Campaign Map
French attack Querfurt
4 French army – rally and resupply
5 French army – occupy Eisleben
6 French army – attack Querfurt
Russian retreat to Halle
1 Russian army – rally and resupply
2 Russian army – retreat to Halle
3 Russian army – defend Querfurt
Battle of Querfurt – Move 2
6th French Army arrive at the start of move 1. 16th French corps on the right advance towards the hill, 17th Polish corps in the centre towards the wood in the centre and 18th Vistula corps advance over the hill on the left. Poniatowski has taken command of the cavalry brigades of 16th and 17th corps.
The Russians occupy a strong defensive position. On the left their cavalry and artillery are poised to attack as soon as the 18th corps come down from the hill. The Poles have to march across the hill and descent to the right to avoid this.
The centre is also difficult to attack. Russian infantry hold both the farm and the woods, and have the remainder of 8th corps between the two strong points. The Polish corps cannot risk an attack until they can weaken the Russian defenders
On the right 16th French corps send their infantry to attack the hill, their artillery and the reserve cavalry will prevent the Russians in the centre from delaying this advance. However when they reach the hill the Russian infantry put up a strong resistance. After two rounds of firefight neither side have inflicted any casualties. On move 11 the French roll 2 sixes and 1 five, inflicting three casualties on the Russian infantry. Two brigades rout, but the arrival of the Russian grenadier brigade halt any further advance. At nightfall there are four French and two Russian brigades still exchanging fire.
At the start of move 10 the Russians in the woods in the centre withdraw having received 10% casualties from French gunners. French infantry enter the woods, but receive similar casualties from Russian artillery. Russian infantry counter attack, but lose the firefight and rout into their reserves. On move 12 the French secure the woods.
It is move 10 before the Vistula corps is finally in position to attack the farm on the left. Their artillery force the garrison to withdraw, the their infantry follow up. The Russian infantry counter attack, but lose the melee and retreat shaken. Russian cavalry charge the French guns, but are routed with 10% casualties. The French secure the farm.
Mainly due to good French dice, and poor Russian ones, the game is decided in the last two moves. It is a clear French victory, but one mostly due to luck.
Comments
This was a very enjoyable wargame in which either side could easily have won. The French would not commit to an attack without first weakening the Russian defenders. However all early attempts to do so failed.
It was typical that it took three rounds to decide the fire fight on the hill on the left. The French infantry were better quality musket and skirmish, but failed to cause any casualties for two moves. The Russians were poor quality conscripts, and out of six dice rolled failed to achieve one six which was required for a hit. However on the third round the French rolled two sixes and one five, all causing casualties.
It can be very frustrating when your opponent rolls a six at the critical point of the game, causing casualties. And even more so when you roll a one or two for morale. But it does result in a clear and decisive outcome, which we both like. Fortunately the good and bad luck are usually fairly evenly spread between the two armies.
Thistlebarrow,
ReplyDeleteI really liked the detailed battle report on your 1813 Campaign blog. The French certainly didn’t have it all their own way until the climax of the battle and Russian resistance collapsed.
All the best,
Bob
Hi Bob
DeleteGlad that you enjoyed the battle report.
I think the morale rules are the best part of our wargame rules.
They would not suit everyone, but we like the very fast, and very decisive, outcome
Over the years I have used many different commercial wargame rules
They have gone from very simple, to very complicated and time consuming.
I have enjoyed all at the time, but also only until I mastered them
Then I usually became unsatisfied with one or more elements
The big advantage of writing your own is that they cater for your own prejudices!
regards
Paul
Thistlebarrow -
ReplyDeleteSo long as 'luck' (the Goddess Hexahedra at her most capricious) doesn't play too big a role in our war games, the odd low probability outcome I think just makes the whole thing more interesting - especially in a 'campaign' context. As usual, you game set-up looks attractive - I'm starting to get ideas...
Cheers,
Ion
Hi Ion
DeleteHow true. This is why I always say that these rules are suitable for us, but will not suit many wargamers. In 50 odd years of wargaming I have gone from simple "fun" games to overly complicated "scientific" games. I remember reading in Wargamers Newsletter that one set (possibly WRG Napoleonic Rules) had such complicates lists that they cancelled each other out. Not sure that is true, but it struck a chord with me having spent large parts of each game running through long lists of plus and minus for every combat and morale. I have always preferred "fun" wargame rules, but I still insist on a short list of plus and minus to adjust the single 1D6 throw. Interesting that a roll of 1 or 6 can still upset the best laid plans. Frustrating, but for us, a critical part of our enjoyment of the game
regards
Paul