Saturday, 2 November 2013

Prussians v French in a Flank attack!

Once again Steve and I faced each other across the gaming table in a game of Napoleon at War. I'd built a Prussian army for the Leipzig game but it didn't get to see much action so we decided to give it a debut in a pick up game. So Steve fielded a 1500pt French Infantry Division and I had my 1500pt Prussians Infantry Division. We again used the 100 days campaign book for the lists. My list ended up being 10 points over ( as a mix up meant I'd used the Prussian download list) which Steve, very graciously, accepted. The Prussian figures are mix of manufacturers many painted by me, most bought off e-bay.

We rolled a 2 for the scenario. This means "Flank Attack". Both forces start with half their forces on table (rounded up) and the rest come on as reserves. The attackers reserves come on from a flank of his choice. Once decided all reserves arrive on the same flank. The attacker starts rolling for reserves from turn 1. The defender only starts rolling for reserves once the attacker has received reserves. The side with more Victory points than the opponent has active forces wins the game. This usually works out to be an interesting encounter. 

We rolled to see who was to attack (as both armies had the same aggression) and I rolled highest so I attacked. Steve rolled a 2 for terrain so we had 5 pieces of terrain. Amazingly 4 out of 5 ended up being hills, the fifth was an enclosed field. 

Setup
The table was set up each dicing for, then placing a terrain piece in turn and we ended up with the layout as below. The flat square fields were just for show as the table looked a bit monotonous with all those hills.

Steve selected the stable edge on the far side and we placed the objectives.


Then Steve deployed his French (half of the forces). On table was 

1 French infantry brigade = 1 line battalion and 4 Conscript battalions.
1 Light Cavalry brigade = 2 Lancer Regiments
1 Heavy Artillery battery.

French reserves were unknown at this time.

As for the Prussians, they started with,

1 Prussian 1st to 12th Infantry Regiment = 2 Musketeers battalions and 1 fusilier battalion.
1 Landwehr Regiment = 3 Landwehr battalions.
1 Medium Foot Battery.

As reserves I had 

1 Cavalry Brigade = 1 Hussar regiment, 1 Dragoon regiment and 1 Uhlan regiment.
1 Prussian Infantry regiment = 2 Musketeers battalions and 1 fusilier battalion.
1 Prussian Jäger Battalion.

I had made a gamble when compiling my list in that the Prussian Cavalry were purchased as a reserve so they couldn't start on table. I was praying I'd get some reserves early. My over all plan was to use the quality Prussian infantry to thrust down my right wing and use the Landwehr to advance on the left. The presence of French cavalry from the start was going to be problematic unless I got reserves on early.

Turn1

I advanced as per the plan.

The French straightened their line of infantry and brought their cavalry forward a little to threaten my infantry (I was lucky they didn't charge in).

Turn 2

The cavalry threat was too great so my outer infantry battalion played safe and went to square, I deployed the other unit to line for greater fire power.

On the left I advanced further to threaten with the Landwehr. They were up against conscripts so I thought it was a reasonably even match.

A rush of blood saw me charge with the Landwehr just to show I meant business.

But they were repulsed by defensive fire. My Landwehr in the middle were getting shredded by the French Heavy artillery but sadly for them, that was their job! To keep the guns occupied. 
Annoyingly my reserves failed to arrive ... ugh!!!!

The French weren't going to simply sit their and so after some effective firing (unusual for conscripts) they moved around to threaten the Landwehr.

On the Prussian right the French line battalion engaged in a firefight. In Napoleon at War a nice feature is the conept of 'Firefights'. If an infantry battalion doesn't move and fires at full effect (meaning it will not charge), and the target unit can return fire, then a 'Firefight ' ensues. Who ever inflicts the most casualties wins and the loser has to fall back. In this case it was the French who were forced to retire.

Back on the Prussian left the French also were lusting for blood and charged the Landwehr but they too were repulsed.

The situation at the end of turn 2. I need reserves!!!

Turn 3

The French lancers were standing menacingly in front of my quality Prussian infantry on the right flank thwarting my advance. I was beginning to regret my decision not to have cavalry on from the start!

As far as movement goes I couldn't really do much. My Landwehr were beginning to look a bit thin on the ground. 

And then..... Oh yes, Reserves at last!!! I get 1 force on as a reserve and it doesn't take a genius to guess what arrived. The Prussian Cavalry have to be a bit wary as they know the Lancers will react quickly to their arrival.


On the Prussian left the Landwehr now took a pasting! The heavy artillery destroy their target and the French infantry charge the now weakened Landwehr to their front and........

The Landwehr brigade breaks!!!!! The whole Prussian left flank is has gone! The French earn themselves a Victory point. I guess i was asking too much of the poor Landwehr.

As predicted the Lancers launch themselves at the Prussian cavalry.

But in a decisive moment both Lancer regiments fail to break thier targets and fall back.

However, the French now recieve their reserves. Another brigade of 5 infantry battalions and a Heavy cavalry brigade of 2 Dragoon regiments.


Turn 4

The clock is ticking and the French reserves mean there will be no quick victory. The Prussian Hussars charge the rear of one of the French Lancer regiments destroying it with ease so breaking the brigade. Then the Prussian Dragoons charge the French line battalion (which did not form square!) and after destroying them broke through on to the other Infantry battalion holding the objective and again the infantry were wiped out.

To add to the French misery the rest of the Prussian reserves arrive...hooray!!


Much like the last game the whole axis of the battle suddenly switches. The reserves now make up the Prussian right flank and what was the center is now the Prussian left flank. With the destruction of the French Light cavalry brigade and the capture of the objective the Prussians now have 2 Victory points, but the French still have 4 active forces on table.

The French now pull off a surprise move which take the Prussians by surprise. The French artillery remains silent and in the charge phase the French Dragoons charge through their own guns and straight into the Prussian infantry!

They also cunningly avoid any possible countercharge from the Prussian Dragoons.

Caught totally by surprise the Infantry opt to try and shoot out the Cavalry and splendidly hold firm to inflict 6 hits!! (The star on the dice is a 6). OUCH!!!!

In suffering a casualty the Cavalry are forced to take an unfavourable élan test which.....they pass with ease. Uh oh!

But the cavalry make a hash of it and only get 3 hits on the infantry. The Prussian Infantry pass thier morale test! And inflict another casualty on the cavalry. The Infantry lose the melee but importantly they survive!

Interestingly, the Dragoons opt not to breakthrough on the infantry unit behind and decide to fall back through the guns. With such heavy losses the cavalry feared getting destroyed which would break their brigade. The French Cavalry brigades are restricted to 2 units only and so prove to be very brittle.

The French cover their own right flank with the remains of their first infantry brigade. Despite the Prussian success on turn 4 I feel the game slipping away from me. There is a lot of ground to cover and the French have done a good job aggressively defending their position. In this scenario there are no draws. If the attackers fail to break the defenders they lose and the defenders win.

Turn 5

Then I see a slim chance of victory. Charge the guns!! If successful a break through charge would hit the still retiring dragoons. But no sooner do I move the cavalry I realise the artillery can evade and sure enough the crew take refuge in the near by infantry battalion thus denying the cavalry a target and also any chance of a break through move. Oh well!!!!!

The French now sense their own opportunity. Their full strength Dragoon regiment moves up to charge range and the retiring Dragoon regiment about face.  

The full strength French Dragoons strike at the Prussian Dragoons but ........
the Prussian Hussars heroically hit back with a counter charge!

Heroic maybe, but they totally fail to make any impact in melee and actually come close to getting themselves destroyed! Light cavalry don't really match up well to the Heavy Battle Cavalry.

The French Dragoons now breakthrough onto their original target and make short work of them.

With the success of their comrades the other dragoon brigade now see a chance to break the Prussian Cavalry brigade and hurls itself at the Prussian Uhlans. Success would probably win them the game as there was too little time left for the Prussian infantry to catch the French and so the Prussian cavalry was the only way the Prussians could possibly gain any further successes.

But..... the Dragoons fail to make any hits and the Uhlans fight back and destroy the Dragoon regiment! A third Victory point for the Prussians.

And so, with just won turn left, the French have left the door open for a Prussian victory.

Turn 6

There is no chance of the Prussian infantry catching the French now. Although broken, the French Cavalry passed their 'force morale tests' and this fact meant that there was still French Cavalry on table stopping the Prussian infantry from advancing too far. 

And so it fell to the Prussian Cavalry to win the day. The Prussian Uhlans ( with only 2 bases left) were the only remaining unit that could launch a game winning attack. The French infantry unit containing the Artillery crew were forced to stay close to the guns or lose the battery, and so the game. In their turn 5 they moved as far back as possible but the Prussian artillery had them in their sights and so they were unable to make a support move. If they had stayed in place and formed square they would have been within reach of the Prussian Infantry.
This meant that the infantry were facing away from the cavalry and were within range of a charge.

The Prussian artillery inflicted a hit on the infantry before the Uhlans charged in. The Uhlans smashed in to the rear but only caused 2 hits on the Infantry, not enough to wipe them out, but it did force them to retreat.

But Cavalry get a breakthrough charge and so chase down the running infantry destroying them and the artillery crew. The Uhlans are also destroyed in the process giving the French another victory point but their selfless act of heroism wins another 2 Victory points for the Prussians. The destruction of the infantry unit means the French infantry brigade is broken and the French Heavy artillery are destroyed. The only French active force on the table is their Infantry that had come on as reserve. So victory was secured for the Prussians.

Conclusion

The Prussians win a victory with a total of 5 Victory points. (Equivalent of 30 Glory points).
The French gained 2 Victory points. (Equivalent of 9 Glory points).

It was another close game. The French defended with aggression which is often a good tactic as it suits their characteristics. They may be got too aggressive in the end and perhaps if they had played more defensively in turn 5 they could have closed out the game. Steve had contemplated pulling right back on his turn 5 but felt ashamed at abandoning the guns, to quote "the boss wouldn't be too happy if the 12 pounders were left behind!"

This battle highlighted a lot of subtle nuances in the Napoleon at War system. List selection, what to have as reserves when organising your force, what to leave off table when the scenario demands can all be key factors. Sometimes a gamble pays off, sometimes your left high and dry. Although quite late in arriving (considering my plan centered around an early arrival) paying less for my Cavalry to be a reserve payed off in the end. Steve had built his French army for aggression and so was hoping to be the attacker, he was slightly caught out when he ended up as defender.

Again, we both had a great time.



















Saturday, 26 October 2013

British v French in some Rearguard action (ooh err!)

My friend Steve came over for a game of Napoleon at War last Thursday (22nd October). He had to miss out on the Leipzig game so was desperate to get a game in. We had been playing a lot of 1813 type games in the build up to Leipzig so for a change we opted to use lists from the 100 days campaign book. Steve chose a British Infantry division and I went for a French infantry division.

We opted for 1500 pts each.
We randomly rolled for the scenario and got a 3, "Rearguard action." For this scenario the game is played down the length of the table.

Set up
The number of terrain pieces is randomly generated and each piece is randomly generated but placed by the player. So Steve created a decent defensive position by getting some rough ground, a hill and an enclosed field across the centre of the battle field. As attacker I placed my hill to cover any advance and the woods and rough ground at either end out of the way.

The Brits place an objective behind the hill, then I place an objective in the rough ground,
The British forces, as defenders, deploy first.

The British list consisted of 
On table
1 British infantry brigade of 3 battalions (one of which was light infantry).
1 British Hanovarian Brigade of 5 battalions.
1 Horse artillery battery.
1 Foot artillery battery.

Reserves
1 British light cavalry Brigade of 3 Light Dragoon regiments.
1 British Guard Cavalry Regimeny.
1 Dutch-Belgian infantry brigade of 4 battalions.

 Hanovarians in the enclosed field, British infantry in the rough ground, artillery in the centre.

This scenario is a tricky one but arguably affords the attacker a decent chance of victory as long the attack is decisive in the early turns. The defender only starts to roll for reserves at the end of turn 3. The attacker starts rolling for reserves at the end of turn 1. The British army is a difficult opponent as it's core infantry is very high quality (especially when defending) but it can also have a lot of cheap allies that both boost the number of total forces but also provide decent support. 

French Infantry Division 100 Days 1500pts

Organic/ Support

Infantry brigade - 1 light infantry @160
                            4 Infantry Cons U/S @70.    440pts

Infantry brigade - 1 line infantry U/S @ 90
                            4 Infantry Cons U/S @70.    370pts

Foot artillery @ 190

Light Cavalry Brigade - 1 lancer @ 130
                                      1 Hussar @ 120.     250pts
Reserve

Heavy cavalry brigade - 2 Cuirassier U/S @ 100.  220pts

With all this in mind, my plan was to attack down the left side. Throw everything at the British holding the rough ground and turn that flank and refuse the other flank. The Hanovarians were holding the enclosed field on the right flank and this provides a strong defensive position.


Turn 1

The French as attackers moved first and advanced according to the plan.

The Brits, seeing the strength of the attack coming down the left move some of the Hanovarians over but surprisingly move out of the rough terrain. The British artillery inflict casualties on the battalions to their front.

Turn 2

The British Infantry standing in line in front of the Cavalry are just too tempting so the Cavalry charge. The British gamble and rely on firepower to see off the Lancers. Their shooting proves damaging forcing the Lancers to lose a base. This forces the cavalry to take an unfavourable Élan test to charge home and......the French pass!!!

The Lancers roll 6 dice and inflict 5 hits (6's count as double hits for Lancers) and wipe out the British infantry.

This early break through allows the French cavalry to turn the British right flank.

Luckily the Cuirassiers arrive as reserves (not in shot) but have to move through the woods (that I'd placed!) to get into position.

The Hanoverians move out of the enclosed field to put pressure on the French right whilst bringing units across to support the centre.

The Hanovarians then charge the French on the far right and rout them!

Their success suddenly threatens to turn the French right flank!!

Turn 3

The French light cavalry brigade continue around the British right flank. The Lancers, despite their success, are a spent force. One more base loss would destroy the regiment and potentially the brigade.

The French infantry assault and destroy the second British line unit. Charging British infantry is always risky because when charging British infantry that are in line, if you fail to charge home then the British immediately charge you back and melee occurs without an élan test!  
Also, the French infantry in the center, in a desperate measure assault the artillery battery to their front and, surviving the hail of canister destroy the battery. With the loss of the British infantry battalion the artillery crew had nowhere to shelter and so opted to try and shoot the infantry out but failed.

The result of this successful turn was the British infantry brigade was destroyed and so was one of the artillery batteries and so 2 Victory points were gained :-) The Brits were teetering on the edge of defeat. One more Victory point would ensure French victory as the Brits only had two forces remaining (the Hanovarians and the second artillery battery).

BUT....  a school boy error meant the French nearly grabbed defeat out of the jaws of victory!!!
Over on the French right the threatening Hanovarians forced the French light infantry to retire, so the Light infantry turned around in the movement phase and hoped to turn back around in the support move phase. Unfortunately you can only support move if you are 6" away from enemy infantry and...
So the French Light infantry were caught with their rear showing to the enemy!!!!!

Needless to say the Hanovarians couldn't hold back and assaulted the Light infantry in the rear.

Inevitably the Light infantry are destroyed!!!! And it's the French right flank that now looks vulnerable as the rest of the brigade run from the field!!!!!!
 
To make things worse for the French the British can now start to roll for reserves and they get one force on. Thus the British cavalry (light dragoons) finally join the fun.

The whole battle has now pivoted 90 degrees

Turn 4
With the arrival of the British reserves the French task becomes much harder. To win they must secure more Victory points than the enemy has active forces on table. As the reserves arrive the number of victory points needed gets higher.

With just one Hanovarian battalion (now in square) holding the objective in the rough ground the French infantry position manoeuvre to get into position to assault.

In reaction to the arrival of the larger British cavalry force the French Light cavalry must act.

But despite. advantages the French infantry fail to break the square and fall back.

The Lancers, having rested and recovered a base charge one of the British light dragoons and force them to retreat off table.

The Cuirassier move up to support the Light Cavalry.

The British come out of square as the French cavalry's attention is drawn elsewhere.

And successfully bring on more reserves, the British Guard Dragoon Regiment and the Dutch infantry brigade (my British army is more Peninsular orientated so Spanish figures stand in for Dutch..Sorry!)
The French task is now even harder!

Turn 5
Desperate now the remaining French infantry hurl themselves against the Hanovarians. They finally succeeed in destroying the Hanovarian unit holding the objective but are bloodily repulsed from assaulting them on the new French right flank. But capturing the objective gets another Victory Point.

The Cuirassiers move up to take over from the French Light Cavalry but the position now looks bleak for a French victory.

The Hanovarians attempt to take back the objective.

But wait!!!! We suddenly remember that the Hanovarians (like the British infantry) are Line drilled and cannot charge when in column!!!! So they return to thier positions and have to glower menacingly at the French instead!!!

The British Light Cavalry retire from the threat of the Cuirassiers and look to consolidate their position. In this scenario there are no draws so no matter how many Victory points the attacker gets, if it's not enough to break the defenders army then the defenders win, they just have to hold on one more turn.
But can you spot the allies mistake??

Turn 6 .... Last turn!

It's make or break time for the French. Having secured 3 Victory Points a further two more were needed, as the British still 5 forces on table, and just one turn in which to do it! A very tough ask.
Time for the French Heavy Cavalry to step up!

In retiring the British Light cavalry out of danger the Dutch were now in view of the Cuirassiers and they were still in line. There is much debate amongst Napoleon at War players as to wether the rules have got the Cavalry v Infantry mechanic right. For me it has and here is why.

One Cuirassier regiment launches itself at the Dutch infantry. The infantry has essentially 2 options, it can try and form a square or shoot at the cavalry. To form square the infantry must pass an unfavourable discipline test, in other words it must pass the test twice (average disciplined infantry need to roll a 4 to pass). As the odds are not brilliant many people opt to shoot instead. Simply by shooting the Cavalry must now pass an élan test to charge home and if they suffer casualties that test becomes unfavorable. These options have meant that many players feel the mechanic is broken because it should be easier for infantry to form square or easier for cavalry to charge a line. Many players prefer to stand in line and don't think about forming square at all.

The thing to remember is the time to form square was in the previous movement phase, not to wait for the cavalry to be hurtling towards you. Thus to form a square in such circumstances should be difficult. Cavalry on the other hand would think twice before charging infantry in line frontally. They preferred to attack infantry in the flank or rear so as to avoid getting shot at. So having to pass an élan test to charge home is very reasonable. The thing to remember is once the cavalry actually makes contact, the infantry is usually anhilated unless it's in square.

So the Cuirassiers hurl themselves at the Dutch and the Dutch opt to shoot at the cavalry. They fail to get a hit and the brave Cuirassiers pass their élan test and destroy the infantry. Successful cavalry get a breakthrough charge and so they smash into the infantry behind the first and wipe out the second battalion. In one quick action the Dutch brigade is destroyed and another Victory point is won :-)

The second Cuirassier regiment desperately charges the Hanovarian infantry (also in Line). This time it takes a casualty in the shooting as it charges home and so must pass an unfavourable élan test. 
A 5 and a 3 are rolled!!! At first we thought they had failed to charge home but then realised that as the Cuirassiers are 'Brave' they need 3's to pass and so the élan tests are passed. Again once in melee the Cavalry simply obliterate the infantry and breakthrough on to the British Guard Cavalry to try and win the game.

But exhausted by their charge on the infantry the Cuirassiers fail to break the Guard cavalry and are themselves destroyed by the fearsome British Guards!

The Cuirassiers fail in their death or glory attempt to win the game but there is one more chance to win the game. In destroying the Hanovarian battalion their whole brigade was wavering. A desperate charge from the French infantry could win the day ...........and.................. VICTORY!!!!!!!!
 
The French infantry destroys the Hanovarian battalion gaining the last victory point!!

In Napoleon at War you assess victory conditions at the start of each players turn and so the British with only their Guard cavalry regiment, 2 Light Cavalry regiments and an artillery battery quit the field.

The British had won 2 Victory points in routing the One of the French infantry brigades and beating the Cuirassiers. In totalling up glory points (the final score) the British got 9 glory points.
The French in gaining 5 victory points earns 30 glory points.

You would only bother with glory points if in a tournament.

Conclusion

This was a very hard fought victory for the French. The British are very difficult opponents and it is notoriously difficult to attack. This scenario perhaps gives the attacker some advantage as they can start the battle with all non reserve forces on the table whilst the defender can only start with half their forces on table. We both thoroughly enjoyed the game and the fact that it went to the last throw of the last turn meant the drama levels were extremely high. Great stuff :-)