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


Showing posts with label Campaigns. Show all posts
Showing posts with label Campaigns. Show all posts

Friday, 10 February 2012

Solo Campaign - Week 4

General Clarke (Duc de Feltre), Minister of War in more jovial mood. Though he has a marshal's baton here, he was only made a marshal after the Bourbon restoration. Also of interest in the picture is the fact that he is obviously rehearsing his legendary after-dinner ventriloquism act - he used to say to the bust "What do you think of it so far?", and the bust would be seen to reply "Rubbish!". This was a great favourite of the Emperor's, and he would always laugh uproariously.

Week 04

Housekeeping
The 3D3 activation throws give Allies 8, French 6, so Allies have initiative, but choose to allow French to move first [in the spirit of Napoleon's comment about it being bad manners to interrupt your enemy when he is making a mistake?].
Replacements – this is nearest weekend to 15th of the month, so replacements may be diced for.
Anglo-Portuguese and French can replace missing blocks on a throw of 5 or 6; Spanish replace on 4, 5, 6; guerrilla forces replace on 3+.
Clauzel’s Divn (in Fr N) being In Supply, with new reinforcements and returns from hospital regained 1400 infantry, 120 cavalry and brought the foot battery back up to strength. Some reorganisation of battalions took place in 25e Leger, & 50e & 59e Ligne.
Espana (Sp B) recovered 600 line infantry and 120 cavalry.

Moves

French (6 allowed)
1 – M (Montbrun) march from Aranda to Valladolid – the infantry are already tired from forced marching, so this needs a test:
2D3 = 3 +2 (Montbrun’s rating) -1 (tired) -1 (winter conditions) = 3   which means that the march is completed, but the infantry arrive Tired & Demoralised.
Demoralisation requires each unit to be diced for – elite unit rolling 1 will lose a block to desertion & sickness, non-elite lose a block on 1 or 2. Foy’s infantry are veteran but not elites – losses are amazingly light, in fact – only the 2/69e lose a single block (200 men). Division is Tired, though.
2 – R (Casapalacios) marches from Segovia to Valladolid
3 – S (Jourdan/Joseph) march from Guadalajara to Madrid to replace the garrison there
4 – V (Maupoint, with cavalry of the Armee du Centre), march from Tudela via Burgos to Valladolid; first part of this is on rough roads, so requires a test:
2D3 = 5 +2 (Maupoint’s rating) -1 (brown road) -1 (winter conditions) = 5     which is OK
5 – W (Kleinwinkel) brings Pommeranian cavalry bde from Vitoria via Burgos to Valladolid
6 – Increase N (Marmont) by amalgamating with M (Montbrun), T (D’Armagnac, with Chasse’s Bde), R (Casapalacios), V (Maupoint) and W (Kleinwinkel)
[Intelligence step -
  • Wellington aware that Fr army is consolidating, and that they are still at Valladolid, but has incomplete details]
Allies (8 allowed)
1 – A (Wellington) march 1 step from Ciudad Rodrigo to Salamanca
[Intelligence step –
  • Both Br A (Wellington) and Fr N (Marmont) have plenty of cavalry – thus both commanders receive Fragmentary Report, but partisan information improves Wellington’s to a Partial Report – his Intelligence dice give a score of 4, which means he has a 100% accurate assessment of Marmont’s strength (now slightly greater than his own, though of course he cannot judge its accuracy)
  • Wellington is now also aware that Marmont is no longer retreating]
Supplies
No supply problems, all LoC open and defended.

Contacts
None.

Narrative
Both Joseph and Marmont have received a very curt letter from Clarke, the Minister of War, pointing out that if Marmont continues to fall back to Burgos then the French will have only a few pockets of troops left in Castilla, which would fulfill most of the Allied victory criteria. Marmont, increasing his force as his supports arrive, is still nervous of his numerical inferiority, but he agrees to stand at Valladolid. Joseph and Jourdan, having sent most of the Armee du Centre to support Marmont, have moved the remainder into Madrid to keep control of the capital.

Wellington has intercepted copies of French communications, and, knowing that Marmont has orders to remain within Castilla, has advanced his main army to the area around Salamanca.

Saturday, 4 February 2012

Solo Campaign - Week 3

Again, a week of marching and reorganising. It seems a good idea to bang a few of these weeks in quickly, before things get slowed down by more combats and maybe the odd siege.

Compromised by his "shameful" reverse at Corrales, Marmont has retreated along his supply line, back to Valladolid, aiming to consolidate with Montbrun's detached force (from his own army), plus various welcome reinforcements from the Armee du Centre.

French troops of Clauzel's Divn retreat through Salamanca - note early air-conditioning units in 1st floor windows...

As part of this regrouping, Montbrun's troops marched from Toledo to Aranda. This was no problem for the mounted troops or the horse artillery, but many of Foy's infantry completed the journey in poor shape. There is some suggestion that one night quartered in Madrid may have done little for the soldiers' stamina.

Wellington should still have a bit of a numerical advantage over Marmont's reinforced army, but he has remained at Ciudad Rodrigo, refusing to pursue the French army despite encouragement from his Spanish liaison officer to do so.

Marmont's miserable start to the campaign is not improved by the rumour that King Joseph himself may have decided to join him, to ensure that the troops seconded to him from the Armee du Centre are used to good effect.

Extract from the campaign diary follows:

Week 03

Contacts
None.

Narrative
Marmont, nervous of potentially superior Allied force at Ciudad Rodrigo, retires his own augmented force along his line of supply, back to Valladolid, where he is reinforced by the arrival of D’Armagnac, with Chassé’s German infantry. Casapalacios is marching up from Madrid, and has arrived at Segovia. Montbrun had a difficult forced march from Toledo, via Madrid to Aranda, which left the infantry very tired. Casapalacios and Montbrun have orders to head for Valladolid.

Wellington is aware that he has numerical advantage, but does not wish to move further into Spain while French hold Badajoz.

Allied siege train has arrived at Elvas.


[Chart was not available earlier - late edit]

Wednesday, 1 February 2012

Solo Campaign - Week 2

Just manoeuvring this week. Quick update.

Contacts
None.

Narrative
Marmont’s force at Salamanca resting after Battle of Corrales and subsequent retreat, now joined by St Paul’s Italian brigade (from Valladolid) and by Guye, with the King’s Guard and Treillard’s cavalry. Total strength around 16000. Guye’s force undertook hazardous forced march from Segovia to Salamanca – they were extremely lucky with the weather, and arrived in good order.

The dry weather also favoured the British army, advancing towards the Spanish border. In particular, Graham’s (1st) and Clinton’s (6th) Divisions marched from Abrantes to Ciudad Rodrigo – approx 135 miles – in 7 days, without significant problems.

Wellington, with his own and Hope’s contingents, now has some 34000 men at Ciudad Rodrigo – this is basically full Anglo-Portuguese army less Light Divn. Marmont knows he is there, but has few details. Because of civilian support, Wellington has a good knowledge of Marmont’s force, though he underestimates its strength somewhat.

Allied siege train continues its march inland, and has now reached Abrantes.

Marshal Soult has agreed to provide supplies to Badajoz from Sevilla, which will enable the Armee de Portugal to commit less troops to guarding the route from Madrid west along the Tagus.

Sunday, 29 January 2012

Solo Campaign - Battle of Corrales - 24th Jan 1812

Cazadores de Castilla in the village - they did well until the ammunition ran out

Marshal Marmont sent General Clauzel ahead to engage the Conde de España’s little force. Clauzel had his own (Second) Divn of the Armée de Portugal (10 battalions of infantry and a battery of 8pdr guns) – and was supported by Cavrois’ Division of 4 regiments of dragoons plus 2 foot batteries from Tirlet’s reserve artillery (a total of 10360 men with 24 guns).

España had 5 line infantry regiments,  with 2 battalions of volontarios (militia), Sanchez’s 2 regiments of irregular lancers, and 2 field batteries (a total of 6140 men with 12 guns).

The Spanish troops took up position on a line of low hills behind the stream of Valparaiso,  which was fordable but difficult to negotiate because of its position in a gully. Clauzel set his artillery on the highest ground he had available, and sent Berlier’s brigade forward over the bridge which carries the Salamanca-Zamora road over the stream, close to the small hamlet of Peleas de Arriba. His second brigade, with Barbot commanding, were committed to a feint against the stream on the French right. The dragoons were held in reserve behind the flanks.

A theme for the day was the desultory performance of the French artillery. Clauzel’s intention was to demoralise the Spanish infantry by sustained fire from his batteries. Some blamed problems with the quality of the powder, but – whatever the cause – the French guns caused very little damage throughout the action. If the banjo had existed  in 1812, the French gunners could not have hit a cow on the backside with one on that day. The Spanish infantry kept up a surprisingly brisk and effective fire, especially around the bridge, and Berlier’s men were repeatedly driven back with heavy losses. Because the attack around the bridge gained so little ground, Barbot’s diversionary attack was switched to become the main assault, but with no better success. At one point the 2nd Princesa and the 1st Sevilla regiments made a bayonet charge – supported by the plucky volunteers of the Defensores de Fernando VII – and swept a large portion of Barbot’s command back into the arroyo in confusion. Eventually Clauzel broke off his attack and withdrew, but his losses were heavy, with many men missing or taken prisoner.

España won a remarkable and unexpected victory – his total loss by the end of the action was 1080 men, of whom many were expected to rejoin the colours, while the French lost over 4000, plus the eagle of the 2nd Bn of the 25e Leger. The Junta de Castilla had been so pessimistic about España’s chances prior to the action that they had been very reluctant to attach a militia battery to his force, since that would simply be another 6 guns lost if the French prevailed.

Marmont’s Chief of Staff, La Martinière, was given the challenging job of writing up his report of the battle in terms which would avoid bringing the wrath of the Minister of War down on their heads.

The French fell back in good order, and with all their guns, towards Salamanca, since the Spanish cavalry were not in a position to do them further damage.

Orders of Battle

Spanish 3rd Army (part) – Conde de España

2nd Princesa, 1st Sevilla, 2nd Jaen, Tiradores de Castilla, Cazadores de Castilla
1st & 2nd Lanceros de Castilla
2nd Loyales de Zamora, Defensores de Fernando VII
2 companies of foot artillery

French force (from Armée de Portugal ) – Gen de Divn Bertrand Clauzel

2nd Divn:
Berlier’s Bde – 25e Leger (3 Bns), 27e Ligne (2)
Barbot’s Bde – 50e Ligne (3), 59e Ligne (2)
15/3e Art à Pied

Dragoon Divn (Cavrois)
Picquet’s Bde – 6e & 11e Dragons
Boudinhon-Valdec’s Bde – 15e & 25e Dragons

Reserve artillery (Tirlet)
10/3e & 19/3e Art à Pied

Spanish position at the start

French starting position, from their left flank

Some of Espana's volunteer troops

French right flank - the quiet side

Berlier's attack - all they have to do is cross that bridge and keep marching...

Growing concern on the French left

Clauzel wants to be alone for a while

Espana (right edge of picture) played a conspicuous part in pushing back Barbot's attack

Getting desperate - bring up another reserve unit...

Thursday, 26 January 2012

Solo Peninsular Campaign - Week 1


All right, I know I said I wasn't going to do this, but here is a summary of activity during the first week of the campaign. I have no intention of doing this for each week – this is just to show how I’m going about it. This was an easy week, since there are no Demoralisation issues, no Replacements to worry about, no Sieges to progress and everyone is In Supply (since the LoCs are all open).

The Allies rolled better activation dice, so got first move.

We have a battle! The French have attacked the force of the Conde de Espana (who is unable to withdraw, since he has a severe cavalry disadvantage) in the area of Zamora, and the action is large enough to justify a proper tabletop battle with the CCN rules. I’ll have to fight this battle before I can complete the week’s returns (obviously). I will write up the battle in a posting in due course.

Elsewhere, the Allies are calling in outlying cavalry, and their siege train has begun the slow plod from Lisbon. Mostly this week I have been developing clerical procedures to keep tabs on everything. Thank goodness for Excel spreadsheets. What follows is copied and pasted directly from my own campaign notes, so it may lack something in style and readability...

It is probably obvious, but single capital letters refer to Combat Groups, which can just about be seen on the map photo in the previous post.

Week 01

Housekeeping
To help get things moving, both CinCs get a rating of 3. The 3D3 activation throws give Allies 7 Orders, French 4, so Allies move first. Because the armies have been sitting in Winter quarters for some months, it is assumed that they are pretty well aware of who is in adjacent Areas, so for the moment the optional Intelligence rule is suspended.

Moves

Allies
1 – D (Framlingham with Eng + Siege train + escorts) march 1 step from Lisbon to Peniche (expected to take about 3 weeks to get up to Elvas)
2 – Sp B (Espana with Spanish 3rd Army) at Zamora concerned that they are about to be attacked from Salamanca, thus Sp C (Sanchez with 2nd Lancers) move from Leon to support Sp B at Zamora
3 – F (11 Lt Dgns) move 2 steps from Porto via Coimbra to Abrantes...
4 – ...where they join A (Wellington), and are attached to Anson’s Bde
5 – E (Von Bock’s KGL heavy cavalry) move (along rough road) 1 step from Braga to Almeida to join B (Hope). This is conditional move, so must be tested
2D3 = 5 +2 (Bock’s rating) –1 (rough road) –1 (winter conditions) = 5   which is OK...
6 – ...and they are absorbed into Group B
 
French
1 – U (St Paul’s Italian bde) move 1 step from Segovia to Valladolid
2 – Split R (Guye at Madrid) – detach Merlin with the King’s Guard and Treillard’s cavalry, which become Q (Guye commands, Casapalacios assumes command of R)...
3 – ...and march the new Group Q 1 step from Madrid to Segovia
4 – N (Marmont, with Clauzel’s Divn + Cavrois’ dragoon divn + reserve art) march north 1 step from Salamanca into Zamora, where they attack Sp B + C (Espana)

Supplies
All Groups on both sides are In Supply – French keep Segovia open by moving Q (Guye) in to replace U (St Paul), so protecting supply route from Madrid north to Valladolid; French supply route from Bayonne is protected by troops stationed at Pamplona, San Sebastian, thence via Vitoria, and there is a garrison at Burgos, covering the routes south to Salamanca and Madrid. 

Contacts
Even with his extra lancers called in, Espana is outnumbered in cavalry by 2:1, so he is unable to withdraw. The Junta de Castilla is able to add 2 bns of volontarios to his force (they rank as militia). Espana takes a defensive position on the road from Salamanca to Zamora, on a low ridge runnig SW-NE behind the rugged little stream of Valparaiso, close to Peleas de Arriba, which is a few miles – about an hour’s march – south of the village of Corrales del Vino. The terrain is fairly open, rolling, lightly wooded – Espana is concerned that it will suit the French cavalry.

The so-called Battle of Corrales takes place on Friday 24th January, on a cold, windy day.

Tuesday, 24 January 2012

Solo Campaign - Start-Up at 19th Jan 1812

A few days late for a strict 200th anniversary, but the armies are now on the map for the start of my solo Peninsular War (type) campaign. It is 19th January 1812, the armies are emerging from their Winter quarters, apart from Montbrun's force, which is returning from an extended forced march to assist Suchet in the East. The Allies have Ciudad Rodrigo, which has a Spanish garrison, but the French still hold Badajoz.


Galicia, Cataluna, Valencia and all of Andalucia apart from Badajoz, Zafra and Huelva are regarded as self-contained and off-limits. There is no way that Suchet or Soult are going to help anyone else, thank you. The supply depots are not yet marked on the map, but are, initially, French: Bayonne and Madrid - Allied: Lisbon and Porto. Spanish irregulars do not need supply depots.

Initial positions indicate that the cavalry needs to be spread out among the field armies, and the Allies had better start thinking about controlling Badajoz, so should get the siege train on the road.

Objectives? If the French capture Lisbon, they win. If the Allies control Castilla they win. Anything else is how you write it up.

I'll not bombard the blog with weekly reports - times will slip a bit anyway - this is a fairly relaxed campaign! The rules are sort of complete but do not exist in a form I would wish to publish yet. I'll put out an update occasionally if there is something to say - battles would be appropriate! If you wish to see detailed OOBs they are here and here, and there have been various posts discussing elements of the rules and philosophy. On the map, blue counters are French, white are Anglo-Portuguese, black are Spanish - the strengths and exact locations of partisan forces are deliberately a bit vague...

Thursday, 15 December 2011

Solo Campaign - Commands & Colors Grand Tactical Variant


This post is going to look at what, if anything, I need to do to GMT's Commands & Colors: Napoleonics (CCN) rules to allow them to handle bigger battles. If you are not a CCN user, or could not care less, some of the reasoning might still be of interest. If you would like to see the rules of CCN, you can download them from here.

Last year I put a lot of effort into developing my in-house grand tactical Napoleonic rules, which - through lack of inspiration - kept their joke working title of MEP (short for moins est plus). I did a lot head-scratching and testing, and eventually carried out a refight of Salamanca (Los Arapiles), which in hindsight may have been a tad over-ambitious. The reason this all becomes relevant again is because I will need some means of managing very large battles for my coming solo Peninsular campaign. I have banged on about some of this in previous posts, and thus I will try not to say all the same things again, but I must explain up front that by Grand Tactical I mean that the units on the tabletop are brigade-sized.

My MEP version of Salamanca threw up a number of issues to do with command and activation, and especially with the endless chore of managing skirmishers and artillery, which really became a problem. So much for streamlining the game and abstracting unnecessary levels of detail! Around the same time, I became acquainted with CCN, and since then I have become a devoted user, relishing what I have previously described as an order-of-magnitude improvement in playability over my previous rules - the CCN mechanisms and systems are developed from other similar games, are tested and proved to a commercial boardgame standard, and they hang together and actually work. I mean quickly and logically. The feel of CCN, as I have also said before, is like the old, fun battles I fought when I was first involved in wargaming, the chief difference being that the game doesn't have all the old holes and patches that used to stop the flow and cause arguments.

CCN obviously is not going to be everyone's cup of tea - although I use miniatures with the rules almost exclusively it is, after all, a hex-grid boardgame, which is a major turn-off for many. Also it does not allow you to enjoy deploying your column into line, or handling skirmishers, so if that is your favourite part of Napoleonic warfare you should look elsewhere. For me, it works well. The card-based activation system is simple but challenging (and avoids the exhaustion which comes from marching entire armies pointlessly around the table), the special battle dice are easy to use, and the games run quickly enough to come to a successful conclusion, which is a colossal plus in my book. A regular feature of my wargames over the years has been the feeling of disappointment when I couldn't raise the enthusiasm (or the opponent) to finish off the previous evening's unfinished epic. 

In the Introduction to the rule booklet for CCN is the following claim:

The scale of the game fluctuates, which allows players to effectively portray epic Napoleonic battles, as well as smaller historical actions. In some scenarios, an infantry unit may represent an entire division, while in others a unit may represent a single regiment or battalion. The Napoleonic tactics you will need to execute to gain victory conform remarkably well to the advantages and limitations inherent to the various Napoleonic national armies of the day and the battlefield terrain features on which they fought.

OK - if we gloss over the promotional overtones, the scalability bit is very interesting. A quick read of the example scenario booklet which comes with the game makes it obvious that the scale of the Waterloo scenario is obviously rather larger than Rolica. If this nice, crisp game is really scalable in this way, then this is a most attractive idea. Here was the starting point for my previous consideration of what adjustments would be necessary for a grand tactical [my definition] variant of CCN, which, to save typing, I shall have the conceit to call GTCCN for the time being. Adjustments? - hmmm - if it works in its basic form, the best approach is to leave it alone if possible, not easy for a life-long tinkerer/improver/wrecker.

So I set myself a First Objective, which was "only change the game if it is really necessary to do so in order to avoid scaling distortions".

This is all about putting another tick on my list of things to do for the campaign, since a set of rules for big battles, compatible with CCN, is required. I shall move on to run a test battle using this trial version of GTCCN – it will probably be after the holiday period now. This trial was going to be another shot at Salamanca, but I may try something else. My definition of what constitutes a big battle is up for grabs – currently I am thinking of a battle where the number of CCN units (including Leaders) on either side would exceed 30, but I may change may mind when I see how it looks.   

I must point out at this stage that one of GMT's future expansions to CCN will be a larger, Grande Battle [sic] version, similar to the Epic version of Commands & Colors: Ancients or the Overlord version of Memoir 44 from the same originators. These games are primarily intended as multi-player games on a double-width board, and are thus designed as wide versions of the same-game-with-more-units, rather than the same-game-with-bigger-units which I am looking for. Thus, though I am sure CCN Grande Battle will be a terrific game, my ideas for GTCCN are heading in a different direction, to meet my need for a big battle manager in my own campaigns.

What I'll do here is set out the areas I have considered - I hope this becomes structured enough to follow! - and list the rule amendments I have developed. Bear in mind that I am trying hard to make amendments only where the scale change makes it necessary.



Ground Scale

If we are going to have more men in a hex, it stands to reason that there is an implied change to the ground scale. CCN does not state scale assumptions, which is sensible since each scenario is designed to fit a specific battle onto the board, so I’ll base this exercise on CCN rather than going back to metres/paces and starting the game design from scratch. In CCN, a combat unit (for example, an infantry battalion, normally of 4 "blocks" strength) will occupy a hex. It is possible to add a Leader to the same hex, but otherwise one unit to one hex is the rule. For reasons which are not very scientific, I sort of visualise a 4-block battalion is some parody of Column of Grand Divisions, 2 wide by 2 deep. It would be very convenient if in GTCCN a battalion were represented by a single block (let's see you deploy that into line!), which is half as wide on the board, which effectively doubles the ground scale - in other words, whatever the size of a hex is in CCN, it is something like twice that in GTCCN, and the terrain features depicted in the hexes become twice as big.

Time Scale

Righto - what does that do to the movement rates? In CCN, infantry may move 1 hex - there are some exceptions for light infantry, but 1 hex is the norm. Easiest approach is to leave that alone and assume that the turns last twice as long - so the implied time scale (whatever it was) is doubled, and infantry still move 1 hex - all movement rates are unchanged, though they are twice as far on the ground. That was easy.

Sanity Check - Artillery Units   

A faint klaxon sounds when you consider artillery. A battery in CCN is 3 blocks strong, and occupies a hex, and CCN also has the concept of a “reduced” battery, i.e. one that has only a single block remaining. Using the same approach as for the infantry, we can scale things down by making the standard 6-8 gun battery a single block, so that the “reduced” battery unit becomes the standard arrangement for anything less than a massed grand battery. Insisting on such a reduced battery occupying a hex on its own doesn't seem right, so I have adopted an approach for artillery whereby a battery may be deployed in two different ways:

(1) Up to 3 such batteries may be brigaded together as a single Grand Battery, which is a unit in its own right. A 3-block battery of this type is just like the normal CCN battery, apart from some trimming of the ranges (see later).

(2) Otherwise, batteries will normally be used in a divisional role, at 1-block strength, and will correspond to CCN’s “reduced” form. A big change here is that they may be attached to (or separated from) a brigade in the same way that Leaders are handled in CCN. This will require specific orders, and my original feeling was that they should only be allowed to join a brigade from the same division, but I've dropped that idea for the moment because the game may be tricky enough without that constraint. A brigade may have both a Leader and a battery attached, though no more than 1 of each. A Leader or Battery may be given orders along with a brigade if they are attached, but they are really distinct units, and count as Victory Banners in their own right if lost. Thus, for example, a brigade with attached battery which receives an Artillery hit on the battle dice will lose the battery, and a Victory Banner is awarded to the opposition, though the rest of the brigade is still in the field.

Missile Ranges

In CCN, there is Melee Combat (which is what you do to people in the next hex – and note carefully that includes short range fire as well as the use of bayonets and swords, so all canister fire is included in Melee) and Ranged Combat (which is firing at people further away). Ignoring tactical variations, CCN gives ranges thus:

Muskets             2 hexes
Rifles                  3 hexes
Horse Artillery   4 hexes
Foot Artillery      5 hexes

Since the ground scale has changed, we have to trim the ranges down. My approach is a touch crude – I simply reduce all the ranges by 1 hex. This means that foot artillery can now probably fire a bit further than in the original game, but they are so ineffective at extreme range that I am hoping it will not be a problem. If we adopt a range for muskets of 1 hex, then we can make this part of Melee Combat, and muskets will no longer carry out Ranged Combat. [I make a careful note at this point to check later that I haven’t devalued infantry by this assumption.] Thus my revised table for GTCCN becomes:

Muskets            none - included in Melee
Rifles                 2 hexes
Horse Artillery   3 hexes
Foot Artillery      4 hexes

Mixed Units

The units are now to be brigades, which includes Grand Batteries. To keep the game playable, I outlaw brigades of infantry mixed with cavalry. The “blocks” within a brigade will now represent the constituent battalions, cavalry regiments or attached batteries. Note that either type of artillery (foot or horse) may be attached to an infantry brigade, but only horse artillery may be attached to cavalry, and that horse and foot artillery must be kept separate when forming grand batteries.

Although the idea has been to avoid considering the detail of the scales, assume that an infantry block represents a battalion, a cavalry block is a regiment, an artillery block is a battery of 6-8 guns. It would be nice to have a one-to-one mapping of regimental blocks against a historical OOB, but, if working from historical numbers, allocate (about) one block per 600 men for infantry, per 300 men for cavalry, per battery (company) for artillery. If you can represent each unit which was present with a block then that is terrific, but the total for the brigade is the important thing. Thus a company of 50 men from the 5/60th Rifles attached to a brigade in the original OOB is insignificant on this game scale – you don’t get a Rifles block just for that.

Note also that Ranged Combat is now going to be carried out at block level. If a brigade contains one or more Rifle blocks, and/or an attached battery, these blocks will be able to fire individually if the brigade has orders – and remember that 1-block artillery batteries correspond to “reduced” batteries in the CCN rules.

As an example, the British Light Division in the Peninsular War might consist of

1st Brigade
            1/43rd Ft            (750 all ranks)
            2/95th Rifles       (400)
            1st Cacadores    (500)
2nd Brigade
            1/52nd Ft            (800)
            1/95th Rifles       (550)
            3rd Cacadores    (500)
plus a horse battery

In GTCCN, each brigade would be represented by single unit of 1 British LT + 1 Portuguese LT + 1 British RL (rifle light) = 3 blocks, which would move and melee (on average) as British Light Infantry, and would be entitled to 1 block of rifle-armed Ranged Combat. And, of course, the 1-block HA horse battery may be attached to either of these brigades, or may be left to operate on its own.

Though this may appear disrespectful, in my game the French Léger regiments are classed as LI (line infantry), not LT – I consider this appropriate for the Peninsular War.

A brigade will move at the rate of its slowest block type – thus mixed light and heavy cavalry may move only at heavy cavalry speed.

A brigade will carry out Melee Combat as if it were all of its predominant type – if more than one type is equally represented, the owner may choose. A brigade of 1 Grenadier battalion and 3 of Line will fight as Line. A brigade of 2 light cavalry blocks and 2 heavy may fight as heavy or light cavalry as the owner chooses (though its moves are limited to the slower, heavy cavalry rate).

Losses to a mixed brigade – if they are not obvious from the Battle Dice results (e.g. an artillery symbol) these will be from the predominant type; if more than one type is equally represented, the owner may choose.

If a cavalry or infantry brigade is eliminated which has a battery attached, the battery will be lost also.

Numbers of Battle Dice

For infantry and cavalry units, the rules are the same as for CCN, though only eligible blocks may use Ranged Combat.

For artillery, there are some changes to the rules - the bonus for Guard artillery is dropped, all ranges are reduced, and the numbers of battle dice are now thus:

Foot artillery (3-block Grand Battery) – 4 dice for Melee, and 3, 2, 1 dice at range 2, 3 or 4 hexes respectively
“Reduced” (1-block) Foot artillery – 3 dice for Melee, and 2, 1, 0 dice at 2, 3 or 4 hexes

Horse artillery (3-block Grand Battery) – 3 dice for Melee, and 2, 1 dice for range 2, 3 hexes. No fire at range 3 is permitted if the battery moved.
“Reduced” (1-block) Horse Artillery – 2 dice for Melee, and 1, 0 dice for range 2, 3 hexes.
The CCN rule whereby a “reduced” horse battery may not move and fire is dropped, since 1-block batteries are the norm in GTCCN.

Squares in GTCCN

Essentially, the rules for forming and fighting in square are the same as for CCN. If a brigade of infantry is ordered into square, it may mean that the whole brigade forms one big square or – more likely – an array of battalion squares. It doesn’t matter – the GMT-supplied marker indicates that the brigade is now in square. A special rule is now needed if the infantry has an attached artillery battery.

I assume that the gunners will take shelter inside the squares as necessary, so they do not influence the Melee Combat involving the square, with a single exception – if the attacking cavalry roll an artillery symbol on their single permitted Battle Dice, the artillery are lost.

Leaders/Generals

In GTCCN there will be a higher proportion of these, since generals down to Divisional level will normally be represented – in addition a detached brigade with a specific role may also be allocated a Leader if the scenario requires this.

You may attach a Leader to any unit you like, as in CCN, but – unlike CCN – he allows them to ignore a Retreat result from combat only if he is in their chain of command. He will, in any event, still be at risk of being lost even though he is not able to influence their Retreats.

Command Cards

The only implications for the normal Command Card pack are that the “FIRE AND HOLD” cards (of which there are 2) will no longer offer any advantage for musket-armed infantry (though rifles and artillery will still benefit) and the extra bonus for Guard artillery on the “BOMBARD” cards (there are 2) is no longer applicable – all artillery is the same in GTCCN.

Victory Banners

Scenario requirements for victory for GTCCN will need rather inflated numbers of Victory Banners, to allow for the increased numbers of Leaders and the likely numbers of lost divisional batteries. Remember that if a brigade with attached Leader AND attached battery is completely eliminated, and the Leader is lost, that is THREE Victory Banners.

Initial recommendation will be to add 3 or 4 to what you would expect the normal CCN Victory Banner requirements to be.


I’ve done it again – I started out very pleased with the small amount of change I had introduced, but my usual windy explanation means that this looks like a whole pile of stuff. I had intended to summarise the rule changes at this point, but I think this has gone on long enough. If I feel brave in a day or two I may do this, though.






Wednesday, 7 December 2011

Solo Campaign - The Allied Army

...and here's the other lot. Ian commented on the number of infantry units in the French army - I fear it doesn't quite add up in a sensible way. "Provisional" units do exist in The Cupboard and could be photographed, but a (smallish) number of unnamed garrison battalions in each army exist only on paper. On the other hand, because of the way I field light infantry, each line infantry brigade also has an additional skirmish "battalion" made up from its combined light companies. I do this for both armies, since I find it convenient to handle skirmishers at brigade level - in the British army, these skirmish units will also include the attached rifle companies of the 5/60th, but brigades which have specialist light infantry regiments (7th and Light Divisions and all Portuguese brigades) do not have the extra combined unit. By the way, I regard French light infantry units as being indistinguishable from the line, apart from their uniforms and plumage - complaints to the usual address, please.

Clear as mud?

Here we are, anyway.



Allied Army

Anglo-Portuguese (Viscount Wellington)                      approx 34500 inf, 3500 cavalry, 42 guns
                First Division (Graham)
                                1st Brigade (Henry Campbell)
                                                1/Coldstream FG & 1/3rd FG + Coy of 5/60th
2nd Brigade (Blantyre)
2/24th & 1/42nd & 2/58th & 1/79th & Coy of 5/60th
3rd Brigade (von Löw)
1st, 2nd & 5th Line Bns, KGL
Foot Battery (Gardiner)
Third Division (Picton)
1st Brigade (Col Wallace, vice Kempt)
1/45th & 74th & 1/88th & 3 Cos of 5/60th
2nd Brigade (Col John Campbell, vice Colville)
2/5th & 2/83rd & 94th
Portuguese Brigade (Palmeirim)
9th (2 Bns) & 21st (2) Portuguese & 11th Cacadores
Foot Battery (Douglas)
Sixth Division (Clinton)
1st Brigade (Hulse)
1/11th & 2/53rd & 1/61st & Coy 5/60th
2nd Brigade (Col Hinde, vice Burne)
2nd & 1/32nd & 1/36th
Portuguese Brigade (Madden)
8th (2) & 12th (2) Portuguese & 9th Cacadores
Foot Battery (Eligé)
Seventh Division (Hope)
1st Brigade (Col Colin Halkett)
1st & 2nd Light Bns, KGL & Brunswick-Oels Bn
2nd Brigade (Von Bernewitz)
51st & 68th & Chasseurs Britanniques
Portuguese Brigade – absent
Horse Battery (MacDonald)
Light Division (Karl von Alten)
1st Brigade (Col Barnard)
1/43rd & 1/95th & 3/95th & 1st Cacadores
2nd Brigade (Col Gibbs, vice Vandeleur)
1/52nd & 2/95th & 3rd Cacadores
Horse Battery (Ross)
Cavalry (Cotton)
Le Marchant’s Brigade
3rd Dragoons & 5th Dragoon Gds
George Anson’s Brigade
14th & 16th Light Dragoons
Viktor von Alten’s Brigade
11th Light Dragoons & 1st Hussars, KGL & Brunswick-Oels Hussars
Von Bock’s Brigade
1st & 2nd Dragoons, KGL
Portuguese Brigade (Otway)
1st & 11th Portuguese Dragoons
                                Horse Battery (Bull)
                Reserve Artillery & Engineers
                                Portuguese Howitzer Battery (Arriaga)
Siege train
                                Bn of Portuguese militia (attached)
Bridging Train
                                Engineers & sappers

Spanish 3rd Army (part) (Conde de Espaňa)    approx 6000 inf, 700 cavalry, 6 guns
Infantry Division
2nd Princesa & 1st Sevilla & 2nd Jaen
Tiradores de Castilla
Cazadores de Castilla
Foot Battery
Cavalry (Sanchez)
1st & 2nd Lanceros de Castilla
                Garrison of Ciudad Rodrigo
                                3 Bns + garrison artillery

In addition, each of the Juntas of Castilla, Vizcaya, Navarra and Aragon can raise unspecified numbers of volunteers and guerrillas, strictly for use in their own province. If they have to appear in the field, each of these little armies has a maximum strength of
Voluntarios
4 Bns & 1 Foot battery
                Irregulars
                                4 (small) Bns & 1 cavalry unit

Tuesday, 6 December 2011

Solo Campaign - The French Army

I had some proper work to do this evening, but my computer is not co-operating. I am bored watching McAfee and Internet Explorer wrestling on the floor like a couple of elderly drunks, so here is the first part of the OOB for the solo campaign. My armies use a 33:1 figure scale, and garrison guns, since they can't be carted around, are not included in the army totals.

I haven't finalised the positions on the map yet, but at least I've got a definitive list now. The armies for the other lot will appear shortly (next time I'm bored?). There is a strong whiff of historical accuracy in this OOB, but it is only a whiff....

Marmont

French Army

Army of Portugal (Marshal Marmont)                         approx 21000 inf, 2500 cavalry, 48 guns
                Division Foy
                                Brigade Chemineau
                                                6e Léger (3 Bns) & 69e Ligne (2)
                                Brigade Desgraviers
                                                39e Ligne (2) & 76e Ligne (2)
                                Horse battery
                Division Clauzel
                                Brigade Berlier
                                                25e Léger (3) & 27e Ligne (2)
                                Brigade Barbot
                                                50e Ligne (3) & 59e Ligne (2)
                                Foot battery
                Division Maucune
                                Brigade Arnauld
                                                15e Ligne (3) & 66e Ligne (2)
                                Brigade Montfort
                                                82e Ligne (2) & 86e Ligne (2)
                                Foot battery
                Heavy Cavalry (Cavrois)
                                Brigade Picquet
                                                6e Dragons (3 Sqn) & 11e Dragons (3)
                                Brigade Boyer
                                                15e Dragons (3) & 25e Dragons (3)
                                Horse battery
                Light Cavalry (Montbrun)
                                Brigade Curto
                                                3e Hussards (3) & 22e Chasseurs (3)
                                Brigade Vial
                                                13e Chasseurs (3) & 26e Chasseurs (3)
                Artillery Park (Tirlet)
                                2 Foot batteries
                                Siege train
                                Bridging Train
                                Engineers & sappers

Army of the Centre (part) (King Joseph & Marshal Jourdan) approx 21000 inf, 1000 cavalry, 20 guns
                Division Guye
                                Royal Guard (Merlin)
                                                Grenadiers (2) & Fusiliers (2) & Voltigeurs (1)
                                Brigade Casapalacios (Spanish Line troops)
                                                1e (Castilla) Léger (1) & 2e (Toledo) Ligne (2) & Royal-Etranger (1)
                                Spanish Guard horse battery
                Division Armagnac
                                Brigade Neuenstein
                                                2e Nassau (2) & Regt de Francfort (1) & 4e Baden (2)
                                Brigade Chassé
                                                4e Etranger (Prusse) (1) & 4e Hesse-Darmstadt (2) & 3e Berg (1)
                                Brigade Verbigier de St Paul (Italians)
                                                2e Léger (1) & 3e Ligne (2) & 5e Ligne (2)
                                Italian Foot battery
                Garrison of Badajoz (Phillippon)
                                5 Bns + various artillery
                Cavalry
                                Brigade Trelliard
                                                4e Dragons (3) & 14e Chasseurs (3) & Lanciers de la Vistule (3)
                                               
Army of the North (part) (General Dorsenne)               approx 11500 inf, 1500 cavalry, 24 guns
                                Brigade Leberknoedel (Duchy of Stralsund-Ruegen)
                                                Grenadiers (1) & Fusiliers (2) & Jaegers (1)
                                Stralsund Foot battery
                                Various garrisons and flying columns:
                                                28e Léger (1)
                                                Garde de Paris (1)
                                                Chasseurs des Montagnes (1)
                                                Grenadiers Provisoirs (1)
                                                Dragons à pied Provisoirs (2)
                                                4e Vistule (1)
                                                4 Bns de marche
                                                Garrison artillery - various
                Cavalry
                                Brigade Maupoint
                                                13e Cuirassiers (3) & 15e Chasseurs (3) & 5e Chevauxleger-lanciers (3)
                                Brigade Kleinwinkel (Stralsund-Ruegen)
                                                1e Chevauxlegers (3) & 2e Chevauxlegers (3)