Sunday, 19 May 2024

Hills in Wargames

Battle of Gadebusch

Hills have always played an important part in my wargames, and particularly since I started a campaign to provide battles to wargame.  

In a campaign it is difficult to recreate mountain ranges, such as the Alps.   To do so would require the whole table being covered in terrain which was impossible for corps and divisions to deploy on.   In Napoleonic campaigns these large areas were obstacles to be crossed, rather than areas to deploy and fight battles.   In some campaigns, such as the Iberian Peninsula, they would be the scene of small scale guerrilla combat.   More suited to skirmish type wargames, rather than corps sized games.  

In my campaign wargames hills are represented by largely flat topped oblong shapes, looking more like a series of ridges rather than mountain ranges.   This is because I wanted to allow my corps to deploy and fight, rather than struggle through a table where they could only follow one narrow track and fight a series of skirmish actions.

All arms are allowed to cross these obstacles, but at half movement rate.   Combat is usually fought as if on a ridge.   The defending artillery usually deploy on the forward edge facing the enemy.  The infantry usually slightly further back, to avoid the attacking artillery.    This makes them a very difficult target to attack.  

It also creates a lot of debate about whether attacking artillery can hit troops who are not at the front of the ridge, and therefore not in direct line of sight.   And if that is allowed why not defending artillery deploying in a similar position.   Then there is the question whether cavalry can charge on a hill, or up or down from a hill.   All of this would be allowed on a flat topped ridge, but would not be possible on a mountain range.

We have struggled with these questions for quite a long time.   One obvious decision leads to a less obvious one and so on.   Finally we have decided to redefine who can do what on “hills”.

In future only infantry will be allowed to engage in combat on “hills”.   Infantry, cavalry and artillery will all be allowed to move across hills, but at half movement speed.   However only infantry will be allowed to fight, and will do so exactly the same as on flat ground.  Artillery will be allowed to deploy on the forward edge of the hill, but nowhere else.

It will be interesting to discover whether this clear cut decision actually results in a series of unintended consequences.   This often happens when we bring in a new rule to overcome problems resulting from long time game play with two players who both know the rules extremely well.                     

Sunday, 12 May 2024

Santander Campaign – Day One


Campaign Map

The campaign opens with a surprise French attack on Villacayo

10 French army – hold Sarautz
11 French army – hold Bergara
12 French army – attack Villacayo

1 British army – hold Laredo
2 British army – hold Ramales
3 British army – defend Villacayo


Battle of Villacayo - Move 8

The battle opens with 35 French corps attacking 6 British corps in front of the town
34 French and 36 Vistula corps arrive on the table at the start of move 2
5 British and 9 Spanish corps are allowed to move at the start of move 2

5 British occupy the farm on the right
34 French attack but are driven off

35 French corps attack in the centre, supported by artillery from 34 corps
6 British retreat slowly towards the town to avoid combat and delay the French attack

36 Vistula and 9 Spanish arrive at the hill on the left at the same time
The Poles storm the hill, and the Spanish retreat to avoid combat

At nightfall the French have taken two of the three game objectives and won the game

The French have lost 6 infantry and 2 cavalry casualties (2600 men)
The British have lost 3 infantry, 3 cavalry and 1 artillery casualties (1600 men)

Comments

The French have lost more casualties, but the British have lost more cavalry and gunners. They also have two brigades in rout.

The heavy French casualties is because the British in the centre, and Spanish on the left, have retreated to avoid casualties. In doing so they abandoned two of the three game objectives, leaving the French the winners

However there was more to it than that.

The British cavalry suffered heavy defeat due to really poor dice throw. This allowed the French to advance their cavalry and threaten the allied artillery.

The French suffered a similar defeat, again due to poor dice, on their attack on the farm on the right. They should have won the attack, but they rolled 3x1 and 1x2 out of 6 dice.

Although I would prefer that the dice did not play such an important role in the outcome, it is not too bad if it happens to both sides. It is also the only way to achieve a fast flowing game when both players understand the rules, and each other, so well. If neither side make a mistake, and if both can anticipate what the other is likely to do, the result is often a very slow moving and boring wargame.

This strong influence of luck, in the form of the dice, helps to add an element of unpredictably and total surprise to a game. Normally the attacker, usually me, is very cautious in the opening part of the game. Hoping to achieve casualties with his artillery, or cavalry, before risking his infantry in a frontal attack. If I can achieve this, the attack usually wins. It is pretty unusual to roll such poor dice, but it can (and did) happen in this game.

This is not a style which would suit everyone, but it does suit us.

Sunday, 5 May 2024

Santander Campaign in Northern Spain


Campaign map of Northern Spain

This is the fourth campaign phase to be fought in Northern Spain.   As you can see from the map the British won two and the French one.

Santander is Wellington’s main supply base.   If the French can capture it, he will be forced to establish a new base at Llanes, causing considerable disruption to his lines of supply.   It will also allow Soult to establish his own base there, and shorten his lines of supply to France.

Example of a British corps

Wellington has nine corps under his command, but only six are British.   The remaining three are Spanish.  The three armies under Wellington’s command each have two British and one Spanish corps.    All nine corps have four infantry brigades, one cavalry brigade and corps artillery.   

There are also 12 Spanish militia brigades, one for each of the 12 cities and towns in the campaign.   These are not under Wellington’s command.   Each one is the garrison of a city or town.   When it is occupied by the French the garrison becomes a guerrilla band.   They must remain within the same district (nine squares on the map) and will carry out irregular operations against the French.   Mostly this will be attacks on convoys.   The outcome of such attacks will be decided by 1D6, and may result in casualties or the loss of the supplies.   Such loss will be deducted from the field army concerned.

Example of a French corps

Soult also has nine corps under his command.   There is one young guard corps, four French corps and one Polish, Westphalian, Italian and Vistula.   The non French corps have more conscript troops than the French ones.

There are also six reserve infantry brigades.   These are all conscript and provide the garrison of the six cities and towns in San Sebastian region.   They also provide the escort for supply columns moving through their district.

Any towns captured within Santander region must be garrisoned by a brigade from the occupying French army   This will weaken the French as they advance towards Santander.

Map of Spain

The two campaign areas in Spain present more problems than the three in Germany.   This is because of the difficulty in trying to recreate interesting wargames where there are such unbalanced armies facing each other. 

In northern Spain Wellington’s army has a history of wining almost every battle.   In southern Spain the Spanish army lost almost every battle they fought.   In a wargame this would result in very unhappy French players in the north, and Spanish ones in the south.

In northern Spain I have weakened Wellington’s army by making one third Spanish troops.    They are the best three corps in the Spanish army, but far below the combat efficiency of the six British corps.

In southern Spain the French have to garrison the six towns on their side of the map by detaching brigades from their field army.    They also have to detach further brigades as they capture Spanish towns.

Throughout Spain the French also have to protect their lines of supply from the many guerrilla bands.   Getting the balance right has proved very difficult.   Each combat is decided by rolling 1D6.   A low score will see the guerrilla rout, possibly with casualties.   A high score will result in them capturing the convoy, and possibly inflicting casualties on the escort.

This simple method works well, but can result in unwanted results, particularly if the Spanish are too successful.   The aim is not for the guerrilla to win the campaign, but rather to detract from the combat effectiveness of the French   But it is not possible to control the outcome of rolling one dice.

Usually at the end of a campaign phase in Spain the rules are reviewed to determine how well they have worked.  I have to be careful not to change them too often, as they often result in unexpected consequences.

All of this makes the campaigns in Spain must more interesting, and challenging, than in northern Europe.    So I am particularly looking forward to this next campaign phase. 

Sunday, 28 April 2024

Review of Wismar Campaign

 

Battles fought during the Wismar campaign phase


The campaign covered the period 11 to 18 July 1813, and took eight weeks to complete.   It was a fairly uneventful campaign, which provided seven battles to wargame.   Most campaigns have six battles, but this one had a two day battle.

Most campaigns raise some issues, which often result in amendments to either the campaign rules or the wargame rules.    This one had three such issues.

The campaign is designed to provide interesting battles to wargame, there are no strategic objectives and consequently the main focus is on the battles, and their effect on future battles in the campaign.  

Wargame casualties play an important part in subsequent battles.   As in most wargame rules there tends to be a high percentage of casualties.   I have tried to control this by the morale rules.   All tabletop casualties are 10% of a brigade.   They result in an immediate morale test and usually cause the brigade to retreat.   If both sides make their morale a second round of combat is fought, resulting in a further 10% casualties.  It is unusual for a brigade to make their morale with 20% casualties or more.  At the end of the battle the casualties are recorded on the campaign data.   To reorganise a corps has to be out of contact with the enemy, in supply and stationary.   During reorganisation casualties can be concentrated in one brigade, but 10% always remains with the brigade which suffered them.   This can result in corps starting a wargame with a high proportion of brigades having 10% casualties.   This reduces their combat ability, and also their morale.   It makes for a game in which one rout can quickly spread to all adjacent brigades.   In this campaign I allowed all infantry casualties to be concentrated in one brigade per corps.   Cavalry and artillery were concentrated in one brigade per army.   This has worked really well, and I will continue to game test it in the next campaign.

Supplies have also caused some problems.   It takes a lot of administrative work to keep track of supply columns and the amount held at each depot.   This has become more of a problem since I increased the size of battles from one corps per side to three corps.   I have reluctantly decided to remove supplies from the campaign, except in Spain – where they played an important role.   In Germany each corps starts the campaign with four days supplies.   To resupply they must be within one day’s march of a depot, out of contact with the enemy and stationary for the whole day.   This restriction still applies, but it is assumed that the nearest town has sufficient stores to resupply the corps.

The final problem was completing each wargame within 12 moves, to correspond with the 12 hours per day in the campaign.   It works quite well, providing that the defender stands to fight.   In general there are four moves for the attacker to deploy within long range artillery of the defender.    Then four moves of artillery fire, and often cavalry melee.   Finally four moves for the attacker to reach the defender and engage in close combat.    If the defender retreats after four or six moves there is insufficient time for the attacker to pursue and have the close combat to decide the winner.   The game objective is always a town or city.   A good garrison is difficult to overcome, especially if there is not enough time for close range artillery fire.   As a result games often end with the defending army being beaten, but still holding the town or city and thus winning the game.   To overcome this problem I have made each of the three centre squares of the table a game objective.   The winner is the side which holds at least two at the end of move 12.

Future campaigns will prove whether I have the balance right or not.

Sunday, 21 April 2024

Wismar Campaign – Day 8


Campaign Map


Prussian army abandon Wismar
French win campaign

1st Prussian Army – retreat
2nd Prussian Army – retreat
3rd Prussian Army – retreat

3rd French Army – occupy Wismar
1st French Army – occupy Schwerin
2nd French Army – occupy Ludwigslust

Comments

For those of you who read the post on Day 7, this might seem an unexpected and abrupt end to the Wismar campaign. Looking at the photograph at the end of the battle of Wismar it might seem that the Prussians held a strong position. They had lost the battle because they failed to hold two of the three game objectives, namely the inn in the centre and the hill on the right. However they did hold the third objective, the woods on the left. They also held the city of Wismar.

However not quite so obvious from the photograph is that the Prussians had lost all three of their corps artillery, either captured or abandoned. And although they had won two cavalry melee, they were still outnumbered three to two in cavalry brigades.

By far the most serious problem was their lack of artillery.

Without artillery, or cavalry superiority, it is almost impossible to win a game. If Blucher had decided to fight a second day at Wismar there was nothing he could do to stop the French deploying all three of their corps artillery at short range of the city. Firing three guns each move they would only need 4 or more for a hit on the garrison. Their cavalry could easily keep the weaker Prussian away from the guns. Their infantry could wait out of range for the garrison to be whittled down.

So it is not surprising that Blucher ordered Third Army to abandon the city and retreat with the loss of the capitol there was no point in First Army holding Schwerin. Second Army had already abandoned Ludwigslust.

The French won the campaign.

Sunday, 14 April 2024

Wismar Campaign – Day 7


Campaign Map

Third Prussian army left campaign
Battle of Wismar

1st Prussian Army – defend Wismar
2nd Prussian Army – redeploy at Schwerin
3rd Prussian Army – left campaign

3rd French Army – attack Wismar
1st French Army – retreat to Gadebusch
2nd French Army – regroup and reorganise at Ludwigslust

Battle of Wismar – Move 12

The city was the district capitol and the main Russian supply base
It was also the campaign objective

The Prussians deployed just west of the city in a strong defensive position
This consisted of woods on the left, an inn in the centre and a hill on the right

Each of these was a game objective and the winner would be the one who held at least two of the three at the end of 12 moves.

Both sides started the battle with only minimum casualties.
The French had three cavalry brigades to the Prussian two
However the French also had 10% casualties on one of their three corps artillery

The main French attack was in the centre, where Murat formed a cavalry reserve of the brigades from 7th and 8th corps. He would use this reserve to support 8th corps attack on the inn in the centre.

The French artillery was very effective, and caused casualties to the Prussians in the inn and the woods in the early moves of the game. This allowed the French infantry to take the inn and the top left section of the woods.

1st Prussian corps deployed in the middle of the hill on the right. They were out of sight of 7th French corps artillery, who engaged the infantry between the inn and the hill. The French infantry attacked the hill and a prolonged skirmish, musket and finally hand to hand fight took place. The Prussians fought hard, but eventually abandoned the hill and retreated to the road on the right of the city.

In the centre the reserve cavalry under Murat played an important role. The leading brigade routed the gunners, but was in turn routed b y the Prussian cuirassiers. However the second French brigade routed the Prussian cavalry. This allowed 8th corps to deploy between the inn and the city

9th corps occupied the top left quarter of the woods, and sent two brigades to attack the top right quarter. This was held by a Prussian grenadier brigade, who fought off both French brigades. The Prussians then counter attacked and occupied the whole of the woods.

At night fall the French held two of the three game objectives, namely the inn and the hill on the right. The Prussians held the woods, which was the third objective. They also held the city, but this was not a game objective. The French thus won the game.

The French have lost 6 infantry and 1 cavalry casualties (2500 men)
The Prussians have lost 9 infantry, 1 cavalry and 5 artillery casualties (4600 men)

Comments

This is the first time that we have allocated game objectives, rather than the campaign objective – which was the city of Wismar. This forced the Prussians to hold the three objectives in the centre of the table, rather than retreat half way through the game to hold the city or town.

For some time I have been frustrated that the attacking army would take casualties approaching the initial defence positions, only to have the defenders retreat before they could be attacked. In a game of 12 moves there would then be insufficient moves left to allow the attacker to regroup and pursue the retreating defenders.

By the simple method of naming three objectives in the centre of the table, and making the winner of the game the one who held at least two of the three at the end of the game, I seem to have solved this problem.

Strange how the answer to a long standing problem is so often very obvious once identified.

Sunday, 7 April 2024

Wismar Campaign – Day 6


Campaign Map

Third Prussian army retreat off map
Battle of Schwerin

1st Prussian Army – regroup and resupply at Wismar
2nd Prussian Army – battle of Schwerin
3rd Prussian Army – retreat off map

3rd French Army – regroup and resupply at Boltenhagen
1st French Army – attack Schwerin
2nd French Army – occupy Ludwigslust

Battle of Schwerin

Napoleon commanded the First French Army, which included the Imperial Garde. They had fought Blucher at the battle of Gadebusch three days earlier. That battle had been a technical victory for the Prussians, but they had suffered heavy casualties of 3100, compared to only 400 French. Napoleon was determined to crush the Prussians this time.

But it was not to be. The French lost a large cavalry battle, leaving two of their three brigades in rout. This left Napoleon at a serious disadvantage, and he would have to expose his infantry to win the day.

2nd and 3rd French corps attacked the hills on the flanks, and 1st (Imperial Garde) was given the take of taking the town in the centre. They took the hill on the right, but not the one on the left.

The cavalry moved forward to cover the Garde infantry, but when they lost the melee and routed the infantry had to form square and call off their attack.

Blucher continued to hold the hill on his left, but withdrew 5th corps to Schwerin and 4th corps to the fortified inn on his right. At nightfall he held a very strong position, and Napoleon called off the attack.

The French lost 3500 men (mostly in the Imperial Garde) to 1500 Prussians.

A convincing Prussian victory

Comments


Although the Prussians held a strong defensive position, they looked like they were facing defeat. They had lost heavy casualties at Gadebusch, and had only two cavalry brigades to the French three brigades. The French had only lost 400 men at Gadebusch.

Napoleon had been robbed of a victory at Gadebusch when Blucher withdrew before the French could close and complete their attack. This was partly because Napoleon had hesitated to risk casualties to his Garde. He would not make this mistake twice.

1st Garde corps was placed in the centre, and would attack Schwerin. It would be supported by a cavalry division (two brigades) led by Napoleon himself. The high ground to the left and right would be left to 2nd and 3rd French corps. They were not expected to take the high ground, but would pin two of the three Prussian corps.

The Garde artillery was deployed to be able to continue to fire even as the infantry went forward. The cavalry division would engage the Prussian cavalry and then concentrate on the Prussian guns in the centre.

The French did not wait for their artillery to weaken the enemy, that delay had cost them victory at Gadebusch. The attack began on move 3, when the cavalry moved forward to engage the Prussian cavalry. At the same time the infantry marched towards Schwerin.

The French cavalry included the elite guard chasseurs, and should have at least held the Prussian cavalry. However luck allowed the Prussians to charge first, giving them an advantage. They then rolled 5 and 6 on their melee dice. The French brigades both suffered 10% casualties, the two Prussian brigades none. The second round of melee was 10% casualties to all four brigades. But the French now had 20% casualties, failed their morale and routed.

Both Prussian brigades had passed their morale, and now turned on the garde infantry. The French had to form square, and unlimber their artillery to drive off the Prussian horsemen. They managed to do so, but it allowed the Prussians to withdraw to a second position in and around Schwerin.

Not only had Napoleon run out of time again, but this time he had suffered much heavier casualties, particularly in the garde infantry. First French Army was broken, and he had to call off the attack. A moral, and physical, defeat of the first order.

A bad day for the French (me), a great day for the Prussians (Jan)