Sunday 21 July 2024

Review of Santander Campaign

 

Battles fought during the Santander campaign phase 

The campaign covered the period 19 to 25 July 1813, and took seven weeks to complete.   It was set in northern Spain and provided six battles to wargame.  Campaigns set in Spain include guerrilla activity, and this has proved one of the most difficult things to get right.   It also included a new method of deciding who won the game, namely three game objectives set in the middle of the wargames table.

Getting the balance right in Spain has always been difficult.    In northern Spain it is British v French, and in southern Spain Spanish v French.   Historically Wellington always outfought his French opponent in battle.   He often had to retreat, even when he had won a significant battle.   This was caused by the strategic situation in Spain, where the French greatly outnumbered the British army.  

Regional map of Europe

The regions shown in this map are my fictional military regions, which has no historical basis.  The map is designed to divide Europe into five campaign areas, each of which has 27 military regions, each of which is a campaign phase.  

The whole campaign is designed to provide wargames in which both sides have an equal chance of winning.   The campaign has now produced 92 campaign phases and 482 battles to wargame.   Every single battle has achieved the major campaign objective that both sides should have an equal chance of winning.

This has proved particularly difficult to achieve in northern Spain.    It is generally accepted that Wellington was the best commander in Spain, and his army superior to his French opponents.   Certainly he won most, if not all, of the battles he fought.   He often had to retreat either before or after a battle, but that was due to strategic rather than tactical reasons.   Throughout the Peninsular War the French outnumbered Wellington’s army.   Whilst Napoleon would accept large numbers of casualties, Wellington has to avoid a major disaster at all costs.

Throughout the 14 years we have been running this campaign, getting the balance right in Spain, and particularly in the north, has proved one of the most difficult problems.  

Our latest solution is to allow the British element of Wellington’s army to be better troops than the French.   However each corps has three British and one Portuguese infantry brigades.    The Portuguese are graded as low quality troops.   This is unfair from a historical point of view, but necessary from a wargame one.

Wellington has two British armies and one Spanish.   The Spanish are generally low quality troops, though each of the four corps has one average infantry brigade.   On the wargames table this means that on the wargames table Wellington has to protect his Spanish army, as he also had to do at Talavera.

Another major factor in our Spanish campaigns is the guerrilla bands.   In our campaign each of the 12 cities and towns has a garrison of one Spanish infantry brigade.   When the town is taken by the French that brigade becomes a guerrilla band.   The more towns they capture, the more guerrilla bands attacking their lines of supply.   The outcome of such combats is decided by rolling one D6.   The guerrillas need a roll of 6 to take the convoy.   In this campaign, for the first time, they were particularly lucky and caused critical problems for the French.   In fact largely due to their success the French had to retreat just as they were about to capture the campaign objective of Santander.

The second big change in this campaign was creating three game objectives to determine the winner of the game.   These were villages, farms, hills or woods.  One was situated on each of the three middle terrain squares.   The defender usually occupied them at the start of the game.   The attacker has 12 moves to take at least two of the three.   This has prevented the defender from slowly retreating throughout the game, forcing the attacker to deploy to attack only to find the defender out of range.   It has worked very well in this campaign, and I have high hopes of it in the future.

Sunday 14 July 2024

Santander Campaign – Day Seven

 


Campaign Map
 
French forced to retreat to river Ebro due to lack of supplies
Siege of Soncillo abandoned

10 French army – retreat to Laredo to resupply
11 French army – defend river Ebro
12 French army – retreat to river Ebro

1 British army – rally and hold Santander
2 British army – hold Medina
3 British army – raise siege of Soncillo

Guerrillas
All brigades stood down to rally, regroup and resupply

Comments

The French won the wargame of the battle of Santander, by taking two of the three game objectives. However Wellington still holds the city of Santander and the villa on the main road east of the city. To take the city would require a second day of fighting, this time to take the villa and then the city.

10th French army group was reduced to one days supplies per corps when they started the battle of Santander. By nightfall they were out of supply. The campaign rules state that any corps out of supply must immediately retreat to its nearest supply base. Each corps would also lose 10% of one corps for each day they were out of supply. Soult therefore had to order an immediate retreat to Laredo.

This left 11th French army group (in the centre) with an exposed flank, and open to attack from both 1st and 2nd British army groups. They were also down to two days supplies for each corps and the supply situation was becoming critical. Soult ordered them to retreat to the river Ebro, but to hold the west bank of the river.

In the south 12th French army group had laid siege to Soncillo for two days, and the garrison was running short of supplies. Wellington had ordered 3rd British army group to prepare to attack and raise the siege. He now ordered that attack, in the knowledge that the French would not dare to risk a battle with the other two French army groups already in retreat. Soult ordered them to also withdraw to the river Ebro and hold the west bank of the river.

This is the first time that guerrilla activity has had such a dramatic effect on either of the campaigns in Spain. There are nine active bands in this campaign. They have a maximum of 3 days supplies, so they can attack a convoy once every three days. In a campaign which normally lasts 6 days, this means each one can attack twice.

When they do so the outcome is decided by rolling 1D6. They need to roll six to capture the supplies and rout the convoy escort. This means the immediate loss of those supplies. On the next day the same number of supplies are received at the main depot, in this campaign that is San Sebastian. They then have to be moved to the army group concerned.

Each corps has a maximum of four days supplies, but these are reduced when they are moving or fighting. It is not unusual for a corps to be reduced to one or two day’s supplies at the end of a battle. If they capture a town, they also capture the supplies held there. This is usually sufficient to keep them going in the latter stages of a campaign. However in this case they failed to do so, and suffered the consequence.

I am quite pleased that this campaign has shown that with more than average luck the guerrilla can have a decisive effect on the outcome. I would not want it to happen too often, but the chances of rolling so many sixes are pretty slim.

Sunday 7 July 2024

Santander Campaign – Day Six


Campaign Map

Day 2 siege of Soncillo
Battle of Santander
British occupy Medina

10 French army – attack Santander
11 French army – rally and regroup
12 French army – siege of Soncillo

1 British army – defend Santander
2 British army – occupy Medina
3 British army – hold Soncillo

Guerrillas
13 brigade – attack convoy, capture 9 days supplies, escort routed
14 brigade – attack convoy, routed with 10% casualties
16 brigade - attack convoy, fail, retreat no casualties
21 brigade – attack convoy, routed with 10% casualties

Battle of Santander – End of Move 2

Once more the French have to cross the river Ebro, this time to reach the city of Santiago which is the campaign objective. The British army hold a position just in front of the city, which consists of woods on the left and right and a villa in the centre. All three are game objectives, and the winner will hold at least two of the three.

The French send their cavalry, supported by artillery and infantry, to secure three bridgeheads. British cavalry move forward to threaten them, but do not attack.

The French move forward, with the first attack against the Spanish held woods on the left. The Spanish fight hard, and gain an early advantage, but are eventually driven from the woods. They attempt a counter attack, but it is quickly repulsed.

2nd British corps holds the villa in the centre. They are never in any danger of losing the villa, not even when the Spanish rout on their right.

1st British corps holds the woods on the right, the woods itself held by the Guards brigade. The French attack is supported by artillery from 29th corps. The British are forced to withdraw, leaving the guards in the woods. With artillery fire from both corps they eventually withdraw. However as soon as the French enter the woods the British guards counter attack. After a close fought melee the French finally take the woods.

With two of the three game objectives securely held by the French they have won the game.

French have lost 5 infantry and 2 cavalry casualties (2200 men)
British have lost 6 infantry and 2 cavalry casualties (2600 men)
Spanish have lost 2 infantry and 1 cavalry casualties (900 men)

Comments

10th French Army Group have suffered extreme loss of supplies due to Spanish guerrilla activity. At the start of Day Six their three corps are down to just two days supplies each. Marshal Soult has a difficult decision to make. He can attack Santander and hope to end the campaign with a great victory. Or he can order 10th Group to retreat to Sarautz, where there are nine days supplies have just arrived from San Sebastian. He orders 10th Group to attack Santander. At the end of the day they will have just one days supplies. But the supplies from San Sebastian will arrive the following day

Whilst he is attacking Santander the supply convoy from Sarautz to Laredo, with nine days supplies, is attacked by 13th guerrilla brigade. The escort is routed with 10% casualties and the supplies are captured.

The French have clearly won the first day of battle. However the British hold the approach to Santander and the city itself. A second day of battle is required to determine who will hold the city, and thus win the campaign.

Sunday 30 June 2024

Santander Campaign – Day Five

 

Campaign Map

Day 1 siege of Soncillo
Battle of Medina

10 French army – rally and regroup at Laredo
11 French army – attack Medina
12 French army – lay siege to Soncillo

1 British army – rally and regroup at Santander
2 British army – defend Medina
3 British army – siege of Soncillo

Guerrilla
20 brigade – attack convoy, fail, routed with 10% casualties
15 brigade – attack convoy, fail, retreat no casualties
18 brigade – attack convoy, fail, retreat no casualties
Battle of Medina – End of Move 10

Both armies start the battle with campaign casualties. This makes them vulnerable to morale tests, so they must avoid unnecessary casualties. This applies particularly to the French, who have to attack.

On the right the British cavalry charge the French as they cross the river. The French cavalry lose the melee and rout back over the bridge, taking the gunners and one infantry brigade wit h them. Without cavalry and artillery it is impossible to continue to attack. By the time they have rallied, and returned to the corps, it is too late to initiate an attack

In the centre the Westphalian corps has no cavalry support. Their cavalry brigade has been used to replace campaign casualties for the French and Italian brigades. The British cavalry take full advantage of this, and pin the Westphalians to the river bank.

On the left the Italian corps press home their attack on the Spanish held farm. The Spanish put up an unexpected determined defence, and almost win a critical melee. However eventually the Spanish break and rout. General Hill makes repeated attempts to rally them, but is unable to do so

The French have taken one objective, but the British hold the other two
The British have won this battle

French have lost 5 infantry casualties (2000 men)
British have lost 1 infantry casualty (400 men)
Spanish have lost 3 infantry and 1 artillery casualties (1300 men)

Comments

This game has highlighted the difference between a campaign game, and a “one off” wargame. In a campaign it is really important to conserve your troops. High casualties in one battle to achieve a victory will often result in comprehensive defeat in the next.

Both armies started this game with moderate campaign casualties. By this I mean that about half of the brigades have 10% casualties. This meant that their combat ability and morale was reduced by a factor of 1 on all combat or morale tests. With the use of just 1D6 to determine the outcome, that can be significant.

This is a particular problem for the attacking player. He usually has to accept some artillery and skirmish casualties as he moves into contact with the defender. When a brigade suffers casualties they have to test their morale. If they rout, all brigades within 4” also have to test. There is a real danger that just one casualties can cause two or three brigades to rout.

This is why I (as attacking player) had to play such a cautious game. I had to protect my advancing infantry from enemy cavalry and artillery fire. In one of my three corps I did not have any cavalry, but the defender did. In another I lost the initial cavalry melee and my routed brigade took my gunners with them!

With these dice driven rules you come to dream a roll of one, and are overjoyed when a six lands. And they do keep you on your toes. Even when you have achieved an initial success you can always be cheated by a particularly low roll during the final melee combat.

We like them, but appreciate that not everyone will

Sunday 23 June 2024

Santander Campaign – Day Four

Campaign Map

French attack Soncillo
French occupy Laredo
British retreat to Santander

10 French army – occupy Laredo
11 French army – rally and regroup at Ramales
12 French army – attack Soncillo

1 British army – retreat to Santander
2 British army – rally and regroup at Medina
3 British army – defend Soncillo

Guerrillas
13 brigade – return to village
14 brigade – return to village
16 brigade – return to village
17 brigade – capture convoy and 6 days supplies
19 brigade – attack convoy but routed with 10% casualties

Battle of Soncillo – End of Move 2


The French had to cross the river Ebro to reach the walled town of Soncillo.
Crossing a defended river line is one of the most difficult military tasks.
Fortunately the allied army were deployed near the town and out of artillery range of the river.

The French managed to cross the river, behind a cavalry screen
They quickly drove back 6th British corps in the centre and occupied the hill
It took longer to drive the Spanish out of the farm on the left, but they did just before nightfall

5th British corps fought hard to hold the woods. At nightfall they held the top right hand corner, but had lost three quarters of the woods.

The French occupied two of the three game objectives and won the battle

French have lost 4 infantry and 1 cavalry casualties (1700 men)
British have lost 9 infantry and 1 cavalry casualties (3700 men)
Spanish have lost 2 infantry and 1 cavalry casualties (900 men)

Comments

The table consists of 3x3 two foot scenic squares. The top three have Soncillo flanked by two woods the centre three have the game objectives of farm, hill and woods. The bottom three have the river Ebro, with one bridge in each of the three squares. The river can only be crossed by one of those three bridges.



Third British Army occupies the three centre squares. If they deploy as far forward as they are usually allowed their guns would be within range of the three bridges, as would their cavalry. This would make it impossible for the French to cross.

I decided that the British and Spanish would deploy on and around the three game objectives. They would therefore be out of both artillery range and cavalry range of the three bridges. This worked well, though 24th French corps cavalry did suffer casualties from the British artillery in the woods. Fortunately they passed their morale test and continued to screen their infantry and cavalry as they crossed the river.

The river caused a delay in the French advance, and would have caused serious problems if any of the French brigades had routed during the early stages. Fortunately this did not happen.

The game worked well, though the large woods on the right did cause a problem. Normally the four sections are too close to allow artillery to deploy and move around. I made an exception for this game. The problem was that the four sections became four individual strong points. So the French had to regroup to attack each section. This took so long that they only managed to take three of the four sections. By holding one quarter the British held the whole objective.

It’s interesting that despite the 477 battles we have fought as wargames since this campaign started in 2009, we still learn something new from almost every game.

Sunday 16 June 2024

Infantry Rules for Army Level Wargames


Typical Army Level Wargame

I don’t get nearly as many comments on this blog as I would like, but a recent one from Archduke Piccolo caused me to reconsider one element of our current wargame rules.   The blog commented on was about hills in wargames, but the comment was about skirmishers in different levels of wargame.   For example how to represent them on the table at brigade level, division level, corps level and army level wargames.

My own wargames are currently army level, with three corps per side.   The above photo will illustrate what I mean.   All games are a maximum of 12 moves, to coordinate with the campaign 12 hour day.  I have written the rules to allow for fast and fun games, but also I want to reward historical tactics.  I also want to achieve a clear winner within this relatively short number of moves.   And most important I want a large element of luck, because my wife is my regular opponent and having gamed together for more than 50 years we can anticipate what each other will do in almost any wargame situation.

The campaign includes all of the major Napoleonic armies, and many of the minor ones.  I wanted to give an element of national strengths and weakness, for example the British were well known for their effective volley fire and the Russians for their stubborn fighting style.   Equally important I wanted to avoid making any one brigade too powerful, for example British Riflemen or French Imperial Guard.   I wanted to ensure that whilst elite formations had an advantage; it was not so great that they would always win.   And at the same time historical poor performers, such as the Spanish, should also have a chance to win.  

To this end I created an order of battle which gave infantry brigade’s three combat abilities.    These are skirmish, firefight and melee.   Each brigade is graded A, B or C in each of these functions.  


A British rifle brigade would be class A skirmishers, B class melee and C class firefight.  

A French guard brigade would be C class skirmishers, A class melee and B class firefight. 

A Spanish line brigade would be C class skirmishers, B class melee and C class firefight.

Each corps has four brigades, and most have at least one class A brigade in one of the three combat types.  The exception is the Spanish, who are lucky to have more than one B class.   They always have to rely on a good defensive position, such as a village, woods or hill.

This allows the player to decide which brigade is most suitable for which task.   And even more important which brigade is weak, and must not be exposed too much.

The distance of a brigade from the enemy will determine what type of combat takes place.   If 2 to 4” it will be a skirmish combat.   0 to 2” will be musket volley.   Base contact will be melee.   A rifle brigade would pick skirmish combat; a British line brigade would prefer musket and a Spanish brigade would have to try for melee.

However it is not always possible to ensure the type of combat you want.  The move sequence is determined by drawing a poker chip from a bag, each corps has a chip.   Your rifle brigade may halt at 3”, but if the Spanish chip is before them in the next round, the Spanish brigade can charge into contact and decide the outcome by hand to hand combat.   The brigade which charges into contact gets a plus one for impact, which gives them a slight advantage.

It all sounds complicated, but it’s really quite simple and fast flowing.  The element of luck, in the form of the 1D6 and drawing a chip for who goes first, is what makes the whole game so unpredictable and enjoyable.  

I suspect that for most wargamers our reliance on the dice would be unacceptable.   I went through many different types of rules over the 54 years I have been Wargaming.   All tried to reward historical tactics.    The early ones were very simple, and then came very complicated followed by moderate complexity.   All were enjoyable, at least to start with, but lost their appeal through frequent play when the shortcomings became obvious.   Most, if not all, did not have a time limit on the wargame.   This resulted in very long games with the complicated rules, which were often abandoned due to loss of interest.

We are very happy with our current rules.   Having written them myself, and only having to keep both of us happy, I can change them at will.   So when the failings become obvious I can just tweek the rules to overcome the problem.   Will not work for everyone, but works well for us.

Sunday 9 June 2024

Santander Campaign – Day Three


Campaign Map

French attack Laredo
French occupy Ramales
10 French army – attack Laredo
11 French army – occupy Ramales
12 French army – rally and regroup at Villacayo

British retreat to Medina
1 British army – defend Laredo
2 British army – retreat to Medina
3 British army – rally and regroup at Soncillo

Guerrillas
14 brigade – abandon Ramales
16 brigade – capture convoy outside Sarautz
18 brigade – return to village
20 brigade – return to village
21 brigade – return to village

Battle of Laredo - Move 12

By day three the Wellington has had time to redeploy his army, and in particular deploy his First Army in a strong position in front of the port town of Laredo. 1st British corps hold the woods either side of the main coastal road leading to the town. 2nd British corps hold the village in the centre, 7th Spanish corps hold the extensive woods on the left of the allied position.

30th Polish corps attack the Spanish held woods. Their cavalry charge the Spanish guns, but fail to take them and retreat shaken. However their infantry take the woods section by section and hold the entire woods by nightfall

29th French corps attack the village in the centre. Their cavalry lose the opening melee rout and take the nearby gunners with them. Neither take any further part in the battle. So the French infantry have to attack the village without either cavalry or artillery support. They finally take it just before nightfall, and their light brigade beat off a determined British counter attack despite receiving 30% casualties.

28th Young Guard corps are given the most important task, the woods protecting the road to Laredo. It is held by the elite 1st British corps and fighting continues throughout the day. For most of that time the British hold the left half, and the French the right half. But in the last two hours of the battle the French finally take the left half

Having taken all three game objectives, the French have won the battle.

French lost 4 infantry. 4 cavalry and 1 artillery casualties (2100 men)
British lost 12 infantry and 1 cavalry casualties (4900 men)
Spanish lost 7 infantry and 1 cavalry casualties (2900 men)

Comments

This was a well balanced wargame in which the French had the advantage of slightly better quality troops, but the Allies had a strong defensive position. Even the poor quality Spanish corps were able to hold their own for most of the battle holding the large expanse of woods.

The French cavalry performed badly and the Polish lancers took their routed early in the game. They managed to rally and return, but lost a second melee in the closing moves of the game. In doing so they unmasked the Polish gunners, who were then routed by the British cavalry. The nearest infantry brigade failed their morale as a result and joined the rout.

The British infantry lost 12 and the Spanish 7, against 4 French infantry. But the French cavalry lost 4 to 1 British and 1 Spanish. In subsequent battles the French would miss their cavalry losses more than the British their infantry casualties

And interesting wargame, in which the dice once more played a leading role. It was surprising how often the winners of a melee would roll a 6, and the losers roll a 1 when testing their morale as a result of casualties received.

I am very pleased with how the new rules are working out. It can be very annoying to roll a 1 at the wrong time, particularly if it results in nearby brigades also rolling low to test their morale. But it adds to a fast moving and very unpredictable game. And so far the good, and the bad, dice have been pretty even over the 12 moves of a game.