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.