Showing posts with label 76 - 1813 Campaign - 2025. Show all posts
Showing posts with label 76 - 1813 Campaign - 2025. Show all posts

Sunday, 21 December 2025

Nordhausen Campaign – Day Six

 

7 September 1813 – Nordhausen Campaign - Day 6

French abandon Nordhausen
4 French army – day 2 siege of Weringerode
5 French army – abandon Nordhausen and retreat west
6 French army – defend Ebelben

Russian attack Ebelben
1 Russian army – day 2 siege of Weringerode
2 Russian army – occupy Nordhausen
3 Russian army – attack Ebelben
Battle of Ebelben – table at the end of move 2

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

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

French – 8 infantry, 2 cavalry and 1 artillery casualties (3,500 men)
Russian – 3 infantry and 1 cavalry casualties (2,500 men)

There are three game objectives
Walled farm on the right
Hill in the centre
Hill on the left
The side who control at least two at the end of move twelve win the game

On the right 7th Russian corps are delayed passing through the woods
They place their cavalry, artillery and one infantry brigade on their left
The other three infantry brigades advance to the right of the farm
The French have only two brigades to oppose them, and lose the firefight
The Russian infantry, supported by their artillery, then attack and take the farm

In the centre 8th Russian corps follow a similar deployment
Three infantry brigades attack the hill
The are opposed by three French brigades
After an extended melee the Russians take the hill

Between the two hills the French have concentrated two corps artillery, cavalry and infantry
The Russians deploy two cavalry brigades, corps artillery and one brigade
Neither side are prepared to risk an attack and there is no fighting, other than artillery fire,

On the left 5th Russian corps attack the hill with three infantry brigades
The fourth brigade support the artillery who deploy on the right to support the cavalry reserve
The French hold the hill against determined attacks throughout the day
But on move 12 the final Russian reserve attack and break the Vistula grenadier brigade
The Russians hold the hill, but we both felt the Polish infantry should have done so

Comments
The terrain in this battle is very similar to the previous one
The orders of battle are also similar, though starting with more casualties
The French have twice as many casualties as the Russian army
So it is surprising that the Russians finish the game with all three objectives

The orders of battle are similar, but the deployment is different
Cavalry and artillery are unable to fight on hill, so are not required against two objectives
The French place guns from two corps in the centre, between the hills
They are supported by one cavalry and one infantry brigade
The Russians oppose them with two cavalry brigades, but supported by the corps on either side
The Russian commander is unwilling to risk an attack against so much artillery]
The French commander does not have to attack, only to hold the approach to the town
So no fighting takes place in the centre.

Under our current rules hills are held, and taken, by infantry.
Both hills are closer to the French, and are occupied by their infantry
This gives them a definite advantage against the attacking Russian infantry

However the outcome is decided by luck
First which side moves first when the attacking infantry move within combat range
Second how kind the dice are for skirmish, musket and melee combat
With three brigades on each side the luck is usually pretty equal and balanced

The Vistula corps hold the hill on the left, and they fight aggressively against the Russian attacks
The Russian infantry lose the early stages of the combat, but are able to rally one or two brigades
As we start the last move there is one Polish brigade on the hill, and two Russian brigades
But only the leading Russian brigade will reach the Poles before the end of the 12 moves
Both brigades are elite grenadiers, both have 10% casualties, both have a commander within 4”
However the second Russian brigade is within supporting distance, which will help for morale.

The Russians chip comes up first, and they attack with a bonus of plus 1 for impact
The dice is 4, plus 1 for impact, gives them 5
The French lose 10% and are disordered
The Russians do not lose any casualties but are also disordered
The French lose the morale test and retreat shaken
The Russians do not test because they are only disordered and their commander is within 4”
So the Russians have control of the hill at the end of 12 moves.

The Russians already held the other two game objectives, so would have won anyway
But we both felt it was really unfair that the Poles had done so well throughout the game
But lost on the last move, even though it was not just down to poor dice.

A few weeks ago I wrote on here that I considered Wargaming to be a game rather than recreating historical battles. But we both felt so committed to this particular game that any satisfaction resulting from the Russians winning was overshadowed by sadness that the hard fighting Poles lost.

Sunday, 7 December 2025

Nordhausen Campaign – Day Five



6 September 1813 – Nordhausen Campaign - Day 5

French start of siege of Weringerode
4 French army – day 1 of siege of Weringerode
5 French army – defend Nordhausen
6 French army – regroup at Ebelben

Russian attack Nordhausen
1 Russian army – day 1 siege of Weringerode
2 Russian army – attack Nordhausen
3 Russian army – regroup at Heldrungen

Battle of Nordhausen – table at the end of move 2

 French army is commanded by Marshal Moncey
Russian army is commanded by General Constantine

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

French have 7 infantry, 2 cavalry and 1 artillery casualties (3,100 men)
Russians have 5 infantry casualties (2,000 men)

Both armies start the battle with casualties, 3,100 French and 2,000 Russian

There are three objectives, all in the centre of the table
The hill on the left, the hill in the centre and the walled farm on the right
The side which hold at least two objectives at the end of 12 moves win the battle

The French start the battle in and around the city of Nordhausen
The Russians enter the table at the start of move one

On the right 15th French corps occupy the walled farm
4th Russian corps cavalry rout the French cuirassier brigade
This allows the infantry to advance from the woods and attack the farm
They fail to do so and retreat back to the woods

In the Centre Moncey takes command of half of 5th corps
He deploys the cavalry, artillery and infantry between the two hills
But he is unable to advance to support the attack on either hill
The remainder of 5th Russian corps storm the right hand hill
They quickly rout the defending French infantry and secure the hill

On the left 15th Baden corps hold the hill and area to the right
6th Russian corps deploy to the left of the hill but do not attack
Three Russian infantry brigades advance onto the hill
After a prolonged melee the Baden infantry retreat

The Russians have taken two of the three game objectives and win the battle.

Comments
Both commanders take command of one cavalry and one infantry brigade and corps artillery.
They deploy opposite each other in the centre between the two hills
Neither can gain an advantage, and neither will attack, so it is a stalemate in the centre

The French garrison the walled farm on the right with their jager brigade.
Despite a determined attack the French are unable to shift them
The French hold the farm at nightfall

The attack on both hills in an infantry affair, and the result largely down to luck
Both sides start with casualties and both have brittle morale.
The Russians take both hills.

The deciding factor on the right, was the artillery commanded by Marshal Moncey.
He lost both his cavalry and infantry brigades, but the gunners held to the left of the farm
From there they could fire into the attacking Russian infantry columns, to great effect
They also routed a heavy cavalry attack

This battle had a very Russian feel to it, with hard fought infantry fighting deciding the winner

Sunday, 23 November 2025

Nordhausen Campaign – Day Four



5 September 1813 – Nordhausen Campaign - Day 4

French retreat to Ebelben
4 French army – defend Weiringerode
5 French army – regroup at Nordhausen
6 French army – retreat to Heldrunger

Russian attack Weiringerode
1 Russian army – attack Weiringerode
2 Russian army – regroup at Sangerhausen
3 Russian army – occupy Heldrungen
Battle of Weiringerode – table at the end of move 2

Fourth French army is commanded by Marshal Davout
First Russian army is commanded by General Wittenstein

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

French – 6 infantry and 2 cavalry casualties (2600 men)
Russian – 6 infantry and 2 cavalry casualties (2600 men)

The battle started with the French army in and around Weiringerode
The Russian army would arrive on the table at the start of move 1
The French would be allowed to move at the start of move 1

The three game objectives were in the centre of the Table
The hill on the left, the woods in the centre and the hill on the right

On the right 10th French corps reached and occupied the hill before the Russians could arrive.
The Russian artillery were deployed to the right of the hill, supported by cavalry and artillery.]
This made it very difficult for 1st Russian corps to attack the hill.
Both sides committed three infantry brigades to the fight for the hill
The Russians won the melee, but the hill was taken by the French reserve

The centre was the best of the three for the Russians to attack
The woods itself would be an infantry melee, but the area to the right was open
11th French corps deployed their artillery and cavalry, plus one infantry brigade

Wittgenstein took command of half the infantry from 2nd corps, plus the artillery
Whilst the remainder of the infantry took the woods, he pushed the centre back
He then turned right and took the hill on the right

The left was very similar to the right, and again decided by the infantry
Once more the French won the melee, and possession of the hill
Both sides took a battering, but the French had the last reserve and won

Comments

The deployment for this battle reverted to the earlier style, with one army of table
However the defender was not in possession of the objectives at the start of the game
The layout of the table meant that the French reached the three objectives first
They took advantage to deploy their cavalry and artillery to protect the flanks of the objectives
Their artillery also dominated the open space between the objectives.
This meant that, once again, the infantry would decide the outcome.

This is the fourth game of the campaign, and the first with casualties at the start
Both sides had six infantry and two cavalry casualties, which sounds very even.
However the Russians had two cossack brigades, both C class and already inferior
So the French had a considerable advantage in cavalry.
The elite Russian infantry, grenadiers and jagers, had less casualties than the French elite

The actual brigade with casualties would dictate the whole battle for the Russian army
They had to attack, and could not afford casualties during the approach
If one brigade failed morale and routed it was quite likely they would take more with them

The Russians were able to use their artillery and cavalry to more effect, because they were mobile
The French artillery and cavalry were deployed to hold open areas, but could not react so easily
So the Russians were able to force the French artillery and cavalry to withdraw slowly
This did not win the game, but it went a long way to not losing it for the French.

It is quite difficult to explain how important just one casualty can make to the whole game.
The attacker has to put everything into the first attack, and just one bad dice can spell disaster.

I was quite surprised that this game went the full 12 moves, and the winner only decided at the end. When both armies have existing casualties just one casualty to enemy artillery fire can make all the difference. In this game both players took great care to protect their weak brigades.

I would not be surprised if some of my readers wonder how we can fight games week after week which look so similar in the photographs. Given the size of the table, and the scenery available, it goes without saying that at first glance will look similar. But the composition of the two armies, particularly at this stage, is critical And the roll of the dice even more so.

Once again an enjoyable game, which to be honest they all seem to be.

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.

Sunday, 26 October 2025

Nordhausen Campaign – Day Two


3 September 1813 – Nordhausen Campaign - Day 2

French defend Sangerehausen
4 French army – retreat to Weringerode
5 French army – defend Sangerhausen
6 French army – defend Heldrungen

Russian attack Sangerhausen
1 Russian army – occupy Halberstadt
2 Russian army – attack Sangerhausen
3 Russian army – observe border
Battle of Sanderhausen – table at start of battle

Fifth French army is commanded by Marshal Moncey
Russian army is commanded by General Constantine

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 large woods, in the centre a cottage, on the right a long hill

Both commanders decided that the key to the battle was the woods on the left
The woods covered a large area, and command and control would be difficult
Both commanders took command of half of the armies attacking the woods
Artillery and cavalry played little part in the battle, which was decided by infantry melee
Each side occupied the half of the woods nearest to them
6th Russian corps captured the northern half, and repulsed a counter attack by 16th Italian corps

The ground in the centre was open, with a small cottage being the objective
14th French corps deployed their artillery to the right of the cottage
5th Russian corps placed their artillery to the left, and attacked on this side
The French lost the cottage and the area to the left
This allowed the Russians to outflank the French position
14th French corps retreated to the town

The hill on the right was also decided by infantry
Both corps placed their cavalry and artillery to the right of the hill
The French cavalry charged the guns, who took refuge in a nearby square
The Russian cavalry were slow to react, and the French retreated without loss
Both commanders sent their best three infantry brigades to take the hill
This resulted in a prolonged melee, eventually won by the Russians.

Comments

Both armies were on the table, and within 24”, at the start of the game. This meant that the decisive fighting took place much more quickly than usual. In previous games one army had to march onto the table at the start of move 1, and would take four moves to reach the position both were in at the start of this game.

The intention of this different deployment was to allow time for the losing side to rally and launch a counter attack. And this happened to a degree, with both sides having time to rally and return routed brigades to the combat areas. But it all happened quicker than I anticipated. I don’t think this is particularly important, because the Russians were clear winners by the end of move 8. The Russians launched a counter attack on the woods on the left, and the hill on the right.

The battle for the woods was a slow business. Both sides had placed their cavalry and artillery between the woods and the road, preventing the other side outflanking the woods. Three infantry brigades attacked the woods. Both sides occupied the two sections nearest to them, but had to fight hard for the opposite two. The Russians were the first to occupy all of the woods, and they then had to fight off a French counter attack – which they did.

On the opposite flank the fight for the hill was similar. Both sides placed their artillery and cavalry to the right of the hill, and each sent three infantry brigades to fight for the hill itself. Both sides had sent their best brigades which are one elite, one light and one line. It is not obvious which is which just looking at the figures, so the combats were interesting.

The centre was completely open, very unusual in my games. Normally there is a terrain feature in each square. But I wanted to see what would happen if there was no obstacle and no cover. There was a small cottage on the table, but this was just a marker. It did not provide cover, nor was it an obstacle. I simple removed it when the Russians attacked.

This new type of deployment seems to be working well. Certainly it makes for completely different type of wargame, which is always welcome. I am sure that we will both develop new tactics for each objective with this encounter type of game. But for the present they feel fresh and a new challenge.

Sunday, 12 October 2025

Nordhausen Campaign – Day One


2 September 1813 – Nordhausen Campaign - Day 1


French defend Nordhausen/Halle border
4 French army – defend Halberstadt
5 French army – defend Sangerhausen
6 French army – defend Heldrungen

Russian attack Halberstadt
1 Russian army – attack Halberstadt
2 Russian army – observe Sangerhausen
3 Russian army – observe Heldrungen
Battle of Halberstadt – table at start of battle

Both armies are deployed on the table at the start of the game, with 2 foot between them
This is a surprise attack by the Russian army.
The defending French army cannot move until the start of move 2

The three objectives are in the centre of the table.
The farm on the left, the woods in the centre and the hill on the right
The army which occupies at least two at the end of the battle is the winner

The defending army is not in position on the three objectives
Therefore the Russian army arrives at all three objectives a little earlier than the French

On the right three Russian infantry brigades are sent to take the hill
Their cavalry, artillery and one infantry brigade are deployed to the right of the hill
The French duplicate this deployment, also sending three infantry brigades to take the hill
The resulting infantry skirmish and melee decides the outcome
The French win the skirmish battle, but the Russians win the melee and occupy the hill

In the centre the Russians send three infantry brigades to take the woods.
Their cavalry, artillery and one infantry brigade hold the area between the woods and the hill
The French cavalry advance and force the Russian artillery into a nearby square
They are charged by the Russian cavalry, who win the melee and rout them
The Russian infantry hold the woods, despite a series of French counter attacks

On the left Russian infantry enter the farm, but come under fire from French artillery
The Cossack brigade are routed by the French cavalry, who in turn are routed by artillery fire
The French infantry attack the farm and after prolonged fighting rout the Russian defenders

At the end of just 6 moves both sides have suffered only light casualties
But both have a lot of brigades in rout, 11 French and 5 Russian
The French are too weak to launch another attack and the Russians win the battle

Comments
Normally the defending army are deployed on the three game objectives at the start of the game.
But for this campaign I have decided to deploy both armies at either end of the table
The three 2 foot squares containing the objectives are between them
Both armies have to advance to occupy them, resulting in an encounter style wargame

The normal sequence of a 12 move game was in three parts.
During the first four moves the attacking side moved onto the table and deployed out of range
For the next four moves the artillery and cavalry would try to gain an advantage
During the last four moves the attacking infantry would engage the defending infantry

This type of game relied on the attacker gaining an initial advantage for his cavalry or artillery.
He would then hope to break the weakened defending army with an infantry attack
Normally the first round of skirmish or melee would decide the outcome of the game
Because there would not be time to rally routed brigades and launch a counter attack
It was hoped that with this new deployment the fighting would start sooner
This would allow time for routed brigades to rally and counter attack.


This happened to a degree in this wargame, but it was not decisive
For some reason there was an unusually high number of routed brigades
And this despite the fact that casualties were not particularly high on either side
Obviously the reason was low dice at a critical time, and this applied to both sides.

In this game it happened more for morale tests than combat tests
This may be just a “one off”, and I will need to play a few more games to confirm
If so it may be necessary to change the morale rules.
This is something I have been considering for some time.

The change in deployment certainly resulted in a much more exciting wargame
Both armies were in contact at all three objectives much sooner than previously
But because of routs the expected counter attacks did not materialise.

Sunday, 5 October 2025

Nordhausen Campaign Phase


Map of Europe

Our next campaign phase is set in central Germany where the Second French Army Group is opposed by the Russian Army.   This is the 23rd campaign phase of the sixth campaign, which started in June 2020.  Nordhausen is the one with the white star.   Each star is a campaign phase and the colour indicates which side won.

There are five campaign areas and each one has a French army group plus an Austrian, British, Prussian, Russian or Spanish army.

Central Germany

There are three regions in central Germany, and the sixth campaign is fought in Erfurt region.   There are nine districts in each region, and each district is a campaign phase.   This campaign is fought in Nordhausen district.   There are nine squares in each district, each one is a wargames table.  

The French won two of the previous four campaign phases, and Russians also won two.  

Nordhausen Campaign Map

The campaign map  covers the area from Nordhausen (on the left) to Halle on the right.   The district border is the dotted purple line in the centre.   The Russian army is deployed to the right of the border, with its headquarters at Halle.   The French army is to the left, with its headquarters in Nordhausen.   The Russian army has orders to cross into Nordhausen district and take the city of Nordhausen.   It  is anticipated that they will have to fight six battles to do so, one for each town.  

Each square on this map is a 2x2 foot square on the wargames table.   There are six tables, one for each town.

Each army group is divided into three armies, and each army has three corps. 

 

Table at  start of wargame


Comment

Most campaigns last approximately 6 to 8 weeks and each wargame about seven to ten days.

I often use a campaign to test new wargame or campaign rules written as a result of the previous campaign.   For a long time our battles/wargames have consisted of one army in defence attacked by the other army.   This photo of the start of a wargame shows what I mean.   The game objectives are the centre three squares, the woods on the left, the hill in the centre and the bridge on the right.   An advance guard of one corps is in position on the hill in the centre.  The other two corps are in the squares either side of the town.   All three attacking corps are off table at the top of the photo, and will arrive at the start of move 1.

For the next  campaign we are going to test play a new deployment.   The three game objectives will be the three squares in the centre of the table.   One army will be in position on the top three squares,  the other on the bottom three.   At the start of move 1 both armies will march towards the three objectives.   This will be similar to an encounter game, where both armies march towards each other.  

There are a maximum of 12 moves in each game, and at present it is not unusual for the attacker to run out of time and the game is decided before either side has really won.  This is because it takes about four moves for the attacker to come within 12” (long range artillery fire) of the defender.   Two to four moves are required for the attacker to use his artillery and cavalry to try to gain an advantage, and then the final four moves for the attacking infantry to reach the defending infantry. 

This new deployment will allow the attacker to fight the artillery and cavalry part of the game, and to reach the enemy infantry.  In addition there should be time for a second or third round of melee to take place, which will allow for rally and counter attack.

Looking forward to seeing how well this works in practice.

Saturday, 20 September 2025

Burgos Campaign – Day Six



31 August 1813 – North Spain – Day 6

French attack Laguna
10 French army – regroup at Quintana
11 French army – attack Laguna
12 French army – retreat to Cuellar

British win battle of Laguna
1 British army – regroup at Palencia
2 British army – defend Laguna
3 British army – occupy Coca
Battle of Coca – Start of Battle

2nd British army retreated to Laguna having lost the battle of Santa Maria
11th French pursue and attack them at Laguna

French army is commanded by Marshal Oudinot
British army is commanded by General Hill

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

French have 9 infantry and 2 cavalry casualties (3800 men)
British have 6 infantry and 1 cavalry casualties (2500 men)

The game objectives are the three squares at the top of the photo
Hill on the left
Woods in the centre
Bridge on the right
The side who controls two of the three at the end of move 12 will be the winner

Both armies are deployed on the table at the start of the game

The French started the battle with more casualties than the British
To have any chance of success they would have to weaken the British cavalry or artillery
To do so they would have to attack aggressively and hope to win the opening battle
They failed miserably and had lost the battle within 4 moves out of 12.

At the end of move 4 the British held all three game objectives
They were so confident that they advanced to rout the retreating French army

Comments
In a wargame, even more than in real life, it is really difficult for the side with more casualties to win. To do so they have to fight an aggressive game, and hope to win the opening moves and inflict casualties on the enemy cavalry or artillery. With superiority in either cavalry or artillery the weak infantry can then advance and hope to win the main battle.

This game opened with the French cavalry advancing on the left flank. They were charged by the defending British cavalry, and routed with 10% casualties. The British cavalry rallied and forced the nearby gunners into an infantry square. By the end of move 2 the battle was over on the left flank.

In the centre both CinC had taken command of two cavalry brigades to form a cavalry reserve. The French cavalry now advanced and were charged by the stronger British horse. The French won the first phase, but lost the second. Both French brigades were routed with 20% and 30% casualties. The British suffered 20% to one brigade, but both rallied. By the end of move four the battle was over in the centre.

On the right flank the British occupied both ends of the bridge, with the elite light division was on the right bank. There was never any real likehood of a French victory on this flank. With the loss of their centre and left, the French retreated without a shot being fired.

When one side has such overwhelming reverses so early in the game both players have to decide whether to accept the outcome, or go back to the start positions and refight the game. Most would agree to do so, and thus avoid the sheer waste of time setting up the game. However in a campaign game this is not really an option. We both felt obliged to accept the sheer unfairness of the poor dice rolled by the French player (which was me). Even if this did mean losing a critical battle, which in turn would decide the campaign in favour of the British.

Sunday, 14 September 2025

Burgos Campaign – Day Five

 

 


30 August 1813 – North Spain – Day 5

French attack Coca
10 French army – occupy Quintana
11 French army – pursue British to Laguna
12 French army – attack Coca

British win battle of Coca
1 British army – retreat to Palencia
2 British army – retreat to Laguna
3 British army – defend Coca

Battle of Coca – End of Move 2

Wellington’s invasion of Burgos District has suffered a major set back
He has lost three of the four battles fought so far
His army have been forced to abandon the invasion and retreat into Valladolid District

The French defeated Picton at the battle of Cuellar two days ago
They now attack him at Coca as he regroups and resupplies his army

12th French army is commanded by Marshal Marmont
3rd British army is commanded by General Picton

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

French start the battle with 8 infantry, 2 cavalry and 1 artillery casualties (3500 men)
British start the battle with 9 infantry and 3 cavalry casualties (3900 men)

Despite starting the battle with more casualties, the British win the battle.

Comments

Both armies started the battle with considerable casualties from earlier in the campaign.
This would mean that most brigades has 10% casualties and would have brittle morale
They would also be less effective in combat than those without any casualties

On the right the French infantry reached the hill without any artillery casualties
Hand to hand infantry fighting decided the outcome, which was a victory for the French

The British heavy cavalry charged and routed the French cavalry in the centre left
However they also received casualties and would both rout when a nearby brigade routed
The Polish lancers rallied and supported the attack on the town

French infantry took the hill on the left, again after extensive infantry hand to hand fighting

So the battle was decided by the Vistula Legion attack on the town
This was delayed until the cavalry melee was decided
The Polish artillery then concentrated on the right half of the town]
The garrison was routed and Polish infantry entered
However the highland brigade launched a counter attack, which routed the Poles
Meanwhile two more Polish brigades attacked the left half of the town
Heavy fighting resulted in a Polish withdrawal
At nightfall two British brigades held the town, one was shaken and the other disordered
But there were no Polish infantry left to attempt a counter attack

Normally when both sides start a game with heavy casualties there is a quick winner
One rout often leads to many more amongst the supporting brigades
Aware of this danger, the French player attacked with great caution
He managed to attack all three objectives, and all were hard fought
But the town was the deciding one, and both sides ended the game battered
If the French had just one formed infantry brigade near the town they would have won
But they didn’t.

Very enjoyable game with the winner decided at the end of move 12.

Sunday, 7 September 2025

Burgos Campaign – Day Four


29 August 1813 – North Spain – Day 4

French attack Quintana
10 French army – attack Quintana
11 French army – regroup and resupply at Burgos
12 French army – rally and regroup at Cuellar

British lose battle of Quintana
1 British army – defend Quintana
2 British army – regroup and resupply at Santa Maria
3 British army – retreat to Coca
Battle of Quintana – End of Move 2

Their defeat at Picuerga has forced 1st British army to retreat to Quintana
10th French army follow up their victory, enter Valladolid district and attack them

10th French army is commanded by Marshal Soult
1st British army is commanded by Duke of Wellington

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

French have 6 infantry and 1 cavalry casualties (2500 casualties)
British have 4 infantry casualties (1600 casualties)

On the left 28 French corps attack the woods held by 1 British corps
The British put up a determined defence, but lose the woods late in the day

In the centre 29 French corps attack the town held by 2 British corps
They take the right half of the town, but can make no progress against the left half

On the left Soult takes command of three infantry brigades and captures the hill
The remainder of 30 Polish corps move to support the attack on the town

Despite starting the game with more casualties, the French take two of the three objectives
In doing so they win the battle

Comments
This was another very close run game.

The French started the game with more casualties than the British.
They also had to attack, because the British retreated after losing an earlier battle

29 French corps, in the centre, had the majority of casualties
They also had to attack the town, which was the most difficult objective
It is not surprising that they failed to take it.

On the left the CinC took command of three Polish infantry brigades to attack the hill
They took it with ease, and the British could not organise a determined counter attack

But it was on the right that the most interesting battle was fought
The French routed the British cavalry and pushed back the infantry to the right of the woods
They then brought up their artillery close range and battered the defending highland brigade
Two French brigades attacked the woods, one from the front and one from the right
They routed the highland brigade, but also lost their brigade on the right
The British guards brigade counter attacked with just one move to go
The result was a draw, both sides lost 10% casualties but passed their morale

We agreed to fight an extra move to decide the game
Once more both sides lot 10% casualties and both passed their morale test
Of course we had to fight another move to decide the game
This time the British lost 10% and automatically routed with 30% casualties
The French did not lose any casualties, but failed their morale and were shaken
Though shaken the French remained in the woods, and could claim victory

It is really enjoyable when a game goes all 12 moves without a decision
And then has to fight a further two to determine the winner
It was clearly a convincing French victory 
But if they had lost that melee for the woods they would have lost the game

Sunday, 31 August 2025

Burgos Campaign – Day Three

 

 

28 August 1813 – North Spain – Day 3

British attack Cuellar
1 British army – regroup and resupply at Quintana
2 British army – occupy Santa Maria
3 British army – attack Cuellar

French lose battle of Santa Maria
10 French army – regroup and resupply at Picuerga
11 French army – retreat to Burgos
12 French army – defend Cuellar
Battle of Cuellar – End of Move 12

This was the third battle of the Burgos campaign. The French had won the first, the British the second. The British must win this battle if they are to continue to advance towards Burgos. If they fail they will have to retreat west and abandon their campaign.

Picton fought an aggressive battle, and all three battle objectives were soon engaged.

On the left Oswald’s 9th corps quickly took the two northern sections of woods, but was unable to make any progress against the two southern sections. Munsier’s Italian corps fought back and routed all six British brigades. The gunners rallied and took shelter in the village, but were unable to man their abandoned guns. Oswald was unable to rally any of his four infantry and one cavalry brigades.

Picton took command of half of 8th British corps in the centre. They routed the cavalry and three infantry brigades of Joubert’s Vistula corps, but were unable to take the woods which dominated the road junction. The one remaining Polish infantry brigade still held the woods at nightfall.

On the right Halkett’s 7th corps aggressively attacked Villatte’s French corps. The French were forced to retreat, but kept hold of the village. Villatte launched a counter attack which routed three British brigades. Halkett continued to attack, but the French still held the village at nightfall.

Both armies suffered heavy casualties. The British lost 20 infantry and 7 cavalry casualties (8700 men) and ten brigades in rout. The French lost 18 infantry, 5 cavalry and 1 artillery casualties (7800 men) and twelve brigades in rout.

At nightfall the French held all three game objectives and had won a convincing victory

Comments
 game resulted in an unusually high number of casualties on both sides. Normally this only happens in the second half of the campaign, when both sides start the game with existing battle casualties. The reason for this is that both sides were able to rally routed brigades and launch counter attacks.

The morale tests are decided by one D6 roll. Points are added for elite troops, generals within 4” and supports within 4”. If a brigade has 10% casualties and is disordered they lose two points. The plus and minus points often cancel each other out. A dice roll of 4 or more is a pass. 3 is disordered, 2 shaken and 1 rout. Both shaken and routed brigades lose two points on subsequent morale tests.

If a brigade is routed early in the game it is quite possible that they will rally and return to the fighting before move 12. This happened to both sides during this game. The result is that the brigade runs the risk of more casualties in the final stages. In this particular game a large proportion of brigades ended the game in rout with 30% casualties.

This is the second British defeat out of three battles. They are the aggressors, and must now abandon their campaign to take Burgos. It is likely that the defending French army will pursue the retreating British army and invade Valladolid district.

This would be another first since the campaign started in 2009.

Tuesday, 26 August 2025

Burgos Campaign – Day Two


27 August 1813 – North Spain – Day 2


British attack Santa Maria
1 British army – retreat to Quintana
2 British army – attack Santa Maria
3 British army – observe border

French win battle of Pisuerga
10 French army – concentrate on border
11 French army – defend Santa Maria
12 French army – advance to border
Battle of Santa Maria – End of Move 12

The battle opened with one French corps deployed on the centre objective. The other two corps were either side of Santa Maria. All three corps would be able to move at the start of move one.

The British were off table, but all three corps would arrive at the start of move one.

On the right 31st French corps arrived at the bridge before 4th British corps. Half of their infantry were on the left bank with the corps artillery. The other half were on the right bank with the cavalry. The British light division were on the right bank, supported by the corps cavalry. The CinC commanded the other two infantry brigades and the corps artillery; he also took command of 5th corps cavalry. The British forced the French on the left bank to retreat, and redeploy their cavalry to support the light division on the opposite bank. They now held both ends of the bridge and continued to do so until the end of the battle.

The British had a much harder task in the centre. Neither side could use their cavalry on the hills either side of the main road. The British captured the hill on the right by late afternoon, and then the hill on the left just before nightfall.

The battle for the woods on the left was the most complicated. All four sections of the woods had to be taken and held to control the third objective. The British quickly took the two northern sections, but struggled with the two southern ones. By late afternoon they had taken three of the four sections. The French then launched a counter attack on the bottom right section, and routed the defending highland brigade. The British brigades holding the other three wooded sections had to test their morale because of the rout. All three failed and joined the rout. At nightfall the French held the bottom right section with a shaken infantry brigade. But there were no British reserve to counter attack and the French held the objective.

At nightfall the British held two of the three game objectives and won the battle.

Comments
At the end of move 10 (of 12) it seemed certain that the British would take and hold all three game objectives. They held the bridge on the right. They also held the right hand hill in the centre, and were about to attack the left hand one with three brigades against two. They held three of the four wooded sections on the left, and had just routed the French brigade in the fourth section

The British took and held the hill on the left and thus secured the second of the three objectives

During move 11 they secured the fourth wooded section, and thereby held all three game objectives. However at the start of move 12 the French counter attacked the bottom right section of woods. The result was a draw, but the British had lost 10% casualties. In each move we draw a poker chip to decide which corps moves next. The French had come first to counter attack, it was all down to the outcome of the second round of melee when the British chip was drawn. Another draw, this time both brigades suffered 10% casualties. The French passed their morale test, the British failed and routed. The other three wood sections were within 4” and each of the British brigades holding them had to test their morale. All three failed and joined the rout!

The British still won the game, because they held two of the three game objectives. But Jan (the French player) felt she had won a moral victory by routing all four enemy brigades and retaking the woods.

All of this is possible because of the simple morale rules we use. All brigades who have taken part in a melee or received casualties have to test their morale, even if they have won the melee and not received any casualties. This is decided by the roll of 1D6. It is very unusual to have such a dramatic failure of morale, particularly on the last move of the game. But the fact that it is possible means that no game is ever decided until the chip for the last corps is drawn at the end of move 12.

Sunday, 17 August 2025

Burgos Campaign – Day One

 


 


26 August 1813 – North Spain – Day 1

British attack Pisuerga
1 British army – attack Pisuerga
2 British army – observe border
3 British army – observe border

French win battle of Pisuerga
10 French army – win battle of Pisuerga
11 French army – hold Santa Maria
12 French army – hold Cuellar
Battle of Pisuerga – End of Move 2

The campaign opens with a surprise attack by 1st British army on the border town of Pisuerga.

29th French corps is deployed between Pisuerga and the border
28th French and 30th Polish corps are in reserve either side of the town
They will not be able to move until the start of move 2
The British will enter the table at the start of move 1

On the left the Poles deploy their artillery and one infantry brigade on the hill.
The remainder of 30th corps are behind or to the left of the hi
3rd British corps have lost their artillery to the army reserve
They attack the hill, but quickly withdraw in face of the Polish artillery

The main British attack is in the centre
Wellington has taken command of the artillery from 2nd and 3rd corps
They advance to the left of the main road in support of 2nd corps
2nd corps have orders to attack the road junction in the centre of the table

Despite being outnumbered 29th French hold the road junction throughout the battle
Both sides suffer heavy casualties.

On the right 1st British corps send three infantry brigades to attack the village
28th French corps have one brigade in the village and two in reserve
The remainder of the corps is deployed to the right of the village
The British take and hold the village

At nightfall the French hold two of the three game objectives and win the battle.

Comments

Wellington took command of the artillery and one infantry brigade from 2nd and 3rd corp
He used this reserve to support his main attack on the road junction with 2nd corps
Despite this he failed to take and hold the road junction.

Without their artillery 3rd British corps were unable to take the hill on the left
The Poles reached the hill first, and moved their artillery onto the hill
Cavalry are unable to fight on hills, and without artillery the British infantry withdrew

On the right the majority of both 1st British and 28th French corps were inactive
Only one brigade can be inside the village, but two brigades can attack either side
The British were confident they could take and hold the village with infantry alone
They pinned the rest of the French with their cavalry and artillery, plus one infantry brigade
The French should have attacked, and thus forced the British to reduce their attack on the village
However they concentrated on holding the village, and lost it.

The main attack in the centre was interesting. The British won an initial advantage with their superiority in artillery. They routed half of the French corps holding the road junction.
However they could not redeploy quickly enough to engage the other half.
An extensive infantry melee would decide the outcome, and the French had better luck (dice)
During the melee I (as British player) rolled three 1s and one 2 out of four dice!

The French won, but they lost more casualties than the British. So in their next battle they will start with more casualties than the British. Battle casualty replacements bring all brigades up to strength less 10%. The French have casualties to six infantry and one cavalry brigade. The British have casualties to four infantry and one cavalry brigade. The French casualties are spread between two corps, the British confined to one corps. All of this will put 29th French corps at a disadvantage when they next meet up with 2nd British corps.

Sunday, 3 August 2025

Summary of 1813 Campaign

 

1813 Campaign map

The campaign started in July 2009. 

The campaign has been reorganised six times since then, either because it ran out of days in the year, or when it changed from a solo campaign to PBEM (play by email).   Within each campaign there are varying numbers of “mini campaigns” or “campaign phases”.   Each campaign phase is a self contained mini campaign consisting of 5 to 10 (usually 6) battles fought as wargames.

There have been 95 campaign phases, each lasting about two months.    This map shows the location of each phase and the colour indicates the winner of the phase.   The campaign has also produced 507 battles which were fought as wargames.   There are a series of blogs covering the whole campaign from July 2009 with a continuous diary and battle reports with photographs of each battle fought.

Sixth Campaign map

The current campaign (The Sixth) started in June 2020.   This was the first campaign to use the new fictional maps of Europe with military regions and districts.   I decided to create a fictional map of Europe having spent 11 years trying to create a map which I could divide into squares which I could then transfer to my wargames table.   Trying to scale down my master map (a road atlas of Europe) to a series of wargame tables proved too difficult (for me anyway).  So I decided to scale up a wargame table to create a fictional map of Europe.   Each square on this map is a military district.   Each district is divided into nine towns, and each town is a wargames table.    Nine districts make up a military region.

 

There have been 21 campaign phases each of which is shown on this map.   These have provided 134 battles to wargame.

Hildesheim Campaign Phase

When I started the Sixth Campaign I fought each campaign phase on a map showing the nine towns of that military district.   However I soon decided it would make more sense to show the area either side of the district border and include the administrative HQ of each army.   In this case the French HQ is Hildesheim and the Prussian HQ is Goslar.   The district border is the purple dotted line in the middle of the map.

There were six battles fought during this campaign phase, and the location of each is shown by a coloured star.   French victories are in blue and Prussian in Grey

When I started the 1813 Campaign in July 2009 I never thought that it would last so long.   I had run quite a few solo campaigns before then, but each were based on an historical campaign, rather than a fictional one designed to provided battles to wargame.  The great advantage of a fictional campaign is that you can develop it as much as you like. 

The objective of the campaign has always been to provide interesting battle for my wife and I to wargame, using to the full our collection of model soldiers and scenery.   In 2009 that included identical armies in 6mm, 18mm and 28mm.   However we soon found that we preferred to use the larger figures, and the 6mm and 18mm were soon gathering dust on the shelves.

The maps and the orders of battle have changed over the years, but the objective has never changed.   Being able to restructure the maps and order of battle has allowed me to created different scales of battle so we never get bored with the actual wargames.   It also allows me to undertake lengthy projects, such as the fictional maps, to add interest to the campaign itself.

When I wrote the original campaign rules I also wrote a set of rules loosely based on  “Le Feu Sacre” Napoleonic rules.    Both have changed drastically over the years, and now bear little resemblance to those used in 2009.   But this also has maintained our interest in Wargaming. 

The beauty of designing campaign and wargame rules for yourself if that you don’t have to justify them to anyone else.   It has certainly worked well for us, and I would strongly recommend it to other wargamers.

Sunday, 27 July 2025

Hildesheim Campaign – Day Seven


25 August 1813 – Northern Germany – Day 7

The Prussians retreat to Hildesheim-Goslar border
1st Prussian army – retreat to Seesen
2nd Prussian army – retreat to Holle
3rd Prussian army – hold Harsum

The French hold Hildesheim and win the campaign
1st French army – regroup at Hildesheim
2nd French army – hold Springe
3rd French army – occupy Alfeld

Comments
The failure of the Prussians to take Hildesheim created a problem as to who had won the campaign. They had won four of the six battles fought during this campaign phase. But the campaign objective was to take and hold the city of Hildesheim.

Having failed to take Hildesheim 2nd Prussian army has to retreat to Holle, just south of 3rd Prussian army at Harsum. This left 1st Prussian army isolated at Alfeld, so they had to retreat west to Seesen, bringing them into line with the other two Prussian armies. This allowed 3rd French army to retake Alfeld.

This seemed the most reasonable solution. The Prussians occupied the three border towns, reflecting their success throughout the campaign phase, in that all three were within French held Hildesheim District.

In truth the result of this campaign phase was a draw. Both armies had suffered considerable battle casualties, and neither were in any condition to continue the campaign. Both would need a week or so to regroup, resupply and reinforce. All this would be easier to do were the Prussians to move further west into Goslar District. But I could not convince myself that this was a decision Blucher would have made in similar circumstances.

It is perhaps a little surprising that this sort of compromise is not required more often. Given the unpredictability of our wargame rules one would imagine that it would happen more often. But in fact the “obvious winner” almost always takes the campaign objective of the enemy city and rightly wins the campaign phase.

So a rather unsatisfactory conclusion to an otherwise enjoyable campaign phase. Not a great problem, because the aim of the campaign is to produce interesting and enjoyable battles to wargame, and it has certainly done that.

Sunday, 20 July 2025

Hildesheim Campaign – Day Six


24 August 1813 – Northern Germany – Day 6

The Prussians attack Hildesheim
1st Prussian army – occupy Alfeld
2nd Prussian army – attack Hildesheim
3rd Prussian army – regroup Harsum

The French retreat
1st French army – defend Hildesheim
2nd French army – regroup at Springe
3rd French army – retreat to the west

Battle of Hildesheim – End of Move 2

The city of Hildesheim is the administrative centre of Hildesheim military district.
It is also the main supply depot for the French army.

2nd Prussian army, commanded by General Bulow, attack Hildesheim
They have12 infantry brigades, 3 cavalry brigade, 3 corps artillery
They start the battle with 4 infantry casualties (1600 men)

1st French army, commanded by Emperor Napoleon, defend Hildesheim
They have 12 infantry brigades, 3 cavalry brigade, 3 corps artillery
They start the battle with 6 infantry, 2 cavalry and 2 artillery casualties (2800 men)

On the right the Imperial Garde hold the hill and area to the left. As the Prussians approach the artillery move forward to delay their deployment. The Prussian infantry are forced to advance through the fortified farm, causing considerable delay. The Prussian artillery deploy at short range on the flank of the Garde gunners, causing them to withdraw. This allows the Prussian infantry to attack the hill. After an initial success the Garde counter attack and rout the Prussian infantry

In the centre the Prussian reserve cavalry charge the French cavalry. They lose and are routed, allowing the French cavalry to threaten 5th corps and force them to form square. The Prussian cavalry rally, again charge the French cavalry and this time win the melee.

Only then can 5th Prussian corps advance and attack the woods. They quickly take the woods, and supported by the reserve cavalry break the French centre

On the left 6th corps infantry advance on the hill, causing considerable delay. Their cavalry and artillery pin the French to the left of the farm. The Prussian infantry take the farm, but are drawn into the melee for the centre. This allows the French to counter attack and retake the farm.

At nightfall the French hold two of the three game objectives and despite suffering much heavier casualties they win the game.

The French have lost 15 infantry, 4 cavalry and 2 artillery casualties (6600 men)
The Prussians have lost 11 infantry and 1 cavalry casualties (4500 men)

There are 7 French brigades in rout
The Prussians have 4 brigades in rout

Comments

The French started the game with more casualties than the Prussians. This prompted the latter to launch a very aggressive attack. Both CinC had created a cavalry reserve of two brigades. This often results in a stalemate, with both sides reluctant to risk a melee. However in this game the Prussian cavalry advanced early in the game and charged the weaker French. Much to my surprise (as Prussian player) the French won, and routed both Prussian brigades.

The French cavalry then charged the nearby Prussian artillery, forcing the gunners to abandon their guns and seek shelter in a nearby square. This left the French cavalry in possession of the centre, and forced 5th Prussian corps to form square. Fortunately the routed Prussian cavalry rallied, returned and again charged the French cavalry. This time they won and turned the tables on the French. It was now the Prussian cavalry which dominated the centre.

For most of the game it looked like the Prussians would win. In fact at the end of move 10 they occupied all three objectives. However the French counter attacked and retook two of the three objectives.

Despite suffering many more casualties the French were clear winners at the end of the maximum 12 moves. They had lost 2nd corps in the centre, but firmly held both the farm on the left and the hill on the right.

A fast moving and very enjoyable wargame. The rules are working really well, and allow for unexpected reverses – such as the late French counter attacks. This is the main advantage of using our simple, but effective, combat and morale tests with just one D6.