Sunday 20 October 2024

Jean Campaign – Day Two



Campaign Map

Main French depot at Hellin – 81 days supplies
French attack Ubeda
Guerrilla brigades activated

13th French army – attack Ubeda
14th French army – hold Elche
15th French army – occupy Huelma

1st Spanish army – hold Ubeda
2nd Spanish army – advance to border
3rd Spanish army - defend Huelma

5 guerrilla brigade – attack convoy – fail – no casualties
10 guerrilla brigade – attack convoy – fail – no casualties
14 guerrilla brigade – attack convoy – capture 3 supplies – escort lose10%casualties
15 guerrilla brigade – attack convoy – fail – no casualties
Battle of Obeda – Move 2

The game objectives are the three hills in the centre of the table
The winner will be the side who holds at least two of them

The game open with 3 Spanish corps in position on the centre hill
1 and 3 corps are either side of Ubeda, they may move at the start of move 1

The French army will arrive on the table at the start of move 1

By move 2 all corps were on the table, and it was clear that the Spanish would reach the game objectives before the French could. However the French were able to prevent the Spanish cavalry and artillery from taking up forward positions, and this would play an important role in the game

Only infantry could fight on the hills, and both 37 and 39 French corps infantry reached their objective without any artillery casualties, and without any threat from Spanish cavalry. The Spanish defenders put up a good fight, but the French took both hills.

Because 3 Spanish corps were deployed on the centre hill at the start of the game, their artillery were well placed at the entrance to the pass. This made it very difficult for 30 French corps, and their infantry could not advance until their artillery had forced the Spanish gunners to withdraw towards Obeda

At the end of the game the French had taken two of the three game objectives, and had won the game.

Comments
On this second day the Spanish were aware of the French invasion, and had issued orders for 1st and 2nd Armies to move up to the border. Both French and Spanish moved at the start of move one, and this allowed the Spanish to occupy all three objectives before the French could reach them

But the more aggressive French cavalry prevented 1st and 2nd Spanish corps cavalry and artillery from deploying at the French end of the two valleys, and this allowed the French infantry to attack without any danger from the Spanish cavalry or artillery.

On this second day of the campaign the Spanish guerrilla brigades were activated. Only four were able to attack convoys, but one of them managed to capture the convoy from Minateda to Mortallalla (in the south) and three days supplies.

For the first time I have limited the number of supplies available to the French. They have 90 days supplies, which is sufficient to resupply all nine corps for 10 days. It would take a minimum of 9 days for the French to reach all nine towns in Jean district. So they have only enough spare to supply all nine corps for one more day. When a corps runs out of supply it must immediately retreat until it can find supplies, and it has attrition losses of one casualty (400 infantrymen or 100 cavalry or artillery decided by a dice roll) for each day.

The French have already lost 1 day’s supplies for three corps to guerrilla activity. Not only will this disrupt the smooth arrival of supplies to 15th French army, it will also reduce the overall supplies for the campaign.

Sunday 13 October 2024

Jean Campaign – Day One

Campaign Map

The campaign opens with a surprise French attack on Huelma

French main depot – 90 days supplies
13th French army – hold Riopar
14th French army – hold Elche
15th French army – attack Heulma

1st Spanish army – hold Ubeda
2nd Spanish army – hold Jodar
3rd Spanish army - defend Huelma

Battle of Heulma – Move 2

The battle opens with all three Spanish corps on the table, but 7th and 9th corps either side of the town and not allowed to move until the start of move 2. To win they must hold all three game objectives (in the centre three squares). Village on the left, small woods in the centre and large woods on the right. 8th corps is in and around the centre woods.

The French enter the table at the start of move 1. They engage 8th corps before the other two Spanish corps can arrive, but are unable to reach the other two objectives before the Spanish.

The battle is very even during the first six moves. On the left the Spanish hold the village and keep the French at bay. In the centre there is a prolonged fight for the centre woods. On the right each side holds two of the four sections of woods.

During move 7 the French attack the woods in the centre and drive out the Spanish defenders. Meanwhile they have occupied two of the four sections of wood on the right.

During move 9 there is extensive fighting for the village on the left and the woods on the right, but the French gradually gain the upper hand.

Move 10 is a bad one for the Spanish. One rout near the village spreads and all of 9th corps retreat. On the opposite flank there is a similar panic, leaving the French in possession of three of the four sections of woods. In the centre the French hold the small woods, but are unable to make any further progress. But the retreat of 7th and 9th Spanish corps forces 8th corps to do the same.

Comments
French start the game with two infantry brigades detached for garrison duty, and one cavalry brigade patrolling the lines of supply. The Spanish are full strength, plus one militia brigade in the town.

For this campaign the Spanish gunners have been increased from C to B class, making them the same as the French. In addition they have two 12 pounder and one 6 pounder guns. The French have one 12 pounder and two 9 pounder guns. This imbalance calls for caution where one side has the longer range guns.

The detachment of one cavalry brigade from each French army is new. One in three Spanish corps has always been without cavalry, and this change means that in each army only two of the three corps have cavalry support. This allows both sides to opt for the CinC to create a cavalry reserve to gain a local superiority. However in this game neither side do so.

This game was also the first to use the new maps. On the regional maps each square is a wargames table. They also show woods, rivers and mountains. The Huelma square is shown as wooded. The above photo illustrates how this would appear on the wargames table. The table appears quite open, but in fact there are different sized woods on six of the nine scenic squares. On a normal table there would usually be one or two.

This game was a good start to the campaign. It is unfortunate that the Spanish fell apart towards the end, but it could have happened to either side. It would take pages to explain exactly what happened, but it was a case of a low dice for a combat, followed by another low dice for the resulting melee. This resulted in one brigade routing, causing all friendly brigades within 4” to test their morale. Yet another low dice caused a second brigade to rout. That is half of the four infantry brigades in a corps, so the effect is a general retreat.

Sunday 6 October 2024

New Campaign Supply Rules


Campaign Map


During the Jean campaign phase I will be play testing new rules for the French supply system in Spain.

The main difference is that the French will start the campaign with sufficient supplies to allow them to attack all nine towns held by the Spanish in Jean military region, plus one day in reserve. As soon as they run out of supplies the campaign will end.

The French must detach one infantry brigade to garrison each town they capture. In addition each army (of three corps) must detach one cavalry brigade to patrol their supply routes.

The more supplies that the guerrillas can capture, the less time the French will have to reach and attack all nine towns.

Initial Deployment
The map shows the location of each HQ, corps, garrison and guerrilla brigade at the start of the Jean campaign phase.

The French have three armies, each of three corps. They have detached 6 infantry brigades to garrison the six towns east of the Jean-Hellin border. They have also detached 3 cavalry brigades, one from each army, to patrol their lines of communication and supply.

The Spanish also have three armies, each of three corps. In addition they have 15 militia brigades to garrison each of the 15 towns and cities on the map. When a town is occupied by the French, the militia garrison becomes a guerrilla group. They must operate within the nine squares surrounding their town and their task is to attack French supply columns. The nine militia brigades west of the border are still in garrison, the six east of the border have moved to nearby villages and operate as guerrillas.

French Army
At the start of the campaign each corps has 4 days supply
Each friendly town has 3 days supplies
The main depot receives 9 days supplies each day

The campaign will last a maximum of 10 days
The main depot starts the campaign with 90 days supplies

To resupply a corps must halt for one full day
It must be within one days march (3 squares) of a town.
It can resupply up to 4 days, providing the town has sufficient supplies

Spanish Army
There is no Spanish supply system and consequently no convoys
Each corps will be supplied by the nearest town
The town will collect these supplies from nearby farms and villages

The Spanish have a maximum of 3 day supplies per corps, or independent brigade. This is to reflect their lack of a formal supply system. This is one less than the French, and means they must resupply more often

At the start of the campaign each corps, and militia brigade, has 3 days supplies.
Resupply for regular troops is the same as for the French

Militia brigades in garrison will always maintain 3 days supplies
When the town is occupied by the French the garrison becomes a guerrilla brigade
They must always remain within the nine squares around the town

Guerrilla Brigades
Their role is to attack French supply columns
They can only do so if there is no French corps within one days march (3 squares)
Or a cavalry brigade within one square
They must be adjacent to the convoy to attack it

Due to limited supplies they can only ambush a convoy once in four days
Day 1 – move to set up ambush
Day 2 – attack the convoy
Day 3 – return to their village/hideout
Day 4 – rest and resupply

Attack Convoy
Guerrilla brigade roll 1D6
Minus 1 for each casualty

1 or 2 Guerrillas lose 10% French save convoy
3 or 4 No casualties French save convoy
5 or 6 Guerrillas take convoy French suffer 10%

Sunday 29 September 2024

Back to Spain

Campaign Map

Our next campaign will be set in southern Spain. The Fifth French Army Group, who are deployed in the military district of Hellin have been tasked to invade the adjoining district of Jean, which is held by the Spanish Army.

There have been considerable changes in both the campaign map, and the deployment of the French army at the start of the campaign.

The new campaign map covers a wider area than the previous maps. It is now five tables wide by three tables deep. The three on the left are Jean district and the two on the right Hellin district. Each square represents one 2x2 foot scenic square on the wargames table.

Typical Spanish Corps

This photo shows a typical Spanish corps. There are four infantry brigades, one cavalry brigade and one corps artillery. There are nine such corps in the campaign, organised in armies of three corps each, however three of them have no cavalry brigade.

When I planned my Spanish army, back in 2000, I did so with a completely different order of battle in mind. There were to be 8 infantry units of 36 figures, 2 cavalry units of 8 figures and 4 guns. This would leave them with less cavalry than all other armies. This was deliberate, as I wanted the Spanish to be weaker in cavalry than the French or even British. It seemed sensible at the time, but has since proved a serious problem as I rewrote the orders of battle to suit different campaigns.

My current Spanish order of battle has three armies of three corps each. Two corps have four infantry, one cavalry and corps artillery. One corps has four infantry and corps artillery only – no cavalry brigade. The Spanish also have 15 militia brigades, one each for each of the 15 cities and towns in the campaign. This was meant to make up for the lack of Spanish cavalry.

Getting the balance right between Spanish and French has been an ongoing problem. The Spanish were weaker in cavalry, but also less efficient infantry and artillery. Their guns were 12 pounder, with longer range than the French 9 pounder. But their crews were C class, against the French B class. Half of their regular infantry were C class, against one quarter of the French infantry.

I wanted to redress the balance in this campaign, and have done so by making their gunners B class. I justify this by an impression gained over the years that the Spanish artillery was better than either their cavalry or infantry. Two guns in each army are 12 pounders, one 6 pounder. The heavier guns have an advantage over the French artillery, but the 6 pounder is at a distinct disadvantage as its range is shorter.

Because there are more towns there are also more militia brigades. When the French occupy a town, its garrison become a guerrilla brigade. They must operate within the nine squares surrounding their town, but they are still a serious threat to French lines of supply.

Typical French Corps

There are nine French corps, each consisting of four infantry brigades, one cavalry and corps artillery. However this field army also has to provide one infantry brigade for each town under French control, and this includes the six towns in Hellin district. So even before the campaign starts six infantry brigades have been detached. In addition one cavalry brigade from each of the three French armies are detached to patrol the lines of supply. Each army now has the same number of cavalry available as the Spanish armies. It also means that in each battle one of the three corps on each side does not have any cavalry. This adds a new tactical problem to both players.

If the French manage to take the first three towns in Jean district they will have to detach three more infantry brigades before they can advance to fight second three battles, which usually decide the winner

The French get weaker and weaker as they pursue the retreating Spanish. This should make the two armies more even, though with the heavy reliance on dice it may take some time to confirm whether this is the case or not.

Sunday 22 September 2024

End of Halle Campaign

1 August 1813 – Halle Campaign - Day 7

French halt at river Saale
4 French army – resupply at Mansfield
5 French army – rally and resupply at Eisleben
6 French army – rally and resupply at Querfurt

Russian hold Konnern, Halle and Luena and win the campaign
1 Russian army – resupply at Konnern
2 Russian army - resupply at Halle
3 Russian army – rally and resupply at Luena

Battles fought during the Halle campaign


The French won four of the six battles fought.
However the Russians still held the city of Halle

The French won the first three battles at Mansfeld, Eisleben and Querfurt.
The Russians won the next two at Konnern and Halle
The French won the final battle at Luena, but  had to retreat
With Konnern and Halle in Russian hands, Luena was too isolated to hold

Despite winning four of the six battles, the French were unable to take Halle
This was the campaign objective and to win they had to take and hold the city
The Russians held Konnern, Halle and Leuna and won the campaign.
Battles fought in Erfurt Region

This was the fourth phase to be fought in central Germany since the sixth campaign began in June 2020. The French won two and the Russians also won two. There have been 23 battles to wargame, the French have won 15 and the Russians 8.

Comments

This campaign was fought during July and August, what we consider high summer here in Spain. Temperatures are usually 34-39c, and outside activity greatly reduced. We try to complete any outside work by 0900 each day, and after that follow the Spanish tradition and try to keep out of the sun.

Our annual family visit is also in August. Our son and his family of five visit us for three weeks. They pretty well take over the house but over the 18 years they have been spending their holiday with us we have developed a well tried routine.

Now that the children are 18, 14 and 10 they are no longer banned from the wargames room. Unfortunately, like their dad, they have no interest at all in Wargaming. But our daily routine includes an hour or two of Wargaming, during which they keep clear of the wargames room (which includes the fridge containing their supply of ice cream and ice lollies).

Given the above I think we have done quite well to complete six wargames in the six weeks it took to complete the campaign. One game a week is our norm, and we managed to maintain that average even during the three hectic weeks of their visit.

Sunday 15 September 2024

Halle Campaign – Day Six


Campaign Map

French attack Luena
4 French army – regroup and resupply at Mansfield
5 French army – retreat to Eisleben
6 French army – attack Luena

Russian hold Luena and regroup at Halle
1 Russian army – regroup and resupply at Konnern
2 Russian army – rally and regroup at Halle
3 Russian army – defend Luena

Battle of Luena – Move 4

The Russian army occupied a very strong defensive position behind the river Saale. The river could only be crossed by bridge, and only the two western ones were available to the French. It would take a considerable time for 18th (left) or 17th corps (centre) to cross. 16th corps (right) had no obstacle on the right bank of the river. The Russian army was not allowed to advance towards the river as it would be impossible for the French to cross if either bridge was within artillery range of the enemy.

On the left the village was the first objective. It took five moves, almost half of the game, for 18th corps to cross the river. They had to attack the village without waiting for artillery preparation. The Russians withdrew to avoid their artillery, but counter attacked as soon as the French entered the village. The fight for the village was between two elite brigades, and was fought during the last two rounds of the game. The French won and took the village.

The hill in the centre was the second objective. This would be an infantry battle, as cavalry cannot fight on hills and artillery can only fire on targets lining the front of the hill. Despite support from both 16th and 18th corps, 17th corps was unable to take the hill. They also took five moves to cross the bridge and had only two moves to attack and take the hill. The Russian infantry withdrew to the rear of the hill, which further delayed the attack. The hills was still in dispute at the end of move 12.

The bridge on the right was the third objective. The winner would have to hold both ends to secure it. The French CinC took command of the artillery of 17th and 18th corps and advanced down the left bank of the river. The rest of 16th corps were on the right bank. The Russians outnumbered the French on the right bank, so the French artillery would have to force them to retreat. They did so, and the French took and held the bridge.

The French were the clear winners.
The French lost 4 infantry and 1 cavalry (1710 casualties)
The Russians lost 5 infantry, 1 cavalry and 1 artillery (2200 casualties)

Comments

Defended river crossings are very difficult in a wargame, just as they are in real life.

If there are a limited number of crossing points, and the defenders can position their artillery close to each one, it is pretty well impossible for the attacker. He must cross the river in a long single file. If his leading brigade is forced to retire, this will disrupt the rest of the corps behind them.

There are only two alternatives. Either the attackers start the game on the defenders side of the river, or the defenders are not allowed to position their artillery within range of their side of the crossing points. I have tried both options, and I think the former results in a better wargame. However it does rob the defender of a major advantage.

The crossing of the river takes much longer than it would do in real life. In my campaign each operational day is 12 hours or 12 wargame moves. This is normally long enough for the attacker to advance within artillery range, fire his guns for 2 to 4 moves and still have sufficient time to fight the infantry battle. But if it takes 4 moves to cross the river he must attempt an attack with insufficient artillery or cavalry preparation.

I, as the French attacker, was lucky in this game. I did not suffer any setback due to Russian cavalry or artillery, which often happens. So I was able to reach the objective and carry out an infantry assault. This worked on both flanks, and would have done so on the hill in the centre if I had another two moves. I managed to take half of the hill, and outnumbered the Jan, the Russian defender, on the other half.

An interesting and enjoyable game. But it did feel unfair and artificial that the Russian artillery were not allowed to deploy within range of the two bridges.

Sunday 8 September 2024

Halle Campaign – Day Five



Campaign Map

French attack Halle
4 French army – rally and resupply at Mansfeld
5 French army – attack Halle
6 French army – rally and resupply at Querfurt

Russian hold Konnern and defend Halle
1 Russian army – rally and resupply at Konnern
2 Russian army – defend Halle
3 Russian army – rally and resupply at Luena

Battle of Halle – Move 4

The Russians started the battle deployed on the three campaign objectives
The town on the left, the woods in the centre and the farm on the right
The French arrived the top of the table at the start of move 1

Once more the French CinC concentrated the artillery of two corps, supported by one infantry brigade. This was deployed to the left of the main road between the woods and the hill.

Both 13th and 15th French corps were delayed by having to cross a hill. It was harder for 15th corps on the left, the Russian cavalry and artillery were within artillery and cavalry charge distance from the bottom of the hill.

This delay caused major problems for the French, as did concentrating their artillery. The two corps without their own artillery had to rely on the CinC, who could only support one corps at a time.

The Russians still held all three objectives at the end of the game, and were the clear winners.

Comments

Jan, the Russian player, countered the massed French artillery by deploying her artillery well forward, and keeping her infantry out of artillery range. She also attacked the French artillery with her cavalry as soon as it came within charge range. Maximum artillery range is 12”, the same as cavalry charge range.

To counter this the French cavalry had to engage, and hopefully defeat , the Russian cavalry before they could endanger the French artillery. Two of the Russian cavalry brigades were cuirassiers, and only one cossack. The French had one cuirassier, one dragoon and one hussar brigade. So the cavalry were evenly matched.

The cavalry brigade which declares a charge gets plus one on the combat dice for “impact”. This is only during the first round of melee, but it does give the defender a brief, but significant, advantage. The attacker has to move his cavalry within charge move of the defending cavalry.

Our move sequence is decided by drawing a poker chip. There is one for each commander and when drawn his corps moves. The attacking player attempts to move his cavalry within charge move of the enemy cavalry after they have had their move. He must then hope that his chip is drawn first next move, so that he can declare the charge. I am usually the attacking player, and more often than not the defender chip is drawn first and I have to accept the charge.

The cavalry combat sequence is as follows

Attacker declares charge and moves forward 6”
Defender test morale to counter charge
First round of melee is fought, attacker gains plus 1 for impact
During defenders turn his cavalry are rallied and fight a second round
This continues until one side lose their morale and withdraw.

So a cavalry combat is a very uncertain affair. Particularly as it is decided by one D6, plus or minus for combat factors such as type of troops, casualties, commander and supports within 4”. The dice is thrown by the side with the higher combat factor

1 or 2 Winner suffers 10% casualties, both are disordered
3 or 4 Both suffer 10% casualties and both are disordered
5 or 6 Loser suffers 10% casualties, both are disordered

Any brigade with casualties must then test morale, again one D6 plus or minus morale factors, similar to combat factors

1 rout 12” directly away from winner, all brigades within 4” must also test morale
2 retreat 12” away from winner, shaken and must rally to return
3 retreat 12” away from winner, disordered and rally automatically next turn
4 remain in place but disordered, will rally automatically next turn
5 or 6 pass morale test

You will see from the above that even with better cavalry than the enemy, it is still a very risky option to move within charge range and hope to be able to charge first next move.

In this game, as in so many, the attacking cavalry lost the melee and left the advancing infantry and artillery at the mercy of the enemy cavalry.

Sunday 1 September 2024

Summer Project – New Maps



Map of Europe

It gets very hot here in Spain in July and August, and we have to close down our weekly walking group until the cooler weather arrives in September. We also have to switch to our summer routine, which means avoiding any unnecessary outdoor activity after 0900 each day. Consequently we have to find more indoor activity to avoid what can be a very boring period. So each year I look for a new project, preferably on the computer, to pass the long hot hours. This year it is to update my wargame campaign maps.

In July 2021 I did a major project to replace our campaign maps from one based on real maps showing countries and regions to maps based on fictional military regions and districts. The new maps were based on a Road Atlas of Europe, so that cities and towns would be more or less where they are and in relation to each other. Each square on the new map would be a campaign phase, a wargames table or a wargames scenic square, depending on the scale and area covered.

On this map each square is a military region, which is also the area covered by a campaign phase. Note that Brunswick region is in the centre of northern Germany.

Map of Germany

I tried to use the previous maps to locate scenic features such as rivers, mountains and forests.   Terrain features were not shown on the road map, nor were 1813 national borders.   When I was making the original maps these were difficult to place, and even more so with the new fictional maps.

The principle of the fictional military region and district maps was to make it easy to select an area for each campaign phase, and also to show terrain fetures.    In this respect it worked very well. It was also easier to transfer battles from the campaign map to the wargames table. But the location of rivers and mountains became more difficult and required a lot of compromise.

To overcome this problem I have decided to start with the wargames table and work back to the maps. I wanted each campaign phase to have hills, rivers and woods, but not too many of either.

This map shows the three areas of Germany, namely north, central and southern. The nine military regions are shown, and also the nine districts in each region. Brunswick is the centre top region. Each square on this map is a 6x6 foot wargames table.

Brunswick Region

Previously regional maps tried to show all hills, woods and rivers as they would appear on a modern map of the area. This proved difficult to translate to the campaign map. So I have redesigned them.

They now show the nine districts in the region, and the town indicating whether they are walled or not. For example the city of Brunswick is open, but the city of Magdeburg is walled. They also show major rivers, wooded areas and hilly areas. Two types of road are also shown. Major roads connecting the city of each region is red. Towns within a region are connected by yellow roads. Minor roads are not shown. Each square on this map is also a 6x6 foot wargames table.


Campaign map


These are also new and the one shown is not complete. It covers a larger area than the earlier campaign maps. Previously the area covered would have been from Brunswick to Magdeburg. The new maps will show all of Brunswick region. This is to allow the possibility of larger campaigns to include all nine districts of the region being attacked.

When completed this map will show the same terrain shown on the regional map. It will also show minor roads, villages and farms plus minor woods and high ground.

Each square on this map is a 2x2 foot scenic square on the wargames table.

This is not a major change to the campaign maps, it is rather the standardisation of detail on all maps from Europe to the campaign map showing the area of conflict.

Sunday 25 August 2024

Halle Campaign – Day Four

Campaign Map

French attack Konnern
4 French army – attack Konnern
5 French army – rally and resupply
6 French army – occupy Querfurt

Russian retreat to Leuna
1 Russian army – defend Konnern
2 Russian army – rally and resupply
3 Russian army – retreat to Luena
Battle of Konnern – Move 2

The Russian army is deployed on and around the three game objectives.
The bridge on the left must be held at both ends
The hill in the centre must be held to deprive any movement towards the town
The village on  the right must be held

The Russians start the game as shown in the photo. They are not allowed to move forward to attack the French. If allowed to do so and they routed just one brigade the game would be over. So the French are allowed to cross the two bridges at the top of the photo unopposed.

Artillery can only fire on troops lining the edge of the hill, and cavalry can only move across hills, they are not allowed to fight on them. So the hill in the centre was always the most difficult of the three campaign objectives. The French do not attempt a determined attack, and the Russians still hold it at nightfall.

The village on the right is the easiest, and the Young Guard is given that objective. Despite their best efforts the Russians hold the village throughout the game, and still do so at nightfall

To take the bridge the French must attack along both sides of the river, in order to take and hold both ends of the bridge. 12th corps cavalry and infantry attack along the left bank. The CinC attacks along the right bank.   He takes command of the artillery from 11th and 12th corps, plus the cavalry and one infantry brigade from 11th corps. They finally take both ends of the bridge, but it is then too late to redeploy to attack the hill in the centre, which was the original plan.

The Russians held two of the three game objectives and thus won the game

Comments

The wargame has twelve moves, to keep it in line with the campaign which has 12 active hours in each day. This decision was taken back in 2009 when I started the campaign and was not based on any serious consideration about how long the wargame need to last. It was just a nice fit to have one move equate to one campaign hour.

It has worked very well during the 482 wargames which the campaign has produced. I particularly like the fact that it results in a fast moving game, because if the attacker waits too long he will run out of time before achieving the game objective.

We use a 6x6 foot wargames table, consisting of 9 2x2 foot scenic squares. The table is an accurate reproduction of the wargames map, which has a square grid. Each square on the campaign map is a 2x2 foot scenic square.

The game always starts with 2 foot between each army. Cavalry have a movement rate of 12”, so would cross that distance in two moves. Artillery has a rate of 8”, as do infantry in column of march, and would take three moves to cover that distance. Infantry in attack column have a rate of 6”, and would take four moves to cross the distance. 12 pounder guns have a maximum range of 12”. These distances determine how all games are played.

In general terms it takes the attacking army 3 to 6 moves to advance 12” from the enemy and deploy into attack formation. The artillery is usually deployed within 4 moves, and then has four moves to soften up the defenders, and for the cavalry to engage, and hopefully, defeat the enemy cavalry or gunners.

The attacking infantry usually has 4 to 6 moves to attack the game objectives and defeat the enemy infantry.

If this timetable is followed the attacker usually has a slight advantage. This is because he can reinforce the attack on the weakest of the three game objectives. He has to take and hold at least two to win the game.

However just one set back can throw the attack time table into disorder. The attacker always has to move into attack range, just under 12”. This allows the defending artillery to fire before he can, and the defending cavalry to charge him. If the defending cavalry win the melee, or if a lucky artillery shot results in a rout, the attack stalls until the attacker can rally the shaken or routed brigades. This usually takes at least two moves, and often results in the attack running out of time.

When the attacker has to cross a river at the start of the game, as in this case, the odds are against keeping to the timetable. Major rivers can only be crossed by one of the limited number of bridges. The attacker can concentrate his artillery against their side of the bridge and have a very good chance of routing one of the brigade columns before they can clear the river. They must rout directly away from the artillery causing the hit, which means routing through the remaining columns waiting to cross the bridge after them.

To avoid this I have recently either allowed the attacker to start the game on the enemy side of the river. Or, as in this game, had a special rule which stopped the defender from advancing to less than 12” from their side of the bridge.

Worked well in this game, though time was a factor and worked against the attacking French once again.

Sunday 18 August 2024

Halle Campaign – Day Three

Campaign Map

French attack Querfurt
4 French army – rally and resupply
5 French army – occupy Eisleben
6 French army – attack Querfurt

Russian retreat to Halle
1 Russian army – rally and resupply
2 Russian army – retreat to Halle
3 Russian army – defend Querfurt

Battle of Querfurt – Move 2

3rd Russian Army is fully deployed on the three game objectives at the start of the battle. 7th corps on the hill on the right, 8th corps in the woods in the centre and 9th corps in the farm on the left. Winzingerode has taken command of half of 8th corps, from the woods to the hill on the right

6th French Army arrive at the start of move 1. 16th French corps on the right advance towards the hill, 17th Polish corps in the centre towards the wood in the centre and 18th Vistula corps advance over the hill on the left. Poniatowski has taken command of the cavalry brigades of 16th and 17th corps.

The Russians occupy a strong defensive position. On the left their cavalry and artillery are poised to attack as soon as the 18th corps come down from the hill. The Poles have to march across the hill and descent to the right to avoid this.

The centre is also difficult to attack. Russian infantry hold both the farm and the woods, and have the remainder of 8th corps between the two strong points. The Polish corps cannot risk an attack until they can weaken the Russian defenders

On the right 16th French corps send their infantry to attack the hill, their artillery and the reserve cavalry will prevent the Russians in the centre from delaying this advance. However when they reach the hill the Russian infantry put up a strong resistance. After two rounds of firefight neither side have inflicted any casualties. On move 11 the French roll 2 sixes and 1 five, inflicting three casualties on the Russian infantry. Two brigades rout, but the arrival of the Russian grenadier brigade halt any further advance. At nightfall there are four French and two Russian brigades still exchanging fire.

At the start of move 10 the Russians in the woods in the centre withdraw having received 10% casualties from French gunners. French infantry enter the woods, but receive similar casualties from Russian artillery. Russian infantry counter attack, but lose the firefight and rout into their reserves. On move 12 the French secure the woods.

It is move 10 before the Vistula corps is finally in position to attack the farm on the left. Their artillery force the garrison to withdraw, the their infantry follow up. The Russian infantry counter attack, but lose the melee and retreat shaken. Russian cavalry charge the French guns, but are routed with 10% casualties. The French secure the farm.

Mainly due to good French dice, and poor Russian ones, the game is decided in the last two moves. It is a clear French victory, but one mostly due to luck.

Comments

This was a very enjoyable wargame in which either side could easily have won. The French would not commit to an attack without first weakening the Russian defenders. However all early attempts to do so failed.

It was typical that it took three rounds to decide the fire fight on the hill on the left. The French infantry were better quality musket and skirmish, but failed to cause any casualties for two moves. The Russians were poor quality conscripts, and out of six dice rolled failed to achieve one six which was required for a hit. However on the third round the French rolled two sixes and one five, all causing casualties.

It can be very frustrating when your opponent rolls a six at the critical point of the game, causing casualties. And even more so when you roll a one or two for morale. But it does result in a clear and decisive outcome, which we both like. Fortunately the good and bad luck are usually fairly evenly spread between the two armies.

Sunday 11 August 2024

Halle Campaign – Day Two

Campaign Map

French attack Eisleben
4 French army – occupy Mansfeld
5 French army – attack Eisleben
6 French army – hold and resupply

Russian retreat to Konnern
1 Russian army – retreat to Konnern
2 Russian army – defend Eisleben
3 Russian army – move up to border

Battle of Eisleben – Move 2

The Russians are more prepared than on day one
4 and 6 corps have orders to move forward, and do so at the start of move 1

All three French corps arrive on the table at the start of move 1
Once more there is a hill on the right, which will delay that attack considerably

The Russians occupy all three game objectives in the centre of the table

Once more the French CinC take command of artillery from two corps
The main French attack is against the woods in the centre.
14th French corps is supported by the grand battery
Their cavalry rout the cossacks, which leaves a gap in the centre
As the French infantry advance into that gap, the cavalry rout an infantry brigade
The centre is broken, which forces 6th corps to retreat
As soon as the French take the woods and fortified farm they halt the attack

Both generals have fought a very cautious battle, to avoid unnecessary casualties

French have lost 1 cavalry casualty (100 men)
Russians have lost 2 infantry, 1 cavalry and 1 artillery casualties (1000 men)

Comments

The table is very similar to Mansfeld, but the Russians react much quicker. Warned of the French offensive by the battle of the previous day, both reserve corps have orders to move forward on move 1. Consequently they are in position long before the French can reach any of the game objectives.

The French tactics are very similar to the previous day. Once more the CinC takes command of artillery from two corps, to create a grand battery. This is used to support the attack on the centre, and as soon as they open fire the Russian infantry withdraw from the woods.

However it is the performance of 14th corps dragoon brigade which makes the critical difference. On move two they are charged by Russian cossacks, and retreat shaken without a melee. They quickly rally and rout the same cossacks. The nearest Russian infantry join the cavalry rout, leaving a gap in the centre. The French infantry quickly move into that gap and the dragoons rally and charge a grenadier brigade in support of the fortified farm. They rout and take the nearby gunners with them.

The Russian centre and left retreat to the town, abandoning two of the three game objectives. It is an easy victory for the French.

It was interesting that a poor dice delayed the attack in the centre, but a series of very good dice resulted in the destruction of the Russian centre. The low casualties would seem to indicate a lack of will on the Russian side. But in fact the loss of both cavalry, artillery and infantry in the centre meant that they had no choice. Any delay would have resulted in heavy Russian casualties, and a rout rather than an organised withdrawal to a strong second position.

Sunday 4 August 2024

Halle Campaign – Day One

Campaign Map


French attack Mansfeld
4 French army – attack Mansfeld
5 French army – hold and resupply
6 French army – hold and resupply

Russian
1 Russian army – defend Mansfeld
2 Russian army – hold and resupply
3 Russian army – hold and resupply
Battle of Mansfield – Move 2

The campaign opens with a surprise French attack on the border town of Mansfield.

1st Russian army has one corps between the town and the border, their task is to observe the border and warn of any French movements. The CinC is in the town, with the other two corps either side of the town. It will take one move to inform the CinC and a further move to activate the two reserve corps. They will not move until the start of move 3.

10th French army arrive on the table at the start of move 1. The photograph shows their position at the end of move 2, just before the reserve Russian corps start to move.

2nd Russian corps put up a hard fight for the woods in the centre, including a determined counter attack. But the French beat them off and held the woods at nightfall.

10th French (young guard) corps were delayed by having to move over the hill on the right. This allowed 1st Russian corps to occupy the fortified farm before they could reach it. Marshal Davout combined the artillery from 10th and 11th corps, and supported the attack on the farm. The Russians were driven from the farm and forced to retreat behind the woods on the right.

3rd Russian and 12th French corps arrived at the hill on the left at the same time. Cavalry can cross a hill at half speed, but may not fight on it. Artillery can fire from the edge, but not redeploy. So the battle for the hill was an infantry one. The French had an initial advantage and the melee continued for three moves, but the elite Russian grenadier brigade finally drove off the French and held the hill at the end of the game.

Having taken two of the game objectives the French won the battle.

Comments

The delayed arrival of two of the three Russian corps worked really well, particularly on the right left where the infantry slogged it out for three moves. The Russian grenadier brigade arrived late, but turned the tide and secured the hill.

The battle in the centre was evenly balanced. The woods is relatively small, and could only hold one brigade. The French attack was supported by the grand battery, which allowed them to take the woods. But the area between the woods and the hill on the left was strongly held. The French had to advance to the right of the woods, however they were able to drive off the Russian counter attack on the woods.

10th young guard corps should have played a major role in the battle. However they had to advance over the hill on the right, and had to move at half rate until they had cleared the hill. So it was half way through the battle before they reached the fortified farm. Fortunately they were supported by the French grand battery, who forced the garrison to withdraw from the farm. Despite their late arrival they forced all of 1st Russian corps to withdraw behind the woods.

A very enjoyable first game.

Sunday 28 July 2024

Halle Campaign in Central Germany

 


Campaign map of Germany

There are three campaign areas in Germany
In the north First French Army Group and the Prussian army
In the centre Second French Army Group and the Russian army
In the south Third French Army Group and the Austrian army
This is the eleventh campaign phase to be fought in Germany

Campaign map of central Germany

There are three regions in central Germany
Dusseldorf region is the reserve area for Second French Army Group
Dresden region is the reserve area for the Russian army
The campaign is fought in Erfurt region

There are nine districts in Erfurt region, each one a campaign phase
The area from Nordhausen district to Halle district is the campaign area for this phase
Campaign map for Halle phase

This map is used for campaign movement and resupply
It shows the location of the nine French and nine Russian corps
It also shows the movement of supply columns.
There are 12 towns on the map and each one is a possible battle/wargame
Each town has 9 squares, and each one is a scenic square on the wargames table


Example of a Russian corps

Wittgenstein has nine corps under his command, all are Russian. All nine corps have four infantry brigades, one cavalry brigade and corps artillery. Russian artillery are more powerful than the French, but their cavalry weaker.


Example of a French corps

Davout also has nine corps under his command. There is one young guard corps, five French corps and one Polish, Italian and Vistula. The non French corps have more conscript troops than the French ones.

Comments

I always think of central Germany as the least interesting of the five campaign areas. In north Germany there is Napoleon and the Imperial Garde. In south Germany the very colourful Bavarian and Austrian armies. In North Spain Wellington with British, Portuguese and Spanish corps. In south Spain the colourful, but not very effective, Spanish army, plus of course the bands of irregular guerrillas. By comparison there are the all green uniforms of the Russians and the equally uninspiring blue of the French.

However once the campaign starts this superficial view is quickly forgotten. Once on the wargame table the large number of troops is impressive, and the tactical problems of attack and defence renders all else secondary.

We start the new campaign during the hottest part of the year here in Spain. With temperatures of 34 to 40c we have to suspend our normal weekly walking group, and our whole daily routine changes dramatically. We get up early most at 0700 so that we can do an hour’s walk. That leaves us another hour to do our outdoor tasks, and finish by 0900. It is too hot to attempt much outdoors for the remainder of the day. So our Wargaming becomes more important than ever. We are fortunate to have a permanent wargames room which is the coolest part of the house and we spent an hour or so gaming most days.

I also tend to spend more time working on the campaign than during the rest of the year. I often have a special summer project, and this year is no different. I am updating all of the wargame maps, which keeps me busy for a couple of hours each day. I will post an update on the blog when I have something to show.

Sunday 21 July 2024

Review of Santander Campaign

 

Battles fought during the Santander campaign phase 

The campaign covered the period 19 to 25 July 1813, and took seven weeks to complete.   It was set in northern Spain and provided six battles to wargame.  Campaigns set in Spain include guerrilla activity, and this has proved one of the most difficult things to get right.   It also included a new method of deciding who won the game, namely three game objectives set in the middle of the wargames table.

Getting the balance right in Spain has always been difficult.    In northern Spain it is British v French, and in southern Spain Spanish v French.   Historically Wellington always outfought his French opponent in battle.   He often had to retreat, even when he had won a significant battle.   This was caused by the strategic situation in Spain, where the French greatly outnumbered the British army.  

Regional map of Europe

The regions shown in this map are my fictional military regions, which has no historical basis.  The map is designed to divide Europe into five campaign areas, each of which has 27 military regions, each of which is a campaign phase.  

The whole campaign is designed to provide wargames in which both sides have an equal chance of winning.   The campaign has now produced 92 campaign phases and 482 battles to wargame.   Every single battle has achieved the major campaign objective that both sides should have an equal chance of winning.

This has proved particularly difficult to achieve in northern Spain.    It is generally accepted that Wellington was the best commander in Spain, and his army superior to his French opponents.   Certainly he won most, if not all, of the battles he fought.   He often had to retreat either before or after a battle, but that was due to strategic rather than tactical reasons.   Throughout the Peninsular War the French outnumbered Wellington’s army.   Whilst Napoleon would accept large numbers of casualties, Wellington has to avoid a major disaster at all costs.

Throughout the 14 years we have been running this campaign, getting the balance right in Spain, and particularly in the north, has proved one of the most difficult problems.  

Our latest solution is to allow the British element of Wellington’s army to be better troops than the French.   However each corps has three British and one Portuguese infantry brigades.    The Portuguese are graded as low quality troops.   This is unfair from a historical point of view, but necessary from a wargame one.

Wellington has two British armies and one Spanish.   The Spanish are generally low quality troops, though each of the four corps has one average infantry brigade.   On the wargames table this means that on the wargames table Wellington has to protect his Spanish army, as he also had to do at Talavera.

Another major factor in our Spanish campaigns is the guerrilla bands.   In our campaign each of the 12 cities and towns has a garrison of one Spanish infantry brigade.   When the town is taken by the French that brigade becomes a guerrilla band.   The more towns they capture, the more guerrilla bands attacking their lines of supply.   The outcome of such combats is decided by rolling one D6.   The guerrillas need a roll of 6 to take the convoy.   In this campaign, for the first time, they were particularly lucky and caused critical problems for the French.   In fact largely due to their success the French had to retreat just as they were about to capture the campaign objective of Santander.

The second big change in this campaign was creating three game objectives to determine the winner of the game.   These were villages, farms, hills or woods.  One was situated on each of the three middle terrain squares.   The defender usually occupied them at the start of the game.   The attacker has 12 moves to take at least two of the three.   This has prevented the defender from slowly retreating throughout the game, forcing the attacker to deploy to attack only to find the defender out of range.   It has worked very well in this campaign, and I have high hopes of it in the future.

Sunday 14 July 2024

Santander Campaign – Day Seven

 


Campaign Map
 
French forced to retreat to river Ebro due to lack of supplies
Siege of Soncillo abandoned

10 French army – retreat to Laredo to resupply
11 French army – defend river Ebro
12 French army – retreat to river Ebro

1 British army – rally and hold Santander
2 British army – hold Medina
3 British army – raise siege of Soncillo

Guerrillas
All brigades stood down to rally, regroup and resupply

Comments

The French won the wargame of the battle of Santander, by taking two of the three game objectives. However Wellington still holds the city of Santander and the villa on the main road east of the city. To take the city would require a second day of fighting, this time to take the villa and then the city.

10th French army group was reduced to one days supplies per corps when they started the battle of Santander. By nightfall they were out of supply. The campaign rules state that any corps out of supply must immediately retreat to its nearest supply base. Each corps would also lose 10% of one corps for each day they were out of supply. Soult therefore had to order an immediate retreat to Laredo.

This left 11th French army group (in the centre) with an exposed flank, and open to attack from both 1st and 2nd British army groups. They were also down to two days supplies for each corps and the supply situation was becoming critical. Soult ordered them to retreat to the river Ebro, but to hold the west bank of the river.

In the south 12th French army group had laid siege to Soncillo for two days, and the garrison was running short of supplies. Wellington had ordered 3rd British army group to prepare to attack and raise the siege. He now ordered that attack, in the knowledge that the French would not dare to risk a battle with the other two French army groups already in retreat. Soult ordered them to also withdraw to the river Ebro and hold the west bank of the river.

This is the first time that guerrilla activity has had such a dramatic effect on either of the campaigns in Spain. There are nine active bands in this campaign. They have a maximum of 3 days supplies, so they can attack a convoy once every three days. In a campaign which normally lasts 6 days, this means each one can attack twice.

When they do so the outcome is decided by rolling 1D6. They need to roll six to capture the supplies and rout the convoy escort. This means the immediate loss of those supplies. On the next day the same number of supplies are received at the main depot, in this campaign that is San Sebastian. They then have to be moved to the army group concerned.

Each corps has a maximum of four days supplies, but these are reduced when they are moving or fighting. It is not unusual for a corps to be reduced to one or two day’s supplies at the end of a battle. If they capture a town, they also capture the supplies held there. This is usually sufficient to keep them going in the latter stages of a campaign. However in this case they failed to do so, and suffered the consequence.

I am quite pleased that this campaign has shown that with more than average luck the guerrilla can have a decisive effect on the outcome. I would not want it to happen too often, but the chances of rolling so many sixes are pretty slim.

Sunday 7 July 2024

Santander Campaign – Day Six


Campaign Map

Day 2 siege of Soncillo
Battle of Santander
British occupy Medina

10 French army – attack Santander
11 French army – rally and regroup
12 French army – siege of Soncillo

1 British army – defend Santander
2 British army – occupy Medina
3 British army – hold Soncillo

Guerrillas
13 brigade – attack convoy, capture 9 days supplies, escort routed
14 brigade – attack convoy, routed with 10% casualties
16 brigade - attack convoy, fail, retreat no casualties
21 brigade – attack convoy, routed with 10% casualties

Battle of Santander – End of Move 2

Once more the French have to cross the river Ebro, this time to reach the city of Santiago which is the campaign objective. The British army hold a position just in front of the city, which consists of woods on the left and right and a villa in the centre. All three are game objectives, and the winner will hold at least two of the three.

The French send their cavalry, supported by artillery and infantry, to secure three bridgeheads. British cavalry move forward to threaten them, but do not attack.

The French move forward, with the first attack against the Spanish held woods on the left. The Spanish fight hard, and gain an early advantage, but are eventually driven from the woods. They attempt a counter attack, but it is quickly repulsed.

2nd British corps holds the villa in the centre. They are never in any danger of losing the villa, not even when the Spanish rout on their right.

1st British corps holds the woods on the right, the woods itself held by the Guards brigade. The French attack is supported by artillery from 29th corps. The British are forced to withdraw, leaving the guards in the woods. With artillery fire from both corps they eventually withdraw. However as soon as the French enter the woods the British guards counter attack. After a close fought melee the French finally take the woods.

With two of the three game objectives securely held by the French they have won the game.

French have lost 5 infantry and 2 cavalry casualties (2200 men)
British have lost 6 infantry and 2 cavalry casualties (2600 men)
Spanish have lost 2 infantry and 1 cavalry casualties (900 men)

Comments

10th French Army Group have suffered extreme loss of supplies due to Spanish guerrilla activity. At the start of Day Six their three corps are down to just two days supplies each. Marshal Soult has a difficult decision to make. He can attack Santander and hope to end the campaign with a great victory. Or he can order 10th Group to retreat to Sarautz, where there are nine days supplies have just arrived from San Sebastian. He orders 10th Group to attack Santander. At the end of the day they will have just one days supplies. But the supplies from San Sebastian will arrive the following day

Whilst he is attacking Santander the supply convoy from Sarautz to Laredo, with nine days supplies, is attacked by 13th guerrilla brigade. The escort is routed with 10% casualties and the supplies are captured.

The French have clearly won the first day of battle. However the British hold the approach to Santander and the city itself. A second day of battle is required to determine who will hold the city, and thus win the campaign.

Sunday 30 June 2024

Santander Campaign – Day Five

 

Campaign Map

Day 1 siege of Soncillo
Battle of Medina

10 French army – rally and regroup at Laredo
11 French army – attack Medina
12 French army – lay siege to Soncillo

1 British army – rally and regroup at Santander
2 British army – defend Medina
3 British army – siege of Soncillo

Guerrilla
20 brigade – attack convoy, fail, routed with 10% casualties
15 brigade – attack convoy, fail, retreat no casualties
18 brigade – attack convoy, fail, retreat no casualties
Battle of Medina – End of Move 10

Both armies start the battle with campaign casualties. This makes them vulnerable to morale tests, so they must avoid unnecessary casualties. This applies particularly to the French, who have to attack.

On the right the British cavalry charge the French as they cross the river. The French cavalry lose the melee and rout back over the bridge, taking the gunners and one infantry brigade wit h them. Without cavalry and artillery it is impossible to continue to attack. By the time they have rallied, and returned to the corps, it is too late to initiate an attack

In the centre the Westphalian corps has no cavalry support. Their cavalry brigade has been used to replace campaign casualties for the French and Italian brigades. The British cavalry take full advantage of this, and pin the Westphalians to the river bank.

On the left the Italian corps press home their attack on the Spanish held farm. The Spanish put up an unexpected determined defence, and almost win a critical melee. However eventually the Spanish break and rout. General Hill makes repeated attempts to rally them, but is unable to do so

The French have taken one objective, but the British hold the other two
The British have won this battle

French have lost 5 infantry casualties (2000 men)
British have lost 1 infantry casualty (400 men)
Spanish have lost 3 infantry and 1 artillery casualties (1300 men)

Comments

This game has highlighted the difference between a campaign game, and a “one off” wargame. In a campaign it is really important to conserve your troops. High casualties in one battle to achieve a victory will often result in comprehensive defeat in the next.

Both armies started this game with moderate campaign casualties. By this I mean that about half of the brigades have 10% casualties. This meant that their combat ability and morale was reduced by a factor of 1 on all combat or morale tests. With the use of just 1D6 to determine the outcome, that can be significant.

This is a particular problem for the attacking player. He usually has to accept some artillery and skirmish casualties as he moves into contact with the defender. When a brigade suffers casualties they have to test their morale. If they rout, all brigades within 4” also have to test. There is a real danger that just one casualties can cause two or three brigades to rout.

This is why I (as attacking player) had to play such a cautious game. I had to protect my advancing infantry from enemy cavalry and artillery fire. In one of my three corps I did not have any cavalry, but the defender did. In another I lost the initial cavalry melee and my routed brigade took my gunners with them!

With these dice driven rules you come to dream a roll of one, and are overjoyed when a six lands. And they do keep you on your toes. Even when you have achieved an initial success you can always be cheated by a particularly low roll during the final melee combat.

We like them, but appreciate that not everyone will