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.
Pail,
ReplyDeleteThis 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
Hi Bob
ReplyDeleteThanks 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