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


Showing posts with label Solo Wargaming. Show all posts
Showing posts with label Solo Wargaming. Show all posts

Monday, 2 April 2012

Solo Campaign - Action at Peñausende

Weeks 9 and 10 of the solo Peninsular War campaign are now up to date, and have duly produced a division-sized battle, which I fought out yesterday. Notes on the current state and position of the armies will appear shortly, but I propose to cut down the level of detail in these weekly summaries - they are tedious reading, even to me!

In the meantime, here's an account of...

Action at Peñausende (Fri 27th Mar 1812)

General view of the Allied starting position, from their left flank. Portuguese at this end.

Unaware that General Cotton’s march over the hills to Orense had been aborted because of the weather, Clauzel was ordered to bring his force up from Salamanca to Zamora, the intention being to join with Marmont at Leon. This march caused some disquiet in his division, since it would take them across the battlefield of Corrales, the scene of their recent defeat at the hands of España’s little Spanish army. In fact, they did not get that far - patrols from Cavrois’ dragoons came upon Allied cavalry near Mayalde in the evening of 25th March, and it became clear that these troops were part of a larger body, though the only details established were the presence of two Portuguese cavalry units.

Cotton also had little knowledge of the force which was approaching him. Marching south toward the Arroyo de San Cristobal, his advanced guard came into contact with French troops near Peñausende on the 26th, and he decided to attack on the following morning. The area is hilly, with wooded areas. Cotton, with Clinton’s Sixth Division plus the cavalry brigades of Otway (Portuguese) and Le Marchant (British dragoons), had approximately 10,200 men, with 12 guns, and his scouts advised him that this gave him a significant numerical advantage. In reality, Clauzel had rather less than 8000 men, but the presence of part of the reserve artillery of the Armee de Portugal gave him a total of 24 guns, all of heavier calibre than the Allied artillery.

French position, from their right

Clauzel placed Berlier’s brigade of infantry in some woods on his right flank – a strong position [though perilously close to the table edge!], put the combined voltigeur companies of the Division in to the little town of Peñausende, and placed the brigade of Pinoteau (who had now arrived to replace the discredited Barbot) in the rear of the town. His two cavalry regiments were held in the rear, Picquet’s 6e Dragons being on the extreme left. His three foot batteries were all well sited on prominent ground.

Hinde's Brigade - chosen to make the main attack

Cotton’s plan was to demonstrate against the French right with Rezende’s Portuguese, thus preventing Clauzel from reinforcing his centre from this area, and to drive the main, central attack in through and past the town. Le Marchant’s heavy dragoons supported the extreme right.

French light troops hold the town at the outset

The assault started well – the 2nd (Queen’s) and 1/36th from Hinde’s brigade took advantage of the woods extending up to the workshops and sheds on the northern edge of the town, and made a vigorous assault on the town itself – the fighting there continued for about 45 minutes, but the French voltigeurs were driven out in fine style. Elsewhere, the Allied effort faltered badly. The French artillery – severely criticised for its poor performance at Corrales – produced a devastating weight of fire, the Portuguese advance was halted and twice driven back, and Bull’s troop of the RHA was outranged and outmatched – the horse gunners were silenced.

Le Marchant's ill-fated Heavy Brigade

The French left - Pinoteau's brigade and the 6e Dragons - Clauzel is on the white horse

The Allied effort in the centre did not develop – the capture of the built-up area proved to be of little value in the absence of a concerted advance by Hulse’s brigade, which spent a lot of valuable time dressing lines and forming up, waiting for the Portuguese demonstration on their left which never came.

Picquet's Charge! - 6e Dragons put paid to Le Marchant's second regiment

Though the Allies had more casualties from artillery fire, the situation was something of a stalemate until Cotton sent Le Marchant’s brigade of cavalry forward to threaten the French left. This produced a remarkable response from the French. Picquet’s single dragoon regiment advanced to meet Le Marchant, badly mauled his two regiments on the low hill to the west of the town, and scattered the fugitive survivors, cutting down Le Marchant himself in the process. Sweeping on, Picquet’s men forced the 32nd Foot into a square which was subsequently broken and destroyed when Clauzel force-marched a battalion of the 50e Ligne to support Picquet.

The infantry firefight develops in the centre - the Allied attack was so under-developed that the French came looking for them

At this point the Allies had lost what little momentum they had developed, were outflanked on their right and bogged down elsewhere – apart from losses to the 27e Ligne as a result of a fire-fight near the town, the French were unshaken. Cotton, realistically, withdrew at around 4pm, his Portuguese cavalry covering the retreat.

Orders of Battle

Anglo-Portuguese Army (part) – Lt Gen Sir Stapleton Cotton

6th Division – Maj Gen Henry Clinton:
Hulse’s Bde – 1/11th, 2/53rd & 1/61st Foot, plus converged light cos with 1 coy 5/60th Rifles
Col Hinde’s Bde – 2nd, 1/32nd & 1/36th Foot, plus converged light cos
Conde de Rezende’s Bde – 8th & 12th Portuguese (2 Bns each), 9th Cacadores
Greene’s battery, RA

Cavalry:
Le Marchant’s Bde – 3rd Dragoons, 5th Dragoon Gds
Col Otway’s Bde – 1st & 11th Portuguese Cavalry
Bull’s Troop, RHA

Total loss: 1200 infantry, 480 cavalry

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

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

Cavalry:
Picquet’s Bde – 6e & 11e Dragons

Attached Reserve artillery:
10/3e & 19/3e Art à Pied

Total loss: 800 infantry, 120 cavalry

[The action was played out with standard CCN rules – 5 command cards each, Allies moved first, 7 Victory Banners for the win]

Aftermath: Cotton obliged to retreat over the hills to Orense, which manoeuvre had been abandoned two weeks earlier as a result of wintry weather. The loss to his army was not disastrous, and Cotton extracted his force with some skill, but there is severe criticism of poor decision making and general timidity of the attacks. Wellington’s political situation will suffer further as a result of the action, which is unfortunate since the combat was something of an accident, Wellington himself was not present, his appointed subordinate commander conducted himself reasonably well and the army is not mortally damaged. When news of this episode reaches London, there will once again be a clamour for Wellington to be replaced. Sir Henry Paget is widely tipped as his successor.

[Game went well – the Victory conditions should probably have been set higher – Allies lost 7-3 on Victory Banners, but their position was far from hopeless at this point. My thanks to Kieran and Nick for helping out with the battle – total time elapsed was a little under 3 hours, which is very good considering that Kieran was new to the rules and needed some instruction as we went along.]

Thursday, 15 March 2012

Solo Campaign - Week 8

Wellington's Logistics Train in trouble on the retreat from Benavente

Week 08

Random Events
Nothing new. There was a scare about a potential typhus outbreak in the French force at Burgos, but it came to nothing.  

Housekeeping
The 3D3 activation throws give Allies 5, French 4 – Allies elect to move first.

Moves

Allies (5 allowed)
1 – A (Wellington) holds position at Lugo, to allow the troops to rest – Group is still Out of Supply, and thus is not allowed monthly reinforcement phase, but they lose their Tired status – since still Demoralised (see last week), this Group will again require to be tested for desertion and sickness (see below)...
2 – Sp B (Espana) marches over the rough road from Zamora to Orense, this requires a test...
2D3 = 4 +2 (Espana’s rating) -1 (winter conditions) -1 (brown road) = 4    - this result means that the Group completes the march but is Tired
3 – E (Cotton) also marches over the rough road from Zamora to Orense, test is as follows:
2D3 = 2 +2 (Cotton’s rating) -1 (winter conditions) -1 (brown road) = 2   - this result means that the Group has to abandon the march, and is Demoralised (see below for sickness & desertion)
4 – Fortress of Elvas is garrisoned with a force (F) of 4000 Portuguese militia with artillery
5 – Fortress of Almeida is garrisoned with a force (G) of 4000 Portuguese militia with artillery
[Intelligence step –
  • Nothing new – no scouting orders]
 
French (4 allowed)
1 – H (Clauzel, with his own Divn, Piquet’s dragoons and the reserve artillery) marches 1 step from Valladolid to Salamanca
 [Intelligence step -
  • No scouting orders]

Supplies and Demoralisation
Anglo-Portuguese Group A (Wellington, at Lugo) is Demoralised since he is Out of Supply until Week 09.
Demoralisation tests result in a block/base being lost to sickness and desertion for the following units:
2/24th Ft, 2/58th Ft, Combined Lt Coys of Blantyre’s Bde, 1st Line Bn KGL, 74th Ft, 1/88th Ft, 1/9th Ptgse, 2/21st Ptgse, 2nd Lt Bn KGL, 51st Ft, 1st Dgns KGL, 2nd Dgns KGL. Wellington’s force thus lost a further 1935 infantry and 240 cavalry.
Anglo-Portuguese Group E (Cotton) was forced to abandon the march through the hills to Orense, and as a consequence are Demoralised. Losses through desertion and sickness are relatively light – 1 block/base lost by each of 1/8th Ptgse, 2/12th Ptgse, 11th Ptgse cavalry – a total of 400 infantry, 120 cavalry.

This is the weekend nearest to 15th March, so potential replacements and troops returning to duty from hospitals are rolled for:
Spanish Group B (Espana) gained no extra troops.
French Group N (Marmont) gained blocks/bases as follows:
2/69e (+2), 1e Leg Esp (Castilla), 1/2e Esp (Toledo), 2/2e Esp (Toledo), Regt Royal-Etranger (+1 each), 1/3e Italien (+2), 2/3e Italien, 1/5e Italien, 2/5e Italien, Lanciers de la Vistule (+1 each) – total addition is 2200 infantry, 120 cavalry.
French Group H (Clauzel) – 3/25e Leger and 2/50e each +1 = +400 infantry
French Group S (Jourdan) – 1/2e Nassau, 2/2e Nassau and Regt de Francfort each +1 = +600 infantry

Contacts
None

Narrative
Resting at Lugo after their defeat at Benavente and the harsh retreat over the hills in difficult winter conditions, Wellington’s force, being in very short supply until wagons could reach them from the new depot at Vigo, lost a further 2175 men to sickness and desertion. To make matters worse, since they were Out of Supply, they were not in a position to receive the monthly intake of recoveries and replacements.

The Spanish 3rd Army (Espana) and Cotton (with the Allied 6th Division and about half the Anglo-Portuguese cavalry) had a very severe march from Zamora to Orense, through bad weather on poor roads. Espana’s men made it with some difficulty (arriving Tired), but Cotton’s force were forced to abandon the march and return to Zamora, arriving demoralised and lucky to lose only 520 men on the road – the Portuguese troops were most badly affected. Cotton’s force was unable to receive any recoveries or replacements for the month, as a result of being demoralised and disordered on the march.

Clauzel, with his own division of the Armee de Portugal plus a brigade of dragoons, advanced across the Duero from Valladolid to Salamanca, thus cutting the Allied forces under Espana and Cotton off from Ciudad Rodrigo.

The French army received replacement troops and returns from hospital as follows:

Marmont (at Leon) – 2200 infantry, 120 cavalry

Clauzel (now at Salamanca) – 400 infantry

Jourdan (at Madrid) – 600 infantry

There are rumours that Wellington may be recalled to Britain, and replaced – a number of successors have been mentioned. As official 2-i-c, Beresford would expect to assume command, but there is talk of Sir Henry Paget...

A suggestion that Marmont be created Prince de Benavente for his victory was not well received by the Emperor – his exact words are not recorded, but something to the effect that he might be able to overlook one of Marmont’s past errors in consequence of this isolated success...

Wednesday, 7 March 2012

Solo Campaign - Week 7

In short supply in Wellington's army
[Hard-tack biscuit, in Army (L) and Navy (R) styles]

After all the fighting last week, this has been mostly a week of rest for the French, and of marching on very short rations for Wellington's force heading towards Lugo.

Week 07

Random Events
Nothing new. There will be some mutterings in the British Parliament, but nothing official.  

Housekeeping
The 3D3 activation throws give Allies 7, French 7 – since French had initiative in last week, they continue to have it – they choose to allow Allies to move first.

Moves

Allies (7 allowed)
1 – A (Wellington) completes retreat over rough roads to Lugo after defeat at Benavente. This requires a test:
2D3 = 4 +3 (Wellington’s rating -1 (army is tired) -1 (winter conditions) -1 (brown road) = 4    - this result means that the army completes the march but is Tired  - since the Army is already Tired it becomes Demoralised (see below)...
2 – having marched away from his supply route through Zamora, Wellington is now Out of Supply. One Order this week is to arrange for the Navy to ship supplies to Vigo....
3 – ...and one is for a new Supply Base to be set up at Vigo. [It will be 2 weeks – Week 09 – before supplies start to arrive by this route. This means that Force A will be Out of Supply in Week 8 also, and since this is the second such week, the Group will be Demoralised again next week.
4 – Sp B (Espana) marches from Salamanca to Zamora
5 – Similarly Ang-Port E (Cotton) makes the same march
6 – Sp D (Maceta, at Avila) rests
 [Intelligence step –
  • Nothing new – no scouting orders]
 
French (7 allowed)
1 – N (Marmont) holds position at Leon, allowing Tired troops to recover
2 – L (Montfort’s brigade, at Talavera) marches 1 step to Caceres...
3 – ...and Group L is joined to K, at Caceres, all under Maucune.
4 – S (Jourdan, at Madrid) rests – thus Neuenstein’s brigade recovers.
[Intelligence step -
  • No scouting orders]

Supplies and Demoralisation
Anglo-Portuguese Group A (Wellington, at Lugo) is Out of Supply until Week 09. This will cause Demoralisation next week, but the force is Demoralised this week already because of rough retreat after Benavente.
Demoralisation tests result in a further block/base being lost to sickness and desertion for the following units:
1/Coldstream Gds, 1/79th Ft, 1/88th Ft, Combined Lt Coys of Wallace’s Bde, 2/83rd Ft, 2/9th Ptgse, 1/21st Ptgse, 2/21st Ptgse, 11th LD, 14th LD, 16th LD, 1st Dgns KGL, 2nd Dgns KGL, and Gardiner’s battery RA abandoned their remaining guns.
Wellington’s force thus lost a further 1500 infantry, 550 cavalry and 2 guns on the retreat, and demoralisation will continue next week..

Contacts
None

Narrative
Wellington’s defeated force suffered further during the retreat over the poor roads to Lugo. The cavalry and the artillery did particularly badly – many horses lost – and desertion, sickness and men becoming separated from their units and falling behind resulted in a further 2050 men lost in total. Gardiner’s battery, attached to the First Divn, were already in poor shape after Benavente, and had to abandon their 2 remaining guns on the road. Third Divn is temporarily commanded by Col. Wallace of the 88th Foot in Picton’s absence – Picton has a shell splinter in his shoulder, and is expected to be fit in a few weeks. Portuguese brigade in the Third Divn and KGL brigade in the First Divn are now very much reduced in strength.

The commands of Espana (Spanish troops) and Cotton (Anglo-Portuguese 6th Divn + much of the cavalry) marched from Salamance to Zamora, the intention being to support Wellington at Lugo.

Wellington’s force is temporarily Out of Supply, and the Navy has been ordered to ship supplies to Vigo, which becomes new Supply Base. Wellington will not receive supplies by this new arrangement until Week 9, so will continue to be Demoralised next week.

French army mostly recovering from previous exertions, though Maucune’s Divn at Caceres has called in its detached brigade and is now combined to full strength.

Sunday, 4 March 2012

Solo Campaign - Battle of Benavente – 28th February 1812


It took a few days to get round to fighting this battle, so I've fallen behind the real-time calendar, not that it matters, and in any case I should be able to make up time during non-fighting weeks.

[Preamble – rules and suchlike. Even with detached forces, for this action the French army would require over 40 leaders and units in a conventional CCN game, and the Allies not much less. It is clear (to me, anyway) that such a game would be unplayable, so I used my own Grand Tactical tweaked version of CCN – first time in anger. It worked well enough, though initially it feels conceptually strange, and there are still points to be cleared up concerning the use of artillery batteries attached to infantry or cavalry brigades. Nothing arose which could not be decided as I went along, though I took a couple of notes for possible future changes – again, details only. In this amended form, the big differences in the game are that the “units” in the game become brigades, and there is no musketry fire – the game scale is reduced (increased?) to the point where musketry becomes part of melee combat. The only “ranged combat” is thus artillery fire, and the effect is greatly reduced, with batteries smaller and ranges reduced to fit the ground scale.

5 Command Cards each side, French move first throughout, 8 Victory Banners for the win.]

Narrative: Wellington, having left the Sixth Divn and much of his cavalry to cover the crossings on the Duero, marched the remainder of his army into the Leon area, to threaten Marmont’s flank and his communications through Burgos. Marmont, still with his hand forced by orders from Paris to take an aggressive stance rather than leave Castile, moved to intercept the Anglo-Portuguese army. He also left behind part of his force, under Clauzel, to cover the Duero. The pickets of the two armies made contact on the road from Salamanca to Leon, some miles north of Benavente, during the night of 27th February.

In the early morning of the 28th, Marmont found that the Allies had a fairly strong defensive position near the village of Villa Quejida, with their left flank in woods, on the bank of the (unfordable) River Esla.

Marmont had Foy’s Division from the Armee de Portugal, part of D’Armagnac’s Division from the Armee du Centre (comprising Chasse’s German brigade and St Paul’s Italians) and Guye’s Division, also from the Armee du Centre (comprising Merlin’s brigade of King Joseph’s Guard and Casapalacios’ brigade of King Joseph’s Spanish line troops). His cavalry was organised into 4 strong brigades under Montbrun, the heavy cavalry brigades commended by Pierre Boyer and Treillard, and the light by Maupoint and Curto.

Wellington, inferior in both cavalry and artillery, took a reverse slope position on the hill which dominated the area, with the Foot Guards brigade placed on an outlying hill on the right, with the artillery of the First Division. The centre was held by the brigades of Blantyre and Low from First Division, and by Halkett’s and Bernewitz’ brigades from Seventh Divn, these last two brigades being his only available designated light infantry. The lower ground near the river was held by Picton’s Third Division. The two small cavalry brigades were placed in the rear of the right flank (Anson’s light dragoons) and the centre (Bock’s KGL dragoons).

The fighting was hectic and possession of the ridge swung back and forth a few times, but the story of the battle is simply told; Marmont made early use of a Bayonet Charge Command card, and made a massive attack in the centre. The Italian brigade suffered severe losses and broke fairly quickly, but Foy’s two brigades forced their way onto the higher ground. General Picton himself brought Palmeirim’s Portuguese brigade up, after they had been delayed by Command card difficulties, and succeeded in pushing Foy’s troops back. At this point Foy received a bayonet wound in his thigh while leading the 6eme Leger, of Chemineau’s brigade, and was taken to the rear.

By this stage, the Allied infantry on the ridge were exhausted, and Foy’s men took a measure of revenge for the loss of their leader, rallying and regaining the ridge. A critical moment came when the valiant Portuguese finally gave way, Picton being seriously wounded as he attempted to rally them. On the Allied right, things were also going badly, as the Foot Guards, though in square, were broken by Treillard’s heavy cavalry, led with great courage and extraordinarily lucky dice rolls by Montbrun (in his new “Lasalle” guise). Treillard’s men, encouraged (not to say surprised) by this success, rushed on to press home a Bonus Combat (as defined in CCN), swept away Anson’s light dragoons and overran Gardiner’s foot battery. With the loss of Picton, the French now had a margin in Victory Banners of 9-4, and the day was won, the margin being officially Decisive.

OOBs

French Army – Marshal Auguste Marmont, Duc de Raguse

Gen de Divn MS Foy (w)
Brigade Chemineau – 6e leger & 69e ligne (5 bns in total)
Brigade Desgraviers – 39e & 76e Ligne (4 bns)
1 horse battery
1 foot battery

Gen de Divn D’Armagnac
Brigade Chasse – Regt de Prusse, 3e Berg, 4e Hesse-Darmstadt (4 bns)
Brigade St Paul (Italians) – 2e leger, 3e & 5e ligne (5 bns)
1 Italian foot battery

Gen de Divn N Guye
Brigade Merlin (King’s Guard) – Grenadiers, Fusiliers & Voltigeurs (5 bns)
Brigade Casapacios (Spanish) – Castilla, Toledo, Royal Etranger (4 bns)
1 horse battery (King’s Guard)

Gen de Divn Montbrun
Brigade Boyer – 15e & 25 Dragons
Brigade Curto – 3e Hussards, 13e, 22e & 26e Chasseurs a Cheval
Brigade Treillard – 13e Cuirassiers, 4e Dgns, Dragoni Napoleone, Vistula Lancers
Brigade Maupoint – 1st & 2nd Pommerian ChevauxLegers, 5e Chev-Lanciers
1 horse battery

Total 28240 men with 34 guns – loss approx 6040 men and 2 guns

Allied Army – Earl of Wellington

First Divn (Sir Thomas Graham)
Henry Campbell’s brigade – Coldstream & 3rd Foot Guards
Blantyre’s brigade – 2/24th, 1/42nd, 2/58th & 1/79th Foot
Von Low’s brigade – 1st, 2nd & 5th Bns KGL
1 foot battery

Third Divn (Sir Thomas Picton (w))
Wallace’s brigade – 1/45th, 74th & 88th Foot
John Campbell’s brigade – 2/5th, 2/83rd & 94th Foot
Palmeirim’s (Portuguese) bde – 9th & 21st Regts (2 bns each) & 11th Cacadores
1 foot battery

Seventh Divn (part) (Sir John Hope)
Halkett’s brigade – 1st & 2nd Light bns, KGL & Brunswick-Oels jaegers
Bernewitz’s brigade – 51st & 68th Foot & Chasseurs Britanniques
1 horse battery

Cavalry (George Anson)
Anson’s brigade – 11th, 14th & 16th Light Dgns
Von Bock’s brigade – 1st & 2nd dragoons, KGL

Total 23300 men with 18 guns – loss approx 7490 men and 4 guns

Both armies heavily disorganised by the action – Allies retreated towards Lugo (which is a rough road) – French remained on the field to look after their wounded and reorganise. The Allied retreat may give rise to Demoralisation, since the roads are bad, weather is still wintery, and the army is defeated and tired to start with. Will assess this in next week’s returns.

Allied position at the start, seen from their right

...and the French, from their left

Nicolas Guye, with King Joseph's Guard - the small brigades took a bit of getting used to 

Foy leads the main attack in the centre

The French attack, seen from behind the Allied position

The French move quickly to seize the initiative, thanks to favourable Command cards

Montbrun sets about the British Foot Guards on the hillock

The Allies' last hope - Picton brings in the Portuguese brigade (right side of picture)

Ouch! - MS Foy is wounded - still brings tears to my eyes thinking of it

Monday, 27 February 2012

Solo Campaign - Action at San Rafael, 27th Feb 1812

Von Neuenstein's Frankfort and Baden units calmly await the storm

General de Brigade Von Neuenstein was sent to deal with an irregular Spanish force under the command of Don Alfonso Maceta – “El Achaparrado” – which was attacking supply trains and couriers in the mountains to the north of Madrid. Von Neuenstein’s own brigade consisted of 5 battalions of troops from the Confederation of the Rhine – professional, experienced soldiers, but a long way from home and increasingly convinced that this was not their war. They were augmented by a very smart new battery of (French) horse artillery from the Madrid garrison. Von Neuenstein marched his men up into the mountains, somewhat concerned about their lack of spirit, and hoping that the inexperienced artillery would perform well if called upon to fight. The French force numbered about 4300 infantry, with the 6 guns of the horse battery.

Maceta’s men had also been on the road for a while, having marched from the Avila area. They were a mixed force, militia and volunteer units and groups of irregular partisan infantry from Avila. The total was 4700, approximately, and Maceta was not impressed when the artillery support promised by the Junta de Castilla turned out to be a half-battery of extraordinarily old and fragile-looking cannon, apparently borrowed from a museum. Better than no artillery at all, but there was no means of moving them once they had been brought into action.

The forces met in the late morning of Thursday 27th February, in a deep and rugged valley near the monastery and village of San Rafael. The unusual terrain generated some special scenario rules – a number of impassable hills were defined, but also some “severe” hills, denoted by double-height blocks and mostly topped with trees – these hills could be entered only by guerrilla infantry and the voltigeur battalion of the French brigade.

[Spanish move first, normal CCN rules, 5 Command cards in each hand, 4 Victory flags needed for a win.]

Very early, the French played a Grande Manoeuvre card and moved 4 units forward quickly, the intention being to gain a toehold in the hills and woods adjacent to the Spanish position. This did not go particularly well, since the Spanish responded with a Bayonet Charge card, which enabled them also to rush 4 infantry units forward, and also to fight with a bonus dice. Von Neuenstein’s troops on the left were caught in the open and suffered badly – the 1st Bn of the Nassauers and the combined voltigeur unit were both broken and routed, and the 2nd Bn of the Nassau unit only avoided a complete collapse of the left by taking possession of the monastery and its outbuildings.

The Spanish militia units, Maceta at their head, now showed commendable élan in the centre, committing to a bold frontal assault on the French force. This had a measure of success at first, and the Frankfurt regiment suffered considerable casualties and recoiled. Neuenstein brought up the two battalions of the 4th Baden regiment and the horse battery, and the Spanish militia and their supporting irregular bands were pushed back and broken. At the same time, a rather half-hearted attack on the monastery was stopped by the Nassauers’ disciplined fire, and the Spanish force retired, the triple-retreat rule for militia units pushing them back quickly, though their previously unengaged cavalry served to cover the retreat well. The antique guns, sadly, were abandoned.

The melee combat at the end of the action was of a very confused nature, the broken terrain and the many twisting paths appear to have caused many men to be separated from their units. The victory for the French was marginal, there was no pursuit by the victors, and many of the missing and wounded on both sides returned to the ranks during the night. On a Victory Flag count, the French won 4-3, and losses were surprisingly light considering the severity of the fighting and the very aggressive tactics of the Spanish commander. The game took about 50 minutes, representing a little over 3 hours fighting. Von Neuenstein conducted himself with great valour and calmness, fighting in the ranks with the Frankfurt unit, striving heroically to rally them when they finally broke, and then taking command of his own Badeners to win the day.

OOBs

French (from l’Armée du Centre)

Genl de Bde Von Neuenstein with his own brigade of D’Armagnac’s Divn
2nd Nassau (2 Bns), Regt de Francfort (1) & 4th Baden (2)
Masset’s battery of horse artillery (attached)

Total 4300 men with 6 x 6pdr guns

Spanish

Don Alfonso Maceta with a mixed force of militia units, volunteers and irregular partidas, with a half battery of irregular artillery provided by the Junta de Castilla

Total 4700 men, including 350 irregular cavalry, with 3 guns

The French lost 1050 men killed and wounded, from the Nassau and Frankfort units, and from the brigade’s voltigeur battalion, which last was pretty much destroyed.

The Spanish, by the time runaways and detached stragglers had rejoined, were reported to have lost only around 800 men, though Neuenstein claimed that the Spanish losses were at least 2000 men. The Confederation troops took a number of standards – mostly informal flags abandoned by the irregulars, and captured 3 very dilapidated 4pdr guns.

General view at the outset, French on the right hand side

The artillery unit provided by the Junta was not what had been hoped for...

1st Bn of the Nassauers caught in the open by the quick Spanish attack

The 2nd Bn, more sensibly deployed next to the monks' vegetable plot

Capt Masset's horse artillery unit

The Spanish attack runs out of momentum while the Frankfurters run out of men...

General view of the Spanish attack

Thursday, 23 February 2012

Solo Campaign - Week 5 & part of Week 6


Two weeks' manoeuvring and I have two battles to fight - one big'un, one tiddler. I'll insert the batreps when I've fought them. This post has now been edited to include a photo of the map - the map shows the position around 27th of the month - before resolution of combats.

Week 05

Housekeeping
The 3D3 activation throws give Allies 4, French 3(!), so Allies have initiative. From this week, modification to rules requires a specific Order for scouting of adjacent Areas to take place, apart from Spanish irregulars, who will always scout without orders.

Moves

Allies (4 allowed)
1 – A (Wellington) at Salamanca divides to split off new Group E (Cotton – with Sixth Division and Le Marchant’s and Otway’s (Ptgse) cavalry bdes)
2 – A (Wellington) marches 1 step from Salamanca to Zamora...
3 – ...and forced-marches from Zamora to Leon, which requires a test:
2D3 = 6 +3 (Wellington’s rating) -1 (forced march) -1 (winter conditions) = 7     which is OK – great marching!
4 – Sp B (Espana) marches from Zamora to Salamanca, to reinforce E
 [Intelligence step –
  • Nothing – no scouting orders]
French (3 allowed)
1 – N (Marmont) holds position at Valladolid – order to hold position allows tired troops in Foy’s Divn to recover
2 – N (Marmont) sends scouting patrols from Valladolid into Leon
3 – S (Joseph/Jourdan) at Madrid scout area of Avila
 [Intelligence step -
  • Br A (Wellington) and Fr N (Marmont) both have cavalry – thus Marmont receives Fragmentary Report – he is aware that there are now enemy forces at Leon, but has few details
  • Fr S (Joseph/Jourdan) at Madrid has no cavalry – Sp D at Avila has irregular infantry and some cavalry, so French have No Information about forces in Avila, other than the fact that Spanish mounted guerrilleros have been seen there]
Supplies
No supply problems, all LoC open and defended.

Contacts
None.

Random Events
None.

Narrative
Detaching Cotton with a division of infantry and two cavalry brigades to cover the Duero crossings, and reinforcing them with Espana’s Spanish force, Wellington force-marches the remainder of his army through Zamora to Leon, threatening Marmont’s right flank and (by a potential move through Sahagun) his rear and his line of supply through Burgos.

Joseph is concerned that sending so many troops to reinforce Marmont at Valladolid has left the Madrid area vulnerable to attacks by the irregular troops of the Junta de Castilla, who have forces at both Avila and Ocana. He is short of cavalry, and spies sent into Avila have not reported back – perhaps they are roasting over a fire somewhere. The separate irregular Spanish forces may not join together, but will share intelligence, and all Spanish irregulars always have good information about neigbouring areas.

Foy’s infantry (with Marmont at Valladolid) have recovered from their fast tour of Central Spain.

You want the artillery up where?

Week 06

Random Events
French again get interference from Paris – once again an instruction that the army needs to be more aggressive, this applying to the most obvious critical area (“dice if in doubt which one” – can’t believe the Emperor really said stuff like that?). Marmont’s situation in Valladolid is pretty much self-evidently the hot spot. Since he is not sure what force is in Leon, he would prefer not to attack at present, but needs a test to ignore the instruction. The test requires him to add his rating (3) to 2D3. A total of 7 or better and he can choose to ignore the instruction – 6 or less and he has to comply.

In fact he throws 3, so the total of 6 means he has to attack if he can.   

Housekeeping
The 3D3 activation throws give Allies 5, French 7, so French have initiative and choose to move first.

Moves

French (7 allowed)
1 – N (Marmont) splits off new Group H (Clauzel – with his own division, Picquet’s dragoon bde and the reserve arty) – this group is to hold the bridges on the Duero at Toro (Valladolid)
2 – N (Marmont) takes the rest of his army from Valladolid to attack the allied force in Leon. [Intelligence step -
  • Marmont is aware that there is a major Allied force at Leon, but underestimates strength]
Allies (5 allowed)
1 – A (Wellington) at Leon also underestimates opposing force, so opts to stand firm – specific Order allows selection of ground
2 – Sp D (mixed irregular force under Don Alfonso Maceta – “El Achaparrado) moves from Avila into Madrid Area to attack French Group S
[Intelligence step –
  • Nothing new – no scouting orders]
Supplies
No supply problems, all LoC open and defended.

Contacts
Two.

(1) French Group N (Marmont), with a total of 28240 men, marches along the only good road from Valladolid to Leon, passing through Benavente. On the night of Thursday 27th February the French army camps around Benavente, while Wellington, with 23300 men, is camped in the area around Villamandos, with his advanced outposts at Villaquejida. Shortly after daybeak, the Allied army takes a defensive position in an area of rolling hills to the south-east of the little village of Villaquejida. Their left flank is on thick woods on the bank of the River Esla, which is not fordable. The so-called Battle of Benavente takes place on Friday 28th, the weather is cold but dry and there is a slight mist, which disappears as the sun comes up.

(2) Spanish Group D (Maceta) have established themselves in the mountains near Guadarrama, where they are causing havoc for French communications and supply trains. Marshal Jourdan sends the Badener, General Von Neuenstein, up into the mountains to deal with this problem. Neuenstein’s brigade is all German – the 2nd Nassau, Regt de Frankfort and the 4th Baden – a total of 5 battalions plus a small unit of the converged voltigeur companies. He also has a battery of French horse artillery from the Madrid reserve – all told, some 4300 men with 6 guns. Maceta has around 4700 – including a few cavalry – plus a volunteer company of foot artillery. The Spanish troops are well suited to the rocky terrain, but they include a number of units of infantry supplied by the local partidas who have little experience of formal combat.

The troops meet in very hilly ground near San Rafael around midday on Thursday 27th. There is some snow, but not enough to hinder movement.



Narrative
Reports for the actions at Benavente and San Rafael will appear as soon as they have been fought. The Benavente combat appears to be too large for normal CCN rules, so will use the Grand Tactical variant.

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.