Sunday, 30 June 2024

Santander Campaign – Day Five

 

Campaign Map

Day 1 siege of Soncillo
Battle of Medina

10 French army – rally and regroup at Laredo
11 French army – attack Medina
12 French army – lay siege to Soncillo

1 British army – rally and regroup at Santander
2 British army – defend Medina
3 British army – siege of Soncillo

Guerrilla
20 brigade – attack convoy, fail, routed with 10% casualties
15 brigade – attack convoy, fail, retreat no casualties
18 brigade – attack convoy, fail, retreat no casualties
Battle of Medina – End of Move 10

Both armies start the battle with campaign casualties. This makes them vulnerable to morale tests, so they must avoid unnecessary casualties. This applies particularly to the French, who have to attack.

On the right the British cavalry charge the French as they cross the river. The French cavalry lose the melee and rout back over the bridge, taking the gunners and one infantry brigade wit h them. Without cavalry and artillery it is impossible to continue to attack. By the time they have rallied, and returned to the corps, it is too late to initiate an attack

In the centre the Westphalian corps has no cavalry support. Their cavalry brigade has been used to replace campaign casualties for the French and Italian brigades. The British cavalry take full advantage of this, and pin the Westphalians to the river bank.

On the left the Italian corps press home their attack on the Spanish held farm. The Spanish put up an unexpected determined defence, and almost win a critical melee. However eventually the Spanish break and rout. General Hill makes repeated attempts to rally them, but is unable to do so

The French have taken one objective, but the British hold the other two
The British have won this battle

French have lost 5 infantry casualties (2000 men)
British have lost 1 infantry casualty (400 men)
Spanish have lost 3 infantry and 1 artillery casualties (1300 men)

Comments

This game has highlighted the difference between a campaign game, and a “one off” wargame. In a campaign it is really important to conserve your troops. High casualties in one battle to achieve a victory will often result in comprehensive defeat in the next.

Both armies started this game with moderate campaign casualties. By this I mean that about half of the brigades have 10% casualties. This meant that their combat ability and morale was reduced by a factor of 1 on all combat or morale tests. With the use of just 1D6 to determine the outcome, that can be significant.

This is a particular problem for the attacking player. He usually has to accept some artillery and skirmish casualties as he moves into contact with the defender. When a brigade suffers casualties they have to test their morale. If they rout, all brigades within 4” also have to test. There is a real danger that just one casualties can cause two or three brigades to rout.

This is why I (as attacking player) had to play such a cautious game. I had to protect my advancing infantry from enemy cavalry and artillery fire. In one of my three corps I did not have any cavalry, but the defender did. In another I lost the initial cavalry melee and my routed brigade took my gunners with them!

With these dice driven rules you come to dream a roll of one, and are overjoyed when a six lands. And they do keep you on your toes. Even when you have achieved an initial success you can always be cheated by a particularly low roll during the final melee combat.

We like them, but appreciate that not everyone will

4 comments:

  1. Thistlebarrow,

    I think that the rules seem to produce very reasonable and realistic results. The problem with 'one-off' battles is - as you write - that the players do not have to worry about minimising casualties, which is a very unrealistic situation ... unless - of course - your player is representing a general who was profligate with armies and unconcerned by casualty levels. (I am sure that we could produce a list of that sort of general without too much trouble!)

    I do find reading your fuller battle reports on your 1813 Campaign Diary blog very useful as I can follow in more detail the events you describe on this blog.

    All the best,

    Bob

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    Replies
    1. Hi Bob

      In the past I have graded each general Excellent, Average and Poor. Excellent would add plus 1 to morale tests for alll troops within 4", Poor would deduct 1. It does not make a critical difference, but does reward Napoleon or Wellington, whilst punishing pretty well all Spanish commanders.

      I am pleased that you enjoy the full battle reports on the Diary blog. Over the years I have changed the format of battle reports quite a lot. Before I started the campaign I used to write quite comprehensive ones. But having to write a different one every week I find it much easier to stick to a simple format. I take a photo every other move, and briefly describe what each corps is doing on reach one. Hopefully this allows anyone interested to follow the progress of the game, without getting bogged down in too much detail.

      regards

      Paul

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    2. Your reports are very interesting, I particularly enjoy the relationship between the campaign battles and the continued evolution of the rules.

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    3. Hi Martin

      Thanks for your comment

      I think the reason we have managed to keep the campaign going for so long, is because we constantly review and amend the wargame rules. We also update the campaign rules, but not near ly as often. The only major campaign update was to redo the maps a few years ago.

      It is the wargame experience that drives the campaign, and like most wargamers we become dissatisfied with some game outcomes. The big advantage that we have is that they we have written the rules, and we can change them at will. And as long as we are both happy with the results all is well

      regards

      Paul

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