Wednesday, March 6, 2024

The Battle of Fraise - Part 2 the AAR

Ray, Steve and a number of Reject Zoom groupies got together to witness the first campaign battle just west of the town of Fraise.  See here for introduction.

For your information, the figures are 6mm MDF from Commission Figurines and the rules being used are Volley and Bayonet. 

Steve (French) as Augereau was defending the road in prepared positions.  Ray as Wurmser and Lee (Argenteau) were entering from the east.

Augereau had three infantry and one cavalry division at his disposal.  The Austrians had a considerable force of six infantry divisions and one cavalry division.  Plus, there were other troops arriving later in the day from further afield.

The French deployed on the hills straddling the road and their line of communications.  Most of the infantry being either behind earthworks or in the light woods.  Their cavalry was deployed further forward on the French left.



walls and lolly pop sticks making up for my lack of appropriate scenery.

The first turn was 12:00 noon.  Daylight was going to end by 21:00.  So, the players had the potential for 9 turns, each turn representing 1 hour.  Movement is big in Volley and Bayonet to reflect the time and ground scale, and the grand tactical nature of the ruleset.

Apologies for lack of early snaps.  However, in short, The Austrians drove their cavalry division of hussars up the road and sharply north to take a position on the right flank (facing the French left).  The French mounted responded quickly by charging the 30th Wurmser Regt.

Chasseurs a Cheval and Dragoons contact the near Austrian hussars.

Weight of numbers wiped out the hussars.  But dice rolling was good on both sides (this seemed to be a feature of the game), thus the Chasseurs were dispersed.


Meanwhile, Wurmser (Ray) painstakingly begun the process of advancing his infantry along the road and through the light woods in order to deploy for the hoped for decisive assault.


Augereau's infantry remain stationary and prepared in their defences.  The Austrian's may be moving, but the clock is ticking down all the time.


Wurmser's last hussar regiment is launched at the French dragoons. 


Luck is blessing both sides!  The dragoons are swept from the field.  However, the exertion has neutralised the hussars as force.


Augereau (Steve) pulls his remaining heavy cavalry and skirmish cavalry back to the relative safety of the hill.


Tick... tick... tick.  Wurmser's (Ray) and then Argenteau's (Lee, who unfortunately could not be present) infantry continue to trudge through the inconvenient terrain.  But slowly, the Austrians are deploying while the French watch and wait.


The Austrians are clearly concerned to avoid getting into French artillery range too soon.  However, they do take the opportunity to extend their line south in order to start overlapping the French, and swing a battery forward to engage against the 14th line, which does not enjoy the advantage of  being behind field works.


Tick... tick... tick.  More and more, the Austrians are getting into position.  But, the sun is dipping in the sky.
Some late arriving cavalry appears.  Wurmser decides to keep them in march column.

Cavalry in column can just be seen in the bottom right corner.

Cautious Wurmser (Ray) now starts to show some aggression.  Moving swiftly, he sends freikorps and two regiments into the heavy woods on the French right flank.  From the east the cavalry is emerging from the light woods and can gather some momentum.


Cavalry in column emerging from the woods.  Note the bases to reflect that they are in march column and that this is the length of that column's tail.

After slow progress through the woods (nearly an hour in tabletop battle time), Austrian infantry prepares to deliver volleys in support of grenadiers charging up the hill against the French 14th line.


Having put up a good and very close fight, the French regiment is forced to retire in disorder.  This leaves the grenadiers able to take the position and face the French right flank.  It's looking a little grim for Augereau (Steve).




Meanwhile, to the north the Austrian cavalry sprints forward and round to position themselves on the French left flank.


But the French commander is not going to let the Austrians have it all their own way.  Taking the opportunity to recover from disorder, the 14th is moved forward to re-engage.  Plus, the French flank turns to face the grenadiers.  The volley fire from both being devastating (I said the dice rolling on both sides was good) and wiping out the Austrian shock troops.  Perhaps this flank is not folding without a fight.


However, Augereau (Steve) seeing that Wurmser (Ray) was now in a position to assault both frontally and on each flank decided to play the long game and withdraw leaving the field to the Austrians.

The final positions before French withdrawal.

But... the French cannot withdraw without the possibility of an Austrian pursuit taking place.  

In the campaign, each side has a number of light cavalry (LC) points allocated across their corps and divisions.  This is an abstraction to enable strategic operations like scouting, and to be used as pursuit. They do not appear in battles.  Each side totals their LC points present.  If the winner has more they roll that number of d6.  Sixes cause a loss of one strength point off whichever division the loser uses as a rear guard.  Ray rolled extremely well and caused 5 strength points of casualties.

Analysis/Conclusions
Ray had two turns of the game left.  In Volley and Bayonet terms this is plenty of opportunity to cause an awful lot of damage.  Especially when considering that Ray was ready to engage/charge on each flank and along the whole French line.  Nonetheless, it's not a lot of wriggle room.

The woods held up Ray's deployment, but it was a great lesson learned about deploying from a road.  Plus, the woods which held up Ray also protected his troops from being harassed by the defenders as they arrived.  In short, the terrain permitted Ray to mass his infantry and bring them forward.  The only potential negative is having to march against the clock.

One has to wonder about holding a static position.  However, Steve was grossly outnumbered.  Given time, the Austrians were always going to be able to envelope the French.

I guess there was not a lot of combat, but it was an intriguing game of movement that led to a victory by one side manoeuvring the other out of their position.  I would imagine that a lot of generals would accept that sort of victory gained with little loss. 

Everyone seemed happy with the play, the rules and how the campaign translated onto the table top battle.

Seven turns completed in about 3 and a half hours.  I'm happy with that.

Now to administer the French strategic retreat and prepare for the next strategic moves on the map.

Happy Days!


23 comments:

  1. Thanks for the invitation allowing me to set in as an observer. For me, it would be interesting to see the calculus behind the French decision to either stand and fight or withdraw. Was this hex of strategic importance?

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    1. It was lovely to have you with us.
      As an impartial umpire it surprised me that, knowing the numerical disparity, the French chose to fight this one. The hex does not seem to hold any strategic significance. The players would need to respond to your question regarding their decision to fight.

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    2. Did Steve actually know our numbers then Rich? We didn't know there's? For us the Austrians, it wasn't about the hex, we needed to get into a fight with the French as we knew we had more troops as we'd combined our armies (rightly or wrongly???)
      For us the terrain was bloody awful and as you can see from the photos it took me an age to finally get into a position where I was happy to attack. If this were a normal game, I probably would have attacked up the hill a tad earlier, just to test the rules a bit, but because its a campaign I was cautious, I didn't want to lose troops unnecessarily.
      Gotta say though, I thoroughly enjoyed the game, it was very cat and mouse, just as it should have been.
      For the French though, I'm always wary of defending behind earthworks, its a nice defendable position, but why attack it it you don't have too?
      I was only going to attack frontally if and when I'd got around the flanks, trouble is then I knew Steve would retire from the field when I did.
      I did think Steve would leave the field after seeing what he was facing, I know I would have done!

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    3. Thanks Ray for helping to make the game it was. Look back on your emails, you were told what the French had... 3 divisions plus a cavalry division. Likewise, Steve was aware of the number of divisions facing him.

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  2. Our group used to play VnB Napoleonic alot (like exclusively for years). Stationary units, particularly uphill, are a tough nut to crack, but the way to do it was shown here (if you can pile two or three vs one). The swings of fortune sound very familiar as well: the D6/6 to hit (except for artillery) provides for some dramatic outcomes in almost every game. Nice report!

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    1. Thanks Ed. VnB certainly allows for punch and counterpunch.

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  3. It will be interesting to see how the French now handle the withdrawal, and whether the Austrians can take full advantage of their position. Is nightfall far away and will that cover their retreat, or will they be looking at losses?

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    1. Other than the pursuit outlined in the report, night will cover the French retreat. Both sides will recover a percentage of their losses. The winners more as than occupy the field/hex. How quickly the Austrians chase after the French will be revealed when they make their next campaign orders.

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  4. A most interesting report. The time and space challenges of deploying even a division are very interesting to explore with Volley & Bayonet.

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    1. Thank you. It certainly made for an intriguing game. Different insofar as the battle was won by manoeuvring the enemy out of their position rather than by direct assault.

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  5. An interesting encounter. Be nice to see how the French extricate themselves from the field

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    1. Thanks Neil. The French have withdrawn. The extrication and any pursuit is abstracted by use of LC points mentioned in the post. It saves having to continue the game with a fighting retreat.

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  6. A nice battle report. The addition of arrows certainly helps with understanding of what is occurring on the tabletop.

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  7. That seemed like a challenging game for both sides, for different reasons, Richard. Looks like Ray's decision to attack and force a battle on the French was the right one after all! A well told tale, too...great stuff 👍

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    1. Ray certainly had a large numerical advantage so had little lose. Steve may have hoped to inflict casualties on Ray before withdrawing.

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  8. Very interesting Richard, this seems to capture exactly the extra dimension added by campaign games, the commanders have to think a bit harder and take sensible, realistic decisions rather than just gung-ho charging into action and 'it's the last move, let's attack!' play. So maybe a little less exciting, but perhaps more challenging and involving for players/commanders?
    Plus (a) the Commission Figurines are great, and (b) V&B rules clearly work well for 'proper' larger battles. It's all good!

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    1. Thanks David. All good indeed.
      It was good to see the commanders having to reflect on more that just an isolated game. Involving I think is a good word to use.

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  9. Interesting contest, Ray did the sensible thing in the context of a campaign, not wanting to assault troops in prepared positions until he had their flank and Steve held until his position was untenable, fair play to both of them!
    Best Iain caveadsum1471

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    1. The context made it a very intriguing encounter that informed the players' decisions.

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  10. A really intriguing and challenging game, as campaigns can so often bring about. Steve must have been just a little concerned as those masses of Austrians came on and formed up!
    I really like the look of those 6 mm mdf figs. Perfect for this scale of game.
    Regard, James

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