Showing posts with label Scenarios. Show all posts
Showing posts with label Scenarios. Show all posts

Tuesday, June 17, 2025

Battle of Salamanca, July 22, 1812: set up for Historicon

 

At Historicon, on Saturday evening  from 6 Pm to 11 PM,  I will be running the Battle of  Salamanca, perhaps one of Wellington's most decisive battles. This is an Eagle's eye overview of the field. 


Marshal Marmont's army had become fragmented; seeing this, Wellington swiftly seized the advantage and attacked! Here we see the most exposed French formation as it is about to receive the surprise attack by British infantry and cavalry. 

Center of the Battlefield from behind the French lines. The last hill section needs more flock - I ran out and had to order more!

Eastern end of the field, with the Greater and Lesser Arapiles hills. 



Note the LARGE gap between the French Left and the rest of the army!

The numbers are much more even in the Center!

French may have the advantage on their right... but one of their formations will be late to the action!

View from the British Right. 

and the British Right Center

Left Center from the British position, including the village of Los Arapiles. 

Finally, the Britiash left from their positions. 

Overview of the table form the East... 

and the West.

The scenario I have pretty much adapted (stollen) from that by James Roach. Rules will be Field of Battle, 3rd edition, with Jared's MOVE card variant and a few other small tweaks. 


Battle of Salamanca, July 22, 1812


Allied Army: Wellesley (Exceptional LD 12+1)  31 units


7 - Cavalry Division: Stapleton Cotton/Anson (Skilled LD 12)

Two  Dragoon units (DD 8, CD 12) #

One Light Dragoon unit (DD 6,  CD 12) #


11 - D’Urban: (Average LD 10)

One Portuguese Cavalry unit (DD 6,  LD 10)

One  Hussar unit (DD 6,  CD 12) #


10 - 3rd Division: Packenham (Skilled LD 12)

Two British infantry units (DD 8,  CD 12)

One  Portuguese infantry unit (DD 6,  CD 10)

One Horse Artillery battery (DD 8,  CD 12)


3 - 4th Division: Lowry Cole (Poor LD 8)

One  British infantry unit (DD 6,  CD 10)

One British infantry units (DD 6,  CD 10)  (at 1)

One Portuguese infantry unit (DD 6,  CD 10)

One Foot battery (DD 6,  CD 12)  (at 1)

Note: 4th Division had taken heavy casualties at the assault upon the Trinidad breach at Badajos in April).


5 - 5th Division: Leith (Skilled LD 12)

Three British infantry units (DD 8,  CD 10)

One Portuguese infantry unit (DD6,  CD 10)

One Foot battery (DD6,  CD 12)


4 - 6th Division: Clinton (Skilled  LD 12)

Two British infantry units (DD 8,  CD 10)

One Portuguese infantry unit (DD 6,  CD 10)

One Foot battery (DD 6,  CD 12)


6 - 7th Division: Hope (Skilled  LD 12)

One British infantry unit (DD 8,  CD 10)

One Brunswick Oels infantry unit (DD6  CD 10 Light Infantry)

One Chasseurs Britannique infantry unit (DD 6  CD 10)

One Foot battery (DD 6,  CD 12)


9 - Spanish Division: Espagnac (Skilled LD 12)

Two Spanish infantry (DD 6,  CD 10)


2 -  Pack’s Brigade: (Skilled LD 12)

One Portuguese infantry unit (DD 6,  CD 10)

One Portuguese Cacadores SK infantry unit (DD 6,  CD 10 Light Infantry, Rifles)

8 - Bradford’s Brigade: (Average LD 10)

One Portuguese infantry unit (DD 6  CD 10)



# These British Cavalry units are subject to “pursuit”; if they win a Melee on an Odd roll, they lose UI equal to 
the loser’s, BUT this does not cost them Army Morale Points, and they otherwise carry on as usual - there is 
no pursuit movement.

French Army: Marmont (Average LD 10)  31 units

Note: Marmont was seriously wounded on the Greater Arapiles sometime after 3pm and was replaced by

Bonnet when Clausel couldn't be found. Bonnet was seriously wounded soon after and replaced by Clausel

who had reappeared after going to get an injured heel dressed. In effect, command of the army changed

three times in an hour and confusion reigned in this vital period immediately prior to Wellington's attack.


F - Heavy Cavalry Division: Boyer (Average LD 10)

Two Dragoon units (DD 6,  CD 12)

One Horse battery (DD 8,  CD 12)


D - Light Cavalry Division: Curto (Reliable, 4 DMP)

Two   Chasseurs a Cheval units (DD6,  CD 10)


C - 2nd Division: Clausel (Average  LD 10)

One French Leger unit (DD 8,  CD 12 Light Infantry)

Three French Line unit (DD 6,  CD 10)

One Foot  battery (DD 6,  CD 12)


G - 4th Division: Bonnet (Average, LD 10)

One French Leger unit (DD 8,  CD 12  Light Infantry)

Three French Line units (DD 6,  CD 10)

One Foot battery (DD 6,  CD 12)


B - 5th Division: Maucune (Average, LD 10)

One French Leger unit (DD 8,  CD 12 Light Infantry)

Two French Line units (DD 8,  CD 10)

Two Foot batteries (DD 6,  CD 12)


E - 6th Division: Brennier ((Average, LD 10)

One French Leger unit (DD 8,  CD 12  Light Infantry)

Two French Line units (DD 6,  CD 10)

One FootI battery (DD 6,  CD 12)


A - 7th Division: Thomieres (Average,  LD 10)

One French Leger unit (DD 8,  CD 12)

Two 4UI French Line unit (DD 6,  CD 10)

One Foot battery (DD 6,  CD 12)

Note: The French Line unit closest to the British is surprised, and probably in panic. This is represented by a

disordered column of attack.


H - 8th Division: Sarrut ((Reliable, DMP)

One French Leger unit (DD 8,  CD 12)

Two French Line units (DD 6,  CD 10

One Foot battery (DD 6,  CD 12)

Note: This division starts the game off table. It cannot arrive before the second MOVE card.

See Time and Arrivals.


TERRAIN

Lesser Apariles: At the eastern end of the field, and in British possession, is the Lesser [or Southern] Arapiles.

This is a cone that rises out of the plain and is rocky and steep on its northern facing slopes (Class III  terrain) but

much less so on its southern facing slopes (Class II terrain).

Greater Arapiles: Opposite the Lesser Arapiles, and in French possession, is the longer, Greater Arapiles. This hill is steep and

rocky on every side topped by a natural terrace supported on a 1m to 2m high vertical cliff face (Class II terrain).

Infantry (line deployment only) and artillery on the terrace can fire down from a superior position, count as

obscured to fire from below the rim, and will count as defending a fortification if charged. 

Note: Artillery on the terrace had insufficient gun depression to fire on any troops climbing the hill’s slopes.

Los Arapiles: Directly west of the Lesser Arapiles, and centrally placed within the British deployment, is the

village of Los Arapiles. This linear village runs east to west and comprises stone buildings (Class II terrain and cover).

The Monte de Azan: Is a low, undulating, three mile long plateau; described as ‘ideal for marching’. The bulk of the French army is

presently deployed on it, or making its way westward on or behind it. It obscures units 3" beyond the facing contour

but does not provide a superior position for fire or defense. Troops marching on top of it gain the 3" rate bonus

for road movement - it's 'The Monte de Azan Superhighway'.

Other terrain features: These include the small village of Miranda de Azan (class III terrain)which stands at the north western end of the

Monte de Azan; two pieces of gently rolling high ground (Class II terrain), one between the Greater Arapiles and the

Monte de Azan, the other extending from the northern edge of the battlefield to the western end of the Monte de Azan)

which provide dead ground to troops behind them; and several areas of open, cork tree woodland that dot the battlefield’s

edges, especially south of the French position (class II Terrain). Lastly, there are four roads radiating from Los Arapiles.

The Los Arapiles to Miranda de Azan road is important in game terms because it serves as a delineating feature for

British victory objectives (see below).


TIME AND ARRIVALS



The game will commence with the armies deployed as they were at about 4.00pm.

Marmont and Bonnet have already been wounded and carried from the field and French command has devolved 
to Clausel.

Bonnet with 8th Division is holding the Greater Arapiles, Clausel's 2nd Division and Maucune's 5th Division have
 taken up position on the Monte de Azan, and Boyer is holding the gap between the two positions with his heavy cavalry supported by a French regiment of 8th Division. Thomiere's 7th division is marching westward along the top of the 
Monte de Azan and has become separated from the rest of the army and is now out on a limb: Brennier's 6th Division and Curto's light cavalry are marching in Thomiere's support.

Packenham and D'Urban with orders to 'sweep all before them' on the Monte de Azan and are about to assault 
Thomieres 7th Division (see Surprise Attack below). Leith's 5th Division, supported by Hope's 7th Division, Cotton's 
cavalry, Bradford's Brigade and the Spanish Division, have been ordered to assault the French position to their front, 
and Leith's division is presently filtering through Los Arapiles in compliance with those orders. Other units have not yet 
received orders to attack (see Victory Conditions below).


Surprise Attack:

The game starts with the British getting an unopposed pre-turn one initiative phase of 4 initiative points. This phase can
only be used to activate D'Urban and Packenham in an effort to take full advantage of their successful 'ambush'
of Thomieres column. As soon as this phase is over any surprise has been lost: The British deck is shuffled - the game
begins with turn one.

Tardy Sarrut:

From the second French MOVE, the French player can start dicing for arrival: On the second card roll D8 Vs D8;
on the third MOVE card roll D12 Vs D8 and if 4th Division rolls higher it can arrive then. It will arrive on the fourth
MOVE card (historical arrival) in any event. Sarrut arrives over the southern table edge between the south eastern corner
and the start of the Monte de Azan.


Game Duration:

The game will last five MOVE cards by both sides, after which the light will be deemed to poor for the fighting to continue.

VICTORY CONDITIONS: 

Each side must bring its opponents Army Morale Points (AMP) to zero - at which point victory is achieved. 
If neither side has done so before nightfall (end of the 5th MOVE for both sides) the game is drawn.


French objectives:

Holding the Lesser Arapiles is a victory objective for the French: It is worth 4 British AMP. Holding the greater Arapiles
is a victory objective for the French: It is worth 4 British AMP.

British Objectives:

Holding the Greater Arapiles is a victory objective for the British: It is worth 4 French AMP. If an attempt is not
made to storm (charge) the terrace of the Greater Arapiles by the fourth British MOVE card (historically made by
Pack's Brigade), the British will lose 4 AMP. Holding the Monte de Azan (by having more units on top of it, east of
the Los Arapiles to Miranda de Azan road, than the French) at the end of the 4th British MOVE is a victory objective
for the British: It is worth 6 French AMP.



Saturday, November 23, 2024

Scenario for Rio Gevora, February 19, 1811

    A week from today we'll be playing the Battle of Rio Gevora (or Battle of the Gebora), which took place in February 1811. With Massena's army mired in front of the Lines of Torres Vedras defending Lisbon, Marshal Soult moved his Army of the South from Andalusia into Estremadura, besieging the Fortress of Badajoz. A large Spanish army under the Marquis de Romana was sent to raise the siege. La Romana, however, fell ill and died before the maneuver could be carried out, and command fell to the less capable General Medizabal. The Spanish Army camped on the heights of San Cristóbal, but neglected to follow the advice of Wellington to entrench their position. Soult ignored the force, proceeding with the siege of Badajoz. Heavy rains made the rivers swollen and difficult to cross. As they subsided, Soult dispatched a force under Marshal Mortier to cross the Guadiana river at night, and then the Gevora. The French advanced at dawn. Dense fog concealed the French from the Spaniards until the French were only a mile away. The Spaniards were in their encampments, and had to form upo very hastily to meet the French Advance.

A good account of the Battle and its background is found here on Wikipedia

We will use Field of Battle rules, 3rd edition, with my Hand of Cards variant. The scenario is adapted from that by Michael Hopper, with minor changes to suit my tastes and collection. 

Overview of the table, French at the top, Spanish at the bottom of the picture

View from behind the Spanish lines

View from behind the French lines. 


2 regiments each of (recently painted Piano Wargames) Dragoons and Chasseurs hope to sweep around the Spanish right flank. 

The French infantry prepare to attack the Heights of San Cristobal. 

The recently crossed Rio Gevora is well to their rear. 

Special Rules:

Due to the fog, Artillery may not fire until the 3rd initiative. Spanish Infantry may not form square during the entire first turn. 


French:   19 units, 20 MP

Marechal Mortier  LD 12


Brigade Phillipon  LD 12

1 French Legere  DD8  CD 12

4 French Line  DD6  CD 10

Battery 6# Foot Artillery  DD6  CD 12


Brigade Brayer  LD  12+1

4 French Line DD6  CD 10

1 French Legere  DD8  CD 12

Battery 6# Foot Artillery  DD6  CD 12


Cavalry - General de Division Latour Maubourg  LD 10


Brigade Briche  LD  12

3 Hussars  DD8  CD 10


Brigade Bouvier  LD 12

2 Dragoons DD 6  CD 12

2 Chasseur a Cheval  DD6  CD 10



Spanish:  27 units, 27 MP

General Mendizabal  LD 10


Vanguard - General Espana  LD 8

2 Light Infantry  DD4  CD 10

3 Line Infantry  DD 4 CD 10

1 6# Foot Artillery  DD6  CD 10


1st Division - General Garcia  LD 10

1 Light Infantry  DD 4 CD 10

3 Line Infantry  DD6 CD 10

2 Militia Infantry  DD4  CD 8

1 6# Foot Artillery  DD6  CD 10


2nd Division - General Virues  LD 10

3 Line Infantry  DD 4 CD 10

2 Militia Infantry  DD 4 CD 8

1 Battery 6# Foot Artillery  DD6  CD 10


Brigade Madden  LD 10

1 Cazadore a Caballo DD4 CD 8

1 Garochista  DD4  CD 8

1 Granaderos a Caballo de Fernando IV  DD4  CD 8


Brigade Butron  LD 8

2 Heavy Cavalry  DD 4  CD 12

2 Dragoons  DD 4  CD 10

1 Hussar  DD4  CD 8

Another view of the bulk of the Battlefield. 


Thursday, June 6, 2024

Project Waterloo: Order of Battle

Using the previously referenced “English Waterloo” hex scenario for Blucher as a guide,

the following are needed:


French Army:

2 Legere:  7 hits

13 Ligne: 6 hits

2 Cuirassier: 7 hits, shock

5 other Line Cavalry (Hussar/Dragoon/Lancer/Chasseur):  6 hits

2 Guard Light Cavalry: 7 hits, shock

1 Guard Heavy Cavalry, 8 hits, Shock

2 Guard Infantry, 8 hits, shock

1 Guard Artillery

1 Line Heavy Artillery

The French troops are no problem; I have far more than these!


Leaders:  Napoleon, Ney, Reille, D’Erlon, Kellerman, Milhaud

As the game will have three players a side, these have to change, along with the command structure.

Thus Napoleon and Ney will share Army command; each turn the French player will have to decide

which one to use; each will come with their own characteristics. 

The three player commands will be Reille, D’Erlon, and Lobau. In the interest of the game, the troops

will be pretty evenly divided amongst the three commands, with La Garde in Reserve.


Napoleon, Army C-in-C

Ney, Alternate C-in-C


Reille

1 Light Infantry  7 hits

5 Line Infantry  6 hits

Heavy Artillery  6 hits

3 Light Cavalry 6 hits


Lobau

1 Light Infantry  7 hits

3 Line Infantry  6 hits

1 Guard Artillery  7 hits +1 die when shooting

2 Guard Infantry  8 hits

2 Guard Light Cavalry 7 hits; shock

Guard Heavy Cavalry  8 hits; shock


D'Erlon

1 Light Infantry  7 hits

6 Line Infantry  6 hits

2 Light Cavalry   6 hits

2 Heavy Cavalry  7 hits; shock

Anglo Allied Army:

3 Nassau Line:  5 hits

1 Dutch-Belgian Line:  5 hits  Conscript

3 Hanoverian Infantry:  5 hits  Conscript

2 Brunswick Infantry:  5 hits

5 British Line:  6 hits  Firepower, Steady

2 British Light:  7 hits  Firepower, Steady

2 British Guard:  7 hits, Firepower, Steady, Shock

1 Brunswick Cavalry:  6 hits

3 Dutch-Belgian Cavalry: 5 hits  Reluctant

4 British Light Cavalry:  6 hits, Shock, Impetuous

2 British Heavy Cavalry:  7 hits, Shock, Impetuous


Leaders:  Wellington, Picton, Orange, Buttlar, Collert, Uxbridge


Like the French, I have more than enough British for the game already. I also have more than

enough Brunswickers (MInifigs painted 3 decades ago). I have a single Nassau regiment, and

no Dutch-Belgians or Hanoverians. 


In contemplating the situation, I decided to get a second unit of Nassau troops (There were

2 Nassau regiments in the Confederation of the Rhine anyway, so they will be useful

elsewhere as well). Rather than get a 3rd Nassau infantry, I decided to get one each of Dutch

and Belgian infantry for variety. These troops are only of use for the 100 days campaign.


I didn’t want to get 3 units of very limited use cavalry, so British Light Dragoons in shako

will have to stand in for them. OK, that works, I have 4 such units and only need 3.


The Hanoverians posed the biggest problem; I didn’t want to paint up 3 more units of very

limited use troops! In considering the situation,. It occurred to me that I could use the

(very nicely painted)  Minifigs British Line infantry I purchased from Jamie W. at Historicon

about 25 years ago, and could even give them Hanoverian militia flags!  I have 66 such

figures plus 2 mounted officers; with adding a few spare Old Glory command figures that

would make 4 units, and I could even retain the original flags on their own command stands,

in case I want to use them as British again. OK, Hanoverian dilemma solved with zero added

expanse and perhaps some minimal added painting. 


As for Leaders, it will be Wellington as C-in-C, Picton, Hill, and Prince Wilhelm of Orange.

Once again there will be some special characteristics for them. All I will need to paint up

there will be Prince Wilhelm.


Wellington


Picton

2 Dutch-Belgian Infantry - 5 hits (Conscript)

1 Nassau Line Infantry - 5 hits

2 British Line Infantry - 6 hits

1 Hanoverian Line - 5 hits (Conscript)

3 Dutch-Belgian cavalry 5 hits; reluctant


Hill

1 British Guard Infantry 7 hits; shock

1 British Light Infantry 7 hits

3 British Line Infantry 7 hits

4 British Light Cavalry 6 hits; shock, impetuous


Prince of Orange-Nassau

1 British Guard - 7 hits; shock

1 British Light (Rifle) extended range 1 D6 at 3 boxes

1 British Line Infantry 6 hits

2 Hanoverian Line - 5 hits (Conscript)

2 Brunswick Line - 5 hits

2 British Heavy Cavalry; shock; impetuous

1 Brunswick Cavalry



An order was thus fired off to Perry Miniatures last month for the necessary troops (some of

the DB units I wanted were out of stock, but others were readily substituted, and they arrived

across the pond in record time. 


Painting information was needed for some of these new troops. Fortunately. I have pretty much

bought every Osprey Napoleonic uniform title I can find, so I already had these:


Let the painting begin!