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.

Sunday, 13 July 2025

Hildesheim Campaign – Day Five

 


23 August 1813 – Northern Germany – Day 5

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

The French retreat to Springe
1st French army – regroup Hildesheim
2nd French army – retreat to Springe
3rd French army – defend Alfeld
Battle of Alfeld – End of Move 2

On 20 August the Prussians defeated the French at the battle of Seesen
The French retreated to Alfeld and the Prussians entered the city of Seesen
Both armies have regrouped and the Prussians now attack Alfeld

1st Prussian army, commanded by Marshal Blucher, attack Alfeld
They have12 infantry brigades, 3 cavalry brigade, 3 corps artillery
They start the battle with 3 infantry and 1 artillery casualties (1200 men)

3rd French army, commanded by Marshal Murart, defend Alfeld
They have 12 infantry brigades, 3 cavalry brigade, and 3 corps artillery
They start the battle with 5 infantry and 1 cavalry casualties (2100 men)

Murat has created a cavalry reserve by taking command of the cavalry brigades of 7th and 8th corps. He has placed them centre right between the two corps…

Blucher has created a grand battery by taking command of the artillery of 1st and 2nd corps. He has placed them centre right opposite the French cavalry reserve.

On the right 7th French corps have occupied the woods. 1st Prussian corps is advancing to attack the woods, with their cavalry on the far right. These cavalry charge the French gunners, who evade into a nearby square. The Prussian infantry are then free to attack and capture the woods.

The Prussian grand battery advance in support of 1st Prussian corps. They are charged by the French reserve cavalry, and one battery is routed. However one cavalry brigade fails to charge home and the second are counter charged by the 2nd Prussian cavalry. Both French cavalry brigades retreat is disorder.

This allows 2nd Prussian cavalry to force 8th French corps infantry into square, and they are routed when charged by the Prussian infantry.

On the left 3rd Prussian corps advance to attack the farm. Their cavalry and artillery pin 9th Polish corps, whilst their infantry attack and capture the farm

Comments

It is quite normal for the CinC to take command of either cavalry or artillery to form a reserve. Normally the opposing general creates a similar command, and this often results in a stalemate.

However this time the Prussian commander left all three cavalry brigades with their respective corps. Instead he took command of artillery and supporting infantry from two of his corps and placed them opposite the French cavalry. He then manhandled his guns forward, and the French cavalry have to either charge the guns or retreat. They choose the former option.

When cavalry charge enemy guns they advance half a move. The gunners must then test their morale to determine how they will react. If they pass the test they can choose to fire at short range, or evade if there are supporting troops within half a move.

In this game one Prussian battery started with 10% casualties, which is minus 1 on firing. They retreated to a nearby square. The cavalry charging them halted and withdrew next move.

The second battery remained with the guns; the French cavalry charged and received 10% casualties. If the cavalry charge home it is an automatic 10% casualties on the gunners and an automatic rout. However the cavalry failed the morale test and halted shaken. The nearby Prussian cavalry then charged and routed them.

The loss of the French cavalry gave a big advantage to the Prussian army and played a major role in them taking all three game objectives. However if the cavalry had won, and the Prussians lost two of their three corps artillery, they would not have been able to continue their attack.

This is the first time that we have used this tactic of opposing massed cavalry with massed artillery. It was a risky option, but fortunately it paid off. No doubt this tactic will be used in future game, and it will be interesting to see how often it works.

Sunday, 6 July 2025

Blogger is very slow

 


Is anybody else having problems with Blogger .   It is very slow to post photos or amend text.   I keep getting a message "this page is not responding" and Post: Edit.   It started about ten days ago.

Wargame Rules - Artillery

A few weeks ago I mentioned that I was having problems with the Artillery rules.   In particular the effect of crew casualties.   In our current rules casualties are shown as a percentage, for example 10%.    Such casualties affect the combat and morale tests by imposing a minus 1 on all tests.

This created a particular problem with counter battery fire.   At long range artillery required a roll of 6 using 1D6.   This meant that a battery with just 1 casualty could not hit enemy gunners at long range.   Long range artillery is 12” and short range 4”.   This gave a massive advantage to the side without any gunner casualties and their gun dominated each game.

Counter battery fire had become a standard tactic in our games, particularly for the attacking player.   The attacking player would unlimber his artillery at long range of the enemy guns, with the rest of his army out of range.   Both sides would then fire away at each other, usually with no effect at all.  

Apart from counter battery fire, the only other option was to charge the enemy guns with cavalry.   Cavalry charge range is 12”, the same as artillery long range.   The cavalry would have to move into artillery long range, and then charge the next move.   This meant that the artillery could fire once at long range (3 or more for a hit) and again at short range (2 or more for a hit).   

I am play testing a new rule which restricts counter battery fire to short range.   I have never experienced a game where guns are able to deploy that close to the enemy guns.   In practice they would be engaged by either cavalry or even infantry.

With this rule change cavalry is the most favoured option for removing enemy artillery, though a very risky one.   The sequence for cavalry charging artillery is:

Cavalry advance half move (6”)

Gunners test morale, if they pass they can either fire at short range or evade to nearby supports

If gunners evade cavalry can either halt disordered, or retreat 6” to their start line

With cavalry the only option to take out the enemy gunners, this tactic is used much more often than when counter battery fire was an option.   We draw chips to determine the sequence of corps moves each turn.   If the cavalry are drawn after the enemy artillery they can move into charge range of the gunners without risking fire at long range 

The artillery reaction has become an interesting choice.    If they pass their morale test they must choose to either fire at short range or evade.   If they evade the enemy cavalry can prevent them returning to the guns.   If they fire they will probably hit the cavalry, who must then test their morale to charge home.   They require a roll of 3 or more to do so.   If they pass they charge and the gunners rout with 10% casualties.  If they fail they remain at short range of the guns and are either disordered or shaken depending on their test result.  

In our first game using this new rule there were two cavalry charges against artillery.  In one the gunners already had 10% casualties, passed their morale test but ran to a nearby infantry square.   In the second the gunners fired, the cavalry failed their morale test and were counter charged by enemy cavalry and routed.

Lots of possibilities with this rule amendment and it has added a new challenge to our wargames

Sunday, 29 June 2025

Hildesheim Campaign – Day Four


22 August 1813 – Northern Germany Day 4

The Prussians attack Harsum
1st Prussian army – regroup Seesen
2nd Prussian army – occupy Holle
3rd Prussian army – attack Harsum

The French retreat to Hildesheim
1st French army – retreat Hildesheim
2nd French army – defend Harsum
3rd French army – regroup Alfeld
Second battle of Harsum – End of Move 2

On 19 August general Yorck failed to take the town of Harsum
He had to retreat east to Langelsheim to regroup

Since then the French have been defeated at Holle and Seesen
They both had to retreat west to regroup
This has left Marshal Victor isolated at Harsum

Yorck has been ordered to attack Harsum again and force Victor to retreat

General Yorck commands 3rd Prussian army
Marshal Victor commands 2nd French army
Both armies have suffered casualties at the first battle of Harsum

French start the battle with 6 infantry and 1 artillery casualty – 2500 men
Prussians start the battle with 4 infantry and 1 artillery casualty 1700 men

On the left the French artillery started the battle with 10% casualties
This meant that they were outgunned by the Prussian artillery
Consequently 6th corps had to withdraw slowly to keep out of artillery range
This allowed the Prussian infantry to attack and take the village

In the centre both CinC had taken command of two cavalry brigades
Neither side were prepared to risk a melee, and neither played any role in the battle
Without cavalry support the fight for the woods in the centre was an infantry melee.
It continued for three moves, but eventually the Prussians took the woods and road junction

On the right the Prussian artillery started the game with 10% casualties
This put them at a serious disadvantage against 4th French corps.
However the Prussian infantry advanced onto the hill and engaged the French infantry
This melee continued for most of the game, and both sides lost many casualties
But once again the Prussians gained the advantage and took the hill

Having captures all three game objectives the Prussians won the battle

Comments

The large number of casualties with which both sides started the game would play an important role. As explained above this was particularly so for those corps with gunner casualties.

The reluctance of both sides to commit their cavalry did not play a significant role. If they had risked an extended cavalry melee it would have been a game changer for the winner. Had the Prussians lost they would not have been able to advance their infantry in mass. A French defeat would have resulted in their infantry being forced into square, and their gunners put at risk. This is the reason neither player risked a cavalry battle.

The Prussians were able to concentrate their best infantry brigades to attack the three game objectives. The game was decided by three prolonged infantry melee. This is always risky, because so much depends on the luck of the dice. And with both sides starting the game with casualties, many brigades were very brittle and at risk from morale tests. The large number of French brigades in rout at the end of the game was a direct result of this condition. Once one brigade failed their morale and routed, all supporting brigades within 4” had to test their own morale. If they had existing casualties there was a real risk the rout would spread throughout the whole corps.

Very enjoyable game, and not nearly as one sided as the outcome would suggest. In the early moves either side could easily have one any of the three decisive infantry melee. The French were unfortunate that they failed their early morale, and the rot spread

Sunday, 22 June 2025

Wargame Rules – Artillery



The use of just 1D6 to determine all combat and morale rules has proved a great improvement on the previous rules, which used 2D6. It has simplified outcomes and also made them much more unpredictable.

However to determine artillery fire casualties it has raised problems which I am currently struggling with. The artillery rules are as follows:

Total require for a hit
06 – Artillery at long range
05 – Artillery at short range
05 – Building, woods or hills at long range
04 – Building, woods or hills at short range
04 – cavalry at long range
03 – cavalry at short range
03 – infantry at long range
02 – infantry at short range

Combat factors
each casualty – minus 1
walled town – minus 1

When all artillery crews are at full strength there are no problems. However after the first three battles of a campaign each army will have battle casualties. These are reduced to just 1 per brigade when the army is regrouped (receive reinforcements and redistribute casualties). So when at the start of the fourth, fifth and sixth battles it is normal for many brigades, including artillery, to start the game with one casualty.

The photograph above shows the artillery casualties at the start of the game. 4th and 6th French corps artillery each have one casualty. The Prussian artillery do not have any casualties. This is quite unusual, more often only one side will have a casualty, or else both sides will have a casualty thus sharing the problem for both players.

The attacking army must try to reduce the effectiveness of the enemy artillery. Failure to do so will almost always result in failure. For example an infantry brigade will be receive casualties twice before they reach defending artillery. At long range the gunners require 3 to hit, at short range only 2. Each time they receive casualties the infantry have to test morale, they deduct 1 for each casualty plus 1 for being disordered. With two casualties the infantry are very likely to fail their morale and retreat or rout.

Counter battery fire is the usual way to reduce the effectiveness of enemy artillery. However at long range the gunners require a total of 6 for a hit. If they start the game with one artillery casualty the maximum they can achieve is 5. They would have to move to close range of the enemy gunners (4”) to be able to hit them.

When I wrote the rules I anticipated that rolling a 6 in counter battery fire would not happen very often. I don’t know what the odds are, but I do know that it has happened surprisingly often in our wargames. And, of course, it always seems to happen to the wrong side! If the attacking army are unable to hit the enemy gunners their infantry are at a huge disadvantage in launching an attack.

Balance is all important in wargame rules, and I am not sure that I have it right in this particular case. In all other circumstances the artillery rules work quite well. With two dice, allowing a maximum of 12 outcomes, I could adjust the tables. This is not possible with jus t one dice.

Despite my reservations I am inclined to keep the existing rules and just accept that rolling a 6 to hit the enemy gunners is actually quite hard. And when it does happen it is just luck. Sometimes it is better to accept an apparent unfair advantage, and accept that you can’t always find a solution to every problem.