Start of wargame
Much more open battlefield, though both sides have obstacles and strong points
This type of terrain is not much of an advantage to either side
Russians are on the right, French on the left.
Both armies start the game without casualties
All three French corps have orders to advance, but the main attack will be in the centre
The French CinC starts the game without any brigades under command
But he is well placed centre rear to take control, or add support, as required.
The Russian flanks are secure, but the centre is thinly spread
The CinC has not taken brigades from the flanks to strengthen the centre
End of wargame
The heaviest fighting has been in the north, and both sides have suffered heavy casualties
At nightfall the French have taken the village and routed 2nd Russian corps
Fighting still continues at nightfall; however the French have the advantage
The Russians have counter attacked in the south, but the fighting is undecided
They still hold the woods, but the French hold the fortified farm
At the end of 12 moves the French have lost 5 infantry, 5 cavalry and 5 gunners
They also have four brigades in rout
The Russians have lost 15 infantry, 5 cavalry and 1 gunner
They have eight brigades in rout
The Russians are still fighting, and they still hold the town
So they can claim a victory
But it is hard to see how they can continue to hold once the French have regrouped
This was a much faster flowing wargame, and we are both enjoying the new rules
The Russian artillery are better than the French (plus 1) and battered the French gunners
They require 5 or 6 for a hit, and managed to rout all three French corps artillery
They have the advantage that they fire first, as the French advance and unlimber
And they managed to throw very good dice at this critical time
The French gunners managed to throw particularly poor dice, which did not help
Cavalry melee are similar to our previous rules.
Unless they roll a one or a six, both sides suffer 10% casualties
Brigades are shaken or routed quite easily, but they also rally more often
Infantry combat are much more interesting
They can skirmish, volley fire or melee
We both check carefully how good each brigade is at each type of combat
The Russians are poor at skirmish, but average at volley or melee
The French are much better at skirmish, and tend to hold back to use this advantage
An infantry brigade can move a maximum of 6” each move
Skirmish range is 4” and volley range 2”
They can advance half a move and skirmish or volley, providing they are in range
The advantage lay with the Russians for most of this game
However in the last three moves it moved to the French
This was enough to break the Russians in the north
But not in the centre or south, where they continued to fight at nightfall
After three games we are both finding how best to use the new rules
We draw a poker chip to decide the sequence of movement for each corps
And whilst learning the rules we both discuss options for the corps moving
This helps us both to consider how best to use each corps
It also helps us both to learn the new rules
For the first time it felt like a proper wargame, rather than a rule learning process.
This sounds great. I'll look forward to seeing the finished set.
ReplyDeleteHi Martin
ReplyDeleteso far so good, it is working out much better than I expected.
regards
Paul