Tuesday, March 28, 2023

The Battle of Le Truc, 1569 - AAR

Stuart's shed saw the Rejects gather to play a fictional battle set during the French Wars of Religion.  Unfortunately, we were two players down with both Stuart and Steve unwell... get well soon boys!

You might want to check out Ray and Lee for their better photos and perspective of the game

Background
The Huguenot army of Admiral Coligny has been operating in Normandy, but has found itself facing a powerful Catholic force led by Tavannes.  In order to avoid an unequal fight, Coligny has retired south towards La Rochelle and the relative safety of friendlier areas.

Unfortunately for Coligny, he has been out-marched by Tavannes.  The Huguenots have been caught before they can make a juncture with the forces led by Condé that are moving from the south.  Without any alternative, Coligny turns to fight close to the small town of Le Truc.

 The Armies
With the battle set in 1569, that meant certain things needed to be taken into account. Unlike previous games set in the later wars, this one has the Huguenot army still using lance armed cavalry rather than the deeper formed sword and pistol cavalry.

The Catholic Army

Vanguard
4 units of gens d’armes (heavy cavalry)

1 unit of Argoulets (light cavalry that can either fire from the saddle, or can dismount and be used as arqubusiers)

Main Battle
2 units of Swiss pike

4 units of French pike and shot

2 units of Enfants Perdus (skirmisher infantry)

1 artillery battery

Rearguard
3 units of gens d’armes

2 units of Swiss pike

2 units of Enfants Perdus

 

The Huguenot Army

Vanguard
2 units of gens d’armes (heavy cavalry)

2 units of chevaux-legers (medium cavalry)

Main Battle
1 unit of Landsknecht pike

3 units of Huguenot pike and shot

2 units of Enfants Perdus (skirmisher infantry)

1 artillery battery

Rearguard
1 unit of Reiters

1 unit of Huguenot pike and shot

1 unit of Landsknecht

3 units of arquebusiers (firearm only infantry)


Deployment
This was the instruction sent to the commanders of both sides prior to the day of the game.

"Commanders you must make deployment decisions now!

On the map below you must decide in which 1 foot squares you will deploy the 3 parts of your army.  One part (vanguard, main battle and rearguard) can go in any of the numbered squares (1-6).  Each square may only contain ONE part of your army.  When you come to the table you will have the opportunity to arrange the units within the squares.

Also, you must decide into which of the lettered squares (A-D) you will place your army camp.  This will be positioned in the centre of the square.


Map
The hills are gentle and will not hinder movement, but do block line of sight.

The farm can be occupied by one unit of skirmish infantry.  The fields about the farm have hedges which may impede, and certainly provide soft cover.  Cavalry cannot charge over any hedges.

The town of Le Truc may hold one infantry unit but not cavalry or artillery."

 

Victory Conditions
The destruction of the fighting effectiveness of the opposition.  This is done by inflicting melee defeats and undermining morale in order to wear away the will of the enemy.

The plundering of an enemy camp contributes to undermining enemy morale.

The army with the greatest loss of army morale points loses.

In the event of a draw the loss of commanders and/or the camp will be given weighting.

 

Deployment
The Catholic commanders (Ray and Surjit) decided to place their vanguard in square 5, the main battle in 4 and the rearguard in square 3.

The Huguenot commanders (David and Lee) placed their vanguard in square 1, their main battle in 2 and the rearguard in 3.

At the table the players went through a deployment phase where they would use cards from their deck to bid to gain initiative to either deploy a portion of their army or force their opponent to do so.  In doing so they would have to start making decisions about keeping high value event cards for the battle, or to gain some deployment advantage.

The result of the deployment is shown in the next photo.


The view of the Huguenot deployment from the town of Le Truc.

The view along the Catholic line of deployment.


The Battle
There was a considerable amount of early manoeuvring.  For the Huguenots, their dilemma was to form a defensive position against superior numbers and an asymmetric deployment.  For the Catholics, it was about trying to exploit their greater cavalry numbers on the flanks, whilst avoiding upsetting the good order and cohesion of their units.

note: basically, all units move straight ahead and are permitted one facing change during the move.  However, a facing change means a cohesion test that may result in a drop in the unit cohesion level  If not recovered, it could impact on firing, melee and morale.
The Catholic army moves forward and the Huguenots position themselves.

The Catholic gens d'armes on the far flank continue to make quick progress.  On the near flank, some repositioning is required while the Swiss pike continue to advance.

With the near Catholic flank stalled in order to recover some lost cohesion, the centre and far cavalry advance.  It is becoming clear that the cavalry commander is intending to turn the Huguenot right flank.

The gens d'armes move further around the Huguenot right.  The Protestant army, to counter the threat, is trying to extend its flank and moves a unit of Reiters to hopefully deter. 

Perceiving a threat from the Catholic infantry in the centre, the Huguenot commanders move the main battle in what appears to be the first step to engaging the centre, or perhaps to limit their advance.

Whilst on the far flank the Catholics continue to inject a significant amount of nervous tension into their opponents, as the the weaker Huguenot rearguard try to counter the opposing gens d'armes laden vanguard.

Now the Catholic gens d'armes turn to attack.

And move into charge range...

... whilst moving into pistol range of the Reiters and arquebus range of the infantry, the Catholic heavy cavalry clearly intends to overwhelm the Reiters.

The charge and melee is successful in throwing the Huguenot Reiters back.  But, with both gens d'armes units failing to maintain discipline, they race after the stricken pistoliers.

The Reiters take more damage, leaving their morale undermined and the unit literally and metaphorically on the edge.
However, the charge, melee, pursuit and further melee has now left the gens d'armes exhausted, lacking cohesion and their horses blown.

And what is more, they are also out of command.  If they Huguenots lost army morale points from the melee, the Catholics also lost one for having 25% of their units out of command.  See the units circled in black.
But as one dramatic and violent event subsides, so another commences with Catholic cavalry and infantry applying more pressure to demolish the Huguenot flank.


note: Each army has a number of poker chips to represent their army morale level.  Losing melees and having morale undermined can lead to loss of a chip, but a morale level is also lost for every 25% of the army out of command radius.  The army morale effectively continues the idea of cohesion being key.  In this case the army's cohesion is being tested with so many units out of command.

To everyone's surprise Conde appears at Le Truc with Huguenot reinforcements. 
But has it arrived in time?

Regardless, on the far flank the struggle continues with Catholic pike and shot and Swiss crashing into Protestant arquebusiers and gens d'armes doing likewise.

Both Huguenot arquebusier units are ill-equipped to face such odds and are hurled back with their cohesion collapsing and their morale undermined.  But as the gens d'armes pursue they crash into a Huguenot pike and shot unit.  With another one close by, the commanders of the Protestant cause contemplate a little revenge.

Conde's cavalry is now able to set forth to rescue the Huguenot right flank.  However, despite being able to mass two pike units against one Catholic gens d'armes unit, sending it reeling back in disarray and killing the commander of the Catholic vanguard, it is ultimately too late.  The Huguenots concede that the battle is lost.

With a stand off on the near flank and in the centre, the engagement was decided by the actions on the far flank where the Huguenots were turned.

Result
The Catholics, who started with 11 army morale points, lost three - one because of 25% of the units being out of command; one for losing a melee; one for having a commander killed.

The Huguenots, who started with 9 army morale points, lost six - mostly from lost melees.

So, a Catholic victory confirmed... if it ever needed to be.

Analysis
This was, from my point of view, an interesting match.  It was unbalanced, with the Huguenots at the disadvantage.  What was clear to both sides was that the Catholic army had the better infantry and Huguenots the better quality cavalry.

From the Huguenot commanders' discussions at the start, I thought that they were going to trade space for time by withdrawing their right flank away from the cavalry and to make it less prone to turning.  When they didn't do that I was a little surprised. The commander of the Catholic vanguard (Surjit) manoeuvred well and took advantage of this.  Although in doing, he ultimately exhausted the vanguard and lost unit and vanguard cohesion.

By the Huguenots pushing their main battle forward, the advance of the Catholic main battle in the centre was stalled.  This possibly reduced the ability of the the Catholic commanders to coordinate more fully against the Huguenot flank.

On the near flank, both sides were content to sit and stare at each other.  The Huguenot cavalry could have bypassed the Swiss pike that positioned itself near the farm and attacked the inferior Catholic gens d'armes.  But, would this have allowed the Swiss to then threaten the Huguenot centre?  This was a difficult dilemma for the commander of the Protestant vanguard.

I have to consider that, as umpire, I was at fault.  I had planned for Conde to arrive, but had not specified a particular turn, but wanted to judge their arrival to be timely but not immediately decisive or seemingly unfair.  I think I might have brought them on a turn too late.

I was happy with the pre-game deployment and the use of bidding for the formation of the armies on the table.

I was also content that what I saw happening on the tabletop I could find examples and speak of in terms of historical events and parallels in the wars themselves.  Something must be going right!

If I was to do this scenario again I might bring Conde's cavalry on earlier.  Difficult to really know what changes to make as all players commented that they would make different deployment decisions, which would clearly alter the game.

Lastly... I think!  I thoroughly enjoyed watching all players engage in a lot of head scratching as they negotiated multiple decision points throughout the game.



Wednesday, March 22, 2023

The Battle of Les Collines Jumelles, 1796 - AAR

A number of the Rejects gathered online to continue their Volley and Bayonet education by playing this fictional scenario.

What was also being tested was a return to using full movement in conjunction with a revised pre-game move/deployment.

Background and Campaign Context

The French Revolutionary army has pushed the Austrian army back beyond its fortress city of Mantua, and now besieges it.  A relief army led by Wurmser seeks to break the siege and push the French back along the Po valley. Whilst, the main armies manoeuvre around Lake Garda, forces have been deployed to protect the eastern flanks.  Massena, leading the French troops, seeks to push Wurmser away and reduce the threat to the siege.  Meanwhile, Wurmser is hoping to force Massena back towards Mantua and threaten both the siege and possibly the rear of Napoleon’s army at Rivoli.  Defeat for either need not be catastrophic so long as the army is not utterly exhausted.

The engagement is all about forcing the enemy to retreat, by either breaking the army or threatening their line of communication (LOC).

The encounter is caused by the two armies marching towards each other, the French from the southwest and the Austrians from the northeast.  It starts at 2pm.  The sunsets at 8pm, with it becoming dark by 9pm.

Both sides may move their forces on from their designated LOC – the Mantua-Verona Road, and 3 inches either side.  The assumption for this game is that all units have already shaken out of march column, unless specifically instructed to move in march column.


Both sides had to submit their orders to me.  The units were then moved simultaneously on the table.

·        Units could not move closer than 24 inches and line of sight, whichever occurred first.

·       With the armies deployed, the players can now battle around the table starting with turn 2.

Start of Game:  Each side has the option to retire any units the minimum required to be outside of charge range.  This will be directly away from the nearest enemy formed unit.  Both sides will secretly declare their intentions to the umpire via the Zoom chat facility.

Game length:  8 turns including deployment orders.  Seven turns on the table.  After which night falls.

The Armies


Victory conditions:  The side that holds the opposing LOC at the end of the 9pm turn wins.  In the event of neither or both achieving this then the winner will be the side that has fewer divisions exhausted.  Alternatively, when one side decides to withdraw to maintain the integrity of its wider mission and still has at least 33% of its division in good order to effect an orderly withdrawal.

In the event of a draw, a second day of battle may occur.  In a campaign this may see the arrival of reinforcements during the course of the day.

Campaign Light Cavalry Points: For this game only, each side will roll a 1d3 at the beginning of the game.  This can affect any post-battle pursuit and casualties, and who may be player one once battle is joined at the table.  This is to try and reflect what may be a mechanic in a campaign.

Terrain:
The hills block line of sight, but do not impede movement.

Mantua-Verona Road:  Units in march column on a road may move at three times their normal speed.

The Game
The sides submitted their first turn moves via email.  The resulting dispositions being as follows with neither side in charge range.

Both sides threw their cavalry divisions out from the centre and onto their flanks.  The Austrians perhaps hoping to use their advantage in mounted units.  The French planning to hold the flanks secure.

The Austrians were determined to advance in a disciplined fashion and maintain a line of battle and secure a position on the northern hill.  Massena was clearly intent on a more aggressive approach, especially towards the northern hill.

The French closed to within musket range on the hill,  Whilst to the south, Massena unleashed his heavy cavalry at the Austrian dragoon division before they could use their numbers to overwhelm them.

Unfortunately, the French cavalry overextended themselves and are hurled back in disorder after a close melee.

In the north, musketry and artillery fire is exchanged to little effect.

However, have the French exposed the flank of La Harpe's division by moving forward without closer support from Joubert's division?

And the answer is YES!
Ocksay orders his infantry into contact on the French flank and positions another brigade to support the melee along with the deployed artillery battery.
Simultaneously, Vukassovich launched his light cavalry against the French dragoons.  A slightly risky move as the French have the better horse and supporting horse artillery.

Meanwhile, Reuss charged the disordered heavy cavalry which caused a rout and its elimination.  A French chasseur unit is thrown back by the accompanying Austrian dragoons. 
The French southern flank is looking dangerously open.  Especially now that Liptay advances his infantry division to support.

Back in the north, heavy fighting sees the French cavalry completely put to flight and dispersed.  The Austrian cavalry now turns to face the French flank.  However,  the victory has exhausted Vukassovich's division.

With an assault on their flank, plus infantry and artillery support, the French infantry unit buckles and retires in disorder.  The rest of La Harpe's division now has both flanks exposed.

Austrian cavalry turning the northern flank... a bit blurred!

Austrian cavalry turning the southern flank.

Massena having previously expressed a willingness to withdraw, now declared a French retreat.  The Austrians had gained the field.  With cavalry advantage, the Austrians roll for post-battle pursuit and eliminate two extra strength points from the French army.  

Conclusion
The game was completed in under two and half hours and, from my perspective, was enjoyable and exciting.  What we are all appreciating and understanding is the grand tactical nature of the rules - big moves, a unit is a brigade/regiment, a turn is one hour.

The Austrians kept a tighter and more orderly line of battle, which proved beneficial against the unsupported attack of La Harpe's division.  The Austrians also used their cavalry well, though they were blessed with a French cavalry commander who had appalling dice rolls throughout.

The game was played using the full movement of Volley and Bayonet.  This allowed for both sides to maneuver, especially on the flanks.  However, all sides were controlled in the movement.  They have learned and applied the idea that just because you can doesn't mean you should.




Friday, March 17, 2023

French Wars of Religion Pike and Shot

Four units of 2mm Catholic pike and shot units.

Because the French always had less pikemen, their formations tended to be less deep and wider.  The units have similar numbers of shot, but different numbers of pike. This is to represent that sometimes the ratio was affected by the want of pikemen.

In the image above, clockwise from top left, the units carry the standards of the legions from Guienne, Nivernais, Normandie and Champagne.


Next, a view from the rear of the units.


And finally, a couple of photos with some more units to show them in a deeper chequer board deployment.  However, it should be said that in these wars the armies tended to deploy in less depth.




I'm moving up to 15mm for my next batch of painting... well at least that is what is on my painting board at the moment.


Sunday, March 5, 2023

Huguenot Cavalry and Reiters

Some quick additions to the 2mm French Wars of Religion collection. As usual, don't look too closely just consider them as representations of formations.

First up four units of Reiters. These troops were generally hired by both Catholic and Protestant forces from various German states. The ones shown here carry flags (L to R) to represent Reiters under the command of Wolfrad Graf von Mansfeld, Eric von Braunschweig, Markgraf von Baden and William of Nassau.  These may not be 100% accurate... but at this scale who is going to see!

All, except Braunschwieg who was at the Battle of Ivry in 1590, fought at the Battle of Moncontour in 1569.





Next up are four units of Huguenot cavalry.  These represent the formations from the later wars (generally from 1587+) once they had abandoned lance armed cavalry for that fighting by sword and pistol. There are some questions over whether in the charge they fired then drew swords, or charged with swords then fired pistols once in the swirl of melee.  Regardless, their shorter but deeper formation give them some punch against the long thin lines of the Catholic lance armed gens d'armes.


Flags for Huguenots can often just be speculation.  Most prints of the day were in black and white, their colours is anybody's guess. However, the diagonal was usually white as a common identifier of Huguenot units.



Lastly, just a couple with all eight units.



Some infantry next, then I may move onto a larger scale.


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