Sunday 5 November 2023

Landshut Campaign – Day 1

Campaign Map

                                             

The campaign opens in the north

1st Austrian army attack the northern border town of Dingolfing.

  

1st Austrian army – attack Dingolfing

2nd Austrian army – hold centre, east of border

3rd Austrian army – hold south, east of border

 

7th French army – in and around Dingolfing

8th French army – hold Reisbach

9th French army – hold Muhldorf

Start of battle of Dingolfing

Most of the French are deployed west of Dingolfing

This is for ease of supply

19th Bavarian corps in reserve the top right

20th Bavarian corps in and around Dingolfing

21st Bavarian corps in reserve top left

 

The Austrians are deployed out of artillery range

1st corps on the right

2nd corps in the centre

3rd corps on the left

Austrians win battle of Dingolfing

1st Austrian corps attack through the woods on the right

Schwarzenberg has taken half of 2nd corps to support this attack

They break 19th Bavarian corps and then swing left to outflank the town

 

2nd Austrian corps artillery fire on the town, supported by half the infantry

Only when the garrison is weakened, do the infantry advance and skirmish

No attempt is made to attack the town until the defenders withdraw

 

3rd Austrian corps have orders to pin 31st Bavarian corps

Their artillery are deployed on the right

The intention is to create a gap between the woods and the town

Towards the end of the battle their jager brigade enter the woods

 

By nightfall the Austrians have taken the town and broken the French right

With half of his army in retreat, Massena orders a general retreat.

The French have lost 12 infantry, 3 cavalry and 1 artillery casualties (5100 men)

The Austrians have lost 2 infantry and 2 cavalry casualties (1000 men)

 

Comment

Normally we accept the outcome of each wargame, no matter how it affects the campaign

 

This goes back to the PBEM campaign, when it seemed like cheating not to do so

However it does seem silly to ruin a whole campaign phase, just because of bad dice rolls

 

And this can happen more often with our new rules which rely heavily on the luck of the dice.

 

This game was a good example of how things can go wrong.

 

Each campaign phase is based on one side crossing the regional border to attack

It is important that the attacker wins the first three battles, or at least two of them

Otherwise he has to retreat and the campaign is at an end

The campaign should provide six battles, one for each town

So one which produced just one or two would be disappointing

 

Therefore the first battle of a campaign is particularly important

A defeat for the aggressor makes it hard to justify the winner retreating

If it is the third battle, and the attacker has won the first two, it retreat is reasonable

 

The first time we wargamed Dingolfing everything went wrong right from the start

On move three the Austrians had advanced within artillery range

The first shot fired by the Bavarian gunners (rolled a 6) hit Austrian gunners.

The Bavarians failed their morale test (rolled a 1) and they routed

A nearby infantry brigade had to test, failed (rolled a 2) and also routed

Without artillery that Austrian corps would find it difficult to continue to attack

 

To recover the situation they ordered their cavalry to charge the enemy guns

This is always risky, particularly if the guns have their own cavalry support

The Bavarian gunners hit the charging cavalry (rolled a 4)

The cavalry failed their morale and halted disordered

The Bavarian cavalry charged and caused more casualties

The Austrian cavalry failed their morale test (rolled 3) and also routed

The Austrian corps now had no cavalry or artillery, and only three infantry brigades

 

The Austrian attack moved to the opposite flank

They had a 6 pdr gun, which cannot hit enemy artillery at long range

So once more their cavalry was sent to removed the enemy gunners

They received fire at short range (rolled 5) and had to test their morale

They rolled 1, and routed without any help from the Bavarian cavalry

 

Meanwhile the other two Austrian corps artillery were firing on the enemy gunners

Counter battery fire requires a roll of 6 for a hit, 5 or 6 for 12 pdr guns

The Bavarian 12 pdr battery in the centre rolled 5, which was a hit

The Austrian gunners tested their morale (rolled 1) and routed

 

At the start of move 6 the game was half way through

The Austrians had lost two artillery batteries and two cavalry brigades

It was clearly impossible to continue to attack

It was bad enough that the aggressors had lost the first battle of the campaign

Worse still their cavalry and artillery would start all future games with 10% casualties

 

It is really important to accept setbacks in a wargame, particularly dice

Otherwise what is the point of Wargaming?

However this defeat would, in effect, end the whole campaign phase

 

We solved the problem by accepting that Jan had won the wargame

But we would ignore the rest and refight the wargame for the campaign

The battle report above is the result of that refight

The Austrians won, as they needed to do

 

However we both felt very guilty “cheating” the campaign!

4 comments:

  1. Thistlebarrow,

    I really enjoyed the longer, more detailed report on your 1813 Campaign blog.

    I can see how the result could have stopped your campaign in its tracks … but sometimes things do go wrong, and I think that you made the right decision. Perhaps the French might recover and give the Austrians a bloody nose, especially if the latter overstretch themselves during the next couple of turns.

    Good luck with your new campaign.

    Bob

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    Replies
    1. Hi Bob

      Nice to hear from you again, I hope you are feeling a little better.

      As you know, all of my campaign phases are designed the same. They rely on the attackers winning at least two of the three opening battles, and the defenders retreating to provide another three battles. A total defeat for the attackers would be similar to Napoleon being decisively defeat by the Prussians at Ligny. It would have been the end of the campaign and there would not have been a battle at Waterloo. Despite the logic of my decision, it still felt wrong to ignore the outcome of the first game.

      best regards

      Paul

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  2. Thistlebarrow -
    It is hard to accept an unexpected outcome that compromises the integrity of the narrative imagined - and equally hard, for other reasons, to set aside that outcome. Over the years, I have concluded that it is better to accept the result, and see where that leads, even if it means altering for the nonce the parameters of the campaign.

    For an example, in my First Blacklands (Balkans) War, the Battle of Stalacz ended with the 52,000-strong Turcowaz II Army's victory against 71,000 Bejelan-Chervenian (Serbian-Romanian) combined army that threw the whole war into a completely unforeseen narrative path. By the end of the second week of the war, two of the Allied invading armies had been completely repulsed (for the time being), and Turcowaz was able to carry the fight into the territories of a third.

    I'm glad it did. It made for a much more interesting and eventful story. The overall result was far from my expectation at the beginning of the whole thing! As I intended to run a second Blacklands war (based on the Balkans wars) I am faced with the question:
    (a) Run a 'one-and-a-halfth' Blacklands War and hope THIS time it goes 'per book'?
    (b) Run the second Blacklands war with the belligerents cognate with those of the Second Balkans, with the Rhum-Baba (Romanians) coming in on against Chervenia (Bulgaria).
    This second war would not look much like the Second Balkans, but ... that might be well and good!

    Mind you: it is nice to see the Austrians handing out a few licks of their own!
    Cheers,
    Ion

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    Replies
    1. Hi AP

      I think it depends on the purpose of the campaign. If you are recreating a historical campaign, or creating a one off campaign, then it is important to accept the outcome of each battle/wargame. In fact a serious setback early in the campaign may well make it more interesting.

      However my 1813 campaign was created to provide us with a never ending series of interesting battles to wargame. Each phase of the campaign is to take a regional city, and in doing so provide (usually) six battles to wargame. It is important that the attackers gain an initial victory, otherwise they would have to abandon the whole campaign phase.

      It sounds like your Blacklands (Balkans) War is not designed just to provide battles to wargame. With such a campaign the work required to produce maps and orders of battle is not wasted if the campaign comes to an untimely end - you can always refight it which would provide an new set of objectives.

      The important thing is that the campaign provides a setting for each of the battles, and a strategic as well as a tactical objective. Having fought campaign wargames for many years I could never go back to "one off" wargames.

      regards

      Paul

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