Wednesday, June 3, 2026

Prussian Guards' Assault of St Privat, 18 August 1870

With a couple of minor amendments from our situation testing (see Event Testing of FPW Rules), Jonathan, of Palouse Wargaming Journal, and I reconvened for a test game.

For the action, I chose the section of the Battle of Gravelotte-St Privat (18 August 1870) that turned the battle decisively for the Prussians.

This should be a very different test of my rules as the Prussians are of a better grade to the French.

French defenders await the Prussian advance up the slope.

Briefing

After being driven back towards Metz after the Battle of Mars-La-Tour two days earlier, The French commander, Bazaine, dug in on a line from just south and east of Gravelotte to St Privat in the north.

The battle commenced at c.11:45am with the Germans frontally attacking the left and centre of the French line.  These were well dug in and very well defended.  The Germans suffered heavy losses and the attacks stalled.

As the day wore on the Prussians extended their line northwards with the Saxon 12th Corps and Prussian Guard Corps.  The Saxons took Ste Marie aux Chenes but were forced to withdraw from before St Privat after heavy losses.  It was looking good for the French defenders.  However, their right flank hung in the air at the village of Roncourt.  As evening began to draw in, the Germans had found the end of the French line and the Prussian Guard advanced up the long slope towards St Privat.  By 7pm Roncourt was overrun and the French flank turned.  By nightfall St Privat was on fire and captured.

With the escape to Verdun now closed, Bazaine was forced to retreat into Metz.

The Guard Corps lost 2440 killed and 5511 wounded.

Scenario
This scenario is set at the commencement of the Guards’ advance up the slope.

French infantry and artillery are all Grade 1. They may start formed or in open order, standing or prone.

Prussian infantry and artillery are all Grade 2.  They must start formed.

As was often the case in the early frontier battles, the German artillery was not immediately deployed as it ought to have been.  So, the Prussians start with only their infantry.  When the artillery arrives, their shooting results are counted before the French can shoot their artillery.

Victory Conditions
The Prussians (me) must capture both Roncourt and St Privat for a decisive victory.  Capturing just one will be considered a minor victory.

The French (Jonathan) must hold both.  Nothing else will do!

Alternatively, the first side to lose 50% breaks.

The Armies and Deployment

The deployment map that I sent to Jonathan.

The French are deployed on the upper slope. The Prussian Guard start from Ste Marie without artillery in support.  They will arrive on turn 2 on a successful die roll, or automatically on turn 3.  Each unit represents approximately one regiment.  This is halving of the number of battalions in this part of the overall battle.


The Battle
It might be helpful to know the sequence of play:

  1.         Check command
  2.         Pivot and shoot artillery
  3.          Player A declares charges
  4.          Player A moves/rallies
  5.          Player B small arms fire
  6.         Melee
  7.          Repeat 3-6, reversing players
  8.          Voluntary Fallbacks

The Prussians being the attackers move first as Player A.

The French artillery opened up at long range, damaging a unit and compelling it to retire.  The rest of the Prussian line advanced.  Meanwhile the French front line withdrew slightly. 

As the Guards continued their advance, both sides opened up with rifle fire.  Another Prussian unit took considerable punishment and was withdrawn from the line before it disintegrated.

At last, the Prussian Guard artillery caught up with the front line.  The impact was immediate and devastating.  A French battery was forced to limber up and retire, while another saw a significant reduction in its combat efectiveness.

The Prussian guns were laying down a punishing fire.  Another battery was destroyed and the defenders of Roncourt on the French right (Prussian left) were left barely able to muster a defence.
In a bid to stall an assault on St Privat, a regiment charged the Prussian right.

With the advantages and disadvantages to the combattants being about even, the intervention of good fortune was critical.

Alas, lady luck was not smiling on the Emperor's men.  They were thrown back and forced to retire behind St Privat. 

Having suffered from artillery bombardment and heavy rifle fire, half of St Privat was ablaze and her defenders dead.  A Guard unit was quick to occupy.  Meanwhile, the other half of the town was being assaulted.  However, the plucky defenders poured sufficient lead into the advancing Germans to force them to go prone.  The charge was stalled.

At the other end of the line, the weight of fire was too much and Roncourt was captured.

With Roncourt and half of St Privat in Prussian hands, the quantitive and qualitative difference was deemed too great for the French who chose to withdraw from the field.

As night fell, the Germans controlled the field as Marshal Bazaine ordered his army into Metz.

After thoughts
Whilst the result of the battle mirrored the events, the nature of the outcome was less in keeping with the battle and rather less plausible... in my opinion.  The Prussians took relatively little damage from the defenders in this game.  Whilst I anticipated a Prussian win, I would have expected the attackers to suffer rather more than they did.  Other than that the game went well, with the mechanics of my rules faring reasonably well - more detail on that in a moment.

A scenario based issue was that the Prussians had too many guns.  Prussian guns are better, but the number of them made it rather too lop-sided a game.  My experience is that, regardless of the rules, the superiority of the German artillery makes the scenario design of a FPW battle a delicate balancing act.  As I said, this is a scenario design issue, not a rule design issue.

Jonathan made for a great opponent playing the French.  Our post-game discussion was really useful with the following arising from our analysis of the game for me to now ponder:

  • There is some stacking allowed in a hex.  Either two artillery or one artillery and one infantry unit.  Each can be targeted separately.  One change is that all units stacked in a hex will now be affected as per the result on the ladder.
  • Should prone units be able to fire with the same effect as standing units?
  • Should there be a difference between formed units shooting and open order units shooting?
  • Which has led me to consider whether to abstract the unit and formations further.  I'm wondering whether all infantry units should be in either a "combat ready formation" or march column.  This leaves the player without worrying about formations.  The assumption is that the commander of the regiment or battalion will just do that job as the player is higher up the command structure.  The only obviously open order troops would be the chasseurs and jagers.
  • I need to refine the ladder of results for rallying off disruption points (DP) and doing voluntary fallbacks.  The latter is an option to quickly withdraw damaged or endangered units from the front line, and is extra to the normal movement.
  • I currently, and deliberately, don't have leader casualties in the rules.  So, that is now something to mull over.

So, a number of things to reflect on. 

My thanks to Jonathan for his time, reflections and openness in discussion. We will refight this game with amended rules at some future date.  Between now and then, I and other Rejects will be helping Lee and Ray put on their Retreat from Moscow game at the Broadside Show at Gillingham on the 13th June.



35 comments:

  1. Thank YOU for the game, Richard! A most enjoyable session as always. Your Prussians blew the French off the line with relative ease. I look forward to a rematch where I can (hopefully) improve the French lot. Can the French alter their initial deployment or do the troops remain as positioned? Having the two batteries separated by one (lone!) infantry BMU meant that fire mission coordination was difficult since artillery and small arms fire in different phases. Enjoy your demo at Broadsides.

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    1. It was enjoyable, Jonathan. I would certainly allow the French to redeploy when we play next.

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  2. A very interesting read and I liked the graphics on the photos to show how the rules work, this one has given you a fair bit to think about that's for sure. Look forward to seeing the replay and how it plays out.

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    1. Thank you, Donnie. I try to make the photos a little helpful in following the events. Thankfully, the main concepts and most mechanics have emerged larged unscathed. However, there are plenty of considerations to be reflected on to make the play more closely relate to the tactics of the day.

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  3. Very entertaining report. I enjoyed it a lot. Lots of good questions, especially about the level of player command. Looking forward to future developments.

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    1. Thank you. Whilst not all answers may be acted upon, it is important to pose the question. It pays to have some humility in this process.

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  4. A brutal assault by the Prussians which gave a very historical outcome. The balance of Prussian artillery and the French Chassepotte is a tricky one

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    1. The balance of artillery was not right in this game. The outcome was historical but the jeopardy for the Prussians was not.

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  5. That seemed pretty one sided Richard! I have generally found in FPW that German artillery is the most decisive factor. For prone firing, I would allow the French, with their chassepottes to do it, but not the Germans with their needle guns....I assume the former has a longer range in your rules?

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    1. Yes it was one sided, Keith. Too much Prussian artillery and rules that need to be tweaked are to blame.
      The chassepot has a longer range. Both were breech loading. So, both could fire from prone. Therefore, I'm inclined to apply any possible penalty to both... if applied!

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  6. Your reports are always easy to follow and this one is no exception. I also enjoy your post-game analyses. My vote would be not to abstract formations too much in the level of game at a single corps level and below. Great to see the rules evolving though Richard.

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    1. Thank you, Lawrence. It is true that the degree of abstraction is linked to the level of the game. Appreciate your thoughts on this.

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  7. An interesting scenario old fruit, and plenty for you to mull over afterwards. For what it’s worth I agree with Keith about the chassepot being okay to utilise prone. Excellent graphics by the way.

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    1. Thank you. I think that firing prone should happen, but is there a case that weight of fire would be less and this should be reflected... I continue to ponder.
      Glad you like the graphics.

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  8. Hi Richard, nice action, I suppose the first take away is that the ‘right’ result happened and so the fact that it didn’t feel right probably means that tweaking doesn’t need to be too heavy handed.

    I would question 3 areas. (1) were the dice unduly unkind to one side and might be better in a re-match (2) If lower quality troops attacked, are there morale rules etc that might make their assault less certain (3) if fully stacking a hex, would it be helpful to introduce a modifier for firing at a ‘target rich hex’. That is a mechanic that I have used in the past.

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    1. Thank you, Norm. You have given me some sound advice, especially point 3.

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  9. Great looking game and excellent report Richard. The sequence of play looks very interesting and seems to be a great compromise between sequential and simultaneous movement.

    The opening deployment shows that it will be a difficult battle for the French and very tough once the Prussian artillery shows up. Would a more equal battle help to refine the rules easier?

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    1. Thank you, Ben. I gave a lot of thought to the sequence.
      You make a good point about an equal battle. This unequal test was deliberate. Having done event testing with equal units, I wanted to see if the rules would give a plausible experience with elite troops versus line. The outcome was very instructive. I will do equal solo games.

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  10. That takes me back to being the French player in the BBB scenario of this engagement, where once the Krupp guns turned up in force, I was blasted off the ridge and from the BUA's! A tricky scenario to get some balance to for both players, given the historical outcome. IIRC the Prussians deployed into open order once near the front/in range of the enemy, but it's a while since I've read anything on this, so could be wrong...

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  11. A great looking game Rich, I think the FPW, must be one of the hardest periods to get the game right, with the Chasspot for the French and the artillery for the German's its so easy to accidently tip the balance over to one side.
    The rules sound like they're coming on very well, perhaps having the formation of troops like in V&B would be better, or easier as you said?

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    1. Thanks, Ray. I'm edging towards that conclusion... we'll see.

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  12. Great looking FPW game and figs. I only have a handful of figs for the period, and use them in small skirmish games. Love the uniforms of the period, though!

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  13. Lovely looking game, nice to get a historical result,does sond difficult to get the balance right but it sounds like youre getting there!
    Best Iain

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  14. That sounds a very productive post-game analysis Richard. Regarding getting the balance right, rather than reducing the quantity of German guns could you delay them for a little longer, or make it harder/slower for them to pass through the massed infantry?
    For my two-pennyworth, I'd reduce the fire effect of prone shooting. You see a lot less when laying down and minor bumps in the ground could render your target invisible, whilst to a standing man it is still visible.
    I'd also suggest that formed unit fire is greater than open order. Much greater volume but maybe less accurate (subject to open order troops standing up to fire).

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    1. Thanks Chris, I appreciate your well considered and sensible advice.

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  15. An interesting, and promising, play test - but I have a few questions. First, was scenario using historical orders of battle? If so why is the unhistorical outcome a design issue for scenario and not the rules?
    Second, did the Prussians really advance their guns ahead of their infantry like this? Surely the gun crews would've been shot down pretty quick by the Chassepot fire if they did this.

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    1. Thank you, Rob.
      The scenario was based on the order of battle with the number of units halved and light infantry, chasseurs and jagers being incorporated with line.
      The outcome was historical. However, the Prussian infantry should have suffered more from the French rifles. Thus the game exposed a need to look at the small arms fire rules. The scenario issue was a comment about the amount of Prussian artillery.
      The Prussian artillery doctrine was very aggressive and often kept their guns up with the front line. This of course led to casualties. But weight of fire also blasted the French. In this game the arrival of the artillery was enacted to reflect that they arrived late, but when they did their impact was profound.

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  16. Superb looking armies Richard. I really enjoy the annotations that you add to the photos which, along with your description, make it clear exactly which units you are referring to. As you noted in your summary, the Prussians just kept on a comin' and blowing the 'proverbial' out of the defenders!
    Best wishes, James

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