Friday, August 6, 2021

Shadow of the Eagles: Anatomy of a Cavalry Charge

There has been discussion of the power (or presumed lack thereof) of cavalry in the new Napoleonic rules Shadow of the Eagles. I decided a close look at a cavalry charge in our most recent game (see the previous post) might help explain how the rules worked. The success of this charge surprised me. The French player’s dice went cold. But the Prussian cavalry would have succeeded unless the French dice were smoking. If the French dice hadn’t been so cold the Prussian Dragoons would have been in considerably worse shape afterwards and likely unable to exploit any further, though another fresh unit was coming along. All in all, not bad for routing two battalions in a frontal charge.

 

The situation before the charge saw a regular French light infantry battalion in line with three hits from previous artillery fire. One more hit would make them weakened, with negative modifiers on both firing and close combat dice. Near their left rear was a battalion of provisional light infantry, with regular training but poor motivation. This last was a negative modifier in close combat, and the unit took one less hit before becoming weakened or routing. The provisional battalion had no hits yet.

 

Carl, having just arrived mid-game and a newbie at Napoleonic gaming, decided to charge with his leading fresh Prussian dragon regiment, the other following up to the left rear. I asked him if he wanted his brigadier to lead the charge. Informed that this would give him a plus in close combat but risk the loss of the leader, he hesitated but then threw the brigadier into the fray.

 

The French fired at the charge. They rolled 4 D6, needing 4+ on each to score hits. Against a fresh regular unit, they would need 4 hits to weaken the cavalry and stop the charge in its tracks. Odds called for 2 hits. They got one. The cavalry closed. Again the French rolled 4 dice, needing 4+ for hits. They scored none. The dragoons rolled 4 dice. The hit number was 4+, but they got a +1 for charging and another for the attached leader. They needed 2+ for hits. They got 3. That put the infantry at 6 hits to their 1. Close combats are won by the side with fewer hits when the smoke clears, no need to keep track of who scored more hits in the fight. The loser takes another hit and falls back. That put the battalion at 7 hits, enough to rout a regular unit. Off the table they went, putting a hit on the provisional battalion which was close enough to be affected by the rout. The dragoons moved into the battalion’s position and rolled to see if they would pursue. The dice said they had the option. Other choices would be no pursuit or mandatory pursuit. Carl chose to pursue. The dragoons rode into the provisional battalion, chasing fugitives from the first unit. The provisional battalion could not fire or take an emergency test to form square. The units were left in contact and the combat resolved on the next turn.

 


The French failed to hit the Prussian brigadier, a test required since the unit he was attached to had taken at least one hit. They needed 11 or 12 on 2D6 and didn’t get it.

 

The provisional unit’s poor motivation gave them a -1 modifier in close combat. They needed 5+ to score hits with their 4 dice and got none. The cavalry needed 2+ again on 4 dice and got hits on all 4. This put the battalion at 5 hits, losing the fight. They got one more for losing the fight which put them at 6. That was enough to rout a poorly motivated unit. Off they went and the dragoons took their position. They were unable to pursue, which spared an unsupported French battery for a turn. The French had a hole in their left center, no reserve and an unsupported battery facing the wrong way within easy reach. The French threw in the towel. The loss of the battery would put them at their break point.


If the battery passed an emergency test to pivot and fire at the charge, they could at best score 2 hits, not enough to stop the charge. In these rules gunners will flee to supports if they have them, or flee out of the game otherwise. I like this rule, since most accounts show artillerymen of the period highly sensitive about having supports.

 


Again, if the French player’s dice had been more cooperative, the dragoons would have been rather beaten up after this charge. But the Prussian dice weren’t all that hot, just about average. If the lead battalion had managed to score 4 hits between firing and close combat, the dragoons would have been unable to pursue into the second battalion.

 

The real difference was not remembering to have the first battalion test for forming square (5+ on one die for regular training). If they failed, the result would have been the same. If they changed formation, the charge would very likely have been repulsed. Cavalry against a square lose the charge bonus and get -3. Squares only break when the unit is routed.

 

If I ever see fresh enemy heavy cavalry approach, I won’t wait to go into square. Provided, of course, enemy infantry and/or artillery are not part of the equation. And I’ll play close attention to enemy light cavalry. They get a -1 modifier in close combat.

 

Disclaimer: I helped play test these rules, and like them, but have no financial interest in them.    


Edit: Carl sent the following photos and text a couple days back. I got around to posting them.

Here are a few images from a journalist who was embedded with the troops during the conflict a couple weeks ago. 





2 comments:

Norm said...

Thanks for the example, very interesting. In my limited look at a similar situation, the cavalry wrecked itself charging an infantry line frontally - unable to learn a lesson, I wreck a second cavalry unit by trying again - each time the cavalry had reached ‘weakened’ status during the charge,

Looking at the maths and setting lucky / unlucky dice to one side, I felt that the cavalry had enough strength to launch 1 good attack, the issue then becomes how far off they are from being weakened as to whether they can pursue a second attack, or whether they are called back to go into a more defensive posture.

I think within the time frame of a game, it is good that units are unlikely to become super units, with full on fighting potential throughout the game and that they can quite quickly reach their ‘peak’ early on and that an aggressive attacking army can run out of steam and that the value of reseres are elevated.

Steve J. said...

Thanks for this Vincent, which is very useful.