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.

2 comments:

  1. Thistlebarrow,

    Somehow I missed this recent blog posting when it was uploaded … and it was interesting to see the Russian manage to fight off the French and to win the battle.

    The explanation of the cavalry combat sequence was very informative and was a great example of a simple and effective game mechanism.

    All the best,

    Bob

    ReplyDelete
    Replies
    1. Hi Bob

      Thanks for the comment

      I must admit that I am very pleased with our wargame rules. They are based on the Two Fat Lardies "Le Feu Sacre" rules. I started using them before we came to Spain, which was 18 years ago. As often happens with commercial rules I started to add "house rules", which soon changed the original beyond recognition. I have frequently amended them as my campaign developed, but have always retained the original framework. Our experience is a strong vote for experienced wargamers to write their own rules and thus provide exactly the type of game that they enjoy. And it is so much easier to adjust "house rules" as your preferences, or perhaps prejudices, change.

      best regards

      Paul

      Delete

I have set the settings for comments to come to me before posting so that I will not miss any