Campaign Map
Main French depot at Hellin – 48 days supplies
French attack Alcaudete
Guerrilla brigades active
13th French army – rally and resupply at Ubeda
14th French army – occupy Jodar
15th French army – attack Alcaudete
1st Spanish army – rally and resupply at Linares
2nd Spanish army – retreat to Jean
3rd Spanish army - defend Alcaudete
9 guerrilla brigade – attack convoy to Elche – capture 3 supplies – escort lose10%casualties
Battle of Alcaudete – End of Move 6
French have 3 infantry and 1 cavalry battle casualties
Spanish have 7 infantry battle casualties
The French must weaken at least one of the three Spanish corps before they can launch an attack with any hope of success. This is usually done by the artillery, but can also be achieved by the cavalry. However one of the two French cavalry brigades have casualties, both Spanish brigades are full strength.
The Spanish start the game deployed on the three game objectives. The winner must hold at least two of them at the game.
The Spanish artillery have two 12 pounder and one 6 pounder guns. The French have one 12 pounder and two 9 pounder guns. The 12 pounders have longer range than the 9 pounders and the 6 pounder the shortest range.
The French artillery must move into effective range before they can unlimber and open fire. This means that the Spanish guns will always fire first, possible more than once. To achieve a hit on gunners requires a roll of 6, using 1D6.
Move 4 the Westphalian artillery receive a hit, fail their morale and retreat shaken.
The Spanish dragoons charge the French artillery, receive 10% casualties and rout.
Move 5 French artillery receive a hit, fail their morale and rout. The nearest infantry brigade has to test their morale because of the rout, fail and also rout. The Westphalian gunners fail their morale for being shaken, and now rout
Move 6 both French and Westphalian gunners, and the infantry brigade, fail their morale test and rout a further full move.
Just half way through the game the French have lost two of their three corps artillery. Worse still the gunners fail their morale and continue to rout for two moves. Even if they rally on move 7, it will be too late when they return to their guns to take any effective part in the campaign.
With only two casualties (200 men) the French commander has no choice but to halt the attack, and prepare to retreat. The Spanish are now so much stronger that they are quite likely to take the offensive and attack.
Comments
A very striking example of the weakness of rules which rely on 1D6 for combat and morale. The Spanish artillery rolled two 6s on their first two rounds fired. The French gunners rolled 1-3 in six morale tests.
Using 1D6 results in a fast moving and decisive wargame. Normally it works well, with both sides having their share of good and bad luck. When things do go wrong, as in this game, it is tempting to ignore the dice roll and roll again. But we never do. I was the French player in this game, and must confess to a short outburst at my bad luck. But you have to take the bad with the good. And the Spanish are overdue a win.
Hoping for better dice in the next game.