Sunday, 29 October 2023

1813 Campaign – Landshut Phase


 

Map of Europe

This map shows the location of the five campaign areas. 

Each square is a military region.  

The current location of each army group is shown.  

The stars show the location of previous phases.  

The colour indicates which side won.   

 

This is the 89th phase since the campaign started in April 2009.  

It is the 15th in the sixth revision which started in June 2020 

 

The white star shows the location of Landshut

 

Austrian corps

On paper all five of the campaign areas are very similar.

Particularly the three areas in Germany

 

Each army has nine corps, each of four infantry brigades, one cavalry and corps artillery

 

The aim of my campaign is to produce battles which result in balanced wargames

This has resulted in armies of different, but balanced, abilities

That is the reason I choose 1813, because by then all armies has similar combat abilities

 

Napoleon’s Grande Armee had been destroyed in Russia.

It was replaced by a mostly conscript and poorly trained army

Allied commanders had learned hard lessons, which resulted in better led armies

 

Despite all of this, each of the five campaign areas has a different look and feel

In the north Napoleon and his old guard is engaged with Blucher’s dark blue Prussian army.

 

Central Germany has the stubborn, green coated Russian army

The south with its more colourful Austrian army is my favourite, at least visually.

I know many wargamers moan about masses and masses of plain white uniforms

But half of my Austrian army are Hungarian, with their light blue trousers

And on all the white jackets highlight the varied facings

 

Bavarian corps

Their opponents are called “The French Army of Southern Germany”

But in fact they are entirely Bavarian and Baden brigades.

 

The light blue (cornflower blue?) of the Bavarian infantry stands out on the wargames table

 

Long before I grasped the complicated subject of Napoleonic uniforms I had admired the Bavarians

They were the first German troops I added to my French army

Long before I had corps and brigades, I had a group of them to lighten the dark blue of the French

 

Many years ago Jan and I spent a couple of annual holidays in Bavaria

We have always enjoyed hill walking, and it would be hard to find a more beautiful area to do so

 

And the fact that it was also the scene of major Napoleonic battles added to its attraction

 

My main interest was the main conflict between French and Austrian armies

It was then that I discovered how important the Bavaria was as a major element of Napoleon’s armies.

 

During our second holiday we visited the military museum in Innsbruck

I was fascinated by the diorama of the battle of Bergisel.

Bavarian troops fought in the mountains with the irregular troops of Andreas Hofer

I would have loved to collect a Tyrolean army with their pitchforks and odd collection of muskets

 

Very similar to the Spanish guerrilla bands who add so much to my campaign phases in Spain

 

But unfortunately at that time there were no suitable wargame figures available

And now that they are easily available I have long passed my painting phase

Having painted figures every day for more than 30 years, I have not lifted a paintbrush since 2006

 

That was when I completed my last major replacement project using mostly Front Rank 28mm figures

 

I have no interested in taking up painting again, and doubt that I could do so with my poor eyesight

 

So my battles in southern Germany will be restricted to the regular armies of Bavaria and Austria.

Sunday, 15 October 2023

Campaign Orders of Battle

 

11th French Corps 

The detailed orders of battle on the 1813 Campaign Diary were designed to allow the ten players in our PBEM campaign to understand the combat ability of the corps under their command.   The number of corps used, and the brigades in each corps, has changed over the years.   But the basic four infantry brigades, one cavalry brigade and corps artillery have remained the same.   As have the class, firing and skirmish ability of the infantry brigades.

To illustrate how it works I have chosen a standard French corps.   Elite corps like the old and young guard would have a higher proportion of elite troops.

11 French corps – General Albert (Average)

25 infantry brigade  CA     FB      SB

26 infantry brigade  CB     FC      SB

27 infantry brigade  CC    FC      SB

28 infantry brigade  CC    FC      SC

11 cavalry brigade   CB     dragoons

11 corps artillery      CB     9 pounders

The corps commander is Average.   Were he Gifted he would be more effective, but less so were he Poor.   His main role is to issue orders to the brigades under his command, and to do so he must be within 12”.   He can also add to their morale test providing that he is within 4”.     So each move he must be positioned within 4” of those brigades most likely to have to test their morale during the next move, yet still within 12” of all of his brigades.   A difficult task and often one will have to be sacrificed to achieve the other.

Each infantry brigade has (C) class, (F) firing ability and (S) skirmish ability.   A will add plus 1 to the combat or morale test, C will deduct 1.   To melee a brigade must be in base contact, to skirmish within 4” and to volley fire within 2”.   25 brigade is the best within the corps.   If 27 brigade were an enemy they would be at a disadvantage in melee or volley fire, but would be even in a skirmish fight.

Cavalry brigades also have class types, but not skirmish or firepower.   However the type of cavalry does make a difference in morale.   Heavy cavalry are more effective than light cavalry, both against infantry and other cavalry.   Lancers are the most effective against infantry, but the same as light cavalry against other cavalry.

Artillery again have types of class.   However I have abandoned the complicated tables in most rules depending on distance and weight of ball fired.   I have 12pdr, 9pdr and 6 pdr.   All have a maximum range of 12” and all a most effective range of 4”.   12pdr receive plus one and 6 pdr minus one.   A 9pdr firing at either would a dice roll of 6, a 12pdr 5 or 6.   The 6pdr cannot hit other artillery at more than short range.  

In addition to the above, casualties have a major effect on morale and combat effectiveness.   Casualties from all combat are 10%, and these results in minus 1 on morale or combat tests.   Each additional 10% results in a further minus 1.   During the campaign corps can reduce casualties by halting within supply range of their depot.   But the final 10% remains for the duration of the campaign.   So an elite brigade which receives 10% casualties in their first battle will become the same as a B class (or average) brigade.  And they will remain so throughout the campaign.

The position of each corps on the wargames table is dictated by their location on the campaign map.  At the start of the game each player needs to consider the morale and combat effectiveness of each of his three corps.   It would be unwise to order a corps with considerable battle casualties to attack one with no casualties.   However each army commander can take brigades from his three corps and form an army reserve.  This can be used to support the corps tasked with the main attack.  Or alternatively placed in a central position to support a weak position.

It is also important to deploy each corps so that the best infantry brigade will be in the right position to lead the final attack.   It is easy to overlook these details when faced with a table full of figures when the artillery, cavalry and infantry all have to be placed in the best position depending on their role.   But the player who gets the initial deployment right in this respect will stand a much better chance of winning the game.

However, as always, the dice is master.  The best planned attack will still fail if the dice rolls a one.   A poorly planned one will often succeed if it is a six.

These rules will not suit everyone.  But they have worked well for Jan and me.   And since April 2009 our 1813 campaign has provided 459 enjoyable wargames of battles provided by the 88 campaign phases spread throughout Germany and Spain.

Sunday, 8 October 2023

Campaign Orders of Battle


Map of 6 corps armies

A few months ago I decided that I would like to increase the size of the tabletop wargames from two to three corps per side.  My wife Jan and is my only wargame opponent, and games can get a little predictable given that we play a few moves almost every day.   This would give us a larger army to command and a wider choice of tactics and options.

My wargames are derived from my 1813 campaign, so the order of battle is the same for both.   There are five campaign areas, each with one French and one allied army.  So there are ten orders of battle.  

Each army deploys on a map with 9x9 squares.   Each army has an operational area of 3x9 squares, with two corps in each area.   Photo 1 shows the campaign map for the battle of Arevalo, which is the white star bottom centre.

Wargame with 2 corps per side

Photo 2 shows the same battle on the wargames table.   You will see that there are two corps per side, each corps has four infantry brigades, one cavalry brigade and corps artillery.   Each corps occupies one of the three scenic squares, so there is a lot of space to manoeuvre.

Map of 9 corps armies

To increase the number of figures on the table, I had to increase each army from six to nine corps.   Photo 3 shows the campaign map for the battle of Avila, the three white stars top right.   You will see that each army has three corps, occupying one square each.   So the new nine corps armies occupy the whole of the nine squares from top to bottom.

Wargame with 3 corps each side

Photo 4 shows the battle of Avila on the wargames table.   The whole width of the table is occupied by the three corps – British at the top and French at the bottom.   There is less room for manoeuvre, but more opportunity to create reserve under the commander and take advantage of any initial success in any of the three corps areas.

So far so good.  But I had not appreciated just how much work was involved.   The figures were already there, but the orders of battle all had to be rewritten.   There are two orders of battle, one for each campaign and a more detailed one for the campaign blog.     

It was relatively easy to add the new corps to the existing casualty sheets which are on my computer and used to record battle casualties.   These are not available to view on the campaign blog, and consequently have less detail.   

However there is also a more detailed order of battle shown as part of the campaign blog.   This is designed to explain to anyone interested how the various armies are organised and what the capabilities of each brigades are.   Given the size of the campaign there are a lot of brigades and each had to be rewritten.   This was designed to allow players in my PBEM phase of the campaign to determine the exact combat ability of each of their brigades.

In addition I like to include photographs to illustrate the complicated orders of battle.   When I set up the campaign I arranged each army of two four corps on the table and photographed them.  It would be a huge job to do the same for the new orbat.  So I photographed each corps on their storage stands.   The effect is not so impressive.  But given that I now appreciate that probably no one, or at least very few, bother to look at the campaign orders of battle I wanted to reduce the work load.  

I am reasonably happy with the result, and at least I feel that I have made some effort to illustrate the whole order of battle.   Even this limited effort took about three weeks, which I consider enough given the very limited general interest.

If you would like to see the end result you will find the ten new orders of battle here http://1813pbemcampaigndiary.blogspot.com.es/

Sunday, 1 October 2023

End of Talavera campaign

 

Battles fought during Talavera campaign

 

Soult won four of the six battles fought.

Wellington won the remaining two.

Soult took and held the city of Talavera and therefore won the campaign

This was the first campaign using our new wargame rules, which rely on just 1D6 to decide firing, melee and morale.   The rules worked well and needed only minor adjustments. The six wargames fought were fast and unpredictable and very enjoyable.   I think I can now confirm that the new rules work very well and will replace the earlier ones.  

There are five campaign areas in our campaign, three in Germany and two in Spain.   Each campaign phase is fought in one of those areas.   I stick to a strict sequence as follows:

 

North Germany – French v Prussians

South Spain – French v Spanish

Central Germany – French v Russians

North Spain – French v British

Central Germany – French v Austrians

 

This ensures that all of my wargame armies are used on the table in sequence.  It usually takes two to three months to complete a campaign phase.   Each phase usually produces six battles to wargame.

The objective is to produce interesting and fun wargames.    So armies are balanced to ensure that neither side has too great an advantage.   Numbers and types of figures (ie infantry, cavalry and artillery) are the same on each side.   Each nationality has strong and weak points, so each campaign phase is very different from the others.

Campaigns fought in Germany are more equal than those fought in Spain.    This is because Austria, Prussia and Russia had all learned hard lessons by 1813, and their armies were better trained and led than in earlier (historical) campaigns.  In addition the French armies never recovered from the 1812 campaign in Russia, and were largely conscript troops.   So although the campaign is not intended to be historical accurate, I feel it is quite fair to have balanced armies in terms of morale and combat value.

However in Spain it was a very different matter.   Most writers, and wargamers, consider Wellington’s 1813 army to be better trained and led than the French.   Even the considerable Portuguese element, which was largely led by British officers, was considered on a par with average British troops.

But most would agree that the Spanish army was poor quality and poorly led.    Brigades which served under Wellington’s command did perform well, though not as well as the Portuguese.   But the vast majority of the Spanish army were not up to this standard.   This poses a real problem for me, because of my aim of making all national armies more or less equal in combat terms, to give wargame commanders an equal chance of winning the game.   Otherwise battles fought in southern Spain would be boring for the French commander and frustrating for the Spanish commander.   In northern Spain it would be the French who just lost game after game.

Over the years I have tested many combinations on the wargame table, most of which were reasonably successful.  But I am always looking for ways to make the Spanish stronger and the British weaker, without moving too far away from historical fact.

In this campaign Wellington had two British and one Spanish corps in each of his three armies.  The Spanish were allocated garrison duties, so most of the fighting was done by the British brigades.   The Spanish infantry performed much better than expected.   

In general terms the French had better artillery than the British, who had better skirmishers.   The Spanish infantry and cavalry were poor, but their artillery more effective than the Spanish.   Each corps has four brigades and they are a combination of elite, average and poor.   This would allow even the Spanish to use their best infantry against the French worse brigades.   Though, of course, that is easier said than done (on the table).

Another great campaign and one which Jan and I both enjoyed.   Part of it was fought whilst my son and his family (aged 16, 12 and 8) were staying with us.   It was a very enjoyable, though very hot and noisy period.   Our wargames room provided a sanctuary where Jan and I could escape each afternoon for an hour or so Wargaming – whilst they were all enjoying themselves in the pool!

Sunday, 24 September 2023

Talavera Campaign – Day 6


Campaign Map

French retreat from Avila

French attack Talavera
Guerrilla attack Valdemoro and two convoys

 

1st British army regroup and resupply at Avila

2nd British army attacked at Talavera

3rd British army resupply at Torrecilla

 

10th French army retreat to Villacastin

11th French army attack Talavera

12th French army regroup and resupply at San Martin

 

12th guerrilla attack Valdemoro, garrison lose 10% casualties

13th guerrilla capture convoy from Mostoles to Maqueda, escort lose 10% casualties

15th guerrilla capture convoy from Valdemoro to Carranque, no casualties to escort

Battle of Talavera

Talavera is Wellington’s main base and the French campaign objective.

8th Spanish corps are the city garrison, with two British corps in support

4th British corps is deployed either side of the river Tagus, on the left

3rd British corps is behind the walled farm on the right

 

Both the British and French armies start the battle with considerable casualties

All brigades in 4th British corps have 10% casualties

 

The French will arrive on the table at the start of move one

End of battle

On the left the Italian corps have routed the light division on the left of the river

However they are unable to take Wellington’s reserve between the bridge and the city

 

In the centre the Westphalian corps have taken half of the city

The Spanish still hold the other half, but are heavily outnumbered

 

On the right the French corps have broken 3rd British corps

The British are in retreat, and the French are moving left to support the Westphalians

 

Wellington orders a general retreat – the French have won the battle.

 

Comment

Once more the French have won the game, but run out of time to take the city

This has been a recurring theme in recent battles.

 

Each game last 12 moves, which are equal to 12 campaign hours – one campaign day

Each wargame is a campaign battle, and must run to the same time frame.

Both campaign and wargame runes are designed to meet this vital requirement.

 

A battle always starts with one map square between the two armies

This transfers to the table as one wargame square of 24”

An infantry column moves 6” each move, taking four moves to cross a square

 

The attacking army normally takes 4 moves to advance and deploy within artillery range

In the next 4 moves they must weaken the defence in order to gain an advantage

They can do this by gunner casualties by their own artillery or cavalry

Or they can defeat the enemy cavalry and force their infantry to form square

The attacking infantry then have a reasonable chance of making a successful attack

 

However this only allows 4 moves for the critical infantry hand to hand fighting

In a town (two built up sections) this is difficult if the defenders have a reserve

In a city (four built up sections) it is pretty well impossible, even without a reserve

 

I have tried different tactics to allow the attackers more time for the melee

Whatever tactics are used it will always take the attacker 4 moves to reach the defenders

It will also take 4 moves to take the town and allow for a counter attack

This leaves only 4 moves to weaken the defenders before the attack

 

Both armies start the campaign with equal numbers of cavalry, artillery and infantry

The attacker will always have to advance into long, and then short, artillery range

So they will always suffer more casualties than the defenders during that 4 move period

To have any chance of winning, they must either weaken the defenders or roll GREAT dice

 

The whole campaign concept is to allow both players an equal chance of winning

Given experienced players that will always rely to a large extent on the luck of the dice

But it should also reward good tactics and punish poor tactics

In our games that is usually a minor lack of attention rather than a major mistake

For example failing to keep supports in supporting range, which is 4”

Or failing to keep the corps commander close to a brigade in danger, again 4”

Each will only be a minus 1 on the morale dice throw

But it can often start a chain of events which results in winning or losing the game

 

I will continue to ponder how to resolve this problem of attacking a built up area

But I have struggled with it for a long time, and cannot see any solution at present

Until I do so I will have to either fight a second day, which makes for a very short game

Or abandon a town which is still in dispute and being fought over

At present the second option is usually my choice

But it is an unsatisfactory one.

 

Sunday, 17 September 2023

Talavera Campaign – Day 5


Campaign Map

In the north the French attack Avila

In the centre the French advance towards Talavera

In the south French retreat having lost the battle of Torrecilla

 

Guerrilla bands attack El Casar in the north

Also convoys in the centre and south

They lose 30% and rout at El Casar

They fail in the centre and lose 20% casualties

But they take the convoy in the south and the escort lose 10% casualties

Battle of Avila

Avila is a walled town, and as such is a tough nut to crack

It is held by the Spanish, and they need all the help they can get

British corps are on the left and right.

All three corps have casualties from earlier fighting

The French also start the game with casualties

They will arrive on the table at the start of move 1

End of battle

The French artillery are more effective than the Anglo-Spanish

However they are not as lucky with their dice throws

So they fail to soften up the Spanish garrison of Avila

The French do take the right half of the town

But the Spanish immediately counter attack

And there are two British brigades in support

Both armies suffer similar relatively light casualties

At nightfall the Spanish still hold half of the town

The British still hold the flanks, though they have had to withdraw

The French have failed, Wellington wins the battle


Comment

Only three of the nine towns in this campaign are walled, and Avila is one of them.   Normal built up area rules apply, but in addition they get a plus one for enemy artillery or skirmish fire or for melee. 

Artillery require a 6 at long range, or 5 or 6 at short range.   If the artillery have 10% casualties they have minus 1, so cannot hit at long range and require 6 at short range

Skirmishers require 6 to hit.   C class have minus 1 so are unable to hit at all.

All built up areas are difficult to attack, but walled have an additional minus 1 for the attackers.    The melee rules are complicated, but attackers normally must be able to attack two sides of the building at the same time, and even then the defenders need to have at least 10% casualties or be C class for the attack to be likely to succeed.

Normally the attacker waits until the defender has received at least 10% casualties, or they have been shaken or routed by casualties.   Only one brigade is allowed within each town section, and will often have taken casualties.  They are then vulnerable to a counter attack.

Often the battle will be decided by the fighting outside the town.   Or the battle will end with one side holding halt of the town.   A decision is then taken on which commander will order a retreat – taking all circumstances into account.

At Avila it was agreed that the French were too weak to continue for a second day.  Not only on casualties, but also because they only had one days supplies left.

Sunday, 10 September 2023

Talavera Campaign – Day 4


Campaign Map

In the north 1st Anglo-Spanish army regroup at Avila

10th French army secure their lines of supply and advance towards Avila

 

In the centre 11th French army occupy Maqueda

2nd Anglo-Spanish army retreat to Talavera

 

In the south 12th French army attack Torrecilla

 

No guerrilla activity today, after two days of extensive attacks on French lines of supply.   All groups retreat to their safe areas to resupply, regroup and replenish casualties

Battle of Torrecilla

General Picton has been tasked to hold the town of Torrecilla.   To do so he has one Spanish and two British corps.   All three have suffered heavy casualties during the fighting at San Martin.  The Spanish hold the town, and the British the hills either side.   Picton has taken command of the two best British infantry brigades and formed a reserve behind the town.

Marshal Marmont has orders to attack the town.  He has two French and one Polish corps.  They have also suffered casualties at San Martin, but much less than the Anglo-Spanish.   Their artillery are also much more effective than the enemy.   They have however had to detach one infantry brigade to garrison San Martin.    They will arrive on the table at the start of move 1.

End of battle

Marmont has concentrated the artillery of 35th and 36th corps in the centre, and used them to weaken the town garrison.  However this has taken longer than expected.   When he does storm the town the Spanish garrison rout.  Picton counter attacks with his reserve of elite British infantry.   They rout the French attackers, but come under fire from the French artillery.  Despite casualties they both hold at nightfall.

Confused fighting on the left between the Vistula and 6th British corps ends in a draw.   At nightfall a Polish square holds the British dragoons at bay.   The remaining infantry brigade is still exchanging fire with the last British brigade.

The French have more success on their right, where they outnumber 5th British corps.   By nightfall they have occupied the British held hill.


Comment

This was an action packed game, with plenty of surprises.  

Both sides had their share of lucky and unlucky dice.   With my new rules a roll of 1 or 6 can destroy the most careful plans.   This was particularly so with the superior French artillery.   Once in range they needed 6 for a hit on artillery, or 5 or 6 to hit the town garrison.   For the first 10 moves they had very little success.   However on move 11 they hit both brigades in the town, and one on the left.  

The new morale rules had an even greater influence.   A roll of 5 or 6 (adjusted by a table reflecting morale, casualties, supports etc) is required to pass.   Any other result will mean a fail, and anything from disordered to retreat to rout.   However it also means that a routed brigade can rally if they roll a 5 or 6.  

With our previous rules most combat resulted in low casualties, both sides passing their morale tests and continued rounds of melee or firefight.   Once a brigade routed it was almost impossible to rally them.   Consequently once one side started to gain an advantage it was very unlikely that the other side would recover.

With our new rules a brigade will often retreat either disordered or shaken.  But they will often quickly rally and advance again.  However they may well have caused serious problems for their commander by this unexpected loss of morale.   On the other hand a routed brigade can rally and return late in the game to add unexpected strength to a weakened corps.

We are still struggling when we are on the end of a bad dice roll, but quite happy when it happens to the other player.  Fortunately this type of unexpected result has been evenly spread between both of us.   On balance I think we prefer it, because it removes the previous chess like predictability of our games.

Talavera Campaign – Day 3

Last week’s blog entry contained a typing error.  

The title of the first photograph was Battle of Villacastin, it should have been Battle of Maqueda.   The rest of the text was correct.   Most of you will, no doubt, have missed this error.   However Bob Cordery (Wargaming Miscellany) did notice, and was kind enough to point it out.  Bob also reads my 1813 Campaign Diary blog, which is updated the week before this blog.   Both blogs covered Day 3 of the Talavera campaign phase, and Bob noticed that the battles were different.

Thanks for pointing out the error Bob; I have now emended last week’s blog.