Monday, I ran a first solo test of my Quatre Bras scenario for Bloody Big Battles, intended to be a moderate size game. Units are mostly divisions with a few large divisions broken into brigades. The scale is each base represents 1,000 infantry, 500 cavalry or 24 guns. All the Anglo-Dutch artillery units are half-strength, as are a couple French ones. The opening deployment is seen below.
As soon as the
game started, I realized that Grand Pierrepont (off-photo to the left) and Piraumont
should not be objectives while Bois de Bossu needed one. I also need to
simplify my casualty objectives. The only Napoleonic variant rule used was the
K modifier for heavy and Guard cavalry. There are a couple scenario special
rules, like leaders becoming hors de combat. I am considering one more period
variant: cavalry disrupted by fire should retire 9”. These chaps didn’t routinely
fight dismounted.
Yellow discs show disrupted units. The large polyhedral die indicates what turn is being played. The French moved first and found Perponcher’s division a tough nut to crack.
Perponcher’s
artillery escaped, better than they fared in the actual battle. Picton’s division
of Peninsular veterans proved quite impressive. Their devastating musketry decimated the French, though the division rolled poorly in 2 assaults and was stopped by
artillery in the last.
I counted Bachelu’s
veteran division as spent too soon. They might have got a hit on Picton.
Guiton charged
again but Piquet failed to join.
At the end of
the game, the French held the Bois de Bossu and Gemioncourt, better than Ney
managed in the real battle. But French losses were much heavier than the real
battle. Allied losses = 1 cavalry, 4 infantry (2 Brit, 1 DB, 1 Nassau). French
losses = 3 cavalry knocked out (1 guard, 2 Pire) and 3 ran off (guard, Pire’s other
2), 4 infantry KO ’ed (3 Bachelu, 1 Foy), 2 ran off. The game lasted 150
minutes, slightly over 20 minutes per turn.
In my rush to stage
the test, both sides had some poor tactics. The Anglo-Dutch formed a grand
battery of ~48 guns that was masked by Picton, never fired a shot. Pire’s French
light cavalry was destroyed, as were the precious Guard Chasseurs. The Cuirassiers
fought well and survived. All in all, French tactics were poor.
I’m about to
set out on our first trip across the pond since the plague, and will be heading
for Maine after our return, so the scenario is unlikely to be tested again this
year. The order of battle seems OK, but other things need to be changed.
I had Jerome
enter a turn earlier since I figured the time he got into the fight counts. I think
Cooke’s Guard division should also come on a turn earlier. They did clear the
Bois de Bossu in time to exit the south side and get into trouble from French
cavalry. In this game they barely had time to fire into the woods.
3 comments:
Splendid - it is a very interesting battlefield, captured perfectly by your map and this alone probably elevates the game to having the right feel. I thought it all went very well for a first game and for a scenario that is slightly hard to plan for die to all of the arrivals on the battlefield. While reading, I thought the French Cavlary had done rather well …. Until I read about their losses ….. there is still Waterloo to fight :-)
Were you happy with the victory conditions? Who "won" in game terms?
As for both sides "suffering from poor tactics": these days I am sanguine about player error (especially my own), whether in failing to read the scenario brief thoroughly enough, failure to make a good plan or follow it through, or basic tactical error. Generals don't always play a perfect game. It's fine if players don't either.
The victory conditions need work, too complex. Wellington had Quatre Bras for 1 point (maybe 2?), Ney had Gemioncourt and Bois de Bossu for 2. But the French losses were twice the Allies and included the sacred Chasseurs of the Guard. By my original victory conditions that made Wellington the winner by a comfortable margin. By the changes I'm considering, that would be a tie, and easier to figure out. 1 point for causing twice the losses to the other side, KOed Guard cavalry and artillery bases count as two each. If Quatre Bras is two points, then a Wellington win.
Post a Comment