Napoleonic, WSS & ECW wargaming, with a load of old Hooptedoodle on this & that


Sunday, 29 July 2018

Plancenoit - 18th June 1815

Yesterday was the appointed day for Plancenoit (one of a small, select number of actions/battles which were never recognised by the Duke of Wellington, on account of the number of Prussians involved). My van and I went over the Queensferry Crossing and travelled north (as we do), to give some of my French soldiers an outing.

Landwehr vs French lights - they typified the Prussian performance on the day
 - valiant but not very effective
A medium-sized game to Commands & Colors:Napoleonics rules - the scenario was borrowed straight from the C&CN user site. Interesting - very interesting - but a very tough challenge for the Prussians. I was the Prussian commander, so I'll try to get plenty of excuses in early - graciously, of course.

As I recall, at Real Plancenoit, the town changed hands repeatedly during the evening, the French called in more and more prestigious contingents of Imperial Guard, but were eventually overwhelmed. The Prussians thus appeared behind the French right flank on the main Waterloo battlefield, and the whole French army, which was already pretty much on its last legs, routed. [If you don't happen to agree with my quick summary of the history, please accept my admiration for your scholarship - I'm sure you're right. No need to put me straight.]

In our game, the Prussians obviously were going to have very severe problems getting the French out of the little town. After some initial thoughts about amending the scenario a little, we decided to stick with the one on the website, including the bonus Victory Banners available for possession of parts of the town. As Prussian commander, I had wild thoughts of ignoring the town - just demonstrating against it - and trying to mop up enough of the French troops elsewhere to scrape victory - if they shifted anyone to support their (left) flank then an assault on the town might make more sense. However, since this would make a nonsense of the historical battle, I stuck with the script, and assaulted Plancenoit like a good'un. Not so good, in fact.

The French commander (Comte Lobau, aka Stryker) drew some excellent cards early, including one which enabled him to rush his reserves up into the town, so that by the time I got my first attack under way the place was stuffed with Old Guard, Young Guard and all shades of high-quality soldiery, and the challenge had become even more - well, challenging. Very quickly, that first attack fizzled out, and there didn't seem to be much to be gained by just going back in again. I had a bigger army, but I was losing them very quickly.

Also, the movement of the French reserves into the town meant that I no longer had scope to defeat enough units on my right flank to tip the balance back. However, I went ahead and attacked the French left, and had a little more success, while my continuing intermittent assaults on Plancenoit itself gained occasional footholds, but always short-lived. At one point I was 8-1 down on VBs (9 for the win), but a (very lucky) victory over a battalion of Old Guard (who were out in the open - definitely the high spot of an otherwise bleak day for the Prussians) and some success on my right got things back to 8-4, before the French, quite correctly and justifiably, won their final banner.

No complaints from me - I was disappointed by my light cavalry (that must be some kind of epitaph), who were just outclassed by their opponents, and my artillery achieved nothing at all - hopeless, but once again the Landwehr demonstrated a magical ability to roll good dice. We had a discussion afterwards over whether the basic superiority of the French troops, as set out in the standard national tables in C&CN, is maybe overstated for the 1815 period, but that is just a fun debate. My lot were, to coin a military phrase, whupped on the day.

My thanks and compliments to Goya, who hosted the action and umpired (and fed us, splendidly), and Stryker, who commanded the French force with his customary élan. Great day out - a huge amount of fun.

History is wrecked, the French probably did go on to gain their celebrated victory at the Battle of Mont St Jean after all. Conky Atty may invent whatever versions of the day he wishes. Neither night nor Blücher arrived early enough to save him...

**** Recommend you also link to Stryker's account of the day, which has better photos *****

General view from Prussian right at the start - by the way, please ignore confusing
Spanish regimental titles visible in these photos - the sabots were borrowed for the
day. I'll get a supply of guest sabots painted up for C&CN away-days...
Middle of the Prussian position - Plancenoit just visible at the top of the picture
Some of the troops on the French left - I'd have done better against these...
Quality everywhere - the French reserves are rushed up - strictly, these are Guard
Fusiliers, but they were Young Guard for the day - that must be General Duhèsme, then

Script for the day - send in more heroes...
...and occasionally someone would get a toe in the town, but briefly; fleetingly
"Let's get this straight - you want us to flush them out of there - is that what you said...?"
The Prussians still have troops in decent shape, but none of them is keen to attack the town again
After a while, a gap opened in front of the town, while the Prussians looked for a
more promising strategy
We did a little better on our right
One of the temporary occupants of the edge of the town was a Landwehr unit
- brave but doomed
More Landwehr heroes [ignore Spanish alias...]
Since the official victory conditions were achieved in a little over two hours, we played
on for a while, but there was no significant change in the theme of the day. By the end
of the extended play period, there is a lot of space on the table, and the Prussians
continued to lose men and units at about twice the speed of their opponents
French light cavalry (my own Garrison figures) - we couldn't offer any serious
challenge to them
From the French side of the field, the strength of their position in the town is
very apparent (I think so, anyway - mutter, mutter...)

36 comments:

  1. Tony, always a treat to see your CCN fought in miniature using your fine collection. Magnificent!

    As for CCN and starting out in an 8-1 deficit, ouch! The nifty attribute with CCN or any of the CC variants is that the game is really never over until that last banner is taken. I have seen a few miraculous comebacks. This is a feature of CC that keeps it imminently playable.

    Great looking game!

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    1. Thanks Jon - I've never led a Prussian army before. In the scenario, the French have much better troops and are in the town, and have more artillery, and have some bonus VBs (for holding most of the town) which they look to have no chance of losing. In addition, Lobau got some great cards to start, allowing him to get his reserves up quickly. I was thinking I'd be better to sit tight and radio in for the Stukas!

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  2. Nice to see an often ignored part of the battle gamed out. Sounds like some scenario tweaks might indeed be in order, though. Perhaps a link to other Waterloo scenarios whereby troops used here are unavaialble elsewhere (or the other way around).

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    1. I think the scenario does limit the OOBs to units that were actually there - I spent a bit of time checking that, but it's not easy to find an authoritative OOB for a battle that Wellington reckoned didn't happen...

      Scenario tweaks - definitely.

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  3. Plancenoit can be a difficult game for the Prussians. Even more so when the main assault looks to be led by Strykers Landwehr, who I gather have an above average record.

    Excellent looking game played in the right spirit.

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    1. If it wasn't for Stryker's Landwehr I'd really have been struggling. Also, bear in mind that the Landwehr only got to the front of the queue when some (theoretically) better alternatives had been exhausted!

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  4. Great game (but I guess I would say that!). I think a replay is in order but first I must paint more Landwehr...

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    1. Well played, sir! Quelle Affaire! (which, predictably, is the only German I know...).

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    2. Or as Donald Trump said "Do they have a word in French for 'entrepreneur'?"

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  5. I've played the scenario a couple of times and it is a big ask for the Prussians. Your game looks fabulous and very inspiring, I am currently working on a 1/72 set up using plastic soldiers on 90mm hexes.

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    1. Thanks Paul - I think we agreed we'd like to try the scenario again - maybe with some thought about nationalities tables and the Victory Banners deal for the outcome. The French definitely needed a few bad breaks yesterday!

      That's the first C&C game I've ever played where all the general staff on both sides survived the action.

      Old Guard - we realised yesterday that an Old Guard battalion can ignore 2 C&C retreat flags because of who they are, so if an OG battalion is with a Leader in the churchyard, with 2 friendly units in adjacent hexes, they can ignore up to 5 flags if necessary. Only way to shift the beggars is to shoot them all.

      Merde.

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  6. Remember that the Prussians turn up in a strick order. Their 4th Korp which was undamaged was passed across and in front of the post Ligny remnants of 1st and 2nd Korps. Once 4th Korps extracted itself from the Forest and assembled the French had already deployed 6th Corp in position. It was around 16.30 before they were ready to attack. The other two Korps started to arrive after 19.00 on the far left of the Allied position in the rear of the troops holding onto the villages there. It was effectively 21.30 before 2nd Korp had filtered onto the battlefield. Both of these Korps were in a sorry state after Ligny.

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  7. A fine looking spectacle.

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    1. Thanks Matt. Feature of a gridded game is the need to have sufficient (and appropriate) scenery to make the game look interesting, but not to clutter the place up. I'm the specialist in one-size-down buildings (15mm in this case), and I have a number of churches, but I failed to find a church in my collection that looks like the one at Plancenoit - if our church looks a bit East Anglian, that's why!

      Hope you are well - good to hear from you!

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  8. Assaulting troops in built up areas is always a nightmare and difficult to pull off successfully. When you figure it out - let me know.

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    1. Greetings to you, young sir. Nightmare. Right on. Working on it.

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  9. I'd say you was robbed, Foy. Of course the Prussians should have won. Crikey, there were two whole battalions of Lutzowers, as well as all those Silesian superheroes. I'd definitely demand a rematch.

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    1. I probably didn't make the best of the situation I had, but as it worked out this scenario is Death for Prussians. If we played it again (I think we probably should) it might work out differently - the comments in the discussion on the website suggest that it is possible for the Prussians to win. There are a number of suggestions stacking up for how the scenario might be tweaked a bit. On the other hand, then we wouldn't be replaying the same game, would we? On the other other hand, that would mean that if Stryker takes the Prussians next time and he wins, I could probably find enough excuses to cover my tracks...

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  10. We've played that scenario, if the French get cards which let them pack the town, and sort of frontal assault is doomed. Much better to play it slow and go around the open right flank, mopping up as many of the French units in the open as possible.

    The real problem is the scenario design, neither the Young Guard nor Old Guard were committed until the town had fallen irl, whereas in the game they can charge about at will. If you want to make it more historical, at least pin the OG (if not the YG) in place until the town has fallen. Then the French can try and take it back....

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    1. Thanks for this Martin - delaying the summoning of the Guard has been suggested, and it seems a good idea - mind you, the French commander could just hang onto his premier Tactician cards until they are needed...

      I think that aspect could do with a tweak, agreed. There may be a case for looking at the capabilities of the two sides - without getting into Vintage National Characteristics (as we used to know them, Jim), it seems simplistic to have one set of tables to cover the Prussians at Jena and Waterloo, and one set for the French at Wagram and Waterloo. Maybe we should look at that, though it feels a bit like a solution looking for a problem. Dan Sarrazin emailed me to say that the ground plan looks out of whack - given the implied ground scale (given that the armies are scaled down a bit anyway), he reckons that 2 hexes for the main town and 1 for the church would be plenty - maybe even 2 for the lot. That would make a huge difference to the prospects for the two armies - I'll check the maps and see what I think.

      Excellent stuff - thanks to you and everyone who contributed ideas on this.

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  11. Prof De Vries says this is what you get if you play a historical scenario - especially someone else's. You are bound to get it wrong. Made-up battles, says the Prof, are a safer bet. He's right, but debating the historical ones is good value in its own right!

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  12. Out of interest, what size are your hexes? I use 6" hexes (see my blog at the Old Guard). Always tough for the Prussians on their own. We did Mockern Epic a few weeks back and game 1 the Prussians were brilliant, second game they were slaughtered attacking the town and that was held by just French line.

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    1. Hexes are 7" across the flats - a 13 hex x 9 hex standard C&C board, with a little border, fits nicely on 8' x 5'. I have drop a drop-in middle section which takes it to 17 hex x 9, and intend to make more middle sections if I can just persuade my wife that we need a house with a bigger dining room. 7" is a hassle because there is no ready-made scenery, but gives good space and proportion with 1/72 or 20mm figures.

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  13. We went with 6 to be able to fit the 11 deep on a 6 foot table as most of our games are the Epic or LGB. I have got warbases to do 6" hexes and then we make our own terrain, some easy (like hills and woods) but buildings are more challenging. But does look good when all out.

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    1. I am still thinking about increasing table size to 11 hexes deep, but it's a major piece of work to replace it, and also I find that I can use the borders behind the baselines as extra rows (after a fashion!), so I'm putting off the hour. More pressing, probably, is that under all the paint my boards are 1972 ½" chipboard - as cheap and nasty as you can get, though still hanging in there. They are getting very fragile.

      Oh yes, and the 5 foot deep boards really fit nicely in my van, up against the bulkhead! Using 15mm buildings with the 20mm figures makes it a lot easier to leave space for the soldiers.

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    2. You are so right, it is all about practicality (and cost). One chap (idiot) at our club wanted to do 8" hexes but we pointed out the table would be over 7 feet wide which meant you would not be able to reach to middle!

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  14. Splendid stuff...

    I am suitably jealous...

    All the best. Aly

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    1. The Prussian army was very impressive, and it has increased very quickly recently - commendable. Still not enough to take the town on Saturday though!

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  15. An excellent looking affair Sir!

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    1. Thanks Ray. I think we'll have to replay this. You know how this is going to work out, don't you....?

      We'll tweak the arrival times for the Guard, shrink the town to a better size, correct the troop qualities, then we'll swap sides and Stryker will thrash me again from the other side.

      One of the great gifts I get from wargaming is humility!

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    2. Humility, the gift that keeps on giving.

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  16. Fantastic game. Certainly looks the part and very exciting commentary. I am intrigued of course by the melding of 'landwehr' and 'heroes' as this does not often occur...

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    1. There was much muttering about the need for VAR to review some of the more unlikely melee results. It's funny how the run of the dice always seems to swing at some point during these games - yes, I understand it's just an extended series of random rolls, but it does seem to display a certain lumpiness - not unlike the arrival of buses in the proverb. At the start of the game, the Prussians couldn't hit anything at all (insert own phrase involving cows, arses and banjos), but seemed to improve as the day wore on. Until, that is, the total collapse of our light cavalry, which seemed so promising until we actually rolled some dice.

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  17. Some weeks after the event, it appears that the noted tosspot Tango01 has seen fit to link to this from TMP, as ever without any prior warning. It doesn't matter, of course, and I look forward to avoiding looking at the responses, since my life has not yet reached such a low ebb that I might be interested.

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