Sunday, 9 November 2025

Nordhausen Campaign – Day Three


4 September 1813 – Nordhausen Campaign - Day 3


French defend Heldrungen
4 French army – regroup and resupply at Weringerode
5 French army – retreat to Nordhausen
6 French army – advance to border and defend Heldrungen

Russian attack Heldrungen
1 Russian army – regroup and resupply at Halberstadt
2 Russian army – occupy Sangerhausen
3 Russian army – Attack Heldrungen
Battle of Heldrungen – table at start of battle

Sixth French army is commanded by Marshal Poniatowski
Third Russian army is commanded by General Winzingerrode

French – 12 infantry brigades, 3 cavalry brigade, 3 corps artillery
Russian – 12 infantry brigades, 3 cavalry brigade, 3 corps artillery

All brigades are at full strength

The battle started with both armies deployed on the table, both out of artillery range
The three game objectives were in the 2 foot square between them
On the left the hill, in the centre a road junction, on the right a farm

On the right 16th French corps was delayed by having to move down from the hill
7th Russian corps arrived at the farm first, but did not immediately enter
To do so would expose the garrison to short range artillery fire
They wanted to pin the French artillery and cavalry to the right of the far
And attack the farm itself with three infantry brigades
The French heavy cavalry charged and routed the cossack brigade early in the game
Despite this the Russians took and held the farm

French deployment in the centre was delayed by having to move through Heldrungen
However the road junction was closer to them, which made up for this disadvantage
17th French corps took heavy casualties, and eventually broke and ran to the town
This allowed half of 8th Russian corps to swing right and support the attack on the farm

The attack on the hill would be decided by an infantry attack
The ground to the left of the hill would be decided by artillery and cavalry
The Russians manhandled their guns into range, and routed one infantry brigade
This forced the Polish cavalry and artillery to withdraw and allowed the infantry to attack
Both sides used their three best infantry brigades to attack the hill
Both had their elite brigade in reserve and attacked with one light and one line brigade
The Poles took the hill, greatly helped by both Russian brigades rolling a one for their morale

Having taken two of the three objectives the Russians won the battle

Comments

Both the terrain and the tactics were very similar to the last battle.
Only infantry can fight on hills, so cavalry and artillery play a secondary role
Only two brigades can fight side by side on the hills, so a third in support
This should result in a prolonged infantry skirmish and then melee.

Both players understand this basic fact, and must decide how best to use the infantry
One brigade is elite, good for melee but poor for skirmish
One brigade in light, good for skirmish but poor for melee
One brigade in average, average for both skirmish and melee
Skirmish range is 4”, which is the same distance for infantry to charge to contact

In this battle both sides held their elite brigade in reserve, but within supporting distance of 4”
This is where the chip becomes critical, to decide which side moves first.
The best tactic is to move when the other side draws first.
You move your two brigades to less than 4” from the enemy, and hope that you get first move

Today I moved first, having forced the supporting artillery and cavalry to withdraw
I moved my Russian infantry to within 3” of the Polish brigades, but the Polish chip was drawn
The Poles decided to skirmish rather than charge and melee
Their light brigade needed 4,5 or 6 to hit, the line brigade needed 5 or 6
They rolled 6 and 5, both hit causing 10% to both of my Russian brigades
My infantry both had the commander and a reserve brigade within 4”, each worth plus 1
They each had 10% casualties and were disordered, each minus 1
So they needed a roll of 4,5 or 6 to pass their test, they rolled 4 and 6, both passed

When the Russian chip was drawn they decided to attack rather than skirmish
With 10% casualties their light brigade would need 5 or 6, and the line brigade 6 to skirmish
If they charged they would get plus 1 for impact, but they had minus 1 for 10% casualties
So despite losing the skirmish fight they would still be equal in melee
They rolled a 3 and a 4, both sides had lost 10% and were disordered.

Because of my skirmish casualties I had 20% casualties and was disordered. Minus 3 for morale
The French only had 10% casualties, but was also disordered.
We both had a commander and supports within 4”, total of plus 2.
I needed a dice roll of 5 or 6 to pass morale, I rolled 2 and 4

My light brigade routed into the supporting grenadier brigade, who also routed
Jan rolled 4 and 5 and passed morale for both of her brigades

Jan lost the game, but the was still very pleased to hold the hill and rout two of my brigades

I have explained the process in some details, and I hope not too much
Because I wanted to explain that though decided by rolling 1D6, it is more than just luck
Having a commander and a formed reserve within 6” adds to morale and makes a difference
Despite taking skirmish fire first, and losing 10% casualties, I could still melee
Hopefully if unlucky (with the skirmish) I would be lucky with the melee
No so in this case, but I still won the game by taking two objectives.

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