Sunday 15 September 2024

Halle Campaign – Day Si


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

Sunday 23 June 2024

Santander Campaign – Day Four

Campaign Map

French attack Soncillo
French occupy Laredo
British retreat to Santander

10 French army – occupy Laredo
11 French army – rally and regroup at Ramales
12 French army – attack Soncillo

1 British army – retreat to Santander
2 British army – rally and regroup at Medina
3 British army – defend Soncillo

Guerrillas
13 brigade – return to village
14 brigade – return to village
16 brigade – return to village
17 brigade – capture convoy and 6 days supplies
19 brigade – attack convoy but routed with 10% casualties

Battle of Soncillo – End of Move 2


The French had to cross the river Ebro to reach the walled town of Soncillo.
Crossing a defended river line is one of the most difficult military tasks.
Fortunately the allied army were deployed near the town and out of artillery range of the river.

The French managed to cross the river, behind a cavalry screen
They quickly drove back 6th British corps in the centre and occupied the hill
It took longer to drive the Spanish out of the farm on the left, but they did just before nightfall

5th British corps fought hard to hold the woods. At nightfall they held the top right hand corner, but had lost three quarters of the woods.

The French occupied two of the three game objectives and won the battle

French have lost 4 infantry and 1 cavalry casualties (1700 men)
British have lost 9 infantry and 1 cavalry casualties (3700 men)
Spanish have lost 2 infantry and 1 cavalry casualties (900 men)

Comments

The table consists of 3x3 two foot scenic squares. The top three have Soncillo flanked by two woods the centre three have the game objectives of farm, hill and woods. The bottom three have the river Ebro, with one bridge in each of the three squares. The river can only be crossed by one of those three bridges.



Third British Army occupies the three centre squares. If they deploy as far forward as they are usually allowed their guns would be within range of the three bridges, as would their cavalry. This would make it impossible for the French to cross.

I decided that the British and Spanish would deploy on and around the three game objectives. They would therefore be out of both artillery range and cavalry range of the three bridges. This worked well, though 24th French corps cavalry did suffer casualties from the British artillery in the woods. Fortunately they passed their morale test and continued to screen their infantry and cavalry as they crossed the river.

The river caused a delay in the French advance, and would have caused serious problems if any of the French brigades had routed during the early stages. Fortunately this did not happen.

The game worked well, though the large woods on the right did cause a problem. Normally the four sections are too close to allow artillery to deploy and move around. I made an exception for this game. The problem was that the four sections became four individual strong points. So the French had to regroup to attack each section. This took so long that they only managed to take three of the four sections. By holding one quarter the British held the whole objective.

It’s interesting that despite the 477 battles we have fought as wargames since this campaign started in 2009, we still learn something new from almost every game.

Sunday 16 June 2024

Infantry Rules for Army Level Wargames


Typical Army Level Wargame

I don’t get nearly as many comments on this blog as I would like, but a recent one from Archduke Piccolo caused me to reconsider one element of our current wargame rules.   The blog commented on was about hills in wargames, but the comment was about skirmishers in different levels of wargame.   For example how to represent them on the table at brigade level, division level, corps level and army level wargames.

My own wargames are currently army level, with three corps per side.   The above photo will illustrate what I mean.   All games are a maximum of 12 moves, to coordinate with the campaign 12 hour day.  I have written the rules to allow for fast and fun games, but also I want to reward historical tactics.  I also want to achieve a clear winner within this relatively short number of moves.   And most important I want a large element of luck, because my wife is my regular opponent and having gamed together for more than 50 years we can anticipate what each other will do in almost any wargame situation.

The campaign includes all of the major Napoleonic armies, and many of the minor ones.  I wanted to give an element of national strengths and weakness, for example the British were well known for their effective volley fire and the Russians for their stubborn fighting style.   Equally important I wanted to avoid making any one brigade too powerful, for example British Riflemen or French Imperial Guard.   I wanted to ensure that whilst elite formations had an advantage; it was not so great that they would always win.   And at the same time historical poor performers, such as the Spanish, should also have a chance to win.  

To this end I created an order of battle which gave infantry brigade’s three combat abilities.    These are skirmish, firefight and melee.   Each brigade is graded A, B or C in each of these functions.  


A British rifle brigade would be class A skirmishers, B class melee and C class firefight.  

A French guard brigade would be C class skirmishers, A class melee and B class firefight. 

A Spanish line brigade would be C class skirmishers, B class melee and C class firefight.

Each corps has four brigades, and most have at least one class A brigade in one of the three combat types.  The exception is the Spanish, who are lucky to have more than one B class.   They always have to rely on a good defensive position, such as a village, woods or hill.

This allows the player to decide which brigade is most suitable for which task.   And even more important which brigade is weak, and must not be exposed too much.

The distance of a brigade from the enemy will determine what type of combat takes place.   If 2 to 4” it will be a skirmish combat.   0 to 2” will be musket volley.   Base contact will be melee.   A rifle brigade would pick skirmish combat; a British line brigade would prefer musket and a Spanish brigade would have to try for melee.

However it is not always possible to ensure the type of combat you want.  The move sequence is determined by drawing a poker chip from a bag, each corps has a chip.   Your rifle brigade may halt at 3”, but if the Spanish chip is before them in the next round, the Spanish brigade can charge into contact and decide the outcome by hand to hand combat.   The brigade which charges into contact gets a plus one for impact, which gives them a slight advantage.

It all sounds complicated, but it’s really quite simple and fast flowing.  The element of luck, in the form of the 1D6 and drawing a chip for who goes first, is what makes the whole game so unpredictable and enjoyable.  

I suspect that for most wargamers our reliance on the dice would be unacceptable.   I went through many different types of rules over the 54 years I have been Wargaming.   All tried to reward historical tactics.    The early ones were very simple, and then came very complicated followed by moderate complexity.   All were enjoyable, at least to start with, but lost their appeal through frequent play when the shortcomings became obvious.   Most, if not all, did not have a time limit on the wargame.   This resulted in very long games with the complicated rules, which were often abandoned due to loss of interest.

We are very happy with our current rules.   Having written them myself, and only having to keep both of us happy, I can change them at will.   So when the failings become obvious I can just tweek the rules to overcome the problem.   Will not work for everyone, but works well for us.

Sunday 9 June 2024

Santander Campaign – Day Three


Campaign Map

French attack Laredo
French occupy Ramales
10 French army – attack Laredo
11 French army – occupy Ramales
12 French army – rally and regroup at Villacayo

British retreat to Medina
1 British army – defend Laredo
2 British army – retreat to Medina
3 British army – rally and regroup at Soncillo

Guerrillas
14 brigade – abandon Ramales
16 brigade – capture convoy outside Sarautz
18 brigade – return to village
20 brigade – return to village
21 brigade – return to village

Battle of Laredo - Move 12

By day three the Wellington has had time to redeploy his army, and in particular deploy his First Army in a strong position in front of the port town of Laredo. 1st British corps hold the woods either side of the main coastal road leading to the town. 2nd British corps hold the village in the centre, 7th Spanish corps hold the extensive woods on the left of the allied position.

30th Polish corps attack the Spanish held woods. Their cavalry charge the Spanish guns, but fail to take them and retreat shaken. However their infantry take the woods section by section and hold the entire woods by nightfall

29th French corps attack the village in the centre. Their cavalry lose the opening melee rout and take the nearby gunners with them. Neither take any further part in the battle. So the French infantry have to attack the village without either cavalry or artillery support. They finally take it just before nightfall, and their light brigade beat off a determined British counter attack despite receiving 30% casualties.

28th Young Guard corps are given the most important task, the woods protecting the road to Laredo. It is held by the elite 1st British corps and fighting continues throughout the day. For most of that time the British hold the left half, and the French the right half. But in the last two hours of the battle the French finally take the left half

Having taken all three game objectives, the French have won the battle.

French lost 4 infantry. 4 cavalry and 1 artillery casualties (2100 men)
British lost 12 infantry and 1 cavalry casualties (4900 men)
Spanish lost 7 infantry and 1 cavalry casualties (2900 men)

Comments

This was a well balanced wargame in which the French had the advantage of slightly better quality troops, but the Allies had a strong defensive position. Even the poor quality Spanish corps were able to hold their own for most of the battle holding the large expanse of woods.

The French cavalry performed badly and the Polish lancers took their routed early in the game. They managed to rally and return, but lost a second melee in the closing moves of the game. In doing so they unmasked the Polish gunners, who were then routed by the British cavalry. The nearest infantry brigade failed their morale as a result and joined the rout.

The British infantry lost 12 and the Spanish 7, against 4 French infantry. But the French cavalry lost 4 to 1 British and 1 Spanish. In subsequent battles the French would miss their cavalry losses more than the British their infantry casualties

And interesting wargame, in which the dice once more played a leading role. It was surprising how often the winners of a melee would roll a 6, and the losers roll a 1 when testing their morale as a result of casualties received.

I am very pleased with how the new rules are working out. It can be very annoying to roll a 1 at the wrong time, particularly if it results in nearby brigades also rolling low to test their morale. But it adds to a fast moving and very unpredictable game. And so far the good, and the bad, dice have been pretty even over the 12 moves of a game.

Sunday 2 June 2024

Wargame Objectives


Battle of Ramales

We recently changed the game objective from the town or city to three objectives in the centre of the table.  This was to deter the defending player from slowly retreating as the attacker deployed to attack.   The defender could inflict casualties on the attacker, but retreat before the attack could be delivered.   In addition it took so long for the attacker to pursue that nightfall usually prevented any attack at all.

However our recent battle of Ramales proved that this might not be as easy to achieve as I had expected.

The game would be decided by three separate combats, one for each of the game objectives.   On the left was the hill, in the centre the woods and on the right the farm.  Although this was an encounter battle, the British and Spanish troops would reach their defensive position well before the French attackers.

The Hill

This was held by the Spanish corps, by far the weakest of the three allied corps.   However it was attacked by the Italian corps, the weakest of the French corps, and not a lot better than the Spanish holding the hill  

Hills are best held, and attacked, by infantry.  So the British Army commander took command of the Spanish cavalry and artillery and deployed them between the hill and the woods.

The French Army commander also took command of the Italian cavalry and artillery, but that was to support the Westphalian attack on the centre.   It also countered the Spanish detachment, but that was not the intention.

The attack on the hill was an easy victory for the Italians.    They used their two best infantry brigades to spearhead the attack, and routed one Spanish brigade by skirmish fire.  The remaining three Spanish infantry brigades quickly followed suit.   They ran to the woods in the rear, where they eventually rallied.  But they did not make any counter attack on the hill.

The French had taken their first game objective

The Woods

The 4th British corps, who held the centre, included two rifle brigades which represented the famous light division.   The senior brigade held the woods, supported by the second brigade and the corps artillery between the woods and the hill.

The Westphalian corps was given the task of taking this objective.  They were better quality than the Italians, but only just.   They could not risk an attack on the rifles in the woods, at least until they could drive back their supports and attack the woods from at least two sides.   This proved extremely difficult.

Supported by the Italian cavalry and artillery they easily outgunned the weaker British 6pdr guns, and also the poorly trained Spanish gunners.   However it requires a roll of six on 1D6 to hit a gun, so they would have to be very lucky.   Their reinforced cavalry should also be able to defeat the British hussars and Spanish irregular lancers.   However their artillery failed to roll any sixes, and eventually turned their attention to the supporting infantry.   Their cavalry finally won the cavalry combat, but not until they had lost one brigade.

It took 10 of the 12 game moves, but eventually the rifle brigade were driven from the woods.   The nearest infantry rushed the woods, but were halted by a counter attack by the supporting British brigade.   At nightfall only two British brigades still remained, but they continued to contest the woods.

The Farm

3rd British corps had one elite infantry brigade, and a heavy cavalry brigade.   Apart from that they were two line and one conscript Portuguese brigades.   However the foot guards held the farm.

The attacking French corps was young guard.   Not only good infantry, but also a 12 pounder artillery battery and a brigade of heavy dragoons.   Their attack should have been the easiest of the three combats.  It was not to be so

To attack the farm they had to secure at least one side as well as the front.  They could then attack with two brigades against one.   They would also hope to weaken the garrison with artillery and skirmish fire.   But first they would have to persuade the British supports to retreat.   The dragoon brigade was sent to drive off the British cavalry.   Due to really poor dice the French not only lost two cavalry combats, but they routed with 20% casualties without inflicting any casualties on the British horsemen.

The attack turned into a real slog, and by nightfall the farm was firmly held by the British.   The French managed to get into the farm, but a prompt counter attack resulted in a stalemate.

So at the end of the game the French held one objective, but the other two were still held by the British.   Victory conditions were the side which held two of the three game objectives.

The British could claim that they still held the woods and farm, even if they were contested.   Had the game gone on for another two or three moves the French would probably have taken the woods, but they would have been drive out of the farm.   But the deciding factor was that the French clearly held one of the three objectives, and contested the other two.

I gave the game to the French player.