Date played: 6 February 2016
Rules: General de Brigade Deluxe
Turns: @14 Turns
Time: 10:00am to 3:00pm
The home of a wargamer. I collect, paint, and play strategy games using 15mm and 25mm tall toy soldiers. Although the time of Napoleon's Empire is my favorite era to collect, I dabble in all sorts of historical periods. Step into my warped little world to see what it might be like if Napoleon's Empire had been moved to Tennessee and then scaled down to fit into a dozen storage boxes in a closet...
Showing posts with label report. Show all posts
Showing posts with label report. Show all posts
Wednesday, February 10, 2016
Wednesday, October 01, 2014
New Beginnings
Wargaming-wise, it has been a bit of a "lost summer" for me and my regular gaming friends. Due to a variety of reasons we were not able to meet with any regularity. Then, to really complicate matters, we lost our rental space that has been the home to our gaming group since the 1970s! Luckily, a new space was found quickly and we have moved to a newer home.
We are looking forward to gaming in our new home and we are assessing the usefulness of extending our venerable old gaming table from 14 feet length to @ 18 feet of length. The argument is that it will give us more open space on the flanks of our battles. The reality is that it will be a strong, too strong I fear, temptation to add more units to our games... we will see what happens! :)
We should start playing more regularly in October now that we have secured our new club location and our children's soccer seasons are finishing up. Nothing like rushing from coaching a bunch of 5 year old soccer stars to go sit at a wargaming table to throw your Saturday off kilter!
Here are a few cell phone photos from our farewell game played at our old club on September 13th. I have lost my notes about the game that we played. All I can tell you is that it was a section from the Leipzig battle. My Saxon friends were on the left of our line and I tried, unsuccessfully, to hold the village on the right of our lines.
We are looking forward to gaming in our new home and we are assessing the usefulness of extending our venerable old gaming table from 14 feet length to @ 18 feet of length. The argument is that it will give us more open space on the flanks of our battles. The reality is that it will be a strong, too strong I fear, temptation to add more units to our games... we will see what happens! :)
We should start playing more regularly in October now that we have secured our new club location and our children's soccer seasons are finishing up. Nothing like rushing from coaching a bunch of 5 year old soccer stars to go sit at a wargaming table to throw your Saturday off kilter!
Here are a few cell phone photos from our farewell game played at our old club on September 13th. I have lost my notes about the game that we played. All I can tell you is that it was a section from the Leipzig battle. My Saxon friends were on the left of our line and I tried, unsuccessfully, to hold the village on the right of our lines.
Wednesday, July 02, 2014
Slodka Woda Pictures
Here are a few photos, many are blurry, of the recent Napoleonic game.
| Looking in from the French left wing. |
| French units approach town. |
| French artillery moving towards deployment area to right of village. |
| French right wing prepares to advance. |
| Russian 3rd Brigade flanking Slodka Woda. |
| Russians sheltering behind village. |
| French (Polish) light cavalry trying to look threatening to advancing Russians. |
| Same unit. |
| Armonde's men trying to stave off the Russian advance. |
| Russians from their 3rd Brigade. |
| Russian dragoons charging Armonde's artillery while the French cavalry hurls itself into the Russians. |
| French cavalry just prior to dispersing due to Russian musketry. |
Slodka Woda Report
Rules: General de Brigade Deluxe
Turns: @14 Turns played
Time: 10:30am to 3:00pm
For once, trying something a bit
different worked out pretty well...
Rolling for objectives provided a bit
of mystery as each side wasn't quite sure what the other fellows were
up to as our units began to maneuver. The Russians, it was later
revealed, rolled a 2 and a 6 giving them the target of the hill on
the French left side as well as the imaginary point in the center of our
rear area. The French had to take the farm on our right wing and take
the imaginary center point marker at the rear of the Russian lines
from rolls of 2 and 5.
Prior to battle each side had used our
point allotment to build the forces brought to battle. Both sides
chose two batteries of artillery while the Russians added much more
cavalry than the French could afford. The French had 1 more battalion
of infantry. The French had this...
France
CiC = Free
2 batteries = 2 x 90 = 180
7 line infantry = 7x50 = 350
3 legere veteran = 3x72 = 216
1 Light Cavalry (12) veteran = 54
brigade general = 4x50 = 200
-----------------
1000
GdD Lagrange
1st Brigade
GdB Armonde
1 Bn Legere (Veteran)
3 Bn Ligne (Line)
2nd Brigade GdB Bouchard
1 Bn Legere (Veteran)
2 Bn Ligne (Line)
1 Battery/3 Sections 8lb Foot Artillery (Line)
3rd Brigade GdB Corbineau
1 Bn Legere (Veteran)
2 Bn Ligne (Line)
1 Battery/3 Sections 8lb Foot Artillery (Line)
Cavalry Brigade GdB Desjardin
8th Chasseurs a Cheval (Veteran) (12 Figures)While the Russians had something like...
General
1st Brigade
3 Line Infantry
2nd Brigade
3 Line Infantry
1 Battery/4 Sections 8lb Foot
3rd Brigade
3 Line Infantry
1 Battery/4 Sections 8lb Foot
Heavy Cavalry Brigade
Dragoons (24 figures!!)
Light Cavalry Brigade
Uhlans (12 Figures)
Thursday, June 19, 2014
Ware Bottom Report
Ware Bottom Church Report
Played: June 14th 10am to 2:45pm
Length: Played @12 turns
Commanders: USA Jeff (Hawley), Gary (Howell), Carl (Plaisted) vs. CSA Mike (Lewis and Terry) and myself (Ransom and Corse)
Mike led the Confederate side while Jeff acted as the Union commander. The battle began with Lewis and Terry's Confederates occupying the hasty works/rifle pits/skirmish line on the Union side of the creek. When the game opened, both sides surged forward as the Union attempted to seize the line back and the Confederates tried to reinforce the thinly held ground just over the creek.
Luck was not with the Confederates as the Union troops repeatedly unleashed crushing volleys while the Southerners seemed suffered many rounds of poor shooting. Combined with local superiority of numbers, the Federal fire quickly whittled down the Confederate brigades. The brigades of Ransom and Corse moved into the middle and then failed to do much thereafter. Corse's brigade suffered badly in the firefights with Plaisted's Union men and spent much of the game with most of the brigade's units FALTERING. This took away any hope of Corse's men driving a wedge between Hawley's and Plaisted's Union brigades.
The battle quickly degenerated into a lopsided firefight as Lewis's CSA brigade was torn asunder by Howell's blue coated regiments. By the end of the battle, Lewis was dead and his brigade wiped from the table. Corse's brigade was in bad shape and teetering on breaking. With the grey clad line battered and wavering, a general withdrawal was called for by the Confederate commander.
This was a Union victory with light casualties on the Federal regiments (less than 10%) while the Confederates suffered badly (@ 25 to 30%).
Tuesday, April 15, 2014
Pretzen Report
Pretzen 1807 Report
Played: April 12th 10am to 2:30pm
Length: Played 16 turns
Commanders: Mike (von Netting and
Dohorov) and Jeff (Ushakov) vs. Gary (Ferey), Carl (Amey), and myself
(Vivies, Artillery, and Durousnel)
So, with a quick moving game in mind,
we played out our battle on Saturday April 12. Mike began the battle
as the sole Russian commander as Jeff was a bit late. Each side set
up 24” in from the table edge while the 3 objectives were lined up
along the center line of the table. Not very complicated and
certainly not very original!
| Starting positions and general course of battle. |
It became obvious early on that each
side was employing a similar strategy. Both sides rushed to gain the
village in the center while attempting a right hook to flank the
enemy. As it turned out, the Russians won the race to the village and
seized control of it while Vivies deployed his Legere battalions into
a skirmish screen to spar with the village occupants. In concert with
this, the French guns deployed to the righ t of the village to hammer
away on von Netting's Russians while Ferey pressed the Russian flank.
At the other end of the French line
Amey's troops were trying to hold the hill against Ushakov's larger
brigade. The fact that Ushakov had artillery support and Amey's men
did not quickly began to tell. Amey's units suffered a series of
lucky Russian volleys and heavy fire from the Russian guns. Soon, the
Frenchmen began to waver under the weight of fire.
By turn 6 it was becoming apparent
where any reserves would go as Ferey and the artillery was battering
von Netting's Russian brigade at the same time that Ushakov's
Russians were beginning to push Amey's Frenchmen backwards. The
Russian reinforcement proved to be a single Hussar Regiment
(VETERANS) while the French drew 2 Chasseur Regiments (LINE). The
Russian cavalry galloped towards von Netting's wavering wing while
Durousnel's Chasseurs moved as quickly as possible to support Amey's
crumbling brigade.
As soon as they arrived on the wings
the cavalry units went onto ASSAULT orders and formed to charge. The
Russian cavalry charged into Ferey's troops as a battalion of the 46e
was FALTERING. This put the French battalion into flight as it
RETREATED while the Russians pulled up before hitting the hastily
formed squares of the remaining French units. This charge stalled
Ferey's advance for a long time as the French had to organize
themselves against the lurking cavalry.
Menawhile, true to my form, I attempted
to charge the flank of the Russian Lithuanian Musketeers with both
Chasseur regiments and both failed to charge! This gave the Russians
time to form squares which relieved some of the pressure on Amey's
shrinking battalions. The Russians began to break off from Amey's
brigade as they organized to repel cavalry. After reorienting
themselves, the Chasseur brigade charged the Russian artillery on the
hill. After a weak blast of defensive fire the artillery was swept
over by the French cavalrymen. Ushakov's units were now pinned in
between the remnants of Amey's infantry and Durousnel's cavalrymen to
their rear.
Such was the situation when von
Netting's units finally began to succomb to the ongoing fire from the
French artillery and Ferey's volleys. While von Netting's brigade did
not break, which would have emptied the village and ensured a French
victory, it was now a shambles and it would soon be compelled to
leave the field.
At this point the battle was declared
over. The French cavalry and Ushakov's infantry were jointly
occupying the hill on the French left wing. Amey's brigade was
retreating back towards the French center having lost @ 50% strength.
Vivies' units were still sparring with von Netting's infantrymen in
and around the village. Ferey had swept von Netting's men off of the
right wing hill and were ready to press on towards the Russian's
center.
The battle was judged to be a minor
Russian victory since they still held the village and everyone felt
that the numerous Russian squares could, sloooowly, push the French
cavalry off the hill. Due to the relatively small number of units
involved the battle was a tense affair as each shot, morale check,
and move had a bit more importance. For once, I think we remembered
enough of the important rules during the game that nobody felt like
we missed out on something that may have been a “game-changer”.
If Gary shares some of the photos that
he snapped then I will try to post them later...
Friday, July 05, 2013
Danzig Report
Played: June 20th 10am to 3:30pm
Length: Played 16 turns
Commanders: Mike (Russian) and Jeff (Prussian) vs. Eddie (CiC, Rabbe, and Coqueugniot) and I (Breyer, Robert, and Jeanin)
General de Brigade Deluxe
Our game based on the Russian attempt to relieve/resupply the besieged garrison at Danzig was a victory for the French side, but only by the narrowest of margins. Eddie commanded the French side while Mike and Jeff led the Allied troops. Having a strict deadline (3:30pm) pushed the Allies to strike rapidly in order to have units in the "victory zone" by the appointed time. This dispensed with the usual, lengthy, opening bombardment that has become standard fare in our games.
While Jeff struck quickly with Von Rembow's and Loptev's brigades, Mike struck out on a rapid march to turn the French right wing. In support of the flank march, the guns of HMS Falcon hammered away at Rabbe's and Coqueugniot's brigades as they sheltered in the sparse cover of the woods. This allowed the three Russian brigades to move to the road virtually unmolested.
The Prussians of Von Rembow, supported by fire from Fort Weichselmude, drove the Saxons of Breyer back into the woods. Von Rembow's brigade soon came under fire from the French batteries on Holm Island and "Fort Vistula" which stalled any momentum that the Prussian attack had. The Prussian cavalry was hit several times before it tried to charge the French Chasseurs a Cheval who had moved to fill the open flank to Breyer's left. The Prussian charge was hurled back as the Prussian horsemen ROUTED and were lost for the rest of the battle. Meanwhile, Rabbe's Gardes de Paris were holding Loptev's brigade at bay with a succession of hard-hitting volleys (Eddie constantly rolled 9 or higher when firing) that left the Russians disorganized and unable to press home an attack.
While Breyer's, Robert's, and Rabbe's were holding off two Allied brigades, the French brigade of Coqueugniot was left to watch the rapid march of three Russian brigades on the French right wing. Luckily for Coqueugniot's troops, the HMS Falcon had moved to a position were it could no longer hit them (the ship had done exceptionally well given the range that it was firing at) and the Russian commander had trouble getting his troops making the flank march to turn and head for a new objective point. It took Mike 3 or 4 turns to roll well enough to give each of his three brigades new orders. That was just enough time for Coqueugniot's men to move to a position along the stream and defend the bridge. Once the Russians got moving again they began to launch a series of furious charges at Coqueugniot's brigade. Much to everyone's surprise, the Russian attacks were repulsed and the battered French line continued to hold.
At this point there was a bit of a lull as both sides regrouped and positioned themselves for the final act. The Russian flank force soon renewed the assault with a new round of charges that pushed Coqueugniot's brigade back and opened the road for the Cossacks to begin sweeping behind the French lines. Luckily for Coqueugniot, Rabbe's brigade was able to stave off the charges by Leptov's brigade. If Leptov's attack had carried through then it is likely that Rabbe's and Coqueugniot's men would have been routed or captured by the Russians. Von Rembow's Prussians were pressing closer to Breyer's Saxons but they were suffering under combined firing from Breyer's brigade and the artillery at Holm Island and "Fort Vistula".
In a last effort to decisively win the day, the Cossacks launched a charge at the small Chasseur a Cheval regiment that had moved to block access to the Allied "Victory Zone". Though outnumbered by the Cossacks the Chasseurs were able to break the Cossacks and drive them back (lucky roll in Melee Resolution!) at the cost of the Chasseur unit DISPERSING due to casualties. This combat had slowed the advance of Berlizeev's and Leontyev's brigades just enough so that there were only 3 Russian units in the Victory Zone when 3:30pm came to pass. With three Russians in the Victory Zone, Eddie rolled a die 6 and the resulting roll of a 5 gave the victory to the French!
In all, it had been a tense and competitive battle throughout the day. Both sides were rolling exceptionally well during the shooting phases which left many of our units teetering on the edge of rout or dispersal. The HMS Falcon was a considerable force, until it was finally driven off by the combined efforts of three batteries, given the fantastic rolls that Jeff made each time the ship fired.
If you feel moved to attempt this scenario just be sure that the Allies have a real chance to march directly across the table from deployment zone to victory zone in a short time. Our games usually run about 12 - 15 turns so the distance on our table was 6 turns worth of movement. This gave the Allies time to fight and still make it in time. The ship could fire across a bit more than half of the table and the forts had a similar range.
Length: Played 16 turns
Commanders: Mike (Russian) and Jeff (Prussian) vs. Eddie (CiC, Rabbe, and Coqueugniot) and I (Breyer, Robert, and Jeanin)
General de Brigade Deluxe
Our game based on the Russian attempt to relieve/resupply the besieged garrison at Danzig was a victory for the French side, but only by the narrowest of margins. Eddie commanded the French side while Mike and Jeff led the Allied troops. Having a strict deadline (3:30pm) pushed the Allies to strike rapidly in order to have units in the "victory zone" by the appointed time. This dispensed with the usual, lengthy, opening bombardment that has become standard fare in our games.
| General course of the battle |
The Prussians of Von Rembow, supported by fire from Fort Weichselmude, drove the Saxons of Breyer back into the woods. Von Rembow's brigade soon came under fire from the French batteries on Holm Island and "Fort Vistula" which stalled any momentum that the Prussian attack had. The Prussian cavalry was hit several times before it tried to charge the French Chasseurs a Cheval who had moved to fill the open flank to Breyer's left. The Prussian charge was hurled back as the Prussian horsemen ROUTED and were lost for the rest of the battle. Meanwhile, Rabbe's Gardes de Paris were holding Loptev's brigade at bay with a succession of hard-hitting volleys (Eddie constantly rolled 9 or higher when firing) that left the Russians disorganized and unable to press home an attack.
While Breyer's, Robert's, and Rabbe's were holding off two Allied brigades, the French brigade of Coqueugniot was left to watch the rapid march of three Russian brigades on the French right wing. Luckily for Coqueugniot's troops, the HMS Falcon had moved to a position were it could no longer hit them (the ship had done exceptionally well given the range that it was firing at) and the Russian commander had trouble getting his troops making the flank march to turn and head for a new objective point. It took Mike 3 or 4 turns to roll well enough to give each of his three brigades new orders. That was just enough time for Coqueugniot's men to move to a position along the stream and defend the bridge. Once the Russians got moving again they began to launch a series of furious charges at Coqueugniot's brigade. Much to everyone's surprise, the Russian attacks were repulsed and the battered French line continued to hold.
At this point there was a bit of a lull as both sides regrouped and positioned themselves for the final act. The Russian flank force soon renewed the assault with a new round of charges that pushed Coqueugniot's brigade back and opened the road for the Cossacks to begin sweeping behind the French lines. Luckily for Coqueugniot, Rabbe's brigade was able to stave off the charges by Leptov's brigade. If Leptov's attack had carried through then it is likely that Rabbe's and Coqueugniot's men would have been routed or captured by the Russians. Von Rembow's Prussians were pressing closer to Breyer's Saxons but they were suffering under combined firing from Breyer's brigade and the artillery at Holm Island and "Fort Vistula".
In a last effort to decisively win the day, the Cossacks launched a charge at the small Chasseur a Cheval regiment that had moved to block access to the Allied "Victory Zone". Though outnumbered by the Cossacks the Chasseurs were able to break the Cossacks and drive them back (lucky roll in Melee Resolution!) at the cost of the Chasseur unit DISPERSING due to casualties. This combat had slowed the advance of Berlizeev's and Leontyev's brigades just enough so that there were only 3 Russian units in the Victory Zone when 3:30pm came to pass. With three Russians in the Victory Zone, Eddie rolled a die 6 and the resulting roll of a 5 gave the victory to the French!
In all, it had been a tense and competitive battle throughout the day. Both sides were rolling exceptionally well during the shooting phases which left many of our units teetering on the edge of rout or dispersal. The HMS Falcon was a considerable force, until it was finally driven off by the combined efforts of three batteries, given the fantastic rolls that Jeff made each time the ship fired.
If you feel moved to attempt this scenario just be sure that the Allies have a real chance to march directly across the table from deployment zone to victory zone in a short time. Our games usually run about 12 - 15 turns so the distance on our table was 6 turns worth of movement. This gave the Allies time to fight and still make it in time. The ship could fire across a bit more than half of the table and the forts had a similar range.
Tuesday, June 25, 2013
Napoleonic Scenario
Hello friends!
It has been too long since I have
posted anything here. Some trying health problems have disrupted my
family's life as my mother has been ill and we have been looking
after her. Happily, she is doing better at the moment so I have found
a bit of free time to play a few wargames and even a few minutes to
write about them.
My painting and modeling projects have
all been idle for quite some time so I have little to report there.
My most recent game was played at our
club on Saturday 22 June. It was a Napoleonic game set during the
siege of Danzig. I borrowed the scenario from Jim Arnold's Battles
for Empire Napoleonic Wargame Scenarios book. It is a very useful
source for generating scenarios! It is available from
http://www.napoleonbooks.com/
. I converted the scenario to play with our favorite rules, General
de Brigade (Deluxe) and combined some of the smaller units in the
scenario to fit our rules.
The game played out at a fast pace as
the allied troops of Russia and Prussia drove across the battlefield
in order to reach the objective by the designated 3:30pm end of game.
We played 16 turns in @5 hours. Mike and Jeff commanded the allied
troops while Eddie and I let the Saxon, French, and Polish troops.
Below is the scenario set up. I will add a report on the course of the battle very soon...
--------------------------------------------------------------------------------------------------------------
Count
Kamenski Rolls the Dice: The Relief of Danzig 15 May 1807
(Scenario
by James Arnold)
Due
to its location at the mouth of the Vistula River, Danzig linked
Poland's interior with the outside world. The French had begun siege
operations against Danzig in January but the Eylau campaign had
interrupted the effort. After the battle of Eylau all field
operations came to a halt and attention once more focused on the
vital city. Napoleon needed to capture Danzig in order to open the
Vistula to supply and equip the Grande Armee for a late spring
offensive. The Prussians needed to hold the city for political and
military reasons.
Laying
siege to Danzig is Marshal Lefebvre's X Corps, a polyglot mix of
French, Polish, and German troops. General Kalckreuth led the
Prussian defense. The surprising message that the defenders were
desperately low on ammunition prompted the Allies to send a relief
force as quickly as possible. Russian General Nikolay Kamenski was
chosen to command the effort. The difficulties in working within an
alliance nearly derailed the effort but Kamenski was able to get his
force delivered to a landing point on the Vistula estuary on May 11,
1807. The landing caught the French by surprise. Kamenski's element
of surprise soon passed as he awaited reinforcement from von Rembow's
Prussians. This delayed his attack until May 15th and
allowed the French to reinforce the positions that the Russians would
attack. Napoleon also ordered Marshal Oudinot to send additional
units to drive the Allied troops back onto their transports.
Our
game will focus on Kamenski's attempt to open a corridor into Danzig
to allow supply and reinforcement for the Prussians trapped inside.
Kamenski's attack must try to brush aside the French defenders in
order to reach a strong position that would break the French siege
lines and allow the Allies to stabilize the Prussian hold on the
vital city. Oudinot's French reinforcements are beginning to arrive
in the area and their arrival on the battlefield will determine who
is the victor.
DEPLOYMENT:
Russian/Prussian
units deploy in NW area of map.
French
deploy in woods and in designated works. Some French units will
arrive on table during the battle.
TERRAIN:
Birch
Woods – the Birch Woods is GOOD TERRAIN for movement
purposes. The wood patches will block LOS and will provide cover for
units sheltering within. Cavalry units may NOT charge into, or out
of, and woods.
Marsh
– this is
DIFFICULT TERRAIN.
Forts
– Fort Weichselmude and Fort Vistula are treated as SEVERE TERRAIN
if attacked from their face and count as -4 Buildings cover when shot
at.
Hasty
Works – these are DIFFICULT TERRAIN when defended. If
undefended, they do not effect movement. They offer -2 cover to units
defending them from inside the works. Units on the “wrong side”
of the works gain no cover advantage if fired upon.
OBJECTIVES/VICTORY:
The Allies are driving SW. To
win the game the Allies will count the number of units that are in
the “victory zone” at game's end. The French will roll 1D6(-1) to
reflect the number of Oudinot's units that begin to arrive on the
battle field. If the number of Allied units is greater than the
number rolled then it is an Allied victory. If the number rolled is
more than the number of Allied units then the French can declare
victory.
Allied
Order of Battle
General
Kamenski (AVG)
1x
AdC Col. Solnyev (AVG)
Russian
Brigade of Light Troops Gen. Loptev
|
|||
21st
Jagers Regiment
1st
Battalion
|
20 Figures
|
Line
|
2nd Class Skirmisher
|
21st
Jagers Regiment
2nd
Battalion
|
20 Figures
|
Line
|
2nd Class Skirmisher
|
Russian
Infantry Brigade Gen. Arsenyev
|
|||
Navagin
Musketeers
|
24 Figures
|
Line
|
|
Tobol
Musketeers
1st
Battalion
|
20 Figures
|
Line
|
|
Tobol
Musketeers
2nd
Battalion
|
20 Figures
|
Line
|
|
Russian
Infantry Brigade Gen. Leontyev
|
|||
Mohilve
Musketeers
|
24 Figures
|
Line
|
|
Polotsk
Musketeers
1st
Battalion
|
20 Figures
|
Line
|
|
Polotsk
Musketeers
2nd
Battalion
|
20 Figures
|
Line
|
|
Russian
Corps Specialists Col. Berlizeev
|
|||
Archangel
Musketeers
|
20 Figures
|
Line
|
|
1st/20th
Pioneers
|
8 Figures
|
Line
|
|
Cossacks
|
12 Figures
|
Line
|
|
Prussian
Mixed Brigade Major General Szabginsky von Rembow
|
|||
Fusilier
Battalion Nr.23
|
20 Figures
|
Line
|
2nd Class Skirmisher
|
Musketeer
Regiment Nr.14
|
20 Figures
|
Line
|
|
Dragoon
Regiment Nr.5
|
8 Figures
|
Line
|
|
Foot
Artillery 6x 6lb
|
(3 models)
|
||
Fort Weichselmude Battery Col. Lamm
|
|||
Prussian Foot Artillery 6x 8lb Guns
|
(3 models)
|
Line
|
|
Special
1. Russians have a Foot Artillery Battery of 6x 6lb guns (3 models)
(LINE) that MUST be attached to an infantry brigade. The guns are a
unit in the brigade and count towards Brigade Tests. Further, these
guns have limited ammunition and will go to Ammo Low then Out of Ammo
on any roll that is EVEN. This represents regimental guns that were
dragged by infantry units and thus lack any ability to resupply.
Special
2. Fort Weichselmude houses a Prussian Foot Artillery Battery of 6x
12lb (3 models). They are limited in range.
Special
3. Allies choose either HMS Dauntless or HMS Falcon to
support the attack. The Dauntless fires carronades equal to 6x
12lb Foot Artillery (3 models) but may only fire cannister. The
Falcon fires guns equal to 6x 8lb Foot Artillery (3 models) at
all ranges. Dauntless has 4 hit points while Falcon has
3 hit points.
French
Order of Battle
GdD J.P.
Adam de Schramm
1x
AdC Col. Brante (AVG)
Brigade
Brayer
|
|||
2nd
Legere
|
24 Figures
|
Vet
|
1st Class Skirmisher
|
Saxon
Regiment Maximillian
|
20 Figures
|
Line
|
|
Saxon
Grenadier Regiment Sussmilch
|
20 Figures
|
Vet
|
|
Brigade
Coqueugniot
|
|||
1st
Legion du Nord
3rd
Battalion
|
20 Figures
|
Line
|
|
1st
Legion du Nord
4th
Battalion
|
20 Figures
|
Line
|
|
French Foot
Artillery 6x 4lb
|
3 Gun Models
|
Vet
|
|
Brigade
Robert Col. Robert
|
|||
19th
Chasseur a Cheval
|
8 Figures
|
Vet
|
|
Vistula
Redoubt Col. Levandowski
|
|||
French Foot
Artillery 6x 8lb
|
3 Gun Models
|
Vet
|
|
Brigade
Rabbe Col. Rabbe
|
|||
Garde de
Paris
|
|||
1st
Battalion
|
20 Figures
|
Line
|
|
2nd
Battalion
|
20 Figures
|
Line
|
|
Brigade
Holm Island
|
|||
Off Board
Artillery
|
|||
French Foot
Artillery 8x 8lb
|
4 Gun Models
|
Vet
|
|
French
River Battery 8x 8lb
|
4 Gun Models
|
Vet
|
|
Brigade
Jeanin Col. Jeanin
|
|||
Saxon
Regiment Prince Anton
|
20 Figures
|
Line
|
|
Saxon
Larrische Grenadiers
|
16 Figures
|
Line
|
|
12th
Legere
|
24 Figures
|
Vet
|
1st Class Skirmisher
|
SPECIAL
RULES
Ship:
For
our purposes, the wind will always be blowing North to South during
the battle. The ship moves up to 1 foot per turn if moving with the
wind. It may move up to 6 inches against the wind. The ship may fire
and move on any turn that it is not moving against the wind. The ship
has a 180 degree arc of fire. Range for ship's guns is measured from
shoreline to target and not from the ship model to the target. Once a
ship suffers a number of hits equal to its hit points it will
withdraw from the battle.
Forts
Weichselmude and Vistula:
The
“forts” cannot be damaged enough in the time span of our game for
damage tracking to be a concern. The guns and gunners in the forts
can be hit if you wish to spend the time shooting at them. Guns may
not be moved out of the fort.
Forts
Holm Island and Floating Battery:
These
forts are “off board” and cannot be damaged enough in the time
span of our game for damage tracking to be a concern. The guns and
gunners in the forts can be hit if you wish to spend the time
shooting at them. Guns may not be moved out of the fort.
Timing/Reinforcements:
French
units will appear at varying points during the battle.
| 1 | 2 | 3 | 4 | 5 Prince Anton arrives |
| 6 Larrische Grenadiers arrives | 7 12th Legere arrives | 8 | 9 | 10 |
| 11 |
12 | 13 | 14 | 15 |
Victory:
The
assessment for victory will be made at the end of whatever turn is
being played at 3:30!
To
win the game the Allies will count the number of units that are in
the “victory zone” at game's end. The French will roll 1D6(-1)
to reflect the number of Oudinot's units that begin to arrive on the
battle field. If the number of Allied units is greater than the
number rolled then it is an Allied victory. If the number rolled is
more than the number of Allied units then the French can declare
victory.
| Danzig Scenario Map |
Subscribe to:
Comments (Atom)