Grand Manoeuvre: Grand Manoeuvre: Napoleonic Miniatures

Transcription

Grand Manoeuvre: Grand Manoeuvre: Napoleonic Miniatures
Grand Manoeuvre:
Napoleonic Miniatures
Wargames Rules
Game Play Examples
xamples.
Grand Manoeuvre Napoleonic Wargames Rules.
Example of the use of regulating battalions in the rules.
It is a cold October afternoon in 1805, and orders from the army wing commander,
Archduke Ferdinand arrive for the division to advance; they are to “…engage the
French on the rising ground to the north around the village of Haslach with all speed.”
Some disordering terrain will be encountered in the forth-coming advance; there are
a couple of small copses ahead and to the left, a stream with some thickets and
bushes along its course.
All units in the command will take their direction and pace from the regulating
battalion; this is the second battalion from the right, in the first treffen (or battle line).
This is formed by the division’s first brigade – the second brigade forms the second
treffen and the right-hand battalion of this second line will in turn, follow the
movements of the regulating battalion of the first line.
The regulating battalion’s advance will be directed upon the village of Haslach.
Intending to engage the enemy, the battalions have been deployed to line formation.
The division then is arrayed in two deployed lines of six battalions, including two of
grenadiers in the second treffen with skirmishers preceding the grand body taken
from each of the first line’s battalions third ranks.
Demonstrating the theory behind the practice; the diagram above shows a regulating
battalion directing the advance of its division upon a distant village and the mounted
figure denotes the presence of the leading brigade-general.
“Planche XXXI Reglements 1791 Planches CESAT”
The units therefore will follow the movement of the regulating battalion, and
according to their orders they will move at full speed. Players move the regulating
battalion first, and wherever necessary, at the start of each turn players will roll for
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Grand Manoeuvre Napoleonic Wargames Rules.
Example of the use of regulating battalions in the rules.
…each unit to see if it manages either to rally from a previous disorder (perhaps
caused by enemy artillery fire), or to determine if it is able to march at full speed
across the terrain features without becoming disordered. This procedure also
includes the regulating battalion.
If all the units within the command are of the same class and within the same
elements of terrain, players may roll for the entire command to perform the
manoeuvre successfully.
This die roll is termed the “unit class die roll” and it is used throughout the rules for
manoeuvres, combat and for morale checks.
On the line of their march, a stream lies in the path of the two battalions on the left
flank, (this is known as the reverse flank) and these units are required to roll to see if
they are disordered in their attempts to “step out” whilst crossing the feature.
Entering the normal range of the French artillery, the battalion at the end of the first
line is disordered. At the start of the next turn the battalion must roll its unit die roll
once to see if BOTH the disorder is removed AND (because it must cross a stream)
that the battalion will be able to move at full speed to catch up with the rest of the
line.
If it fails the test it moves at full speed, but it ends the movement phase in disorder.
Having come under some artillery fire prior to closing with the French infantry arrayed
in front of the village of Haslach, unexpectedly, from some dead ground on the
French left, and whose advance was covered by a copse of trees, a small body of
hussars move forward to attack the Austrian right.
This movement had not been observed by the Austrian brigade general and so it is
left to the reactions of the individually surprised battalions there to attempt to form
squares.
If the French cavalry had been visible to the brigade general, then the command
could have been halted and all battalions in the grand body could have followed the
action of the regulating battalion by forming squares. Alternatively, the option would
also exist to remain in line and engage the cavalry.
Using their bonus movement into contact, the French cavalry is able to contact the
second battalion of the first line. Each unit so contacted, must roll a new manoeuvre
test to see if it manages to form square.
The Austrian player acting as the battalion commander believes that he has a good
chance of forming square to repulse the attack and possibly cause damage to the
light horse.
For the test there are two modifiers which apply; a +1 for skirmishers are covering the
infantry’s advance, and a -1 for the cavalry having emerged from dead ground.
These modifiers cancel each other out and so it is a straight test using the battalion’s
unit class die roll. The battalion’s skirmishers are removed from play as they attempt
to rejoin their parent battalion. The unit, which is and trained one, fails the test with a
roll a “2”.
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Grand Manoeuvre Napoleonic Wargames Rules.
Example of the use of regulating battalions in the rules.
Another game example from the battle of Amstetten.
Oudinot`s Grenadiers arrayed to attack the Austro-Russian rearguard under the
command of Bagration. The brigade generals are at the right of their brigades with
each of the lines of brigades in columns of attack. Oudinot is centrally placed, on the
division’s second line. 5th Corps Commander, Lannes is positioned to the rear, close
to Oudinot`s reserve brigade.
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Grand Manoeuvre Napoleonic Wargames Rules.
Example of the use of regulating battalions in the rules.
The French player then declares that the cavalry had orders to engage, which
included an added instruction for a feint charge, but previously in the turn, he had in
this case, rolled for the initiative to actually charge the advancing infantry.
In this case the infantry has failed to form a square and the cavalry then combat with
the infantry. The result of the combat is that the line infantry rout with their morale
affected and then the cavalry, failing to rally, directly pursue the routing square in
disorder. This pursuit move takes them into contact with a battalion in the second
treffen and this new combat is to be resolved immediately.
The Austrian player decides that this second line unit (a grenadier battalion) will not
attempt to form square; instead it will attempt to stand in line against the hussars.
The hussars and the infantry are evenly matched in class but the hussars are
disordered in their pursuit.
In this pursuit combat the Austrian grenadiers` flanks are secured by the adjacent
battalions and the French lose the combat with a disorder and a recoil result.
With this result, added to their previous disorder, the French hussars become shaken
but rallying in the next turn, they are successfully recalled by their cavalry colonel’s
initiative. The hussars then fall back one move.
In this time, in an immediate reaction to the cavalry attack, the Austrian brigade
commander had halted the whole command.
After the hussars` withdrawal and the reorganization of his command; the grenadiers
moving forward to fill the gap created in the first treffen and the routed line battalion
from the first treffen rallying, he resumed the advance.
In this time however, the French battery of mixed pieces had caused significant
damage to the rest of the Austrian first line which has been disrupted and weakened
before it can close with the French infantry in front of the village of Haslach.
This game play example of the use of regulating battalions is based upon the battle
of Haslach-Jungingen (11th October, 1805) and our re-fight of it earlier this year.
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Grand Manoeuvre Napoleonic Wargames Rules
Example of an Infantry Combat.
In this game play example, six French line battalions were arrayed in line with
skirmishers deployed.
These advanced to engage an Austrian line of five line battalions and one grenadier
battalion.
The Austrian infantry were supported by two sections of light, regimental guns.
The French were rated as “C” class and the all the Austrian battalions were rated as
“D” class.
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Grand Manoeuvre Napoleonic Wargames Rules
Example of an Infantry Combat.
Turn One:
In the first turn of combat the skirmishers of the advancing French line engage the
Austrian infantry for the first time at long range.
First however, on the roll of a six on a six-sided die, the Austrian regimental guns try
to fend off the French voltigeurs; the second battalion’s guns make the skirmishers
recoil back towards their parent battalion. See photo below:
Austrian battalion guns push back French skirmishers.
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Grand Manoeuvre Napoleonic Wargames Rules
Example of an Infantry Combat.
The skirmishers now attempt to disorder the rest of the Austrian line of battle, but at
long range the formed units do not have a die roll against the skirmishers.
The grenadiers and the first and second Austrian line battalions become disordered
as a result of the skirmisher die rolls.
These disordered battalions are marked with a blue marker in the next photo.
The first and second Austrian line battalions become disordered.
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Grand Manoeuvre Napoleonic Wargames Rules
Example of an Infantry Combat.
Turn Two:
At the start of a turn, each disordered unit rolls a die to see if it rallies.
In our example the Austrian’s first battalion and grenadier battalion were rallied.
The French line now moves into combat range with the Austrian line of battle, but first
the French skirmishers attempt to disorder the enemy’s formed line before their own
line engages.
In this turn, at “normal” musketry range, the Austrian formed troops have a die roll
against the French skirmishers.
The result of which, this time is that only the first Austrian line battalion becomes
disordered.
The skirmishers are now removed to the rear of the French line, and formed unit
combat now takes place.
French skirmishers move to rear of battalions allowing them to engage the Austrian
line.
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Grand Manoeuvre Napoleonic Wargames Rules
Example of an Infantry Combat.
Formed unit combat is resolved by comparing unit’s combat points, their die rolls &
any modifying factors.
Two Austrian line battalions (the fifth & sixth) have guns attached & so this modifies
their die rolls against the French formed units.
The new effects of combat in turn two are that the fourth, fifth & sixth Austrian line
battalions become disordered & the second battalion becomes “shaken”, having
previously been disordered by skirmishers.
The shaken unit has the white marker in the photo.
The situation worsens & the Austrian’s line becomes increasingly disordered.
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Grand Manoeuvre Napoleonic Wargames Rules
Example of an Infantry Combat.
Turn Three:
In a good turn phase of rallying, the fourth, fifth and sixth battalions are rallied, but
the second battalion is still disordered and shaken - a unit’s shaken condition
remains even if it regains its order.
The Austrian’s first line battalion fails to rally its disorder.
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Grand Manoeuvre Napoleonic Wargames Rules
Example of an Infantry Combat.
In combat the fourth, fifth and sixth battalions are disordered once again, the second
battalion becomes dispirited (one morale stage worse than before, it is indicated with
the yellow marker) and the third battalion becomes shaken.
With a third of it battalions in poor morale, the Austrian brigade will be forced to test
its command’s reaction.
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Grand Manoeuvre Napoleonic Wargames Rules
Example of an Infantry Combat.
Turn Four:
With 33% of its units in poor morale, the turn starts with a brigade command reaction
test for the Austrians; this is based upon the average of the unit die rolls in the
command.
In our game the command reaction test was failed and the Austrian infantry routed
for one turn
The Austrian line fails its morale test and is now shown in the process of routing one
move at the start of turn four
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Grand Manoeuvre Napoleonic Wargames Rules
Example of an Infantry Combat.
A Pursuit:
Being in good order but having been engaged and halted for some time, the French
commander requires a general’s initiative to follow their enemy in an ordered pursuit.
If he passes this die roll, his line can advance with his skirmishers deployed again
within close combat range of the routing Austrian troops and a pursuit combat will
take place in the same turn.
In this example, I deliberately chose a scenario which would be decisive within a
short period of time and game play, I therefore rated one side one class better than
the other, but gamers of course are free to rate troops in their games as they think
appropriate.
Credits:
Photographed at Bideford and District Wargames Club.
Terrain pieces by Phil Martin.
The Italian buildings made by Shawn Kelly
Photos by Malcolm Williams and myself.
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Grand Manoeuvre Napoleonic Wargames Rules
Example of a Cavalry Combat.
A French cavalry brigade of two regiments of Dragoons supported by a horse artillery
battery has taken up position between a wood and a village.
They are ordered to perform a rear guard action against a larger Austrian cavalry
force of two brigades; one has a regiment of Uhlans and Chevauleger, the other of
two regiments of Hussars.
The French cavalry and the Austrian Uhlans and Chevauleger were classed as “C”
class troops and the Hussars as “B” class.
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Grand Manoeuvre Napoleonic Wargames Rules
Example of a Cavalry Combat.
Turn One:
Austrian cavalry brigade of advances from beyond long range of the French horse
artillery.
The French horse artillery opened fire, but there was no effect on the Austrian
Chevauleger; only a “1” was rolled against them!
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Grand Manoeuvre Napoleonic Wargames Rules
Example of a Cavalry Combat.
Turn Two:
A French initiative roll was made to counter-charge the advancing Austrians and was
passed. Being at just under 20cms away the two lines met in the middle. In the
combat that followed the French Dragoons are disordered by the Austrian
Chevauleger.
Showing the die rolls and disorder marker, the second dragoons disordered by the
Austrian Chevauleger.
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Grand Manoeuvre Napoleonic Wargames Rules
Example of a Cavalry Combat.
Turn Three:
At the start of the turn, I tried to activate the Austrian reserves by rolling for the
commander’s initiative. As a regimental commander, this is more difficult to do; I
require a “6” to do this. I fail the test.
The French Dragoons are rallied and the combat continues in which the Austrian
Uhlans become disordered.
Again, showing the die rolls and a disorder marker, but this time the first regiment of
dragoons disorder the Austrian Uhlans
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Grand Manoeuvre Napoleonic Wargames Rules
Example of a Cavalry Combat.
Turn Four:
I attempt to activate the Austrian reserve, but fail again!
The lancers are rallied and the combats in this turn are all tied.
Turn Five:
Again, I fail to activate my reserve cavalry.
Combats are all tied.
Turn Six:
In this turn I finally managed to activate the Austrian reserve and the Hussars
advance in column towards the French right to attack its flank.
In combat the Austrian Chevauleger are disordered.
Turn Seven:
The Chevaulegers are rallied and the combats are tied once more
Turn Eight:
The Austrian lancers become disordered.
Turn Nine:
Stationed on his brigade’s right and seeing the Austrian reserve approaching, the
French general tries to make an initiative to retire, but the player fails the die roll.
The Austrian Uhlans are rallied and the combats are tied
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Grand Manoeuvre Napoleonic Wargames Rules
Example of a Cavalry Combat.
Turn Ten:
This turn the French general passes his initiative test and the command is ordered to
retire. However the cavalry are engaged with the enemy and therefore need to make
a test to perform the manoeuvre.
These tests are passed with two rolls of “6” on the dice! They successfully disengage
and retire half a move, but the leading regiment of advancing Hussars charges home
on the first regiment of dragoons.
The French horse artillery are limbered and move off.
In the combat that followed, the first dragoon regiment became disordered.
This photo shows the start of the turn and the French general’s initiative test (he
rolled a "4" and passed) and the two unit manoeuvre tests which were passed
by rolling two sixes!
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Grand Manoeuvre Napoleonic Wargames Rules
Example of a Cavalry Combat.
Turn Eleven:
As the rest of the French command retires, their first dragoon regiment becomes
shaken and they are routed in combat. The Austrian Hussars, failing their reaction
test, pursue them in disorder.
In the pursuit the Dragoons are beaten again.
Photo shows the first French Dragoons in a pursuit combat with the Austrian Hussars
as the rest of the French command retires.
Turn Twelve:
At the start of turn twelve, the Hussars are rallied and the first dragoon regiment
continues to rout
Summary:
Although beaten and forced to withdraw, as a rearguard action the French were
reasonably successful in holding the Austrians for about ten game turns; equalling
some forty minutes of real time.
Ordering his withdrawal just in time, the French commander managed to save one of
his regiments from defeat and he saved his artillery too.
In this example scenario, I wanted to show a reasonably balanced combat between
cavalry and then a decisive use of a reserve. This plan worked out very well,
because the disorders caused on the regiments in the combats were all rallied for
each of the next turns of fighting. It might have turned out differently however if these
units were not rallied; in which case there may possibly have been a decisive result
either way within three turns of combat.
Photos by Malcolm Williams.
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Grand Manoeuvre Napoleonic Wargames Rules.
An artillery firing example:
A French infantry brigade is advancing on positions held by a medium Austrian
artillery battery. The French formation has just come into view and the nearest target
to battery is a “D” class unit in column at a distance of 29 centimetres (it is in “long”
range).
A second unit, also in column, is 7 centimetres behind the first at a range of 36
centimetres and this is a conscript “E” class unit.
The Battle of Lodi by Myrbach
In the first turn the Austrian battery rolls 1 d.6; the die roll is a “5”.
To this roll the following is added; +1 for the target being in column = net score of: 6
which means that the first unit is disordered.
Because the main target was hit, “bounce-through” applies to the second unit and so
it is diced for also.
A “4” is rolled and to this the following modifiers are added: +1 for the target being in
column and +1 for the target being “E” class. = net score of: 6 which means that the
second unit is also disordered.
In a second turn, all the French units have passed their rallying/manoeuvre tests and
the columns are now at 13 and 20 centimetres range. They are both now in “normal”
range.
In this turn the Austrian battery rolls a “2”.
To this roll the following is added; +1 for the target being in column = net score of: 3
and because the first target was not hit, there is no “bounce-through”.
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Grand Manoeuvre Napoleonic Wargames Rules.
An artillery firing example:
Austrian Artillery in action at the Battle of Neerwinden 1793.
In the third turn, the advance continues into short range; the leading French column
has deployed to line and moved to a range of 5 centimetres.
This time, in the firing, the Austrians roll a “4”.
This score of “4” is enough to cause a morale effect; the leading French column is
“shaken” and routs one move.
“Bounce-through” on the second French column does not apply, as this is close
range firing, being largely due to canister fire.
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