This PBEM campaign is based on Chris Pringle’s campaign
scenario for the week in 1796 that saw the 26-year-old General Bonaparte make
his debut as army commander in Italy
vs. two Allied armies; the Austrians led by the aged, over the hill Walloon General Beaulieu, and the Sardinian army commanded by the solid General Colli, an Italian officer
on loan from the Austrian army. I think it best played by four people. The
first test was aborted after two turns because my rules design had a serious
flaw. That game had four people. By the time the game was ready for prime time
again, (thanks to assistance from Jay), real life intervened and the game
became a two player game. Jay commanded the Allies while Andrew took on the
role of the young Corsican, appropriate since he is the newest Fencible and the
youngest by decades.
The game is based on Bloody Big Battles played on a
point-to-point map, like the ones used in the board games “A House Divided” and
“Soldier Kings”. The rules have been modified to reflect this. The main
attraction of a PBEM game is that players don’t know where the enemy units are.
The downside is they have to accept the lousy dice I roll. The game lasts 8
turns, reflecting 7 days and possible intense activity on one of those days.
Below is a map of the starting locations of both sides. French troops are
arriving at road D. Austrian troops are arriving from roads B and C. The French
have been told scouts see enemy on those roads but not how many. The only way
to know for sure is to be in the same area, and that means a battle. Allied units and generals will be in italics in this report.
The French ordered the troops at Savona to march to Cadibona, those at Voltri
to move to Arezzano and the ones arriving on road D to move to Montefreddo. The
Austrians arriving from the bottom
edge of the map were tasked with storming Voltri. Both players forgot that
units sometimes can march two areas, depending on movement rolls. The French
are more likely to succeed. As you will
see, sometimes they don’t move at all.
Below is the umpire map of the end of turn 1, followed by
the maps that each side was given. After this example only the umpire maps will be shown. You can see how little each side knew of where the enemy was.
Allied map
The Austrians were
surprised to find Voltri free of French troops. A reminder to both sides from
the umpire about being able to move two areas sparked a number of march orders
taking advantage of this. In an unusual turn of events, all of them rolled high
enough to move quickly. The weather must have been dry and the Italian roads
firm that day. Bonaparte and Massena reversed course and marched to Varezze,
lead elements arriving at nightfall. The rest of the column arrived during the
night. At the same time, Beaulieu and two
brigades force-marched from Voltri and arrived at nightfall, both sides
observing campfires across the way. Laharpe and his brigade marched to Stella.
Augereau and his two brigades march to Cadibona. The brigade at Montenotte
tried to march to Savona
but found the roads choked with traffic. The movement rules for this game
specify no more than 4 units per road per turn, and even then two per phase.
March phases are morning, afternoon and evening while a night turn can be used
to retreat from contact. Both sides were asked if they wished to withdraw
during the night from Voltri, with a link to “Should I stay or Should I go” by
the Clash in their emails. The French, eager for blood, stayed. Beaulieu agonized for a while and then
sent an email ordering a withdrawal, with a link to “My Little Runaway”. The
map below shows the situation before that retreat.
Beaulieu ordered a
retreat on Voltri, but troops were tired from the night retreat (lousy movement
dice) and could not be gotten into ranks until roused by musket fire; the
French were attacking. They had risen before dawn (high movement dice, aided by
the presence of Massena and Bonaparte) and tried to surprise the Austrians. Alert pickets gave warning as
the long roll sounded. Pittoni on the
left drove back a French brigade after a nasty close-range fight (a tie, one
hit for each side and immediate re-roll) while Vukassovitch on the right was driven out of the line by a spirited
French attack. in the afternoon phase another French brigade and
artillery appeared on the road behind the French. Beaulieu called for a retreat and the whitecoats hit the road
for Voltri. The newly arriving French brigade pursued and scored a hit on Vukassovitch.
Laharpe in Arezze sat and waited for the roads east to
clear. Young Bonaparte was learning that Italy did not abound in multi-lane
highways. Augereau and the orphan brigade from Laharpe’s division sat tight
around Cadibona and rested (low movement dice). The Austrians in Dego were ordered to advance to Montenotte since
scouts noted the absence of French troops. Poor staff work (low movement dice)
kept them rooted to the spot.
To my surprise, Beaulieu
let his troops rest in Voltri. They were left alone because the French
apparently got out of hand and looted Arezzano (crappy dice). The Austrians in Dego now advanced to
Montenotte where their scouts reported French in Cadibona and Altare, putting
fear into the Austrian commander. Augereau
marched with his two brigades. The orphan brigade decided to rest some more
(Augereau’s movement bonus did not apply to them).
Bonaparte again ordered an attack on Voltri, but his
subordinates spent the day getting their troops back into the ranks. He wasn’t
pleased. Augereau stormed Millesimo,
leading from the front. Colli and his
Sardinians made a creditable fighting retreat. Laharpe’s orphaned brigade
marched up after the battle was over. Austrians
in Montenotte had been ordered to return to Dego but confusion over the
date on the orders led to them staying put. Reinforcements
arriving from off-map garrisoned Acqui, the Austrian supply base.
Colli’s troops were
unwilling to march further. Augereau had marched before dawn and now led a
surprise attack, catching the pickets off-guard. Colli rode among his troops and put up a stern fight (a tie). A
renewed assault saw Augereau have a close call. Colli then managed to retreat back to Ceva without further serious
losses. Augereau organized his troops for the attack on Ceva. Bonaparte and
Massena marched in the morning and struck Beaulieu
in the afternoon. Vukassovitch was
worn down in a tough fight and then wiped out, the French brigade exploiting
against the other Austrian brigade.
Pittoni was driven back with losses. As they retreated during the evening,
a fresh French unit pursued; causing more heavy loss, wrecking Pittoni. Austrian infantry in Montenotte
fell back to Dego. More reinforcements arriving
from off-map garrisoned Acqui.
Beaulieu told Pittoni to
run for Melazzo and then did so himself, not waiting to see how the orders were
followed. Bonaparte, Laharpe and a single brigade caught and destroyed Pittoni. Massena was told to force-march
on Sassello and storm it. But the poor mountain roads kept him from going
further than Fajallo. Beaulieu suspected
the French center was bare. The two
brigades in Dego made a forced-march to Altare, finding no French at all,
not even scouts. Augereau and two brigades reached Ceva in the evening and attacked.
Both were driven back but the arrival of Laharpe’s other brigade at night
stabilized the situation. Augereau again had a close call with enemy bullets.
Both sides stayed through the night and awaited the next day.
On the final turn, the Austrians
in Altare had the chance to clinch the game. Liptay was ordered to march on Millesimo, which he did without
opposition. Rukavina was ordered to
force-march to Savona ,
the French supply base. But he took the wrong road, got lost and ended up where
he started. The French could tie the game if Massena took Sassello, and win if
Augereau could storm Ceva.
Massena marched before dawn and tried to surprise the Austrians, but Nicoletti’s pickets were alert and gave proper warning. The first
attack was driven back. In the afternoon the third brigade arrived with
artillery support. The guns bombarded Nicoletti
without much effect. Then all three brigades went forward and were driven
back. Massena fell back to Fajallo. Well might he curse his luck, being driven
off by a much smaller force. There was no chance for a tie. It all came down to
the battle of Ceva, where French faced a slightly smaller Sardinian force that was dug in.
Both sides spent the morning reorganizing after the fighting
of the previous day. Augereau again led his right flank brigade (Victor)
forward against the entrenched Sardinians
led by Colli, both generals
cheering on their troops. A bloody close range fight (another tie) saw the
renewed French assault driven back. The French charge in the center, against Provera’s reduced brigade was also
driven off. On the French left, Menard’s brigade drove Vitale’s brigade back. The afternoon phase revealed that both sides
had no reserves. The troops on both sides who had been repulsed would not take
part. Menard now attacked the two Sardinian
brigades that remained in the line. Both were reduced in strength and
together just matched Menard’s strength. They were entrenched and Colli’s inspired leadership just managed
to see the attack off. The French fell back to Montezemolo and found out Austrians were behind them at Millesimo.
The French had Savona
and Voltri and had caused at least 2-1 losses on the Allies. Losses were 10 – 4, close to the actual casualties in this
campaign. That gave the French 3 points. They needed 4 for a draw (including
holding Savona )
and 5 for a win, or hold either Ceva or Acqui. They should have won the battle
of Sassello. But then the Austrians might
have marched into the unguarded depot at Savona .
7 battles were fought, Ceva being a 2 day battle
Turn 3 Arezzano, French victory
Turn 5 Millesimo, French victory
Turn 6 Voltri, French victory
Montezemolo,
French victory
Turn 7 Masone, French victory
Ceva 1st
day, Sardinian victory
Turn 8 Sassello, Austrian
victory
Ceva 2nd
day, Sardinian victory
Jay and Andrew both said they enjoyed the game. I might run
it again in a few months.
It took about 10 days to play this game. It would probably
take longer with 4 players since real life is always delaying some player’s
orders. More players would mean more delay, but then Bonaparte having to
coordinate with another French player or Colli
not knowing what Beaulieu was up
to would add even more fog of war to the game. And that’s the whole point.
I had to manage a couple situations that hadn’t been
foreseen, like forces that wished to move and contained units in good order and
disrupted units. Disrupted units on the battlefield milling around and not
moving make sense. But in a campaign game where a turn equals a day or more,
disrupted units staying put when they should have run didn’t seem quite right.
I’m considering having disrupted units that are adjacent to enemy held areas
retreat towards their supply lines if they don’t rally. I’m not worried about
disrupted units running from smaller enemy forces. That is often what
successful pursuit was about. But I have to think about unintended consequences
of such a change. Perhaps a force that is entirely disrupted would have to run.
If they had one unit in good order they could hold their ground if they so
chose.
Also, a group of units in the same area and moving in the
same direction get one movement roll. Perhaps disrupted units should roll movement
individually. Several times forces that had been defeated retreated to the next
area and then refused to move, even though the force that had defeated them was
in close proximity. I think the tendency of defeated troops would be to keep
running. I have to give this some thought.
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