIVALS

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

Below I list the forces being used for this scenario. Absent are British 1st Division and Light Division, which took little part in the battle until very late in the day. They were side by side, set roughly at right angles to the rest of the British line, behind the Lesser Arapiles, facing due east; Bock’s heavy cavalry brigade (KGL) is in support. Tied up facing them are French 1st Division and 3rd Division supported by a dragoon regiment from Boyer’s division. Although French 3rd Division stood to cover the retreat of the French army - causing heavy casualties to British 6th Division in doing so - this only happened after the French had effectively lost the battle, therefore none of these forces are available to the players for this scenario and I make no apology for not listing their composition – they are, as they say, ‘on the moon’.

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.
Cavalry Division: Stapleton Cotton (Able: 5 DMP)

Two 3UI Heavy Dragoon unit (Veteran, Fierce, British)
One 4UI Light Dragoon unit (Reliable, Fierce, British)
Note: I have taken the decision to fudge the organisation of this command (see below) and make the heavy brigade two units strong so that it is possible for it to charge on a broader front - this has meant playing fast and loose with the overall numbers: The dragoons is 1 UI stronger overall and the light dragoons are 1 UI less overall.

D’Urban: (Independent units: 5 DMP)
One 3UI Portuguese Cavalry unit (Reliable)
One 4UI Hussar unit (Reliable, Fierce, British)
Note: For the purposes of divisional morale I have split the cavalry division into two commands. Marchant’s and Anson’s Brigade under the divisional commander Stapleton Cotton, and  D’Urban’s and Arenchild’s cavalry, accompanying Packenham, under D’Urban as an ‘independent brigade’.

 

3rd Division: Packenham (Able: 10 DMP)
Two 5UI British infantry units (Reliable, Steadfast, 3SK)
One 5UI Portuguese infantry unit (Reliable, 3SK)
One 3UI battery (Reliable, Steadfast, HA)

4th Division: Lowry Cole (Poor: 8 DMP)
Two 4UI British infantry units (Reliable, 3SK)
One 5UI Portuguese infantry unit (Reliable, 3SK)
One 3UI battery (Reliable, Steadfast)
Note: 4th Division has had its command quality reduced to poor, and it’s British infantry have lost their steadfast status because of the heavy casualties received at the Trinidad breach at Badajos in April (including two thirds of its officers ‘knocked over’): The division’s poor performance at Salamanca probably stems from that bloody assault.


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.
5th Division: Leith (Able: 8 DMP + 5D)
Three 4UI British infantry units (Reliable, Steadfast, 3SK)
One 4UI Portuguese infantry unit (Reliable, 3SK)
One 3UI battery (Reliable, Steadfast)
Note: 5th Division had only three brigades but they each had four battalions rather than three, making this the largest British Division in theatre - it could cover a very long frontage in line. In consequence there are four infantry units.

6th Division: Clinton (Able: 10 DMP)
Two 4UI British infantry units (Reliable, Steadfast, 3SK)
One 5UI Portuguese infantry unit (Reliable, 3SK)
One 3UI battery (Reliable, Steadfast)

7th Division: Hope (Able: 8 DMP + 4D)
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)

The Spanish Division of Carlos de Espana, with Bradford's Brigade, 
and the cavalry brigades of Marchant and Anson (Cotton)
to their front and left.
Edit: There are now two units of dragoons with 3UI each and
one unit of light dragoons with 4UI (see notes above).

Spanish Division: Espagnac (Able: 5 DMP)
Two 4UI Spanish infantry (Reliable, 2SK)

Pack’s Brigade: (Able, Independent units: 4 DMP)
One 4UI Portuguese infantry unit (Reliable, 3SK)
One 3UI Portuguese Cacadores SK infantry unit (Reliable, Light Infantry, Rifles, 2SK)
Note: I have chosen to represent this strong brigade as line infantry and a SK unit.

Bradford’s Brigade: (Able, Independent units: 2 DMP)

One 5UI Portuguese infantry unit (Reliable, 3SK)

French Army: Marmont (Reliable: 14 AMP, 4 PMP)

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.
Note: Marmont was seriously wounded on the Greater Arapiles sometime after 3pm and was replaced by Bonnet when Clausel couldn't be found. Bonnet was seriously wounded soon after and replaced by Clausel who had reappeared after going to get an injured heal dressed. In effect, command of the army changed three times in an hour and confusion reigned in this vital period immediately prior to Wellington's attack. In consequence, the C-in-C stand is now just a dice holder. PMP has been reduced (from 6 to 4) for command being seriously downed.

Heavy Cavalry Division: Boyer (Reliable, 7 DMP)
Two 3UI Dragoon units (Reliable, Fierce)
One 3UI battery (Reliable, Steadfast, HA)
Note: With one regiment absent on the French right this division should have one dragoon unit of 4UI and one unit of 2UI but, two 3UI units work better in game terms so that is what I've done.

Light Cavalry Division: Curto (Reliable, 4 DMP)
One 5UI Chasseurs a Cheval unit (Reliable)
One 4UI Chasseurs a Cheval unit (Reliable)
Note: I did consider adding an activation mechanism for this division: It wasn't where it should have been and took some time to come to Thomieres' rescue. However, not introducing such a penalty will make the game a better game - for the French - so I've just started them half a move farther back. 

2nd Division: Clausel (Reliable, DMP)
One 4UI French Leger unit (Reliable, Light Infantry, Steadfast, 3SK)
One 4UI French Line unit (Reliable, Steadfast, 2SK)
Two 4UI French Line units (Reliable, 2SK)
One 3UI battery (Reliable, Steadfast)

Bonnet's 8th Division holding the Greater Arapiles and 'the gap'
between it and the Monte de Azan. Note the 'terrace' with its
cliff like front: I madethat piece of terrain because it's such
an important feature of that hill.
Many moons ago, I actually climbed that 'parapet' - to 'test it'.
 
4th Division: Bonnet (Reliable, DMP)
One 4UI French Line unit (Reliable, Steadfast, 2SK)
Three 4UI French Line units (Reliable, 2SK)
One 3UI battery (Reliable, Steadfast)

Maucune's Division standing far enough back to obscure the British
view of them. Behind them are the cavalry of Curto's Division.
5th Division: Maucune (Reliable, DMP)
One 5UI French Line unit (Reliable, Steadfast, 2SK)
Two 4UI French Line units (Reliable, 2SK)
Two 3UI batteries (Reliable, Steadfast)

6th Division: Brennier ((Reliable, DMP)
One 3UI French Leger unit (Reliable, Light Infantry, Steadfast, 3SK)
Two 4UI French Line units (Reliable, 2SK)
One 3UI battery (Reliable, Steadfast)





7th Division: Thomieres (Reliable, DMP)
One 4UI French Line unit (Reliable, Steadfast, 2SK)
One 4UI French Line unit (Reliable, 2SK)
One 3UI French Line unit (Reliable, 2SK)
One 3UI battery (Reliable, Steadfast)
Note: The three UI French Line unit is at the head of the column. It has not had time to form square in the face of D'Urban's cavalry but has managed to bring up it's second company to face the threat six deep. It is surprised, and probably in panic. I have decided to represent this unusual formation as a column of attack, disordered, with skirmishers withdrawn.

8th Division: Sarrut ((Reliable, DMP)
One 4UI French Leger unit (Reliable, Light Infantry, 3SK)
Two 4UI French Line units (Reliable, 2SK)
One 3UI battery (Reliable, Steadfast)
Note: This division starts the game off table. It cannot arrive before turn two. See Time and Arrivals above.

General Note: How were unit strength, unit type and unit quality derived? Basically, I took total divisional strengths from Oman, divided by 400 infantry, 200 cavalry, to get unit integrity (UI) points, then did the best I could to generate the right number of unit types by percentage (e.g. Legere 27%), with a strength of between three and five UI points per unit (because that works best for my rules). It's not an exact science, and there is a lot of fudging for effect but, it's not totally make believe. As for quality, well that was done with an eye to how troops perform under my rules and is, I believe, the only way such things can be done. Remember, this is a bath tubbed scenario, where units represent something close to brigade strength but are used on the table like battalions - it's the blending of two game scales and something I like a lot.

Lastly, I suppose I should cite my sources. I'm not going to do all, as some provided very little the others didn't, like the road network (Peninsular War Atlas - Osprey), but these three are the best I have. Oman's work, volume 5, is the key and his map is the best too. Of the three, Edwards tells by far the best tale, in the most detail and in an entertaining style but, he's short of a good map. Fletcher has done a good job for Osprey but, like all Osprey's, it's just a wetter and scene setter for further reading - if I'm honest, there could be more maps and they could be much better (Osprey, I thought you were better than that!). 

Oh, and just to date my own visit to this fantastic battlefield, these photographs were taken using this weird stuff they called film. My wife, in shot above the parapet on the Greater Arapiles, is 5'4" tall and she's stood quite near the edge - I'm glad I didn't have to assault it in 1812, the 'cliff' I mean. The bloke by the monument? I haven't a clue who he is, LOL. 


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.