Sunday, 29 November 2020

Erfurt Campaign – Day 6

 

19 March 1813 - Central Europe - Day 6


The main French army redeploys in preparation to attack Weimar

The main Russian army are in position and use the day to resupply and reorganise

Both are well aware that the French will attack tomorrow, and it will decide the campaign


In the north 5th French corps attack Sommerda

Their intention is to prevent 2nd Russian corps marching south to Weimar

The Russians must not only hold the town, but also the road to Weimar

Battle of Sommerda move 10

 

The battle is the hardest fought of the current campaign

The artillery preparation inflict similar casualties on both sides

The French lose the opening cavalry melee, but the Russians lose heavily

 

With both artillery and cavalry failing to gain an advantage, it is left to the infantry

Both enter the battle with casualties, but both fight on despite further casualties

After two rounds of melee the Russians have one infantry brigade in reserve

Their attack finally breaks the two French brigades


At nightfall the Russians not only hold Sommerda, but also the road to Weimar

 

Comment

This battle was fought to avoid a very difficult battle to transfer to the wargames table


On the map you will see that both the French and the Russian main armies occupy three squares each.   On the wargames table they would occupy the whole width of the table on either side, with three empty squares in the centre.   This is necessary to allow each side to react to the advance to contact.


If both 2nd Russian and 5th French corps were to march south there would not be an empty scenic square for them to arrive.  This would give them an unfair advantage in the wargame.

 

So it was easier to fight the smaller battle of Sommereda to decide the issue.   It was similar to the Prussian battle for Plancenoit, in relation to the battle of Waterloo.   Equally important to the outcome, but without a confused mass on the table.

 

In life this type of battle is easy to react to.   Napoleon fed reserves into Plancenoit to delay the Prussian arrival at Waterloo.  But on the wargames table this is very difficult to recreate.   It is fine if there is lots of space for the reinforcements to arrive and deploy.   But if they arrive on the same scenic square as a corps already involved in battle to its front it is impossible to do so.

 

One of the advantages of a campaign is that you can avoid these difficult actions by simply ordering the Russians to defend Sommerda.


It also proved an interesting and enjoyable wargame.  Particularly as the Russians (played by Jan) won their first battle of this campaign.

Sunday, 22 November 2020

Erfurt Campaign – Day 5


18 March 1813 - Central Europe - Day 5

Both armies prepare for the anticipated decisive battles.

 

In the north the French move their depot to Wiessensee and prepare to attack Sommerda.

 

In the centre the Russians concentrate at Weimar

The French establish a depot at Erfurt and prepare to attack Weimar

 

In the south 14th Westphalian corps attack Saalfeld to prevent 4th Russian corps joining the main army at Weimar

Battle of Saalfeld move 10

The battle opens with a cavalry melee, resulting in both brigades routing

 

The Russian artillery concentrate on one enemy brigade, causing 30% casualties.   But the infantry continue to pass their morale test and hold until the end

 

The Russian infantry then attack, but the leading brigade is routed

This causes the supporting brigade to rout and leaves the gunners shaken

As the Westphalian infantry advance the Russian corps breaks and retreats

 

Comment

Both corps started the battle with casualties

But the Russians had more than the Westphalians.

This would play a critical role in the defeat of the Russians

 

The Westphalian lancers charged and routed the Russian cuirassiers

The lancers then charged the nearby gunners, but were routed in turn

 

The Russian gunners concentrated on the left hand Westphalian brigade

The infantry received 30% casualties over three moves

But managed to pass their morale test each time

 

The Russians now had the advantage, and should have remained on the defensive

But their infantry charged the right hand infantry brigade

They won the first round of melee, but lost the second and routed

This caused the supporting brigade (who started with 20% casualties) to rout

And left the nearby gunners shaken

 

Without Russian artillery, the Westphalian infantry now advanced

They broke the Russian centre and sent one half left, the other half right

 

The Russians lost 3900 casualties, the Westphalians 2300

But more important 3 Russians brigades were routed, only 1 Westphalian

This game could have gone either way, particularly as both sides has weak morale due to earlier battle casualties.

 

The Russian heavy cavalry should have beaten the lighter lancer brigade, but didn’t

 

The Westphalian infantry should have broken after 30% artillery casualties (3 hits).

But each time they rolled high, and each time passed their morale

Despite this they were a liability, and a rout could easily have spread

 

Finally the Russian infantry should have just held their ground

The Russian gunners had already dominated the battle

The Westphalian infantry would not advance into short range of them

 

But the Russian infantry attacked, lost the melee then broke and ran

And the panic spread amongst the rest of the Russian corps

 

Interesting game, and very enjoyable to play

Sunday, 15 November 2020

Erfurt Campaign – Day 4


17 March 1813 - Central Europe - Day 4


After three days of fighting both armies are urgently need of rest, regrouping and resupply.

 

Despite this Davout orders 5th corps to attack Wiessensee in the north.    However Wittgenstein has ordered 3rd corps to abandon the town and retreat to Sommereda.   They have closed the depot at Weissensee and taken all supplies with them.

 

In the centre 1st, 3rd and reserve Russian corps are forced to retreat to Weimar following their defeat at Erfurt.   1st corps is now out of supply, and the other two corps have only one day left.

 

6th French corps occupy Erfurt, 2nd and reserve corps halt to rally, regroup and resupply.

 

In the south both 14th Westphalian corps and 4th Russian corps regroup and resupply

 

Comment

 

The French are now in a very strong position.   In three days of fighting they have taken all three towns in the centre of the map, including Erfurt which is the campaign objective.   They have also managed to resupply four of their five corps.   Only 6th corps is now in urgent need of supply, and they can be supplied from the main depot at Gotha.

 

The Russian Army has managed to break contact and retreat to the three towns on the right of the map.   However they are now in urgent need of supply.   Two of their five corps are in supply, two have only one day’s supplies left and the fifth is out of supply.

 

 

This campaign is following the usual line.   First a period of intense fighting as both sides try to achieve an advantage.   This leave them both disorganised and short of supplies.   Both are now faced with a period of regrouping and sorting out their lines of supply in order to enter the second phase, which is larger and more decisive battles.

 

At this stage the winner of the earlier fighting is actually faced with more difficult problems than the loser.  To advance he must establish a new system of supply depots, otherwise he will move out of supply range.  

 

The loser has fallen back on his supply line and is now within range of at least three of them, including the main depot.

 

In our campaign supply rules both armies always maintain a minimum number of supplies.   This is set at four days for each corps, plus four days reserve.   At the end of each campaign day I total the number of days held by each corps, plus the number held in all of their depots.   If this comes below the minimum, in this campaign 24 days, the balance is delivered to the army main supply depot.   In this campaign that is Gotha for the French and Weimar for the Russians.   This again is always to the benefit of the retreating army.

 

The French commander now has to plan the final offensive, and also reorganise his lines of supply to support the advance.   This will mean bringing his depots very close to the enemy.  So a defeat in the final battles could mean losing his supplies and having to retreat.

 

In this way I ensure that the campaign is never won until the final battle.

Sunday, 8 November 2020

Erfurt Campaign – Day 3


16 March 1813 - Central Europe -  Day 3

First major battle/wargame of the campaign

French attack Erfurt with two corps and their reserve

Russians counter attack with two corps and their reserve

Start of Game

The city of Erfurt is represented by four town squares

The Russian army starts the game deployed to the right of the city

The French army is deployed to the left of the city

Each army has 9 infantry and 3 cavalry brigades, plus 3 batteries of artillery

The cavalry and artillery of the reserve corps are C class, minus 1 for melee and morale

End of Move 8

The battle is concentrated on the fight for the city

Both armies commit three brigades of infantry, each commanded by their CinC

As they enter the two sections nearest to them the buildings are removed

This allows us to measure movement, deploy to fight, and measure retreats


The Russians hold both flanks, but lose more casualties than the French

But the French win because they capture the city

 

Campaign Note

This was an unusually complicated game.   There were two reasons for this.

 

First the table was quite crowded for such a large army, and particularly the area taken by the city of Erfurt in the centre

 

Both flanks had terrain which was easy to defend, and the approaches were very narrow.   

 

The Russians occupied the terrain on their side of the table, and only advanced into the city.  

 

The French intended to attack, but found it too difficult to advance beyond their own terrain.   Consequently they also deployed to hold.

 

The French attack on the city was heavily supported by their artillery, and caused casualties to the Russian garrison.  This provided decisive when the French infantry attacked.

 

The Russian artillery concentrated on the French infantry and cavalry.  They caused a few casualties, but more important they made a French attack likely to be very expensive.  This resulted in a lack of fighting on the flanks.

 

Interesting wargame, but a little disappointing that it was again decided by town fighting.   This is always decided by the luck of the dice, though the French artillery did help the French attack.

Sunday, 1 November 2020

Erfurt Campaign – Day 2


15 March 1813 - Central Europe -  Day 2

In the north 5th French corps retreat

Russian 2nd corps enter Wiessensee

 

In the centre both armies concentrate for a major battle

 

In the south there is an encounter battle at Suhl

End of Move 8

Suhl is a walled town and does not have a military garrison

The civilians lock the gates and refuse entry to both armies

14th Westphalian and 4th Russian corps both have orders to take the town

Being unable to enter the town they deploy outside the town walls

 

It takes four moves for both corps to advance within artillery range and deploy

 

The next four moves consist of an exchange of artillery fire, which proves completely ineffective and no casualties on either side.  

 

With just four moves left someone must advance and attack, or it will be a draw.

The Westphalians take up the challenge.

 

The infantry are ordered to advance, and the lancer brigade to engage the Russian cavalry.   Before they do so the Westphalian gunners fire one last time on the enemy cavalry.   The cuirassiers suffer 10% casualties, fail morale test and are shaken.   As a result they are unable to counter attack the lancer, break and run away.

 

This exposed the Russian artillery to a flank attack, and they withdraw immediately to avoid this outcome.   Their supporting infantry form square.   The Westphalian cavalry rally and threaten the enemy infantry

 

Meanwhile the four Westphalian infantry brigades advance in two columns of two in each.  

 

The leading brigade on the right smash the conscript brigade opposed to them.   They rout into the elite Russian grenadier brigade trying to deploy behind them.   Both brigades run away

 

The Russian brigade on the left has to remain in square, due to the hovering lancer brigade.   This is not a good formation to meet a column attack.   However they not only hold their own, they win the first round of melee.

 

By now two Russian infantry and the cavalry brigade are in rout. The artillery are retreating with their guns.   Two infantry brigade cover the retreat.

 

Fortunately it is also nightfall, and the Russian corps can retreat under cover of darkness.   The Russians have lost 1500 casualties, the Westphalian only 400.

 

Campaign Note

This battle was memorable because the walled town of Suhl was able to close their gates and defy both armies.   This was only possible because neither side could spare any infantry to storm the town.   Had they done so the town would have had to surrender immediately, as it did not have a military garrison.

 

This was only memorable because it gave me a good excuse to avoid a second wargame of both sides fighting over a built up area.   These never make for interesting games, because they rely entirely on the luck of the dice.   An there is always a good chance that the result will be inconclusive.

 

The Westphalian victory was a good result because both the Russians and the French have won one battle each.   Neither side have any strategic advantage, and both are in position to fight the first major battle of the campaign, which will be at Erfurt.

 

And whichever side lose the battle for Erfurt, their earlier victory will prevent an immediate collapse and will allow for a longer campaign as a result.

Sunday, 25 October 2020

Erfurt Campaign – Day 1

 

Town of Weissensee

The first day of our new campaign involved a battle for the town of Weissensee.   It highlighted the difficulty of having simple rules for fighting in BUA.

 

On our wargame table BUA are represented by 6x6” squares of felt.  Suitable wargame houses are placed on them to represent villages (1 square), towns (2 squares) and cities (4 squares).   These buildings are removed to allow us to measure distance when troops enter them.

 

Our latest game involved a town, which is two squares.   Each square requires one infantry brigade to garrison it.   All casualties, morale and combat are calculated on one square.  So a city requires four combats, one for each section.

Move 4

The French commander has detached two infantry brigades to attack the nearest section of the town.   The leading brigade has just entered the town, and a couple of buildings have been removed to ease measurement.   Only infantry can enter a BUA, and they move at 4” per move, which is half of column speed.

 

A second brigade is moving up in support.   Only one brigade can fight in a BUA, and one of our big problems is trying to write simple rules to cover supports.

 

Towns can only be attacked by artillery and infantry.  Artillery roll 2D6 and require 10 at long range or 6 at short range.   Minus 1 for each casualty and if the guns fired last time.   So you can spend a lot of time firing at a town and doing no damage at all, especially at long range.

 

Infantry can skirmish a town, roll 1 D6 and need 6. Get plus 2 for B class skirmishers.   Minus 1 for each casualty and also for target in hard cover.   So again it can take a long time to inflict any casualties.

 

Infantry can storm a town.   The garrison get plus 2.   If two brigades attack together the get plus 1.   The garrison usually wins unless they have casualties or are poor quality troops.   Elite troops in garrison are a real challenge.

 

But the latest problem is for fighting inside the town

 

Move 8 

Previously we only allowed one brigade inside each town section.   Supports had to wait outside.   However it takes two moves to get  from one edge of the square to the other.

 

In our first attempt at Weissensee we followed that rule.   Both sides moved to the far edge of their town and the French charged the Russian brigade.   The first combat was a draw, both lost 10% casualties.   The second, third and fourth was the same.   In a draw both brigades are disordered, but carry on the melee.   When they reached 40% both brigades were automatically routed.   So after four moves of fighting both ran away!    By the time the reserve brigade came into contact it would be at least  move 10, too late to resolve the combat.

 

We then tried it with the reserve brigade allowed inside the town section, but not allowed to fight unless they moved through the forward brigade.  This would mean that if the forward brigade routed, the reserve brigade would require a very good dice throw to stand.  And even if they swopped over, both would be disordered for two moves.   Swopping could only work if there was a lull in the fighting.

 

It should not be a surprise to hear that after just one round of melee the forward French brigade routed.   The reserve brigade rolled their dice, and got 1.   They also routed.

 

Clearly we have not yet resolved the problem.   But we will continue with the reserve brigade allowed in the town, but not allowed to fight until swopped over.  I may have to adjust the rules, because they should have at least a 50% chance of being able to do so.

 

Never a dull moment!

Sunday, 18 October 2020

Central Germany – Erfurt Campaign


Regions of Germany

The next campaign is set in central Germany.

This is the second campaign phase of the new campaign

It shows that the French have occupied Brunswick at the end of the last phase

 

There are nine regions in Germany, and three in central Germany.

This phase is fought in Erfurt, the central of the three

This map is used for planning and shows the location of each army

Each square on this map is three wargames tables.

Erfurt Region

This map shows the main geographical features of the region, and also the location both armies and their supply depots.  

 

There are nine towns on the map.  Each is a military district.   Each is also a possible campaign phase. 

 

The Erfurt campaign phase is the nine squares in the centre, with the white star in the centre.

 

Each square on this map is also one wargames table

Erfurt District Campaign Map

This is the campaign map, used for movement and transferring to the wargames table.    This map shows considerably more terrain features, such as villages and farms.   I use this map for the campaign movement.

 

Each square on this map is a 2x2 foot square on the wargames table

Erfurt District Wargame Map

This map shows the same details as the previous one, but shows the actual terrain as it will appear on the wargames table.   For example the hills cover the same area, but are shows as they will look on the table.

 

Each square is numbered the same as the 2x2 foot scenic terrain.   Villages and farms are also numbered to identify the wargame models.   Where appropriate hedges and stone walls are also noted.

 

You will note that the strategic campaign planning maps, such as Regions of Germany, are in the new grid system.  The aim is to make it easier to identify the new military regions and districts.   Terrain features are not important at this level of planning.    These maps are used to decide where the next campaign phase will be fought.

 

The rest of the maps are more traditional.  They shows different levels of terrain features, because they are very important in the campaign and on the table.   The last map is designed to show exactly what the wargames table will look like.

 

With our summer routine we spend a lot more time on the campaign and the wargames table.  With the cooler weather we resume our two hill walking groups, and we have much less time for wargaming.