Thursday, 29 December 2011

Rifles: ranges and effects.

In simplifying the game design to achieve fast play, I decided against having different factors for rifle-armed skirmishers, but if you think it appropriate for smaller games or where rifles are plentiful, for rifles, one could have 6 and 12 centimetres for short and long ranges, with a -2 at short range against other skirmishers - that is within 4 centimetres.

I intend to test this with the Vimerio scenario - I expect that the rifles should be able to keep their distance from any advancing French skirmishers in broken terrain... well, that is until a formed unit combat occurs.

Mike.

Sunday, 20 November 2011

game play examples....

The infantry and cavalry game play examples posted here earlier are now downloadable from the yahoogroup at:

http://games.groups.yahoo.com/group/grandmanoeuvreblackpowderandbluesteel/?yguid=169209370

and will soon be at Angel barracks too I think... i`ll post here again when that happens with the link for the rules page.

regards,

mike.

Monday, 24 October 2011

Schongrabern scenario

My Schongrabern scenario is now posted on both the yahoogroup and the Angel Barracks rules page.

http://games.groups.yahoo.com/group/grandmanoeuvreblackpowderandbluesteel/?yguid=169209370

and...

http://angelbarracks.co.uk/Rules/rules.html

scroll down to the bottom to find the scenarios on the Angel Barracks rules page,

or in the files section, scenarios folder on the Grand Manoeuvre yahoogroup.

Sunday, 9 October 2011

about skirmishers...

here`s a summary of the recent posts about skirmishers on the yahoogroup:

French skirmishing options:

1. If they have one use Legere regiments for the divisional "skirmish line".

2. Use the first line of battle’s light companies as "tirailleurs de combat" in direct support of their parent battalions or brigades.

3. "Tirailleurs de combat" may be reinforced by infantry of fusilier companies from the first line (combating with a -1 modifier) or of voltigeurs from the second line of battle.

4. Form a "ligne d`approache" (as outlined in the notes on dispositions)
A minimum of two companies must form the “ligne d`approache” and one of those companies must be kept as a reserve. The effect of formed reserve companies would be to add a +1 to the skirmisher class die roll in combat if it is within 10cms.
5. Form a “flanking brigade” to act more independently, or in support of the brigade/division on one of its flanks.
Skirmishers drawn from line battalions that already have had their voltigeurs drawn off will combat with a -1 to their skirmisher class combat roll.

6. Third rank skirmishers may be used.

7. Tirailleurs "en grandes bandes".

8. Tirailleurs "a la debandade".

For the sake of clarity in the game, options 7 and 8 have distinct formal
arrangements and are shown on page 21.

[These French options are already in the rules.]


British skirmishing options:

1. British brigades/divisions may use light infantry battalions for their skirmisher screens.

2. Use their line battalion’s own light companies.

3. Reinforce these with centre companies from the line (with a -1).

4. Form a flanking brigade.

5. Screening the front of its command, a light brigade`s skirmisher supports would be stationed on the flank, or both flanks of their brigades.

6. Add rifle companies to the above formations.



Line Skirmishers:

Volunteer skirmishers and strengths up to a company:
Prussian, Russian and Austrian line battalions may skirmish with one base, representing volunteers etc. and strengths up to a company deployed for that purpose, but with a -1 modifier to their die roll.

Third rank skirmishers:
Third rank skirmishers are represented by two bases from each battalion. Both bases combat with a -1 to their unit die rolls.
If the third ranks do not manage to perform a unit manouevre back into line, the parent unit will then suffer a -1 to its combat die roll.

Battalions of less than about 300 men will be represented by 3 bases and with the battalion very likely being deployed in two ranks at that strength, it will not be able to deploy third rank skirmishers.

Notes about specialist light infantry:
a)       Austrian Jagers rate as "D" class when formed; all bases may be deployed as "C" class skirmisher bases.

b)       1805 Austrian Grenzers rate as "E" class when formed; they may only deploy one "C" class skirmisher base.

c)       Up to 1800 Austrian Grenzers rate as "E" class when formed; they may deploy all bases as "C" class skirmisher bases.

d)       Detached light infantry companies or divisions (two companies), are represented by one skirmisher base per company.

e)       Light infantry battalions: up to three bases may be deployed as skirmishers.

f)         If they have two or more bases deployed Russian Jagers (unless highly rated) will all combat with -1 a modifier to each skirmisher class die roll.

g)       Due to their small numbers, from 1792 to 1807, only one base of Prussian line skirmishers (Schuetzen) may be deployed from each regiment.


Open & extended order:
Light infantry battalions may be deployed in open or extended order with each unit base counting as skirmishers.

Line infantry battalions may be deployed in open or extended order with each unit base counting as skirmishers, but with a -1 to their combat die rolls.

[The red high-lighted points are already in the rules]

Monday, 26 September 2011

scenario for Mariazell, 8th. November 1805.

I`ve just posted this at the yahoogroup
http://games.groups.yahoo.com/group/grandmanoeuvreblackpowderandbluesteel/
and like I say, I`m very happy to finally have it there. Due to the Assistance of Robert Goetz, it places the battle of Mariazell at its correct location and has the Austrian forces represented more accurately.
I`ll post again here, once it is up on the Angel Barracks website too.

Sunday, 25 September 2011

catching up with those additional rules...

The third additional is:

Rallying troops to improve morale.
On behalf of commanding officers, or generals, players may attempt to rally units in poor morale.
This is represented in an abstract manner by balancing the unit `s discipline level against the quality of its commanding officers.
To improve a unit's morale, players roll two dice. One for the general's/commanding officer's initiative and another for the unit class die roll. Both die rolls must be passed to recover on step in morale.
If the test is failed the unit's morale state worsens by one step.

Conditions:
Generals or unit commanders may attempt to rally their troops behind friendly lines (cavalry infantry or artillery "lines") or, if they are not with range of enemy artillery.


Example of rallying troops to improve morale:
If a unit is experienced, and the commander is good a 3, 4, 5, or a 6 is required for the unit and a 3, 4, 5, or a 6 is required by the general There would therefore, be a 44.4% chance of the unit's morale recovering on
rallying.

rules additions: battle maddened units.

...and so, continuing from the previous subject of additional rules....

Battle maddened units:

There should be a die roll for morale reaction to shaken results with long range artillery fire. If the unit scores a "6" the unit becomes "Battle Maddened" instead, but only until the unit has been in a combat.

The unit would receive modifiers: for being "Battle Mad":
+1 in combat
-2 to artillery fire.
Battle maddened units are classed as being "in good order"
Although at first they had been "shaken" by artillery fire, battle maddened units do not cause the command to make a command reaction test.
After the first turn of combat, a unit morale state reverts to a "shaken".

This is an additional and optional rule that can be varied by players of umpires to fit in with their scenarios.
We tested it in a game of Colluden, with an increased chance that the highlanders would become battle maddened under the Hanoverian guns.

Grand Manouevre: Black Powder and Blue Steel divisional packs

You get 12 battalions of infantry plus skirmishers, 2 regiments of cavalry, 6
guns with crew and limbers and the necessary mounted commanders to steer your
men to victory.



These are now available from Angel Barracks at:

Tailor made nation specific armies will be available later.

http://angelbarracks.co.uk/Deals/deals.html

Wednesday, 14 September 2011

free download of Castiglione-Solferino scenario

I`ve just finished my scenario for Castiglione-Solferino 1796.
There`s more colour in this booklet than usual because it was played as a demo
game in Plymouth and there were some good quality photos on hand. So, to my
usual formula of scenario, I`ve added an AAR of the game and a few photos from
the PAW2011 show.



The umpire`s notes have the historical deployments, whereas the players have the
freedom to array their forces as they wish within their deployment areas.
The arrival of reinforcements are diced for by an umpire.
And each sides` victory conditions are based upon the general guidelines of
doing better than the commander`s did on the day.

You can find the scenario posted at:

http://angelbarracks.co.uk/Rules/rules.html
(at the bottom of the page, please scroll down)

or you can join the Grand Manoeuvre group at:

http://games.groups.yahoo.com/group/grandmanoeuvreblackpowderandbluesteel/
(and find this and other scenarios in the files section)


Regards,

Mike.

Monday, 22 August 2011

rules additions: 1. Cavalry v infantry squares.

I`m a little behind here on the blog, but i`ll be posting the recent rules additions here presently; and starting with modifers and combat points for cavalry (especially heavies and lancers) against infantry squares.
These factors have been based on looking at about 25-30 historical examples of cavalry breaking infantry squares and trying to determine the circumstances that caused each infantry square to be broken.
The common factors were that; the cavalry were of higher unit class, the cavalry were either heavy cavalry or lancers, and wet weather conditions prevented the infantry from firng and allowed the cavalry to close with them.
In more detail though, in 29 combat examples the main factors were:
The cavalry were of better quality: 22
The cavalry were armed with lances: 9
Heavy cavalry broke the square: 8
Wet weather conditions in the combat: 6
It was a “multiple combat”: 4  
The square was weakened: 3
The square was disrupted/unformed: 2

On the other hand, I decided that this was an opportunity to add a modifier for the effect of the supporting fire of infantry squares... the effect is the same modifier that applies normally to overlapping units.


So I have added the following combat points and die roll modifiers for cavalry v. infantry squares.

Unit class die roll modifiers:
-1: To cavalry attacking an infantry square supported by another square within 4 centimetres.

Combat points:
+1: If heavy cavalry/lancers unit die roll is a “6”
+1: To heavy cavalry v. square.
+1: To lancers v. square.
+1: To cavalry in wet weather.



 

Saturday, 6 August 2011

Saturday, 11 June 2011

Prussian Brigade 1812-13 Attacking Array


So, I`ve used my Heroics & Ros 6mm Prussians above to show the Prussian brigade of 1812 in attacking formation:
I`ve placed the brigade general in the first line in the usual position for a regulating battalion. The senior colonel is with the grenadiers (and on a white horse) in the third line reserve; his junior is with his first battalion of musketeers of his regiment in the centre of the second line.
This seems to make more sense having the brigade general change his position to wheel on either pivot, and it would be no different for a brigade general in any other army to do this and in this, even though the brigade general is obliged to alter his position according to circumstances the degree of control would still seem to be much better than it would be if the seven battalions and cavalry were arrayed in line, or even in two lines.
Alternatively, one could have the brigade general swap positions with the junior colonel of the brigade in the second line?

light/legere battalion in loose files, open order and extended order


the diagram shows an infantry battalion adopting; loose files, open order, and then extended order...
these intervals did vary form army to army.. but in the case of the game, a convention or general rule is necessary.

notes: so that people know which way around their units are...there are four bases to a standard infantry unit, the black base is the command base, the red one the grenadier/"heavy", and the green one is the voltigeur/"light" base.

Thursday, 9 June 2011

game by tattergreis

see photos of tattergris` game at:


The Replay of Haslach-Jungingen.

The line up of players changed for our second game using this scenario yesterday.
We were joined by Andy, who was our Dupont in this replay. Malcolm volunteered to be Ferdinand and that made me Mack for the afternoon.

An experienced Napoleonic gamer, Andy's deployment was shrewdly defensive. He protected his division's right flank by placing his dragoons behind the infantry and at right angles to the line. His artillery was set up centrally opposing Ferdinand and the Hussars were placed to cover his left flank. The 1st battalion of the 9th Legere were held as a reserve and were given specific orders to counter attack at the first opportunity where there may be an enemy break-through or threat.
The battle began with Ferdinand's two brigades standing quite motionless in front of Haslach; only being disordered from time to time by the long range fire of the French artillery battery, posted to the right of the village of Haslach.
With some confidence, but without issuing any definite orders to von Loudon's infantry to carry on their advance much further beyond Jungingen, Mack took personal command of the Austrian cuirassiers to attack the French dragoons. The Austrian Chevauleger and an attached cavalry battery were left behind at Jungingen.
Despite the fire from a section of French horse artillery, Mack leading the Austrian heavies closed with the French cavalry; immediately routing the 17th Dragoon regiment. Being forced to test morale, the 15th however held on, but they were beaten in the next turn of combat and both French cavalry units were pursued.
This early success back-fired on me however, as the cuirassiers continued to pursue the routers off the battlefield. The Austrian left columns now became leaderless and a pause followed, during which Andy was able to re-set his defence of Haslach.
The threat of enemy cavalry in the rear of his division had passed, but there was still the possibility of attack from von Loudon's and Ferdinand's infantry.
In his re-organisation, Dupont ordered the 96th Ligne to take the position that the Dragoons had originally held, supporting them with the divisional artillery and shifted the 1st battalion of the 9th Legere to support the 32nd Ligne which was defending Haslach itself. After being pulled back in response to the earlier cavalry action, Colonel Rouvillois` Hussars were sent back to cover the French left just beyond the village of Haslach.

Ferdinand ordered the advance of Reich's and Werneck`s brigades. These were arrayed in two treffen (or battle lines) in line formation. Also after some delay, von Loudon had taken the initiative to attack the French right, but only with his first brigade.
The 8th and the 20th infantry regiments advanced taking fire from Dupont's divisional artillery. The two treffen were halted and routed in successive turns by medium range fire from the battery, the 20th infantry regiment who were the first to break rallying behind von Loudon's second brigade.
This failure left Ferdinand`s commands with the last chance for a victory.
On clearing a small wood on their right, Reisch and Werneck`s brigades formed square in response to the presence of the French hussars. After some pause the Austrians resumed their advance in square, deployed to line and issued skirmishers to protect their advance. Leaving four battalions of his right flank in square as protection from the French hussars, Reisch had changed his position and his regulating battalion to the 3rd Battalion IR15 Karl Riese; Werneck followed suit in the second line, with the 3rd battalion in his command.


Reisch`s line supported by Werneck`s then, moved forward in line, skirmishing with the voltigeurs of the 32nd 96th and tirailleurs of the 9th Legere. These gave ground until finally two assaults and a fire fight developed between the two opposing lines.
The first to be resolved was an assault on the French divisional artillery battery by the 1st Battalion IR17 Reuss-Plauen; this assault failed and the battalion was routed.
The second assault took place at a lightly built up area (a small hamlet) defended by the 2nd battalion of the 9th Legere, which was attacked by the 2nd and 3rd battalions of the IR17 Reuss-Plauen formed in two columns. The assailants were repulsed in some disorder.
And also in the first turn, the 3rd Battalion IR15 had started a fire fight with the 2nd battalion of the 32nd Ligne.
In the following two turns the condition of the Austrian battalions engaged gradually worsened and after a counter-attack by the 1st battalion of the 9th Legere, Reich's brigade was made to test its morale. This test was failed and Reich's command fell back, rallying behind that of Werneck.

There had perhaps only been two slight chances of an Austrian victoryin this game; if only Mack had rallied and retained control of the Austrian cavalry earlier in the game* and later if only the French artillery had failed to rout or disorder the 1st Battalion IR17 Reuss-Plauen. With the French artillery over-run and a broken divisional line with no reserve the command would have needed to test its morale until that break in the line had been filled, or covered. If Dupont had failed a divisional morale test he would have to withdraw one move, abandoning Haslach to the advancing Austrians.
So, it was a French victory within 3-4 hours, which was probably 2 ½ hrs playing time (with movement deductions for catering breaks; wine, coffee, cookies and pancakes etc…)
*In this game there was a special roll for the victorious Austrian heavies; 50:50 that they pursue the French dragoons off the field to raid and loot the divisional transport and baggage.

Saturday, 4 June 2011

Haslach-Jungingen

I played out a variant of the Haslach-Jungingen scenario game ending.
I played "solo" from the point in our previous game when the Austrian attacks on the French left were finally beaten off.
In this case however, a French square was broken and the whole of Dupont`s line was made to test morale until it was forced to retire one move... during this time however, Mack taking personal command of his own regiment, after three turns of combat, beat the French Dragoons, pursued them and then rallied to rout the French Hussars.
By this time it was growing dark and having lost possession of Haslach, and his cavalry support driven off, Dupont ordered a withdrawal of his troops in square.
This proves that Mack can win in this scenario.
Although it was a defeat for the French, considering the costs, it was still not quite enough of a convincing victory for the Austrians within the conditions and the time limits that are set in the scenario; with Reisch`s and Werneck`s infantry commands beaten they were not in a good condition to break out from Ulm - and they had only fought a single French division.

Price Cut

The Rules are now only £10 Per Copy !


You`ll find them at:


http://angelbarracks.co.uk/html/angel_barracks_-_rules.html

Wednesday, 25 May 2011

Haslach-Jungingen scenario

Just a quick note to say that the Haslach-Jungingen game went well...

Three of us played the scenario; Malcolm was Dupont, Mick was Mack and I played
Ferdinand.

Mack started out by sending an order to Ferdinand to take Haslach which was
ignored, and then Ferdinand issued his own orders to do so anyhow!

Reisch`s command took Haslach but it was thrown out again as both Reisch`s and
Werneck`s brigades were successively beaten off by French infantry around
Haslach.
Seeing this happen Ferdinand ordered them to retire as the morale of his entire
force was being weakened.

Two large infantry attacks by Laudon were beaten off on the French right.
Although the Austrian Chevauleger had forced the French infantry into squares
and were attacked by Austrian columns, the French right flank held and finally
beat off the Austrian infantry. This was supported by counter attacks of the
French Dragoons.

This was a close game; the Austrians had an early success in taking the
undefended village of Haslach and later Laudon`s command very nearly broke the
right of the French line, which would have caused a morale check. By 16:30 hours
both Austrian wings were ordered to retire.

I think the scenario will be posted quite soon on the yahoogroup and angelbarracks site.

Saturday, 21 May 2011

1805 scenarios

Well, I`ve been fairly busy over the past few months painting and decorating, but I`m back I think now to spend more time on the rules and in particular providing scenarios for them.
So, scenarios upcoming for the 1805 campaigns are; Haslach-Jungingen, Mariazell, Wertingen and Elchingen.
On Wednedsay this week, the first of this new batch to be tested will be Haslach-Jungingen.
More later...
These scenarios will be posted on the yahoogroup and at Angel Barrack website.
Mike.

Friday, 29 April 2011

deploying and forming from a march column

this may be of interest; "tattergreis" posted these questions on the
Angelbarracks forum...


How long does a march column need to
a) form a line in march direction
b)form a line in a right angle to the direction of the march?

How would that manouver in b) be accomplished? Would the March column change to
an open column and then simply wheel?

cheers.

[and my answers were]:

dear tattergreis,

The simple answer I have is to treat the open column as a march column if it is
on a road.
This is not as long (stretched out) as a deployed line; it is 3/4 of the length
of a line.

A march column then would take one turn to form a line in the direction of the
march. So, the same as applies for "...all nations to deploy to line from an
open column on the head"

As for b) "form a line in a right angle to the direction of the march", this
would be the same as the above and practically, it would take one turn.
As you suggest, a half-turn deduction, formation change and then a wheel with
just a little movement remaining - roughly about 2.5 cms.

hope this helps,

regards,

mike.

Sunday, 13 March 2011

Changes to overhead fire rules.

After some discussion on the yahoogroup, I`ve made some changes to the overhead fire rules.
The main change being that there is now some risk to intervening friendly units and a minimum distance that the intervening units must be from their own supporting artillery. One rule less for howitzer fire on page 97, there now being only a note to say that the same overhead rules apply to howitzers.

Two pdf`s have been posted on the yahoogroup files section so you can reprint for your copies of the rules.

Here`s the two rules regarding the changes then:

92

Phase 4 a. Artillery.

2. Firing in proximity to friendly units:

c)  Artillery may fire “overhead” of friendly units if the artillery and the target is on a higher elevation than the intervening friendly unit and the friendly unit is no closer than ten centimetres from the target and not closer than five centimetres from the firer. Artillery may also fire overhead if the artillery is higher than both the target and the intervening friendly unit. The intervening friendly unit must roll for normal range artillery fire effects upon it.

and:

97

Phase 4 a. Artillery.

17. Howitzer batteries:


b)              Artillery rule 4a 2c (page 92) also applies to howitzers.


Thanks again to the contributors there on the yahoogroup !

Mike.

Sunday, 6 March 2011

skirmishing amendment

Skirmisher combat die rolls:
Prussian, Russian and Austrian line battalions may skirmish with one base,
representing volunteers etc. and strengths up to a company deployed for that
purpose, but with a -1 modifier to their die roll.

My apologies: this was an obvious omission to the rules.
Please add this note to page 102
If you have access to the yahoogroup, you`ll be able to find this page in the files section so you can reprint.

Regards,

Mike.

Wednesday, 2 March 2011

Grand Manoeuvre: Example of a Cavalry Combat.




The game from the French side: the Austrian reserve of two regiments in column formation can just be seen at the top left beyond the cultivated fields. 

A French cavalry brigade of two regiments of Dragoons supported by a horse artillery battery has taken up position between a wood and a village. They are ordered to perform a rearguard action against a larger Austrian cavalry force of two brigades; one has a regiment of Uhlans and Chevauleger, the other of two regiments of Hussars.
The French cavalry and the Austrian Uhlans and Chevauleger were classed as “C” class troops and the Hussars as “B” class.


Turn One:
The Austrian cavalry brigade advanced from beyond long range of the French horse artillery.
The French horse artillery opened fire, but there was no effect on the Austrian Chevauleger; only a “1” was rolled against them!


Advancing Austrian cavalry come under fire from the French horse artillery.

Turn Two:
A French initiative roll was made to counter-charge the advancing Austrians and was passed. Being at just under 20cms away the two lines met in the middle. In the combat that followed the second French Dragoon regiment are disordered by the Austrian Chevauleger.

Showing the die rolls and disorder marker, the second dragoons disordered by the Austrian Chevauleger.

Turn Three:
At the start of the turn, I tried to activate the Austrian reserves by rolling for the commander’s initiative. As a regimental commander, this is more difficult to do; I required a “6” to do this. I failed the test.
The French Dragoons are rallied and the combat continues in which the Austrian Uhlans become disordered.

Again, showing the die rolls and a disorder marker, but this time the first regiment of dragoons disorder the Austrian Uhlans.

Turn Four:
I attempt to activate the Austrian reserve, but fail again!
The lancers are rallied and the combats in this turn are all tied.

Turn Five:
Again, I fail to activate my reserve cavalry.
Combats are all tied.

Turn Six:
In this turn I finally managed to activate the Austrian reserve and the Hussars advance in column towards the French right to attack its flank.
In combat the Austrian Chevauleger are disordered.

Turn Seven:
The Chevaulegers are rallied and the combats are tied once more

Turn Eight:
The Austrian lancers become disordered.

Turn Nine:
Stationed on his brigade`s right and seeing the Austrian reserve approaching, the French general tries to make an initiative to retire, but the player fails the die roll.
The Austrian Uhlans are rallied and the combats are tied

Turn Ten:
This turn the French general passes his initiative test and the command is ordered to retire.
However the French cavalry are engaged with the enemy and therefore need to make a test to perform the manoeuvre.
These tests are passed with two rolls of “6” on the dice! They successfully disengage and retire half a move, but the leading regiment of advancing Hussars charges home on the first regiment of dragoons.
The French horse artillery are limbered and move off.
In the combat that followed, the first dragoon regiment became disordered.

This photo shows the start of the turn and the French general`s initiative test (he rolled a "4" and passed) and the two unit manoeuvre tests which were passed by rolling two sixes!

Turn Eleven:
As the rest of the French command retires, their first dragoon regiment becomes shaken and they are routed in combat. The Austrian Hussars, failing their reaction test, pursue them in disorder.
In the pursuit the Dragoons are beaten again. The photo below shows this happening. 

Photo shows the first French Dragoons in a pursuit combat with the Austrian Hussars as the rest of the French command retires.

Turn Twelve:
At the start of turn twelve, the Austrian Hussars are rallied and the first Franch Dragoon regiment continues to rout. 

Although beaten and forced to withdraw, as a rearguard action the French were reasonably successful in holding the Austrians for about ten game turns; equalling some forty minutes of real time.
Ordering his withdrawal just in time, the French commander managed to save one of his regiments from defeat and he saved his artillery too.

In this example scenario, I wanted to show a reasonably balanced combat between cavalry and then a decisive use of a reserve. This plan worked out very well, because the disorders caused on the regiments in the combats were all rallied for each of the next turns of fighting. It might have turned out differently however if these units were not rallied; in which case there may possibly have been a decisive result either way within three turns of combat.

Photos by Malcolm Williams.

Sunday, 27 February 2011

A Game Play Example of Infantry Combat.


In this game play example, six French line battalions were arrayed in line with skirmishers deployed. These advanced to engage an Austrian line of five line battalions and one grenadier battalion. The Austrian infantry were supported by two sections of light, regimental guns.
The French were rated as “C” class and the all the Austrian battalions were rated as “D” class.

Turn One:
In the first turn of combat the skirmishers of the advancing French line engage the Austrian infantry for the first time at long range.

First however, on the roll of a six on a six-sided die, the Austrian regimental guns try to fend off the French voltigeurs; the second battalion’s guns make the skirmishers recoil back towards their parent battalion. See photo below:

Austrian battalion guns push back French skirmishers.

The skirmishers now attempt to disorder the rest of the Austrian line of battle, but at long range the formed units do not have a die roll against the skirmishers. The grenadiers and the first and second Austrian line battalions become disordered as a result of the skirmisher die rolls. These disordered battalions are marked with a blue marker in the next photo.

The first and second Austrian line battalions become disordered.

Turn Two:
At the start of a turn, each disordered unit rolls a die to see if it rallies.
In our example the Austrian’s first battalion and grenadier battalion were rallied.
The French line now moves into combat range with the Austrian line of battle, but first the French skirmishers attempt to disorder the enemy’s formed line before their own line engages. In this turn, at “normal” musketry range, the Austrian formed troops have a die roll against the French skirmishers. The result of which, this time is that only the first Austrian line battalion becomes disordered.
The skirmishers are now removed to the rear of the French line, and formed unit combat now takes place.

French skirmishers move to rear of battalions allowing them to engage the Austrian line.

Each formed unit combat is resolved by comparing each unit’s combat points, their die rolls plus any modifying factors. Two of the Austrian line battalions (the fourth and fifth) have guns attached and so this modifies their die rolls against the French formed units.
The new effects in turn two of combat are that the third, fourth and fifth Austrian line battalions become disordered and that the first battalion becomes “shaken”, having previously been disordered by skirmishers. The shaken unit has the white marker in the photo.

The situation worsens for the Austrians as their line becomes increasingly disordered.


Turn Three:
In a good turn phase of rallying, the third, fourth and fifth battalions are rallied, but the first battalion is still disordered and shaken - a unit’s shaken condition remains even if it regains its order.


The Austrian’s first line battalion fails to rally its disorder.

In combat the third, fourth and fifth battalions are disordered once again, the first battalion becomes dispirited (one morale stage worse than before, it is indicated with the yellow marker) and the second battalion becomes shaken.

With a third of it battalions in poor morale, the Austrian brigade will be forced to test it`s command’s reaction

Turn Four:
With 33% of its units in poor morale, the turn starts with a brigade command reaction test for the Austrians; this is based upon the average of the unit die rolls in the command.
In our game the command reaction test was failed and the Austrian infantry routed for one turn.

The Austrian line fails its morale test and is now in the process of routing one move at the start of turn four.

A Pursuit:
Being in good order but having been engaged and halted for some time, the French commander requires a general’s initiative to follow their enemy in an ordered pursuit.
If he passes this die roll, his line can advance with his skirmishers deployed again within close combat range of the routing Austrian troops and a pursuit combat will take place in the same turn.

In this example, I deliberately chose a scenario which would be decisive within a short period of time and game play, I therefore rated one side one class better than the other, but gamers of course are free to rate troops in their games as they think appropriate.

Credits:
Photographed at Bideford and District Wargames Club. Terrain pieces by Phil Martin, the Italian buildings made by Shawn Kelly and the photos by Malcolm Williams and myself.

Extra Crispy`s Review

Mark Severin has just reviewed Grand Manoeuvre on his Rules Directory.

The review is at:

http://deepfriedhappymice.com/html/rd_grand_manoeuvre.html

Cheers Mark!

Saturday, 12 February 2011

Castiglione AAR

Castiglione, 5th August 1796.

Re-fight 6th February 2011.

At “PAW 2011”

Using Grand Manouevre: Black Powder & Blue Steel Napoleonic Wargames Rules

The historical battle:
In conjunction with two other previously fought engagements, the battle of Castiglione-Solferino, was a victory for Napoleon; pushing Wurmser away and preventing the Austrians from relieving the siege of Mantua.
Wurmser`s army, already defeated in detail, was outnumbered and out manoeuvred at this battle, but as Bill Peterson points out in his “virtual battlefields” article on the napoleon series, it had many of the key “Napoleonic” elements of battle; an early, limited, diversionary attack, a grand tactical flanking move by Sérurier’s Division, a massed battery of 18 guns against the redoubt of Monte Medolano, which anchored the Austrian left followed by an assault by Verdier`s grenadier battalions, and a final general attack on the enemy’s weakened left wing. This decisive action was largely carried out by Augereau`s corps and supported by Massena’s brigades.  
This battle then, seemed like a good opportunity to show Napoleonic Grand Manoeuvre at work at the recent Plymouth Association of Wargamers` 2011 show.

Wurmser`s dispositions.
The Austrian general’s right wing, under the command of General Baron Paul Davidovich, rested upon the heights of the moraine in front of the village of Pozzo Catena; it was arrayed in two lines with a redoubt of 8 six-pounders in its centre.
Although it might immediately look clumsy, this battle array makes sense because it protected the village of Solferino through which the Austrian lines of communication ran and the path of their retreat lay.
Wurmser`s left was angled slightly outward from the lines formed by the right wing. This left wing included some of Davidovich`s units; Lipthay`s brigade and Gummer’s under the command of General-Major Baron Carl Philipp Sebottendorf. This wing was formed in one line that extended to the redoubt of Monte Medolano.
The Austrian cavalry of General Placzek; 4 divisions of the 2nd and 4th Hussars (each division being comprised of two squadrons), was interspersed between the intervals of the Austrian regiments. The second squadron of Meszaros Uhlans was positioned behind the Monte Medolano redoubt.
General Baron Anton Schübirz`s light division was stationed at Staffalo, and it guarded the right of Wurmser`s main position in front of Solferino.

French dispositions.
Augereau`s corps was the main force opposing Wurmser`s two wings. Its left resting on the foot of the hills at the small settlement of Grole. Massena`s Corps was on the other side of the hills, to the north east on flat ground at Barche di Castiglione. The Reserve under Marmont was behind Augereau`s right flank.


Photo: shows the battlefield with the Austrian dispostions from the villages of Solferino (left) and Staffalo (right) to the redoubt at Monte Medalano in the distance.
On the right/top of the photo, Augereau`s corps and the reserve is drawn up opposing the Austrian left.


The Re-fight:
French probing and pinning attacks:
The game began with Napoleon ordering Augereau to “probe” and engage the Austrian left and Massena to take the village of Staffalo.
In turn, Augereau and Massena delegated these tasks to the brigades of Robert and Victor respectively.
Robert’s engagement with Gummer`s brigade was limited to skirmishing which was not decisive as the Austrian troops were of good quality.
After 40 minutes or so of skirmishing, realising that no impression or advantage was to be had, Robert disengages his brigade and pulls it back in to his original positions.
Victor`s assault on the north western end of Staffalo was more eventful however.  After some initial stubborn resistance from the 1st and 2nd companies of Mahoney Jagers stationed there, the French columns finally took the end of the village. But their advance was halted by the Jagers who were now supported by 4 companies of Szluiner Grenz in the south eastern end of the village. Two companies of the Grenzers were held as a reserve behind the village.
When it became apparent that the attack had broken down, and the 2nd Battalion of the 11th Demi-Brigade`s morale was affected, Victor withdrew his brigade to regroup and possibly assault it again.

The French General Attack:
Realising that more force was required against the Austrian left, and unaware of events in Staffalo, Napoleon then sent orders to Marmont and Augereau.
Augereau was ordered to assault the Austrian centre left which was to Augereau`s front and Marmont was sent orders for the various parts of his reserve corps. The Austrian left redoubt was to be engaged in its flank by the reserve artillery and then assaulted by the combined grenadiers. And once the redoubt was secured, the cavalry of the reserve was ordered to make a movement upon San Cassiano, which was to the rear of the Austrian army to make a pursuit of the beaten enemy.

Augereau`s whole corps advanced slowly and steadily then to close with the Austrians, but their movement was limited by the fatigue that had been caused by a week of marching and counter-marching (from turn twenty in the game this fatigue effect had set in, reducing all the French movement rates).
As Augereau believed a fire-fight to be necessary, the first line of his corps array was deployed to line. With Robert’s brigade in two lines and Pelletier’s in one, only Robert’s supporting second line was in column formation.

From this point almost all goes well for Napoleon. The massed battery fire upon the flank of the Medolano redoubt slowly whittled away at the Austrian battery and once fully committed Augereau`s corps proved to be stronger than Lipthay`s and Gummer’s brigades.
Most decisive in this assault was the supporting fire from Augereau`s corps artillery which advanced to normal range and then created a gap in Lipthay`s line. This meant that for as long as this gap existed, Lipthay`s brigade were obliged to test their command reactions. Unfortunately, being arrayed in one single line, there was no immediate reserve available on the Austrian left, and once this had happened there was no time to remedy the situation.
Lipthay`s and Gummer’s brigades were tested twice until they finally broke.

The Austrians rout and Wurmser`s withdrawal:
Acting just in time however, Wurmser had ordered a withdrawal and for General Placzek`s cavalry to cover this retreat and also to fend off the movement of Beaumont’s cavalry which, after the potential danger from Medolano redoubt had been neutralised, was slowly making a wide flanking movement around the Austrian right.   

By this time Leclerc`s and Despinoy`s brigades had arrived to add pressure to the withdrawal of the Austrian right.
We concluded the game by rolling for the two Austrian brigades to finally rally; Gummer`s brigade rallied first after three turns and Lipthay`s after five and so we judged that there was enough time for the Austrian infantry to escape without any threat of a pursuit and that the Austrian cavalry would have been able to cover this easily and respond to the advancing French cavalry on their left.

The Result:
A French win and this was never in doubt, but it was not a crushing victory.
Acting as Wurmser, I was fortunate in getting my army away in time. I was lucky that my left wing routed so far; it prevented the French from catching them in a pursuit!
I lost fourteen guns and of these, eight were twelve pounders. Two of my brigades had routed with four of my battalions` morale affected. The French had three battalions in poor morale, but this also includes one from Massena`s command attacking Staffalo.

Note:
Played on an 8x4 foot playing surface, this re-fight concentrated on the combats that decided the action. These were the combats between Augereau`s corps and Wurmser`s left, the reserve`s action on the Austrian extreme left and the arrival of Leclerc`s and Despinoy`s brigades and their advance across the heights towards Solferino. Therefore only a small part of Massena`s Corps was involved in the game.  

Welcome to the Blog for Grand Manoeuvre: Black Powder & Blue Steel!

Grand Manouevre: Black Powder & Blue Steel Napoleonic Miniatures Wargames Rules.

The rules are played using order and morale markers, they are intended for use re-fighting corps and multi-corps battles.

These are available as PDF files from the Angel Barracks website.

http://angelbarracks.co.uk/html/angel_barracks_-_rules.html

and there is also a yahoogroup at:

http://games.groups.yahoo.com/group/grandmanoeuvreblackpowderandbluesteel/?yguid=169209370

The rules are designed to enable gamers to fight corps-sized battles to a conclusion in a reasonable time.
In order to achieve this, the combat rules are simplified (combining both firing and assaults into one phase) and movement is simultaneous, subject to written orders (although there is provision to use a map and arrow method).
The combat rules are easy to play, but they differ from most rule sets in that the factors of unit class, morale and the tactical situation are given more weighting than the random effect of the dice, which only gives one modifying point.
The effect of these time savings is designed to free up players` attentions to the more important areas of command, control and communication.