5 September 1813 – Nordhausen Campaign - Day 4
French retreat to Ebelben
4 French army – defend Weiringerode
5 French army – regroup at Nordhausen
6 French army – retreat to Heldrunger
Russian attack Weiringerode
1 Russian army – attack Weiringerode
2 Russian army – regroup at Sangerhausen
3 Russian army – occupy Heldrungen
Battle of Weiringerode – table at the end of move 2
First Russian army is commanded by General Wittenstein
French – 12 infantry brigades, 3 cavalry brigade, 3 corps artillery
Russian – 12 infantry brigades, 3 cavalry brigade, 3 corps artillery
French – 6 infantry and 2 cavalry casualties (2600 men)
Russian – 6 infantry and 2 cavalry casualties (2600 men)
The battle started with the French army in and around Weiringerode
The Russian army would arrive on the table at the start of move 1
The French would be allowed to move at the start of move 1
The three game objectives were in the centre of the Table
The hill on the left, the woods in the centre and the hill on the right
On the right 10th French corps reached and occupied the hill before the Russians could arrive.
The Russian artillery were deployed to the right of the hill, supported by cavalry and artillery.]
This made it very difficult for 1st Russian corps to attack the hill.
Both sides committed three infantry brigades to the fight for the hill
The Russians won the melee, but the hill was taken by the French reserve
The centre was the best of the three for the Russians to attack
The woods itself would be an infantry melee, but the area to the right was open
11th French corps deployed their artillery and cavalry, plus one infantry brigade
Wittgenstein took command of half the infantry from 2nd corps, plus the artillery
Whilst the remainder of the infantry took the woods, he pushed the centre back
He then turned right and took the hill on the right
The left was very similar to the right, and again decided by the infantry
Once more the French won the melee, and possession of the hill
Both sides took a battering, but the French had the last reserve and won
Comments
The deployment for this battle reverted to the earlier style, with one army of table
However the defender was not in possession of the objectives at the start of the game
The layout of the table meant that the French reached the three objectives first
They took advantage to deploy their cavalry and artillery to protect the flanks of the objectives
Their artillery also dominated the open space between the objectives.
This meant that, once again, the infantry would decide the outcome.
This is the fourth game of the campaign, and the first with casualties at the start
Both sides had six infantry and two cavalry casualties, which sounds very even.
However the Russians had two cossack brigades, both C class and already inferior
So the French had a considerable advantage in cavalry.
The elite Russian infantry, grenadiers and jagers, had less casualties than the French elite
The actual brigade with casualties would dictate the whole battle for the Russian army
They had to attack, and could not afford casualties during the approach
If one brigade failed morale and routed it was quite likely they would take more with them
The Russians were able to use their artillery and cavalry to more effect, because they were mobile
The French artillery and cavalry were deployed to hold open areas, but could not react so easily
So the Russians were able to force the French artillery and cavalry to withdraw slowly
This did not win the game, but it went a long way to not losing it for the French.
It is quite difficult to explain how important just one casualty can make to the whole game.
The attacker has to put everything into the first attack, and just one bad dice can spell disaster.
I was quite surprised that this game went the full 12 moves, and the winner only decided at the end. When both armies have existing casualties just one casualty to enemy artillery fire can make all the difference. In this game both players took great care to protect their weak brigades.
I would not be surprised if some of my readers wonder how we can fight games week after week which look so similar in the photographs. Given the size of the table, and the scenery available, it goes without saying that at first glance will look similar. But the composition of the two armies, particularly at this stage, is critical And the roll of the dice even more so.
Once again an enjoyable game, which to be honest they all seem to be.


Thistlebarrow,
ReplyDeleteI recently watched a YouTube video by Big Lee (it’s entitled ‘Minarure Adventures’) about the use of reserves in wargames. Basically, Big Lee argued that for too few wargamers retained a reserve in their battles and that this was unrealistic. He is right - of course - and yet if one wants to fight realistic wargames, you should have a reserve that you can use at that vital point during a tabletop battle when matters are in the balance.
Your recent battle reinforces that point, and serves as a great example of the significant role that can be played by a reserve.
All the best,
Bob
Hi Bob
DeleteI must check out that YouTube.
In the past I have always found that using a reserve in a wargame was a waste of troops, who could be much more usefully employed "at the front". In my game I am really making use of the Commander in Chief as a fourth corps commander. He can either createa a "fourth corps" from elements of the other three before the game starts, or he can take immediate command of any brigade(s) on the table, providing he is within 4" of them. In the former case he is really just a fourth corps commander, but he has the option of moving across the corps boundries of the other three. In fact he is best placed between the two corps who are expected to carry out the main attack. He is close enough to both to switch support to the one who needs it most. In the latter case he can take command of half a corps, when the whole corps is too widespread for the corps commander to control. On the battlefield this would be carried out by a senior ADC. As you know my campaign games have three objectives, and the winner is the one who controls at least two at the end of the game. Often one of the three will not be suitable for all three arms, for example artillery and cavalry are not much use taking a hill. In that case the CinC can combine their artillery with artillery from another corps to form a grand battery.
As with everything else I do, it is a bit of a botch or compromise, but it does give a vital role to the CinC. All too often in the past my Wellington or Napoleon figure just looked good on the table, now they can have a real influence in the wargame.
regards
Paul