Campaign
Map on 26 October 1813
The absence of 16th Italian corps on
escort duty gives Wellington a short window of opportunity.
He has two days to attack Corunna, before they
return and he is once more outnumbered
1st British corps has recovered from
earlier battle casualties, and is fully supplied
However it is not in position to attack the
town, and must complete a four hour march to get there
This will reduce the time available to defeat 7th
French corps and attack the fortified town
Despite this he orders an immediate attack
Battle of
Corunna
Both commanders are present at the battle
Both take advantage of this to take command of
part of their army
Wellington takes command of the cavalry,
artillery and one infantry brigade
This leaves three infantry brigades under the
command of general Stewart
Soult also takes command of his cavalry,
artillery and one infantry brigade
They will form a reserve to counter attack
General Abbe commands the three remaining
infantry brigades
Two are placed in the town as garrison, the
third is a reserve
Wellington orders his artillery to advance and
unlimber at short rang of the town wall
His cavalry will protect the gunners, his
infantry will attack when the time is right
Stewart has orders to pin the French reserve,
and support Wellington if possible.
Wellington routs one of the garrison brigades
and storm the town with two infantry brigades
They take one half of the town, and engage the
French conscript brigade holding the other half
Soult sends his dragoons to attack the infantry
storming the town
Wellington counters with his hussar brigade
However the French win, and his cavalry are
routed
The battle is extended by an hour to reach a
conclusion
With two French brigades in rout, Soult orders
a general retreat
Campaign
Notes
It is usual for the attacker to start the
battle with one map square between him and the attacker
This is four hours, or four wargame moves, from
the enemy.
In this battle the
British started the day two squares from the town
It would take them
eight hours/game moves to reach the enemy
Instead of 8
hours/moves to fight the battle, Wellington would only have four
When the CinC is
present on the wargames table, he can create a reserve by taking brigades from
their corps commander
But he must then
command this reserve himself for the duration of the battler
Both CinC were present,
both created a reserve
Both did so by taking
command of the cavalry, artillery and one infantry brigade from the single
corps on the table
Wellington would have
to defeat Soult in a very short time
If forced to fight a
second day he risked the return of the Italian corps
Or possibly an attack
on weakly held Ourense, the fall of which would force him to surrender
Most commanders would ignore
the strongly held walled town
This is why Soult created a strong, and very mobile, reserve
However Wellington
decided to pin the French reserve and attack the town
To do so he would need
to deploy his artillery very close to the town for maximum effect against the
garrison
This would leave his
gunners open to counter attack by the French reserve
To guard against this
Stewart occupied the fortified farm on the right of the main road
He hid the remainder of
his command behind the farm ready to engage the flank of any attack on
Wellington
This worked well, and
Wellington was able to rout one of the two brigades in garrison
However he had to
expose Stewart in order to protect the actual attack
This resulted in the
expected cavalry melee, which the British lost
Fortunately this was
too late in the day for the French to take advantage of their cavalry
superiority
Normally a game would
end at 2000, which is 12 wargame moves
But in this battle the
result was undecided at the end of the twelfth move
The British hussars had
received 10% casualties from the French gunners
But they passed their
morale test and still protected the infantry attack on Corunna
The game was extended
for one move, during which the cavalry melee was decided
The French won, and
routed the British hussars
However during the same
move the British routed a second infantry brigade in the town
Soult was left with two
infantry brigades, one cavalry brigade and his artillery
Wellington had four
infantry brigades and his artillery
The battle would be
decided by the fight for the town
This would only involve
infantry, and the French cavalry could play little part
Wellington could detach
one infantry brigade to protect his gunners and still outnumber the two French
brigades
Soult took the right decision
to abandon Corunna and retreat
He would avoid any
further casualties and could join forces with the returning Italian corps
Wellington had won a
much needed victory, but it was a temporary advantage
He would soon face the
complete French army again, and this time they would be fully supplied.
Paul,
ReplyDeleteIt’s not surprising that Wellington made the best of the opportunity that presented itself.
Now is the time to see how skilled he is in anticipating - and dealing with - the French counterattack.
This is developing into a very interesting campaign. Different from the previous one ... and none the less, just as absorbing.
All the best,
Bob
Hi Bob
ReplyDeleteThis is proving a really interesting campaign
Normally once one side wins a couple of battles the tide turns in their favour
It is then, usually, very difficult for the other player to regain the initiative
However in this campaign the guerrilla bands, and the general French supply system, have played an unusually important role.
This is because the guerrilla have managed a couple of really good dice rolls when they attacked a French depot. The loss of supplies, coupled with the over extended French position, meant that they had to call off the attack to restore their lines of supply.
This campaign really could go either way. And I am really looking forward to see how it all plays out
regards
Paul