Alcolea 1808 revisited AAR

Alcolea 1808 is an interest small scenario far from the typical napoleonic battle played by the majority of napoleonic miniature gamers. Different from the norm of two sides, lined up facing each other, in that one side (the French) has a mixed collection of grab bag units, good overall in combative power and morale, marching along a dusty Spanish road towards Cordova. The other side is a rag-tag group of poorly armed, recently pressed, civilians with some Spanish regulars for backbone.

The initial scenario deployment has the Spanish in three groups; at the river stone bridge crossing, another group standing well behind the bridge defenders position hoping that they won’t be involved, and across a river, on the French side, they watch the French march across their front from a low hill. The French, for their part, are stung out marching in their road columns towards the Spanish defended bridge. Unit for unit, the French are superior, generally disciplined, and have four provisional cavalry regiments. The Spanish, except for the small number of regulars at the river bridge crossing, are mostly poorly armed civilians, some with muskets or firearms, others with pikes or farm tools. Their cavalry is two groups of collected squadrons from different regiments. The armed civilians cannot even form squares against the French cavalry, a scenario ripe for Spanish disaster when four provisional French cavalry regiments are present on the battlefield. The French need to march and assault fast…. sending the Spanish army morale “into the river” in quick order. Cordova is their target for the evening looting festivities. The scenario question is can the Spanish hold them up, prevent the sacking of Cordova that night, and maybe change history. But… if no sacking of Cordova occurs, would the Spanish be so outraged which led directly to the Baylen campaign next month and the Dupont surrender. A pondered question but for now the present scenario narrative commences.

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The initial deployments. French on the road in their marching columns. Spanish river bridge defense and the cross river hill position. The other Spanish command is off lower right of picture.

Scenario design and additional information found on WR’s Alcolea 1808 post. In addition there is another previous Alcolea 1808 AAR written about this scenario battle with a different flow of activity and result.

After some French player discussion, Paul and Daniel elected to storm the river defenses and just screen off the low hill Spanish levy defender. Easy to do with a few cavalry regiments since the Spanish levy battalions across the river, on the low hill position, has almost no defense from the sharp charging swords of the French provisional cavalry. They cannot form square formation and half the miniatures don’t even have a firearm to shoot at the French. Eric and WR played the poor Spanish basically without a plan since they basically react to the French assault. Both Paul and Eric are new to the game rules and systems of play and generally easy to pick up on the march so to speak. Paul while marching into the Spanish musketry, Eric hoping that the French stay away…. while hearing the Spanish levy knees knocking out of unison.

Scenario starts with the French infantry charging over the bridge. Column battalion formations, marching in step, over the bridge hump, and into the Spanish cannon fire. The Spanish skirmisher screen popping off a few musket balls too. Opening dice throws… French bodies fall rapidly on the bridge, the leading French General of Brigade Pannetier himself is hit and rolled to be mortal. Spanish player morale notches up. Continue reading

Klagenfurt 1809 AAR

The 1809 battle fought outside the Austrian city of Klagenfurt was the last WR historical scenario game played in YR2015. Small scenario, with a smaller stage of miniatures comparing to the recent games mentioned on WR. The scenario background and events leading up to this unusual Franco-Italian-Austrian battle fought in the backwaters of Inner Austria was covered last September under Klagenfurt 1809. Till writing up this scenario report, WR didn’t notice that his last two historical scenarios occurred on the same day, June 6th for both Klagenfurt and Pointe du Hoc. Wasn’t planned that way WR can assure the readership. So, to the action packed nineteen turn report and the first use of WR’s latest terrain addition… his recently textured fortress centerpiece on the gaming table.

Being a small scenario, Dan M. commanded the aggressive GD Rusca and his Franco-Italians (playing side 1) and Daniel, son of WR, commanded the Austrians (side 2) as FML Chasteler. The scenario design, forces involved, and notes of play can be referred to in the Klagenfurt scenario notes file (.doc): Klagenfurt Scenario notes 

The sunny day scenario starts with the Franco-Italian brigades deployed in Klagenfurt itself or just outside the city walls on the southeastern corner glacis. The pre-dawn morning hours have seen the eastbound Austrian Tyrol Korps marching quietly around the city of Klagenfurt via the secondary roads south of Klagenfurt. Austrian brigade detachments, true to their style of napoleonic cordon command, are stationed along the route of march and form the rearguard. They will rejoin the main body after the trains and baggage wagons have crossed the Glan River. With the rise of daylight and a sunny day, the French commander, GD Rusca watched the larger Austrian army by-pass his garrisoned fortress city. Late in the morning (1100 hours), he viewed from the Marienkirche church tower a gap forming between the Austrian Korps main body and the rearguard detachments. Seeing his opportunity, the Franco-Italian garrison sortie forth and the Battle of Klagenfurt begins.

The following photograph show the initial scenario tabletop deployments. The Austrians are somewhat fixed to certain tabletop grid squares at start. The Franco-Italians have some flexibility in their initial deployment allowing them to sortie (from Klagenfurt) based upon their scenario strategy. For this game, Dan chose to retain the French (Julhien) brigade in reserve (cover fortress gates etc.) and sortie with the larger Italian (Bertoletti) brigade, positioned outside the fortress walls on the southeast open glacis.

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The starting deployment and scenario set up. Austrian advance guard and main body in foreground, GM Schmidt’s brigade outside Klagenfurt at left, and Oberst Volkmann’s brigade on Kalvarienberg heights behind Klagenfurt. The Franco-Italian brigade around Klagenfurt.

Scenario map for the Klagenfurt tabletop

Scenario map for the Klagenfurt june 1809 tabletop. Each 1 foot square is 600 yards.

Scenario map with starting command positions. Note the Italian brigade used the option to deploy in E4 map square at start.

Scenario map with starting command positions. Note the Italian brigade used the option to deploy in E4 map square at start.

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Battle of Wertingen 1805 AAR

Almost one year ago WR wrote up his article on the Battle of Wertingen and included his short comments, tabletop map, and scenario design notes. WR’s primary objective was to create a sort of training scenario for a battlefield situation of cavalry vs. infantry with limited artillery for both sides. Training type historical scenarios are a pet favorite of WR, seeking tactical key game concepts, rule mechanics and over time, speed the team player sequence of play interaction and tabletop play.

Wertingen 1805 is a small tabletop scenario compared to the larger scenarios written by WR. The Austrians basically are a division of infantry (nine battalions), with two small cavalry units (squadrons) and no field artillery batteries. French have five full divisions…. four cavalry and one elite grenadier division, all equipped with one artillery battery. A totally unfair or unbalanced scenario on paper. WR loves the unbalanced scenario and the challenge to develop. Play forces the weaker player to pay close attention to the fine points of play, tabletop tactics, and the victory conditions especially. Those scenario victory conditions typically even the tabletop field so to speak and, if written well, direct the players towards the historical outcome and yardstick the tabletop results to the actual historical result.

WR’s initial post on Wertingen 1805 and historical commentary: Wertingen 1805. The scenario notes for playing Wertingen 1805 (.doc): Wertingen 1805 Scenario Notes

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Scenario opening positions. FML Auffenberg’s infantry battalions face off the arriving French 3rd Dragoon Division cavalry of GD Beaumont. Two French mixed horse batteries deploy on opposite height. Block in upper left corner is arriving 5th Corps light cavalry under GD Fauconnet.

Key scenario rule for Wertingen 1805. The Austrian units cannot perform any retrograde movement if under a French charge zone. Charge zones are 22′ arcs of the basic movement of 12″-16″, depending on cavalry type, but for this scenario the charge zone Austrian movement restriction extends universally for 18″. Under the normal scenario or game rules, all units have reduced movement (1/2 rate) in a declared charge zone, in any direction the owning player chooses, but for this unique scenario no Austrian retrograde movement is permitted if covered by a charge zone.

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Opening situation with the two sides facing off. Austrian battalion squares backed by two weak cavalry units and French dragoons in linear formations.

French tactics are basic in nature. Charge their individual dragoon regiments one or two at a time to pin the Austrian battalion squares in place till the infantry arrive. Keep dragoon regiments available to maintain a rolling charging routine across the frontage of the Austrian square line. Use the horse artillery to batter isolated squares and, if weakened, charge home and crush the hapless morale disordered battalion with a dragoon regiment. When planning their charges, keep in mind to use the “pump fake” tactic of only charging the minimum distance requirement of 4″ or engage in melee combat, otherwise pull up short, and remain outside the minimum fire zone of the battalion cannon embedded within some of the squares (4″ minimum fire zone range).  Properly done the Austrians shouldn’t be able to move their battalions till the infantry division arrives later in the scenario. Upon their near arrival the Austrian battalions are released and will run for their exit point. Good timing is everything.

Austrian tactics in scenario are tough. Maybe use a battalion or two to advance and break up the French dragoon charge planning. Try to place the French cavalry into a minimum fire zone of the battalion muskets (2″) or their attached battalion cannon (4″). This may lock up and cause loss on the dragoon regiment, and hopefully give ability for the rear battalions to make a retrograde movement (if not under the French charge zone). Once a battalion has two retrograde movements there is a good chance that battalion can continue their movements, free of French zonal charges, till they exit the battlefield. The two small Austrian cavalry units are the best chance to plan a disengaging Movement Phase if they can delay charge the advancing French infantry. Another tactic is use the one Austrian chevau-leger unit to screen off the French artillery for a turn or two.

Scenario is designed to teach players about charging, the charge zone, the cavalry movement during a charge, square movement, and the interaction of cavalry vs. square (avoid engagement if possible in most situations) but pin in place for the firepower of infantry and especially artillery. Lastly the effect of battalion (regimental) artillery and the increased minimum fire zone of infantry from 2″ to 4″ range.

With the two player teams assembled and the scenario explained, time to start the scenario narrative outlining how the miniature tabletop action played out last weekend.

Turn One: After a short team player conference, team French started maneuvering their 3rd Dragoon Division into position below the Austrian held hill slope. Their two-horse batteries opened fire on the exposed Austrian battalion squares causes quick loss. Cycling through the sequence of play (SOP), the French artillery just finished the Mutual Artillery Fire Phase leading to the French Cavalry Charge Declaration Phase on the Austrian half of the game turn.

Sequence of play chart with the two eight step half turn sequences. French are Side 1 column, Austrians Side 2 column.

Sequence of Play clip

Sequence of Play clip

The first of many charges declared by the French cavalry during this scenario…. Charge declared, successful morale test to charge taken, and trot forward the minimum 4″ distance and pull up or charge home…. here the French dragoon regiment pulled up their charge.

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French dragoon regiment, after the French artillery bombardment phase, calls their charge to “pin” the Austrian battalion in place and prevent retirement movement.

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End of Turn One shows the two sides. Note the French dragoon regiment pulled up short since the charge plan was just to keep the Austrians in place during their movement phase.

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Battle of Wartenburg AAR

Recently WR wrote up his Battle of Wartenburg October 1813 scenario, with scenario map, notes, general battle outline and various reference and linked materials. Today WR posts his report on the recent scenario game using the Wartenburg 1813 scenario.

Following report covers the entire tabletop twenty-one turn scenario (7 game hours) performed by the team players in actual seven hours time (includes pizza lunch break). Scenario starts at 1000 hours and ends on 1740 turn with misty weather at start. Scenario was played in WR’s new man cave gaming room featuring a 8×6 table, terrain closet, and nearby sofas and various electronic screens (see WR has moved!). Food and drink on the sofa table in easy reach. YouTube videos links, with turn by turn summary, available at end of blog article.

General view of the Battle of Wartenburg initial set up. French and Italians near Wartenburg, Wurttemburgers on river road and Prussians in distance.

General view of the Battle of Wartenburg October 1813 initial tabletop set up. French and Italians near Wartenburg, Wurttemburgers on river road and Prussian brigades in distance.

Woods outlined by felt and trees, marshy ground by blue-green felt, and boggy ground has small clumps of lichen scattered about. Ox-Bow lakes untreated blue felt… for now.

Starting 38th Division (Wurttemberg) position along the river bank road between Bleddin and Schuberg.

Starting 38th Division (Wurttemberg) position along the river bank road between Bleddin and Schuberg. Note 38th Division is divided into two separate groups at scenario start.

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Battle of Halle 1806

Being the 101st post on the WR blog, WR decided for a change of presentation and authorship on this blog post. Recently, a fellow gaming friend Dan Munson ran a 15mm Napoleonic scenario on the Battle of Halle October 1806 using his early 15mm Prussian and French miniature collection, terrain, and a set of 15mm napoleonic rules from another gaming associate S. Phenow. After read his reported AAR, WR asked to post the same unedited report on WR and share with the world. In Dan’s own words, his photographs, using S. Phenow’s “La Bataille” (LB) rule system, the Battle of Halle 1806 report is reprinted below. WR only added some photograph commentary and background file pictures to provide some additional detail.

Battle of Halle October 17, 1806 with Marechal Jean-Baptiste Bernadotte vs. Eugene Frederick Henry, Duke of Württemberg reported by the “Paris Times” correspondent Dan Munson (on assignment Prussia bureau).

Eugene, Duke of Wurttburg

Eugene Frederick Henry, Duke of Wurttemburg, commander of Prussian Reserve Corps at Halle.

On Saturday, April 11, 2015, at the monthly “St. Crispins” hobby day in Anaheim, Andy Mouradian and I re-fought the October 1806 battle of Halle – Bernadotte’s French I Corps versus the Duke of Wurttemberg’s Prussian “Reserve” corps. The game was played with 15 mm figures, using the “La Bataille” (LB) rule system by S. Phenow. As you might know, historically the French cleaved straight through the Prussian “advance guard” forces covering the river crossings and disrupted the Prussian attempt to disengage and withdraw (that’s too polite – Wurttemberg’s command got scattered to hell and back). So how would Bernadotte (Andy) fare today?

Tabletop view of the open battlefield, river, and streams with Halle in the distance.

Tabletop view of the open battlefield, river, and streams with Halle in the distance.

This shows details of the battlefield before troop placement. No real significant woods to speak of. The broad stream is the Saale river, which is the key terrain feature: not terribly wide, but with steep (even sheer) banks which basically barred crossing by artillery and cavalry, and causing infantry a 3-turn delay in crossing (with an additional “disordered” turn on the far side, as troops sorted themselves, checked for wet cartridges, dumped mud out of shoes, etc.). The smaller side streams were deemed fordable per normal LB movement rules. Historically, the three bridges were covered types, but we had none available, so . . . Halle lies beyond the streams, with its large market square visible. Continue reading

Multiple Tables Scenario AAR

This month the napoleonic group tried out the recently written up “Multiple Tables scenario” format for our monthly group December game. The scenario had two different side by side tabletop games (Tables A & B) running at the same time with the possibility of units exiting one rear edge table zone and entering the other table in a flanking position.

For team WR the armies involved were Austrian (Dave and Paul) and late period Bavarian (Bob, Daniel and WR). Austrians fielded their advanced guard division (mixed cavalry and light battalions), two-line divisions and corps headquarters (2000 points) for defending Table A. The Bavarians with 2600 points attacked on Table B with three infantry divisions, a small light cavalry division and Bavarian corps HQ. Should be noted that each of the Bavarian infantry divisions had two regiments of attached cavalry so the Bavarians had a marked advantage of cavalry against their Dutch and Polish opponents.

The opponents had French (Tim and Dan) and Kingdom of Holland (Ty and Andy) with attached Polish infantry. The French were the superior force against the Austrians with four infantry divisions, two light cavalry brigades, and reserve cuirassier division plus two corps headquarters (2600 points) on Table A. The defending Dutch with their Polish (DOW) allies had two Dutch infantry divisions, a Franco-Dutch light cavalry division and the Poles fielded an infantry division against the massed Bavarians on Table B.

Multiple Tables scenario design notes (link): Multiple Tables scenario

Starting deployment zone on each table was up to two squares in from the rear edge. Our wooden block movement system was used to create uncertainly on command type and unit strength. Dave and Paul’s Austrians had their advance guard division positioned in the center woods and line infantry division alongside guarding the LOC road exit. The remaining Austrian infantry division was reserve positioned behind the woods to march against the main axis of the French advance. The French split their corps with Tim’s two French infantry divisions crossing the castle hill led by his French light cavalry brigade screening in front. Dan’s French occupied the other half of the table with two infantry division forming his front lines and backed by the other French light cavalry brigade. Off board was the French cuirassier division strategically withheld to keep the Austro-Bavarians guessing which tabletop zone they would appear in.

Wooden block movement system (link): Block Movement system

Table A. The starting positions for Austrian vs. French scenario table.

Table A. The starting positions for Austrian (at left) vs. French (on right) scenario table.

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Battle of Sacile 1809 Revisited AAR

Battle of Sacile 1809 seems to be a reoccurring scenario for the WR. I wrote up the scenario back in January 2012 for a HMGS-PSW convention game, played to a French win per Sacile 1809 AAR posted February 2012. Used the same scenario for a Strategicon convention at LAX February 2013 for an Austrian win. This past month, pending a late decision on the monthly game at Bob’s garage (every third saturday in Manhattan beach CA), WR suggested Sacile 1809. A pre-made package 1809 scenario, somewhat balanced in forces and a fun scenario with ebb and flow of forces. We had miniatures in abundance between the arriving gamers, including newly painted French 1809 era infantry divisions by Paul and Dan, eager for the tabletop stress of battle. So Sacile 1809 it was and this post game AAR written up.

Sacile Preview report posted in January 2012 covers the forces, rosters, terrain, and scenario notes (link): Sacile 1809 Preview.

First a duplicated copy of the scenario terrain map for reader to understand the terrain  then the description of opening 0900 hours starting positions for both sides.

Battle of Sacile tabletop map without command counters.

Battle of Sacile 1809 tabletop map without command counters. Scenario tabletop was 6′ x 8′ with each map square 12 inches.

0900 hours (Scenario start): The drying out northern Italian countryside was peaceful until the sounds of mud laden feet in unison is heard. The French Army of Northern Italy, under Viceroy Eugene de Beauharnais, is on the march during the early morning hours, hoping to catch the Austrian Army of Italy, under Archduke Johann aka WR, in the flank or unprepared for battle. The early stages of scenario battle are set for the massed appearance of several French infantry divisions, along with light cavalry support, upon the Austrian advance guard command near Procia. Awaken by signal musketry, the Austrian advance guard division under GM Frimont deploys quickly for battle. Some fusilier battalions positioned around or in Procia, other grenzer battalions skirmishing against the fast advancing 1st Italian division (GD Severoli). A small Austrian cavalry brigade under GM Splenyi (just off the table) is quickly summoned to apply pressure on the open right flank of nearby supporting French 1st division (GD Seras).

Morning wakes at 0900 hours with Austrian advanced guard and outposts spotting the French divisional command blocks entering the tabletop from right side.

Morning wakes at 0900 hours with Austrian advanced guard and outposts spotting the French divisional command blocks entering the tabletop from right side.

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Battle of Gilly 1815 AAR

Back in April 2014, the WR wrote up a napoleonic scenario for the small engagement Battle of Gilly June 1815. This rearguard engagement had the Prussian 2nd Brigade, after a long day of marching and fighting off the French fast marching columns, turning to delay once again the French Army right flank advance, thus allowing the Prussian 1st Korps to collect at Fleurus (near Ligny) that late evening. Prussian 1st Korps already had its 3rd, 4th and most of reserve cavalry brigades near Fleurus (except 6th Uhlans), The 1st Brigade, with 6th Uhlans (ex Lutzow’s) nearby, was disengaging from their action on the Charleroi to Quarte Bras road thus leaving the 2nd Prussian Brigade the remaining task of slowing the French right flank forces under Emperor Napoleon with escort, plus GD Vandarmme (2nd Corps), GD Pajol (1st Light Cavalry Corps) and GD Exelmans (2nd Reserve Corps).

Link to Gilly June 1815 scenario write-up: Battle of Gilly 1815 scenario.

Scenario play test report and AAR (1st game): Gilly 1815 was played by John (Prussians) and WR (French). John volunteered himself the hard task of playing a rearguard action and withdrawing before massive French infantry columns and lots of French cavalry, including a detachment of OG Empress Dragoons. To make his life more of a challenge he was without his senior Prussian Korps commander (General Zieten II) off table all evening and faced with the French man of the hour in charge…. Emperor Napoleon. Tough job… but John was up for the challenge of play. Plus he had never used Prussians before too!

After deploying the starting units on the tabletop per the Gilly 1815 scenario notes, the French opened the scenario with a fast marching (or riding) advance. This is a scenario of speed, to cover the distance across the tabletop and catch the equally determined to “leave the area” 2nd Brigade Prussians.

French 4th Light Cavalry division came forward on the French left flank. The French 11th Division formed the center around Gilly village with the OG Empress Dragoons just to their right. Emperor Napoleon with his OG Empress Dragoon escort squadron was near the monument (WR was lacking his windmill for scenario game) and the 9th Dragoon division formed on the right flank. Prussians had three squared battalions of infantry (6th and 28th IR), screened by the 28th Fusiliers plus their brigade battery on the roadway behind Gilly village. The 6th Fusilier battalion held the Prussian right flank woods, backed by a battalion of the 28th IR in the Abbey of Soleilmont. Entering the left Prussian flank was the 2nd Dragoons (Queen’s) regiment. Lastly the brigade’s landwehr regiment (2nd Westphalian) and the Westphalian landwehr cavalry regiment was marching up the road towards Fleurus. Specific deployment information is written in the linked Gilly 1815 scenario notes document (.doc).

Opening deployments and situation facing the Prussian 2nd Brigade as the French under Napoleon have arrived.

Opening 1800 hours deployment and situation facing the Prussian 2nd Brigade as the French under Napoleon have arrived (lower right). The 4th Light Cavalry, 11th Infantry,  and 9th Dragoon divisions (l to r). All photos can be clicked on and enlarged.

Emperor Napoleon’s arrival and direct orders to GD Vandarmme had energized the French Army into action as he noticed the beginning retirement of the Prussian 2nd Brigade infantry. Both sides were “bone tired”* from the long day of marching and many small engagements along the Prussian 2nd Brigade’s retirement path. Continue reading

New Warren: Westphalia vs. Imperial France 1812

Opening game in the new warren. Recently WR moved into a slightly large warren with an extra room designated the library and gaming room. After spending several weeks organizing the library collection and figuring the square footage requirements of various miniature collections, WR was left with a central room area for a small 5×6 foot folding gaming table setup.

Foreseeing a free late August saturday afternoon*, WR invited members of his napoleonic group to a first call game…. first ones to call or text in filled the 5 open chair slots. WR figured the maximum number of players could be 5 or 6 in the small space and four replied back.

Basic scenario game of even 2200 points, with five commands on each side. French corps with 3 infantry divisions, a light cavalry brigade and reserve heavy cavalry division. Their opponents were WR‘s Westphalian army with three infantry divisions (included the Westphalian guard in the 3rd division), and two cavalry brigades of heavy and light. In summary the French had a bit more cavalry and better artillery while the Westphalian corps had more and slightly better infantry.

The French, under Rob and Daniel, elected to deploy one infantry division up to 18″ depth from their table edge. The two chosen supporting commands were another infantry division and their light cavalry brigade, deployed only 12″ from table edge. Westphalian deployment, under Theron and Andrew, mirrored the French with one infantry division up front and positioned right flank while their light cavalry and another infantry division (left flank) placed in their rear deployment zone.

Deploying the armies. Daniel (l) and Rob (r) deploy the French commands at start.

Deploying the armies. Daniel (l) and Rob (r) deploy the French commands at start.

Westphalian starting deployment completed by Theron (l) and Andrew (r).

Westphalian starting deployment and opening movements completed by Theron (l) and Andrew (r).

Each side saw their opposite’s deployment, WR allows each team a few minutes to discuss basic plans for the forthcoming engagement. Looking over the aerial photo the Westphalian army had slightly more infantry positioned against the French left flank while the French spread evenly across the 6 foot table. WR took the post of game umpire and assisted the players with the new version 2.0 rules (10D morale) system. Continue reading

Battle of Teixeira AAR

Well, it has been almost four months since I have enjoyed a game since my very personal “series of events” last February 2013. Still in mental recovery mode but finally decided to pick up some dice and play test my Teixeira 1808 scenario written several months ago. With my son Daniel as the French general Loison, WR as General Silviera attempts to stop the French advance in northern Portugal.

We played the scenario twice in the warren. On the first “learning” game, the French lost the scenario since we didn’t utilize the MFP system* during the game. The French failed to punch a hole in the defending Portuguese hill defense and as scenario game time advanced, the arriving Portuguese pike armed Ordenanza masses overwhelmed the French infantry after taking their wagon train from the rear.

The second game, using the MFP system, played closer to the historical outcome but ended with a French victory. All the scenario notes, rosters and historical background can be read on my original February scenario blog post.  Battle of Teixeira 1808  link.

To the scenario report….opening positions at 1000 hours below. French and Portuguese are placed in their starting locations. Daniel, as General Loison, tried a new tactic of having his small dragoon squadron leading the French column of advance. After playing the first trial game he realized that the French need to advance quickly and defeat the initial Portuguese force before their arriving pike armed Ordenanza masses surround the French from the steep hill sides.

All the slopes pictured are steep hill sides with vineyards. No cavalry or artillery movement uphill or downhill except along the road. Infantry movements are reduced depending on formation.

MFP usage at game start was 4 out of available 17 French and 4 out of available 21 Portuguese points just from marching to the battlefield (see MFP notes and link below for MFP usage and rules). Each hour the Portuguese calculated army MFP value increases by +5 for arriving Ordenanza reinforcements.

French column advances along the road entering the village of Teixeira.

French column advances along the road and entering the village of Teixeira. vineyards and steep hillside surround the village.

Portuguese positions at start. Two weak Portuguese line battalions besides the small 3lb battery (2 cannon) and various musket armed Ordenanza battalions positioned along the steep hill-side. These Ordenanza are 50% musket and 50% pike armed units (hence half the available miniatures can fire muskets in these Ordenanza units). The arriving reinforcement Ordenanza are all pure pike formations at this early stage of the Portuguese revolt. Plus the Portuguese have an ammunition supply issue since they have no supply trains nearby. Continue reading