Sunday, 17 May 2020

Halle Campaign – Day 8


Campaign Map on 9 November 1813

With the loss of his left flank Davout is faced with a serious decision

2nd and 14th corps are in retreat and out of supply
It will take at least two days to rally and resupply them


5th corps have three days’ supply, 6th corps only two days
If they attack Radegast and lose, he may lose his whole army
Even if they win he may still have to retreat to save 2nd and 14th corps

He orders them to attack.
Last move of battle of Radegast

The Russians hold a very strong defensive position
Throughout the morning it looks like they will win the battle
The French keep out of artillery range to deploy
Only when they are ready do both corps advance to attack

The French cuirassiers charge and rout a Russian heavy brigade
The nearby Cossack brigade have to test morale for the rout
They already have 10% casualties, they fail their morale and also rout
General Wittgenstein has taken personal command of the Russian cavalry
With both brigades in rout he is swept away with them

The French cuirassiers fail the test to react to the rout
They have to charge the nearest enemy
This is a Russian artillery brigade which is moving to resposition
They are unable to fight, break and join the rout

The Russians have lost their commander, all of their cavalry and half their guns
Without central command both corps commanders order an immediate retreat


Campaign Notes   
This was probably the most important battle of the campaign.

The Russians had retreated to the northern edge of the map
Any further retreat would result in them losing the campaign
They are not allowed to move off the map and then move on again

Both armies have divided their army in two halves, one either side of the river
The Russians have won on the left, but are too weak to pursue
Both armies are low on supplies, and have considerable casualties
So everything will depend on this final battle.

As often happens, it opens with a cavalry melee
We draw counters to decide corps sequence
The French come up first
Their cuirassier brigade charge a Russian heavy cavalry brigade
Because they charge they get a plus 1 on the melee chart
They roll 2D6 and get 10
The Russians rout with 20% casualties, the French are disordered with none

There is a Cossack brigade within supporting distance
Because of the rout they must test their morale
They roll 3, but minus for poor quality, 10% casualties and a nearby rout
They fail their morale and also rout

The French cuirassier must test their morale to see how they will react
They lose the test, which means they are now out of control
They roll again to see what they will do
They roll 5, which means that they will charge the nearest enemy unit
This happens to be Russian artillery, who are limbered and moving
In that formation they cannot fight, and automatically rout with 20% casualties

The Russian CinC had taken command of both cavalry brigades
Because they were now both in rout, he was swept away in the shambles

The Russian army have lost their CinC, both cavalry brigades and half their artillery
Without any central command each corps commander must decide what to do
Each roll 1D6.   1,2 or 3 they will rout.   4,5 or 6 they will continue to fight.
One rolls 1, the other 3.   Both rout.

It is always annoying when a run of bad dice ruins a perfectly well balanced game
It is particularly so when the outcome of the game will decide the campaign.
However it has always been our policy that we will always accept the dice

I am not sure whether this is a good policy, it can often ruin a perfectly good game
But without the element of luck the game is pointless
And you sometimes have to accept really bad dice with good grace.

2 comments:

  1. Pail,

    This sounds like the sort of catastrophic morale collapse that a commander dreads ... whilst his opponent will be more than happy with the result!

    As far as I can see, the dice might not have been in favour of the Russians this time, but the results were not unrealistic or unreasonable.

    All the best,

    Bob

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  2. Hi Bob

    Thanks for your comment

    Morale often plays a major role in the later battles of a campaign phase
    Because brigades keep 10% of campaign casualties, morale gets more brittle as the campaign battles add up. Just one extra casualty, and the resulting morale test, can then have a knock on effect on nearby brigades.

    I would much rather not win a game just by the luck of the dice, there is not much satisfaction in that. But this uncertainity does add an extra dimension to games fought later in a campaign phase.

    best regards

    Paul

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