Campaign Map
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 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.
Thistlebarrow,
ReplyDeleteA very interesting start to the campaign. I get the impression that the precipitous collapse of the Spanish was due to a series of bad dice throws rather than a tactical failure on their part.
I like the fact that once a brigade loses the ability to fight, its collapse can be infectious to surrounding friendly units. The maps also look good and the new rules seem to have worked quite well.
All the best,
Bob
Hi Bob
DeleteThanks for your comments
You are quite right that the dice play a very important, and unpredictable, role in our rules. It is important to complete each game in 12 moves, to equalte to the 12 hour campaign day. It is also important, to us, to be able to complete a game in about one week. To achieve both objectives we have found that our rules have to be decisive. I remember with early rules, like WRG or Featherstone, games could go on forever. At that time I recall that "saving rolls" were popular, so it the game developed into a long running slog. This did not worry me then, but it would do now.
The problem with our type of rules is that it relies on both sides having a fairly even share of good and bad dice. This is normally the case, but when that balance is not achieved a game can be cut short to just 6 to 8 moves.
However the rules do suit us, and that is what they are designed to do. And if I find that it is becoming too uneven, it is very easy to adjust them. For example changing just one combat factor can redress any imbalance between types of troops. Or removing one plus or minus on the morale test can make it easier to lose morale, or alternatively to rally when it is lost.
This is the great advantage of "house rules", and it adds greatly to my personal enjoyment of wargaming
regards
Paul