Sunday, 29 September 2024

Back to Spain

Campaign Map

Our next campaign will be set in southern Spain. The Fifth French Army Group, who are deployed in the military district of Hellin have been tasked to invade the adjoining district of Jean, which is held by the Spanish Army.

There have been considerable changes in both the campaign map, and the deployment of the French army at the start of the campaign.

The new campaign map covers a wider area than the previous maps. It is now five tables wide by three tables deep. The three on the left are Jean district and the two on the right Hellin district. Each square represents one 2x2 foot scenic square on the wargames table.

Typical Spanish Corps

This photo shows a typical Spanish corps. There are four infantry brigades, one cavalry brigade and one corps artillery. There are nine such corps in the campaign, organised in armies of three corps each, however three of them have no cavalry brigade.

When I planned my Spanish army, back in 2000, I did so with a completely different order of battle in mind. There were to be 8 infantry units of 36 figures, 2 cavalry units of 8 figures and 4 guns. This would leave them with less cavalry than all other armies. This was deliberate, as I wanted the Spanish to be weaker in cavalry than the French or even British. It seemed sensible at the time, but has since proved a serious problem as I rewrote the orders of battle to suit different campaigns.

My current Spanish order of battle has three armies of three corps each. Two corps have four infantry, one cavalry and corps artillery. One corps has four infantry and corps artillery only – no cavalry brigade. The Spanish also have 15 militia brigades, one each for each of the 15 cities and towns in the campaign. This was meant to make up for the lack of Spanish cavalry.

Getting the balance right between Spanish and French has been an ongoing problem. The Spanish were weaker in cavalry, but also less efficient infantry and artillery. Their guns were 12 pounder, with longer range than the French 9 pounder. But their crews were C class, against the French B class. Half of their regular infantry were C class, against one quarter of the French infantry.

I wanted to redress the balance in this campaign, and have done so by making their gunners B class. I justify this by an impression gained over the years that the Spanish artillery was better than either their cavalry or infantry. Two guns in each army are 12 pounders, one 6 pounder. The heavier guns have an advantage over the French artillery, but the 6 pounder is at a distinct disadvantage as its range is shorter.

Because there are more towns there are also more militia brigades. When the French occupy a town, its garrison become a guerrilla brigade. They must operate within the nine squares surrounding their town, but they are still a serious threat to French lines of supply.

Typical French Corps

There are nine French corps, each consisting of four infantry brigades, one cavalry and corps artillery. However this field army also has to provide one infantry brigade for each town under French control, and this includes the six towns in Hellin district. So even before the campaign starts six infantry brigades have been detached. In addition one cavalry brigade from each of the three French armies are detached to patrol the lines of supply. Each army now has the same number of cavalry available as the Spanish armies. It also means that in each battle one of the three corps on each side does not have any cavalry. This adds a new tactical problem to both players.

If the French manage to take the first three towns in Jean district they will have to detach three more infantry brigades before they can advance to fight second three battles, which usually decide the winner

The French get weaker and weaker as they pursue the retreating Spanish. This should make the two armies more even, though with the heavy reliance on dice it may take some time to confirm whether this is the case or not.

Sunday, 22 September 2024

End of Halle Campaign

1 August 1813 – Halle Campaign - Day 7

French halt at river Saale
4 French army – resupply at Mansfield
5 French army – rally and resupply at Eisleben
6 French army – rally and resupply at Querfurt

Russian hold Konnern, Halle and Luena and win the campaign
1 Russian army – resupply at Konnern
2 Russian army - resupply at Halle
3 Russian army – rally and resupply at Luena

Battles fought during the Halle campaign


The French won four of the six battles fought.
However the Russians still held the city of Halle

The French won the first three battles at Mansfeld, Eisleben and Querfurt.
The Russians won the next two at Konnern and Halle
The French won the final battle at Luena, but  had to retreat
With Konnern and Halle in Russian hands, Luena was too isolated to hold

Despite winning four of the six battles, the French were unable to take Halle
This was the campaign objective and to win they had to take and hold the city
The Russians held Konnern, Halle and Leuna and won the campaign.
Battles fought in Erfurt Region

This was the fourth phase to be fought in central Germany since the sixth campaign began in June 2020. The French won two and the Russians also won two. There have been 23 battles to wargame, the French have won 15 and the Russians 8.

Comments

This campaign was fought during July and August, what we consider high summer here in Spain. Temperatures are usually 34-39c, and outside activity greatly reduced. We try to complete any outside work by 0900 each day, and after that follow the Spanish tradition and try to keep out of the sun.

Our annual family visit is also in August. Our son and his family of five visit us for three weeks. They pretty well take over the house but over the 18 years they have been spending their holiday with us we have developed a well tried routine.

Now that the children are 18, 14 and 10 they are no longer banned from the wargames room. Unfortunately, like their dad, they have no interest at all in Wargaming. But our daily routine includes an hour or two of Wargaming, during which they keep clear of the wargames room (which includes the fridge containing their supply of ice cream and ice lollies).

Given the above I think we have done quite well to complete six wargames in the six weeks it took to complete the campaign. One game a week is our norm, and we managed to maintain that average even during the three hectic weeks of their visit.

Sunday, 15 September 2024

Halle Campaign – Day Six


Campaign Map

French attack Luena
4 French army – regroup and resupply at Mansfield
5 French army – retreat to Eisleben
6 French army – attack Luena

Russian hold Luena and regroup at Halle
1 Russian army – regroup and resupply at Konnern
2 Russian army – rally and regroup at Halle
3 Russian army – defend Luena

Battle of Luena – Move 4

The Russian army occupied a very strong defensive position behind the river Saale. The river could only be crossed by bridge, and only the two western ones were available to the French. It would take a considerable time for 18th (left) or 17th corps (centre) to cross. 16th corps (right) had no obstacle on the right bank of the river. The Russian army was not allowed to advance towards the river as it would be impossible for the French to cross if either bridge was within artillery range of the enemy.

On the left the village was the first objective. It took five moves, almost half of the game, for 18th corps to cross the river. They had to attack the village without waiting for artillery preparation. The Russians withdrew to avoid their artillery, but counter attacked as soon as the French entered the village. The fight for the village was between two elite brigades, and was fought during the last two rounds of the game. The French won and took the village.

The hill in the centre was the second objective. This would be an infantry battle, as cavalry cannot fight on hills and artillery can only fire on targets lining the front of the hill. Despite support from both 16th and 18th corps, 17th corps was unable to take the hill. They also took five moves to cross the bridge and had only two moves to attack and take the hill. The Russian infantry withdrew to the rear of the hill, which further delayed the attack. The hills was still in dispute at the end of move 12.

The bridge on the right was the third objective. The winner would have to hold both ends to secure it. The French CinC took command of the artillery of 17th and 18th corps and advanced down the left bank of the river. The rest of 16th corps were on the right bank. The Russians outnumbered the French on the right bank, so the French artillery would have to force them to retreat. They did so, and the French took and held the bridge.

The French were the clear winners.
The French lost 4 infantry and 1 cavalry (1710 casualties)
The Russians lost 5 infantry, 1 cavalry and 1 artillery (2200 casualties)

Comments

Defended river crossings are very difficult in a wargame, just as they are in real life.

If there are a limited number of crossing points, and the defenders can position their artillery close to each one, it is pretty well impossible for the attacker. He must cross the river in a long single file. If his leading brigade is forced to retire, this will disrupt the rest of the corps behind them.

There are only two alternatives. Either the attackers start the game on the defenders side of the river, or the defenders are not allowed to position their artillery within range of their side of the crossing points. I have tried both options, and I think the former results in a better wargame. However it does rob the defender of a major advantage.

The crossing of the river takes much longer than it would do in real life. In my campaign each operational day is 12 hours or 12 wargame moves. This is normally long enough for the attacker to advance within artillery range, fire his guns for 2 to 4 moves and still have sufficient time to fight the infantry battle. But if it takes 4 moves to cross the river he must attempt an attack with insufficient artillery or cavalry preparation.

I, as the French attacker, was lucky in this game. I did not suffer any setback due to Russian cavalry or artillery, which often happens. So I was able to reach the objective and carry out an infantry assault. This worked on both flanks, and would have done so on the hill in the centre if I had another two moves. I managed to take half of the hill, and outnumbered the Jan, the Russian defender, on the other half.

An interesting and enjoyable game. But it did feel unfair and artificial that the Russian artillery were not allowed to deploy within range of the two bridges.

Sunday, 8 September 2024

Halle Campaign – Day Five



Campaign Map

French attack Halle
4 French army – rally and resupply at Mansfeld
5 French army – attack Halle
6 French army – rally and resupply at Querfurt

Russian hold Konnern and defend Halle
1 Russian army – rally and resupply at Konnern
2 Russian army – defend Halle
3 Russian army – rally and resupply at Luena

Battle of Halle – Move 4

The Russians started the battle deployed on the three campaign objectives
The town on the left, the woods in the centre and the farm on the right
The French arrived the top of the table at the start of move 1

Once more the French CinC concentrated the artillery of two corps, supported by one infantry brigade. This was deployed to the left of the main road between the woods and the hill.

Both 13th and 15th French corps were delayed by having to cross a hill. It was harder for 15th corps on the left, the Russian cavalry and artillery were within artillery and cavalry charge distance from the bottom of the hill.

This delay caused major problems for the French, as did concentrating their artillery. The two corps without their own artillery had to rely on the CinC, who could only support one corps at a time.

The Russians still held all three objectives at the end of the game, and were the clear winners.

Comments

Jan, the Russian player, countered the massed French artillery by deploying her artillery well forward, and keeping her infantry out of artillery range. She also attacked the French artillery with her cavalry as soon as it came within charge range. Maximum artillery range is 12”, the same as cavalry charge range.

To counter this the French cavalry had to engage, and hopefully defeat , the Russian cavalry before they could endanger the French artillery. Two of the Russian cavalry brigades were cuirassiers, and only one cossack. The French had one cuirassier, one dragoon and one hussar brigade. So the cavalry were evenly matched.

The cavalry brigade which declares a charge gets plus one on the combat dice for “impact”. This is only during the first round of melee, but it does give the defender a brief, but significant, advantage. The attacker has to move his cavalry within charge move of the defending cavalry.

Our move sequence is decided by drawing a poker chip. There is one for each commander and when drawn his corps moves. The attacking player attempts to move his cavalry within charge move of the enemy cavalry after they have had their move. He must then hope that his chip is drawn first next move, so that he can declare the charge. I am usually the attacking player, and more often than not the defender chip is drawn first and I have to accept the charge.

The cavalry combat sequence is as follows

Attacker declares charge and moves forward 6”
Defender test morale to counter charge
First round of melee is fought, attacker gains plus 1 for impact
During defenders turn his cavalry are rallied and fight a second round
This continues until one side lose their morale and withdraw.

So a cavalry combat is a very uncertain affair. Particularly as it is decided by one D6, plus or minus for combat factors such as type of troops, casualties, commander and supports within 4”. The dice is thrown by the side with the higher combat factor

1 or 2 Winner suffers 10% casualties, both are disordered
3 or 4 Both suffer 10% casualties and both are disordered
5 or 6 Loser suffers 10% casualties, both are disordered

Any brigade with casualties must then test morale, again one D6 plus or minus morale factors, similar to combat factors

1 rout 12” directly away from winner, all brigades within 4” must also test morale
2 retreat 12” away from winner, shaken and must rally to return
3 retreat 12” away from winner, disordered and rally automatically next turn
4 remain in place but disordered, will rally automatically next turn
5 or 6 pass morale test

You will see from the above that even with better cavalry than the enemy, it is still a very risky option to move within charge range and hope to be able to charge first next move.

In this game, as in so many, the attacking cavalry lost the melee and left the advancing infantry and artillery at the mercy of the enemy cavalry.

Sunday, 1 September 2024

Summer Project – New Maps



Map of Europe

It gets very hot here in Spain in July and August, and we have to close down our weekly walking group until the cooler weather arrives in September. We also have to switch to our summer routine, which means avoiding any unnecessary outdoor activity after 0900 each day. Consequently we have to find more indoor activity to avoid what can be a very boring period. So each year I look for a new project, preferably on the computer, to pass the long hot hours. This year it is to update my wargame campaign maps.

In July 2021 I did a major project to replace our campaign maps from one based on real maps showing countries and regions to maps based on fictional military regions and districts. The new maps were based on a Road Atlas of Europe, so that cities and towns would be more or less where they are and in relation to each other. Each square on the new map would be a campaign phase, a wargames table or a wargames scenic square, depending on the scale and area covered.

On this map each square is a military region, which is also the area covered by a campaign phase. Note that Brunswick region is in the centre of northern Germany.

Map of Germany

I tried to use the previous maps to locate scenic features such as rivers, mountains and forests.   Terrain features were not shown on the road map, nor were 1813 national borders.   When I was making the original maps these were difficult to place, and even more so with the new fictional maps.

The principle of the fictional military region and district maps was to make it easy to select an area for each campaign phase, and also to show terrain fetures.    In this respect it worked very well. It was also easier to transfer battles from the campaign map to the wargames table. But the location of rivers and mountains became more difficult and required a lot of compromise.

To overcome this problem I have decided to start with the wargames table and work back to the maps. I wanted each campaign phase to have hills, rivers and woods, but not too many of either.

This map shows the three areas of Germany, namely north, central and southern. The nine military regions are shown, and also the nine districts in each region. Brunswick is the centre top region. Each square on this map is a 6x6 foot wargames table.

Brunswick Region

Previously regional maps tried to show all hills, woods and rivers as they would appear on a modern map of the area. This proved difficult to translate to the campaign map. So I have redesigned them.

They now show the nine districts in the region, and the town indicating whether they are walled or not. For example the city of Brunswick is open, but the city of Magdeburg is walled. They also show major rivers, wooded areas and hilly areas. Two types of road are also shown. Major roads connecting the city of each region is red. Towns within a region are connected by yellow roads. Minor roads are not shown. Each square on this map is also a 6x6 foot wargames table.


Campaign map


These are also new and the one shown is not complete. It covers a larger area than the earlier campaign maps. Previously the area covered would have been from Brunswick to Magdeburg. The new maps will show all of Brunswick region. This is to allow the possibility of larger campaigns to include all nine districts of the region being attacked.

When completed this map will show the same terrain shown on the regional map. It will also show minor roads, villages and farms plus minor woods and high ground.

Each square on this map is a 2x2 foot scenic square on the wargames table.

This is not a major change to the campaign maps, it is rather the standardisation of detail on all maps from Europe to the campaign map showing the area of conflict.