Sunday 21 July 2019

Salzwedel Campaign – Day 3


Campaign Map on 24 September 1813

2nd Prussian corps is unable to fight a second day
So Blucher orders them, and the reserve corps, to retreat to Salzwedel
This leaves 3rd corps very exposed at Kleinau
They must hold Kleinau for one more day to allow the rest of the army to disengage


Napoleon has won two battles in two days
But the 1st corps has taken heavy casualties
He orders them to occupy Kuhfelde
3rd corps will rally, resupply and reorganise

To maintain the pressure on Blucher, 13th corps will attack Kleinau
Battle of Kleinau
After a lengthy artillery exchange neither side has suffered any casualties
The Polish infantry attack, covered by their lancer brigade
Prussian cavalry charge and rout the lancers, but lose morale and pursue
The Polish infantry press home their attack and rout a brigade in square
Unable to redeploy to counter attack the Prussians retreat
Without their cavalry the Poles are unable to pursue
The town garrison manage to remove all supplies before they also retreat

Campaign Notes
In our wargame rules both sides do not move at the same time
Poker chips are used in multi corps games to determine sequence of play
With one corps per side a dice is used to determine who moves first each turn

At critical parts of the game who moves first can make a huge difference
It can enable a threatened brigade to retreat before the enemy can attack them
Or advancing infantry can close with the enemy before their artillery can fire on them

This game lasted eight moves, representing eight campaign hours.   The first four moves were the Polish corps arriving on the table.  Who moves first during this period does not make any difference, unless the enemy cavalry try to delay the deployment and have to be engaged with the attacking cavalry.

The next four moves usually covers attackers deployment and pre attack artillery fire.   Sequence of movement is not usually important during this phase, again unless cavalry engagements take place.   Throughout this period the defending artillery will usually fire, and the attacking artillery for the latter part.

The final four moves deal with the hand to hand fighting, and here who moves first is critical, particularly for the attacker.   This is when he must move into close artillery range, skirmish range and possibly musket range.   If he receives too many casualties he may not be able to complete his attack.

In this particular game the critical phase came on moves 7 and 8.  This is because it is a one corps per side game, and neither side can absorb casualties.

At the end of move 6 the Prussians had received one artillery hit on their infantry.  It was their elite brigade, and they could easily survive light casualties.   The Poles has received no casualties.   The Poles advanced their cavalry into charge range to protect the infantry who were about to advance.

Move 7 - Prussians move first.  

Their artillery missed their main target but managed to hit the reserve infantry brigade.   The infantry made their morale, but were disordered and could not move this move.  

The cavalry charged the lancers.  They received plus 1 for impact and won the melee.   The lancers routed with 20% casualties, the Prussians lost 10% casualties and were disordered.   The Prussians failed their morale and pursued the lancers, causing another 10% casualties.  

It is looking bleak for the Poles.  They are about to attack with three infantry brigades, protected by their lancer brigade.  However they have lost the cavalry and one of the brigades is disordered and cannot advance.   Fortunately the Prussian cavalry are in wild pursuit and will have to return within command range of their corps commander to rally.  This cannot happen for at least three moves.

Two Polish infantry brigades advance to attack the Prussian line

Move 8 – Poles move first

Artillery fire but inflict no casualties

The disordered reserve brigade is rallied, and three brigades advance against the extreme left of the Prussian position, which is protected by an infantry square.

Leading infantry column charge a Prussian square.   The square is broken and routs with 20% casualties.   Nearby gunners pass morale test for rout.

With three Polish infantry brigades moving against the exposed flank the Prussian commander orders a general retreat.  

Comment

The Prussians still have three full strength infantry brigades, all of their gunners and only 10% casualties on their cavalry.   But they are all in the wrong place.   If they do not retreat the three Polish infantry brigades will attack their gunners next move and then the infantry to their right.

Because the Poles moves first the Prussians were unable to redeploy to meet the attack.   Had they moved first they could have deployed their square into line, this should stop at least one column, possibly two.   They could have moved their artillery to fire on the Polish supports and bring their second infantry brigade to threaten the flank of the Polish columns.

However because they moved second they were able to limber and retreat their artillery, plus the supporting infantry.   The infantry withdrawing from the woods could also move towards the town.  The disordered cavalry could move within command range and will be formed at the start of the next move.

It is all a little complicated to explain, but I hope you can see what a huge difference it can make to move first at a critical stage of the game.

2 comments:

  1. Fascinating stuff Paul! May I ask how sequence of play works in the campaign game? It seems the Prussians have been quite passive up until now, but I don't know if they have actually has an opportunity yet to take a swing at the French.

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  2. Hi Yuri

    Thanks for your comments

    Glad that you are enjoying the campaign.

    I play both sides in the campaign. Jan enjoys the wargaming, but does not have the patience for the campaign!

    At the start of the campaign I deploy the defenders on the map first, and then the attackers. The campaign objective always determines which side will start as the attacker.

    The attacker will always have the advantage as he can attack at the weakest part of the defence. Providing he wins the first battle the defender will find it difficult to regain the initiative.

    However as the defender retreats he gains the advantage of shorter supply lines, and can try to use a garrison to bolster his defence. On the other hand the attacker soon runs out of supplies, and his long supply line becomes a serious problem. He always has to stop and reorganise his supply depots.

    This gives the defender the opportunity to strike back. If he wins, the attacker has to retreat and may well lose his forward supply bases and supplies.

    But it all depends on who wins which battle. As a rule of thumb it is usually three or four days into the campaign before the defender can regain the initiative. And, of course, if they lose that battle the retreat begins again.

    regards

    Paul

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