"So, how are the rules are coming along, my Fine Frenchie Friend?"
So, back in March, I got a request from Steve the "Angry Dackel" [CLICK] to try out my adaptation of the "Wargaming 19th C. Europe" rules by Neil Thomas. He was perusing the book and wanted to give the system a go. With that in mind, I chose to do the main scenario out of the book, "Pitched Battle", which has some interesting random event twists. Having played it before, on my diminutive table, I knew that the scenario would produce a good fight - and I didn't want to Anger the Dackel:
The board has three objectives, the two towns and the large hill in close center. The winner secures 2 of the 3 objectives. I doubled the forces involved, which gives a much more realistic density of units on the table, around 20 per side. The majority are infantry, altho I didn't use the random chart for it. Instead, I used the two divisions I had finished basing. This was about 12 infantry, 4-6 guns, 2 lights and 2-4 cavalry per side.
In the pre-battle sequence, the French rolled a Flank March, so set aside a cavalry and two Infantry to do so - but they don't have to reveal the flank! The Prussians roll resulted in two of their units becoming Bogged Down, and Steve had to set aside an Artillery and - I believe - it was a cavalry.
Opposing Plans
The French plan was to drive on the near town [along the river] and use the flank march to secure the hill objective beyond. Their left was to delay the Prussians and reduce their opportunities to bring their full combat power to bear.
The Prussian plan was to hold the near hill, and secure the near town by the wood. The wood would provide a base of Fire against advancing Frogs, and the Hill was only about 12" away - a strong, central position.
What happened?
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Below, view from the French side who are approaching from scenario South. The French successfully got the initiative, and pushed their cavalry far forward to constrict the Prussian advance. This stroke of fortune allowed them to compete for a town that is actually a bit closer to the Prussian side, scenario East. Altho the Prussians have occupied the town, their infantry are slow to support them.
Closer up, the Prussians are just emerging from the woods to rescue their jagers in the town. The French cavalry are threatening and preventing them from performing any Operational Moves, which are at double rate but can't go within 9" of the enemy.In my version, stands are not removed as the "losses" represent mostly a loss of combat effectiveness, which can be rallied back, albeit slowly. This encourages preservation of force, keeping fresh reserves nearby, and combining aggression with discretion. From my reading, this is very realistic to the brigade commander's mentality. It does make the game a bit longer, but encourages players to attempt to push hard and reduce units to all bases lost, upon which they are removed as "combat ineffective".
Altho the cavalry ultimately lost more figs in the fight, the French lost the Close Combat and had to roll Morale - the rolled a '1', which caused them to Retreat, somewhat ignominiously. Still, they are closely supported and it would be suicide for the Prussian Lt. Dragoons to pursue. Fortunately [?] they roll a '1' for their options, and are only able to stand.
The improvement in light conditions reminds me that it took us two sessions to play this out. Morning light is much better for fig pics on this board!
The Prussians pursue, but there are French supports to right and left.
The French Hussars charge and despite losing heavily in the closing fire they win the Close Combat...
This sends the victorious Prussian infantry packing, but the entire flank is strongly held by Prussian Battalions, with the Jagers in the town again.
On the left, the French will have to be satisfied with making the Prussians pay for their victory. With two cavalry and one battered infantry battalion, they can't take the town against such overwhelming numbers of Huns!
Their right flank secure, the Prussians begin to strengthen their center. They are able to spare a reserve infantry and a battery to plug the gap, which should secure the Hill Objective's front.
The French are still developing their attack, but four infantry battalions and two batteries are unlikely to make headway - and two of the infantry are battered!
Yet... there is a dust cloud forming off-table to the Prussian left...!!
the situation is even worse from this angle...
Altho the French are a bit battered themselves, they are encouraged to see another bratwurst chewer taken to the rear!
Unlikely, it seems. The positioning is all in favor of the French.
The Prussians detach another precious infantry unit from the center to the Hill objective. Only one battery can be spared to support the flank!On the left, the cursed Gauls continue to fight, giving ground grudgingly...
With the Prussians most important left flank units - the infantry - being devastated by Fire, it would be little problem for them to advance on one lone battery supported by one battalion. The menacing cuirassiers may - may - have chewed it up, but even if they didn't, they would keep it busy while the French infantry arrayed themselves to shoot up the survivors as well as the battery.
Was it a victory worthy of Napoleon I? Perhaps!
Most importantly, the game was enjoyable and full of interesting decisions.
Altho the dice played a part for both sides, luck wasn't the factor that won the game. The French plan for a flank attack succeeded, while the Prussian right was stymied by careful French placement of threats and the natural delay caused by the woods. Altho it prevented them from taking any casualties from the French artillery, the woods also slowed down the Prussian battalions, and nearly cost them the town [which they likely would have taken back].
The combination of French delay against the Prussian main effort, with the added effectiveness of the flank attack on the opposite Prussian flank, enabled them to just squeak out a victory. A few different choices and chances along the way, and it would likely have been a bloody draw.
Except for a few minor tweaks, the rules worked well, provided an engaging and historical fight for both sides, and lots of challenging decisions. Only plentiful play experience would enable someone to really weight the odds carefully enough to consistently win with these rules, which is as it should be.
With some more details - carefully - filling in the generous abstractions of the original rules, all of which use mechanics to push for player decisions, the game has evolved to being quick to pick up and play, but hard to master which decision is "best" given the overall battle. Again, "as it should be". I'm very pleased with them, but will be working on another draft that tweaks them a bit in each direction, smoothing out the rough, but cutting the details finer. I definitely need to base two more divisions, however, for the next round of playtesting.
More to come, as Steve is already talking about using these rules - modified - for his ACW armies...!
































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