6 June 1813 – Northern Germany – Day 6
Prussians
attack Osterode
In the
north both armies rest and reorganise
In the
centre French retreat to Goslar
In the south Prussians attack Osterode
Battle of Osterode – Move 10
The battle
opened with the French deployed just in front of Osterode
As the
Prussians entered the table the French occupied the woods on either flank
However
they held their centre back
This
proved a mistake, because the Prussians could outflank the woods
The Prussians
lost the first cavalry melee on their right
This
forced them to hold back their attack on the woods
Only
when the French started to retreat did 1st corps advance
On the
opposite flank they had more success
Here the
cavalry melee was a draw, and both brigades withdrew
The
Prussian infantry and artillery pressed home their attack on the woods
Fighting
continued until nightfall, but the French suffered more casualties
The Main
attack was in the centre.
Kleist
took the grenadier brigade from each corps to form the main attack
Supported
by 2nd corps he managed to break the French centre
This
forces both flanks to withdraw and gave him a convincing victory
Comment
In this campaign
it would appear that the French can do no right
Despite having
the Imperial Garde and Napoleon in command
This game was
decided within two moves
The French had
woods on both flanks, with open ground in the centre
They could
deploy behind the woods, half way in or hold the whole woods
They decided on
the latter, but left their centre where it started the game
The woods are a
strong point, but they are difficult to defend
Prussian
artillery could approach within short range of the woods
They could then
blast the forward infantry brigade in the woods
To counter this
the French cavalry had to be brought forward
This would deter
the Prussian gunners from getting too near the woods
But it would
then present the Prussian gunners with the cavalry for a target
As always the
initiative is with the attacker
He can take
advantage of any deployment error
The commander
can also take brigades from the three corps
This strong
reserve can then be directed at the weak part of the defence.
During this
campaign I have usually been the attacker
This is because
Jan prefers to react
I have found
that the opening moves are where the attacker is most vulnerable
He must advance
into artillery range of the defender, and in doing so accept first fire
If he loses
either cavalry or artillery, it becomes almost impossible to attack.
He has two or
three moves to fire on the enemy
If he takes
longer he will arrive too late to take the objective
If his guns do
not cause damage to the defenders he must risk his cavalry
Unless he can
weaken the enemy guns he will probably take heavy infantry casualties
This will
usually result in an early cavalry melee
Cavalry melee
will usually result in both sides taking casualties
This will weaken
both brigades, who then usually retreat behind the infantry
If the defender
wins the cavalry melee it will be very difficult for the attacking infantry to
advance.
The advantage of
my new three corps per side is that each corps has its own cavalry
It is most
unlikely that one side will win all three cavalry melee
The attacker
will usually win at least one melee
He can then use
his reserve to support the winning side
This makes for
an interesting wargame
The attacker
must hold his reserve in the centre
From here he can
support whichever wing wins the cavalry melee
His greatest
problem is to force a break through early enough to reach the objective
This has proved
the most difficult thing to achieve in this campaign
It has often
resulted in the defender holding the objective at nightfall
However to do so
he has lost more casualties than the attacker
But by holding
the objective he has won the game.
This should
result in a second day of battle
But that is
usually a very boring wargame
The stronger
attacker can redeploy overnight
Within three or
four moves he will have broken the weaker defender
I usually avoid this outcome by having the weaker defender retreat overnight.