Campaign Map on 29 September 1813
Both armies are battered from days of fighting.
Napoleon is pleased with his
progress so far. He has driven the
Prussians back to the area around Salzwedel.
That city, and the town of Kladen, are both under siege. He now needs a couple of days to regroup,
fine tune his supply chain and replace his battle casualties. Then a final push will take Salzwedel and end
the campaign.
Blucher is well aware that time is
not on his side. Unless he can disrupt
French plans he will lose the campaign.
He has only one slight advantage, and that is 1st corps who
are in better shape than 3rd French corps after their recent victory
at Schenga.
Battle of Dahre – Move 5
The town is held by 16 French
brigade. 3rd corps are south
of the town reorganising after their defeat at Schenga. Napoleon is not expecting an attack. It will take four hours for 3rd
corps to concentrate and “march to the sound of the guns”.
The garrison held against close
range artillery fire and an attack by two Prussian brigades for six moves. Before they could be reinforced the finally
broke, with 50% casualties. The
supporting brigades were just outside the town, and had to test morale for the
rout. They failed and were shaken.
Both sides suffered heavy
casualties, but the Prussians managed to keep one brigade in the town at
nightfall and claimed a victory.
Campaign Notes
We do not have a lot of town
fighting in our games, despite the fact that most battles are for possession of
a town. I achieve this by a rule that to
forage there must be no enemy in an adjacent map square. This results in the supporting corps
deploying between the town and the enemy.
So battles are fought in front, rather than in, the built up area.
However this battle requires the
garrison to hold for at least five moves before they can be reinforced.
Each town has two equal sections,
built on a felt square. A garrison must
be one infantry brigade, but to hold the town requires two brigades – one in
each square. If there is only one
brigade they can choose to hold one square, or deploy in both. If they do so they lose 1 on their combat
dice to defend the town.
It requires at least two brigades
to attack a town to have a chance of success.
It is possible with one if the garrison has casualties, or is very poor
quality troops. But very risky. Each brigade can attack one side of the
town, so it can be difficult to attack more than one if the town has
support. However if one brigade is
split between two town sections it is easier for two brigades to attack at
once.
1st Prussian corps were
able to approach the town without any opposition. By move four their artillery were deployed
within short range of the town. However
they required 9 or more with 2D6 and failed.
The photograph shows the situation
at the end of move 5. Two Prussian
brigades are attacking from the left.
Four French brigades are approaching from the right, but are still one
move away. Both Prussian brigades have
fired (see smoke) and required 5 or 6 for a hit with 1D6. Both have failed.
The Prussians move first for move
6. They must decide whether to continue
musket and artillery fire on the garrison, or to charge and melee. The French will enter the town during their
move, and unless the garrison is routed will be able to replace them. However the garrison has not had any
casualties, but both of the attacking brigades have 10% casualties each. Hand to hand town fighting is very costly
and very unpredictable. The Prussians
charge, but fail to break the garrison and enter the town. Each brigade suffer a further 10%
casualties, but pass their morale test.
The French move second for move
6. The garrison has suffered 20%
casualties during the first round of melee, but have also passed their morale
test. The supporting French infantry
have reached the base of the town, but not yet entered.
The French move first for move
7. The melee continues and the garrison
suffer another 30% casualties and rout.
The two supporting brigade must test their morale for this rout, they
fail and are shaken. They must rally
before they can enter the town.
The Prussians move second for move
7. They win the melee, but one brigade
has lost 30% casualties and the other 20% casualties. If they enter the town they will come within
short range artillery fire. If they
receive more casualties they will almost certainly rout. Both brigades withdraw to allow their
artillery to fire and to replace them with fresher infantry.
The French move second for move
7. The routed garrison flees from the
town. The two shaken brigades test their
morale. One fails and joins the rout,
the other is still shaken.
The French move first for move
8. They have two brigades with only 10%
casualties. One is shaken, the other
enters the town. The shaken brigade
fails its morale test and routs. The
other has to test morale for the rout, fails and is shaken.
The Prussians move second for move
8. All of their brigades have 20%
casualties or more, except for one with 10% casualties. That brigade is sent into the unoccupied town
section.
The French commander orders a
retreat
The Prussians have won, but it
could very easily have gone either way.
Paul,
ReplyDeleteWhen I read this, I thought that the Prussian gamble might have won them a temporary victory, but that Napoleon's reaction could well be fast and furious ... and could lead to a decisive French victory and the near destruction of the Prussian army.
I await the next battle report with considerable interest.
All the best,
Bob
Hi Bob
ReplyDeleteThanks for your comment
The beauty of the campaign, and the rules, is that nothing is ever a foregone conclusion. Wargames are never too one sided. Even when one side has an advantage, usually due to previous campaign casualties, they are always only marginal. And they can always be reversed with just one good, or particularly bad, dice throw.
This applies particularly to the smaller games, ie one corps per side. At this stage of the campaign just one rout can easily spread through the corps and end the game. Especially if it is the attacking side that suffers the early setback.
In multi corps games it is not so decisive. Quite often the attacker will lose one flank, but win the other. This often results in him inflicting more casualties. But he can still lose if he fails to take the town.
The games are much more complex than they appear at first sight. Even Jan and I are often surprised when the tide can turn in the space of just one move. This can be caused not just by the dice throw, but also by the luck of who moves first.
This has been a particularly interesting campaign for us. Because we are on our summer routine we game much more often than we do during the longer walking season. This means we really look forward to the next day's play to see how a critical game will pan out.
best regards
Paul