Campaign Map
French retreat from Avila
French attack Talavera
Guerrilla attack Valdemoro and two convoys
1st British army regroup and resupply at Avila
2nd British army attacked at Talavera
3rd British army resupply at Torrecilla
10th French army retreat to Villacastin
11th French army attack Talavera
12th French army regroup and resupply at San Martin
12th guerrilla attack Valdemoro, garrison lose 10% casualties
13th guerrilla capture convoy from Mostoles to Maqueda, escort lose 10% casualties
15th guerrilla capture convoy from Valdemoro to Carranque, no casualties to escort
Battle of Talavera
Talavera is Wellington’s main base and the French campaign objective.
8th Spanish corps are the city garrison, with two British corps in support
4th British corps is deployed either side of the river Tagus, on the left
3rd British corps is behind the walled farm on the right
Both the British and French armies start the battle with considerable casualties
All brigades in 4th British corps have 10% casualties
The French will arrive on the table at the start of move one
End of battle
On the left the Italian corps have routed the light division on the left of the river
However they are unable to take Wellington’s reserve between the bridge and the city
In the centre the Westphalian corps have taken half of the city
The Spanish still hold the other half, but are heavily outnumbered
On the right the French corps have broken 3rd British corps
The British are in retreat, and the French are moving left to support the Westphalians
Wellington orders a general retreat – the French have won the battle.
Comment
Once more the French have won the game, but run out of time to take the city
This has been a recurring theme in recent battles.
Each game last 12 moves, which are equal to 12 campaign hours – one campaign day
Each wargame is a campaign battle, and must run to the same time frame.
Both campaign and wargame runes are designed to meet this vital requirement.
A battle always starts with one map square between the two armies
This transfers to the table as one wargame square of 24”
An infantry column moves 6” each move, taking four moves to cross a square
The attacking army normally takes 4 moves to advance and deploy within artillery range
In the next 4 moves they must weaken the defence in order to gain an advantage
They can do this by gunner casualties by their own artillery or cavalry
Or they can defeat the enemy cavalry and force their infantry to form square
The attacking infantry then have a reasonable chance of making a successful attack
However this only allows 4 moves for the critical infantry hand to hand fighting
In a town (two built up sections) this is difficult if the defenders have a reserve
In a city (four built up sections) it is pretty well impossible, even without a reserve
I have tried different tactics to allow the attackers more time for the melee
Whatever tactics are used it will always take the attacker 4 moves to reach the defenders
It will also take 4 moves to take the town and allow for a counter attack
This leaves only 4 moves to weaken the defenders before the attack
Both armies start the campaign with equal numbers of cavalry, artillery and infantry
The attacker will always have to advance into long, and then short, artillery range
So they will always suffer more casualties than the defenders during that 4 move period
To have any chance of winning, they must either weaken the defenders or roll GREAT dice
The whole campaign concept is to allow both players an equal chance of winning
Given experienced players that will always rely to a large extent on the luck of the dice
But it should also reward good tactics and punish poor tactics
In our games that is usually a minor lack of attention rather than a major mistake
For example failing to keep supports in supporting range, which is 4”
Or failing to keep the corps commander close to a brigade in danger, again 4”
Each will only be a minus 1 on the morale dice throw
But it can often start a chain of events which results in winning or losing the game
I will continue to ponder how to resolve this problem of attacking a built up area
But I have struggled with it for a long time, and cannot see any solution at present
Until I do so I will have to either fight a second day, which makes for a very short game
Or abandon a town which is still in dispute and being fought over
At present the second option is usually my choice
But it is an unsatisfactory one.
Thistlebarrow,
ReplyDeleteMy fist thought was ‘Will this result in Wellington’s recall and replacement?’ … but I guess not.
I like the way that one can trace a line of causation to events in your battles. It has the right sort of period feel to me.
All the best,
Bob
Hi Bob
DeleteNot Wellington's best campaign. He did much better in real life, and yet some of his subordinate commanders wrote critical letters to England. It would be interesting to read their comments on this lack lustre campaign.
regards
Paul
Perhaps you could allow an extended or double move as units enter the table, until they come into artillery range of the defenders. This should result in one or perhaps two more turns of combat. I do enjoy reading the accounts of your campaigns.
ReplyDeleteHi Mark, thanks for your comments. I think that is an excellent suggestion, and indeed I have recently decided to do so. I wanted the wargame to open on the table exactly the same as it was on the campaign map. That would mean that there would be at least a two foot square between the two armies. That would mean it would take about 3 or 4 moves for the attacker to advance within long range artillery fire. I have decided to start the game with the attacker one move onto the table. It looks better on the battle report, and they will come within long range fire within 2 moves.
Delete