Start of wargame
Another strong defensive position for the Russians
The French advance is constricted by the farm, pass and woods
And the area directly in front of the Russian army is very exposed.
The French start with 10% casualties on 8 brigades
This includes all three of their cavalry and artillery brigades
There are also three infantry brigades absent on garrison duty
The Russians start with 10% casualties on 10 brigades
All three cavalry brigades have casualties, but none of the artillery
One infantry and one cavalry brigade is missing due to casualties
End of wargame
The Russian gunners routed two artillery and one cavalry batteries
Despite this the French pressed home their attack and won the day
This was largely due to intense infantry skirmish and melee fighting
Almost all of the Russian infantry were C class skirmishers
In addition they lost one point when deployed in buildings or woods
This is because only one quarter of the brigade could skirmish on each edge
Almost all of the French infantry were B class skirmishers
When attacking woods or buildings they needed 5 or 6 with 1D6
Both armies started the battle with considerable casualties
This meant that they were likely to fail a morale test for further casualties
This in turn meant that supporting brigades (within 4”) often failed their morale test.
Comments
In all of these test games I have deployed the defending Russian army in front of the town which is the objective of the battle.
This was to test the various combat rules in a relatively open battle.
However it does mean that even if the attackers win, they will not reach the town before nightfall.
The obvious answer would be to fight a second day for each battle.
However this would not allow sufficient time for both armies to rally their routed and shaken brigades.
Nor would they be able to concentrate their surplus casualties in one brigade.
This allows brigades with 20% or 30% to replace all but 10% of their casualties.
This results in one, or more, brigades taking on all of the surplus casualties and being removed from the game.
Where there are infantry, cavalry and artillery casualties it can result in one of each brigade being affected.
During this game I resolved this problem by creating a siege. However this was not fought as a game, but became a paper exercise.
The number of supplies held in the town at the end of the game would determine how many days the siege would last.
I will give some thought to deploying the defending army either side of the town.
This would mean that the town would be in the front line, and each game would be a combined siege/battle.
I think it might make the defenders too powerful, because attacks on the town could only be done from one side, giving the defenders a big advantage.
Normally the attackers must attack at least two sides at once, and thus reduce the defence factor of the garrison.
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