Last weekend the Rejects assembled at Stuart's Shed of War for another French Revolutionary Wars game. This time it was a fictional encounter with the sides fairly even.
The supposed context was that both armies have been maneuvering for some time in order to gain some positional advantage in the inevitable engagement. This game represented that final jostling for position just prior to battle.
As I'm umpiring and that seems to make it tricky to take the photos and annotate key events, I'll leave the detailed reporting of this tabletop affair to my fellow Rejects.
Click here for Lee's report.
The Players
Rejects Ray and new boy Steve were the Austrians.
Rejects Lee and Surjit played the French
Stuart, while graciously allowing us to use his shed and still recovering from a bad cold, chose to spectate and provide the very handsome lunch.
The Briefings
The Battle
of Le Champ Glissant, 9th September 1796
French Briefing
You have been desperately trying to fulfil the orders of the
Directory and push the Austrians back onto the Danube and to then link up with
the Army of Italy in order to force the Austrian Emperor to make a peace. However, Archduke Charles has been handling
the imperial army well. He has been
manoeuvring just enough to ensure that you do not have the advantages you would
wish for.
But at last, you have brought him to
battle. Though can you find the most
advantageous positions in order to incapacitate the Archduke’s army?
The Battle
of Le Champ Glissant, 9th September 1796
Austrian Briefing
You have heard of French successes in Italy, and you realise
that it is important to prevent a French breakthrough from the Rhine to the
Danube and thus to Austrian defeat.
You have, so far, successfully avoided a pitched battle
whilst also frustrating your opponent.
However, the French have now been able to bring about an engagement.
You first need to manoeuvre to gain some positional
advantages before attempting to eliminate the threat of an invasion of Austria
by incapacitating the French army before you.
The Armies
Austrian
Commander in Chief – Archduke
Charles
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French
Commander in Chief – General
Moreau
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Rating
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Rating
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1st Division
Duke Ferdinand of
Wurttemberg
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1st Division
General Desaix
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IR4 Deutschmeister
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Line
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Grenadiers
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Vet
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IR13 Reisky
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Line
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4th
Demi Brigade
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Line
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IR24 Preiss
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Line
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5th
Demi Brigade
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Line
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IR27
Strassoldo
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Line
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Medium
Artillery 1
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Line
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Medium
Artillery 2
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Line
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2nd Division
General Delmas
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2nd Division
FML Petrsch
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51st Demi Brigade
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Line
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IR51 Splenyi
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Line
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69th Demi Brigade
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Line
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IR25 Brechainville
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Line
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75th Demi Brigade
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Line
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IR43 Thurn
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Line
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85th Demi Brigade
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Line
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Medium Artillery 4
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Line
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3rd
Division
General St Cyr
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3rd
Division
Count Wartensleben
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Line
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14th Demi Brigade
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Line
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Illyrischer Grenzers
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Line
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19th Demi Brigade
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Line
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Szluiner Grenzers
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Line
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57th Demi Brigade
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Vet
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Carlstadter
Sharpshooters
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Vet
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Medium Artillery 2
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Line
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Light Artillery 1
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Line
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4th
Division
General Beaupuy
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4th
Division
Baron von
Kienmayer
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Line
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Legion d’Allobroges
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Line
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IR29 Kerpen
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Line
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12th Demi Brigade
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Line
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IR14 Klebek
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Line
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6th Demi Brigade
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Line
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IR8 Huff
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Line
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Carabiniers of 4th Legere
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Elite
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IR49 Pellegrini
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Line
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Cavalry
Division
General Laroche
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Light Artillery 3
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Line
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5th Dragoons
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Line
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Cavalry
Division
FML Meszaros
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20th Dragoons
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Line
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2nd Hussars
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Vet
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Stabsdragoner
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Vet
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Victory Conditions
The following was used to calculate the victory points at the end.
7 points For each broken enemy division
5 points For each enemy division with 50% plus losses but not broken.
3 points For each enemy division with 25-49% losses but not broken.
1 point For each enemy standard captured.
1 point For each melee won
The Starting Table
The tabletop terrain was set up quite simply as this was going to change shortly.
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The starting terrain |
The Game of Position and Deployment
The idea about the start of this game is that both sides were still trying to out-maneuver each other to gain some sort of positional advantage.
To replicate that we played out a pre-game phase where the opposing sides could draw and play cards alternately to add, move, remove terrain and to move or delay the enemy divisions.
First of all, the players placed blinds representing their divisions plus a couple of dummy blinds.
They then played the pre-game card game. The photo below shows how the terrain has changed and where the blinds are.
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The new battle field. The French will be deploying on the right. |
The players now had 5 minutes to take as many photos as they liked then had to leave the shed to formulate their actual troop positions in the 2 foot squares and an overall plan. This gave me a chance to place the figures in the appropriate squares on the table.
Upon their return, the players had ten minutes to redeploy in the allocated squares.
The Battle
As you will see the Austrians successfully bottle necked the French infantry in the centre.
Both sides found their cavalry facing infantry on the flanks.
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The starting positions for the Austrians on the left and the French on the right. |
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The French start to unpack their infantry that is massed in the centre. |
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French work themselves into some sort of battle line in order to better coordinate their assault on the more defensive Austrians. The cavalry on both flanks hover around to occupy their respective opponents. |
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French columns, having been screened by swarms of skirmishers, now charge into the Austrian centre. |
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French skirmishers in front of the columns are about to withdraw to let the columns through. |
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The columns took a lot of damage going in and especially in the woods. However, the Austrian line has buckled and been forced back. |
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Unfortunately, Lee is unable to press the attack without Surjit's divisions engaging further down the line... which they have not. So Lee has had to pull back. His divisions are suffering and exhaustion is a real issue for his commands. |
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Surjit's French columns are now advancing down the far end, and Lee's dragoons are now advancing towards the centre. However, night has fallen and the battle ends with the Austrian significantly pushed back in the centre. |
The points were counted and the French, Lee and Surjit, were declared the winners... by ONE point. As you you see on the chart below
Analysis
Losses to Austrian Forces:1st Division - 10%
2nd Division - 0%
3rd Division - 37.5%
4th Division - 0%
Cavalry Division - 37.5%
Army losses - 12.5%
Losses to French Forces
1st Division - 21%
2nd Division - 43%
3rd Division - 33%
4th Division - 0%
Cavalry Division - 0%
Army losses - 23%
You can see from the numbers above the French 2nd and 3rd Divisions were the ones assaulting the Austrian centre, which was mainly held by their 3rd Division and part of the 1st.
1. French casualties on approach and on charging in were high. This did lead to both French Divisions having to take division tests, which was where the Austrians got most of their victory points from. It also meant that Lee was struggling to renew his attack. The Austrian defensive position did enable them to pour plenty of lead into the columns.
2. Despite their good shooting and position, Ray and Steve were unable to win sufficient melees. French prowess in melee, and the capture of standards, racked up the points for them.
3. Ray and Steve were also dogged with poor dice rolling for morale and rally tests, e.g. "don't roll a 6 Ray," which is exactly what he did.
4. 2 and 3 above meant the Austrians were pushed back in the centre, thus losing their position there.
5. However, the French were unable to follow up the hard won advantage. Especially with Surjit's divisions not close enough to engage or support.
6. The blind deployment and the pre-game phase led to both flanks causing some hesitancy about what to do. In the end, each side's cavalry division pinned an opponent's infantry division.
7. The pre-game phase and blind deployment, I think, worked well to create dilemmas for the commanders and uncertainty preceding the battle.
Overall, I was pleased with how my rules worked. They gave a sense of ebb and flow in the fortunes of the two armies. Command and control degraded nicely as contact was made, the lines became ragged and as morale was being eaten away. The small alteration to the rally rules worked well, though I need to make a little amendment to skirmishers in melee.
For the scenario, I might consider altering the victory points to assign 1 extra to each of first three. As it stands, it was a good game and if it was a French victory, then it was very much a pyrrhic victory. I think the French and Austrians will continue to maneuver on the Rhine for the foreseeable future.
fine looking battle, Richard. I agree that it is a difficult task to coordinate game photos, capturing the narrative and umpiring a game simultaneously. I find these tasks even more difficult when umpiring remotely.
ReplyDeleteCan you explain the little board and peg system placed behind each unit?
Thanks for the comment Jonathan.
DeleteThe little board behind each unit just allows me and the players to keep track of certain aspects of that unit.
For infantry the board shows morale level, number of actions left, if it has first fire to use, whether it is out of command range and if harassed by skirmish fire.
Unit morale can ebb and flow during the game from steady down through anxious, shaken and then routing. The peg indicates this. I sometimes use a coloured peg to show unit training (e.g. blue for veteran).
Each unit has two actions during a game turn (move, fire, change facing/formation, attempt to rally etc.). Because there are various phases in the turn it is important to be able to keep track. Events can even mean that a unit does not have it's full quota of actions for the next turn.
The first fire peg comes out when the unit has fired and therefore used it's bonus.
A peg is placed if a unit is outside of command range. The unit can still use one action, but will have to dice to use it's second. The higher quality units are more likely to win their second action in this situation.
A peg is placed if a formed infantry unit is harassed by skirmish fire. The idea here is that if skirmishers cause a casualty on a formed infantry unit then they may have killed officers which could degrade the efficiency of their volley fire. The hit unit would dice to see if this happens. The effect is only for that turn, but can be useful as skirmish fire is done before volley fire.
Cavalry have a similar board but without harassment or first fire. The same for artillery. Both these have pegs to indicate weight of cavalry or artillery.
All boards have the units' names on them.
Phew! Hope that helps. Always happy to answer questions.
Thank you, Richard! Exactly the details I was wanted.
DeleteA great-looking and close game. From your table a 1 point difference would seem very much like a draw. Very close.
ReplyDeleteAgreed. That's why I'd probably alter those victory conditions scoring if I did this again.
DeleteGreat looking game of an underplayed period.
ReplyDeleteThank you.
DeleteA wonderful looking table and seems like the result was about right...ironic that "1 lover Ray" rolled a 6 when that was a bad thing !
ReplyDeleteLOL. It would be fair to say that Ray is having a dreadful time with the dice so far in 2022.
DeleteThat's a very nice game and scenario there Richard, with some nice pre-game stuff too. Keep up the good work and keep posting:).
ReplyDeleteThanks Steve for the encouragement.
DeleteGreat looking game and a hard fought battle
ReplyDeleteThanks. It certainly was hard fought... and enjoyable.
DeleteGreat looking game and great BATREP- thanks for sharing.
ReplyDeleteYou're welcome John.
DeleteA thoroughly enjoyable battle report, thank you.
ReplyDeleteGlad you liked it.
DeleteThe board did fill up quick. Ah, but to lose to the French by one point!
ReplyDeleteIt certainly was a close run thing Alex.
DeleteThat was a crackin' game Richard. Loved every minute of it, apart from my dice throwing ability that is!
ReplyDeleteYour dice rolling brought its own entertainment... not for you though!!
ReplyDelete