Erfurt Strategic Map
This
was a very enjoyable campaign which lasted for three months and provided us
with five battles to wargame. Often our
campaigns provide one or two corps battles, but this was had more large
battles. Particularly the last one,
which had four corps on each side. Our
wargames table is 6x6 foot and we use 28mm figures. Three corps fit comfortably on the table,
but four per side make for interesting manoeuvre problems. The tables tend to be quite crowded with
scenery which channels movement and makes it difficult to feed in
reinforcements. The battle of Rudolstadt
had both a French and a Russian corps arriving at the start of move one. It worked well for the Russians, who were in
defence. The reinforcements arrived in
the right place, and at the right time, to stiffen the wavering Russian right
flank.
However
the French reinforcements arrived at the far side of the table. As they made their approach march the rest
of the French army moved forward to attack the Russians. By the time the Westphalian corps arrived
and deployed it was too late to commit them to the attack. The scenery would delay their approach to the
enemy resulting in heavy casualties. And
even if they won nightfall would prevent them exploiting their success.
Although
I was the French commander it was an interesting challenge. The Russians held the town at the end of the
battle, and claimed a victory. But they
had two of their four corps in rout.
And the presence of the uncommitted Westphalian corps convinced them
that they needed to retreat under cover of darkness.
It
is very rewarding when the campaign results in complicated wargames like
this. In a one off game I would have
sent the Westphalians in to attack, as I would have nothing to lose. But if I had done so in this campaign game,
and if the attack failed with heavy casualties, the Russians would have offered
a second day of battle.
We
have also been experimenting with the wargame rules during this campaign.
For
some time we have been trying to prevent the artillery from firing every move,
even if there was little chance of hitting anything. We restricted the number times each gun
could fire, but that proved difficult to keep track of. We have now started to use smoke each time
they fire. If they don’t fire next move
the smoke is removed at the end of the artillery firing phase. If they do fire there is a minus one on
their dice throw for effect. Mostly the
gunners have continued to fire anyway, but it reduces their effect slightly.
We
have also introduced this for infantry and skirmish fire. I have often read how effective a first
volley was and this has a similar effect.
It helps the attacker, who previously suffered from constant artillery,
skirmish and musket fire as they approached.
Now the defender is more likely to avoid long range fire to make the
short range fire more effective.
You
will find the campaign diary blog here
No comments:
Post a Comment
I have set the settings for comments to come to me before posting so that I will not miss any