Here’s the tale of our third game test for our Quatre Bras scenario. Third time’s the charm.
Jay missed our last meeting. He got
a crack at our new scenario in a hastily arranged game with Bill as his chief
of staff. Jay had the reins but relied on suggestions from the less engaged
Bill. It was a better command arrangement than the divided command of our last
game. Jay decided before to take the role of Wellington. The French deploy
first, so they were already set up. We started just before 10:30. Bill was
delayed searching for a parking spot. He arrived shortly after the battle
began. Allied units are in Italics. Yellow discs = disruption, blue markers = spent units, yellow arrows = retreats, red arrows = attacks and exploitation. Stars = objectives, red for allied held, blue for French held.
My movement dice lit up and everyone fell on Picton. He disrupted Bachelu’s advance but failed to stop the veterans from closing. Badly outnumbered and shot up by offensive fire, Picton fell back spent. Things looked grim for the Allies. During this extremely busy turn, I wandered into the kitchen to check on lunch. I had a unit that could exploit but didn’t think it could affect an assault that wasn’t yet resolved. When I returned, Jay had consulted the rules and found that exploiting units can indeed do so. This was yet another of Picton’s woes. I returned the gentlemanly assistance a bit later but don’t recall which rule was specified or what turn I it was. On the right of the photo the Guard light cavalry can be seen hunkering in a valley to avoid being artillery targets. There are restrictions on their use since Napoleon had warned Ney not to get them shot up. But they did a reasonable job of covering my right flank since Jay wasn’t interested in moving forward and releasing elite cavalry.
We broke for lunch. Jay and Bill hadn’t seen each other in a while; it was a leisurely lunch. Then we discovered that Bill had somehow missed Warren Zevon, so we went to the PC and played some of Zevon’s work. Then we resumed play. The Brunswick horse and foot arrived and put in a smashing counterattack, aided by Kruse.
Again, decent movement dice
allowed me to put together a fairly coordinated attack and Brunswick was
sent to the north edge of the table, spent. Bachelu attempted to take Quatre
Bras on the hop but was bounced by Best’s Landwehr. Soye chased off Dutch-Belgian
artillery.
The center fell into stasis; there
aren’t many French infantry and many of them were battered.
Jay always plays with victory
conditions firmly in mind. I am a tad blood-thirsty and channeled Ney. This
would cost me.
Alten and every unspent
unit charged in the center and sent the French reeling back. In the upper left
hand corner of the photo, Cooke’s artillery can be seen firing into the
flank of Wathiez’s chasseur brigade. They got a hit and dispersed the brigade.
Should have kept the cavalry back. Sigh.
My artillery returned the favor
against Merlen’s Dutch cavalry. Reille can be seen on the left most
objective, sans escort. Another dicey idea. But wait, there’s more.
Alten’s attack nullified
Bauduin’s zone of control, allowing the Brunswick cavalry to ride into a
spot deep in my left center. I figured my cavalry would swat them away. Alten
had a modest win but the real damage was done before the assault was
resolved.
I thought I’d taken photos of turn
7 but apparently not.
On my French turn, Baudin
supported by Picquet’s cuirassiers attacked Alten. Guiton’s cuirassiers
rode out to strike Alten’s flank but were shot down by musketry from Best
and flanking artillery fire from Brunswick artillery, a foolish
mistake. Bauduin’s charge was halted by musket fire. Hubert’s chasseurs charged
the Brunswick cavalry but were repulsed. Reille was alone in the woods
at the objective in the Bois de Bossu, another mistake. On the Allied turn,
the Brunswick cavalry had a healthy movement roll. They rallied off the
disruption from the cavalry fight and got a full move. They marched into the
woods, captured the objective and overran Reille. Night fell after turn 7,
ending the game.
French losses were 6 infantry
bases, 2 ran off, 2 cavalry, 2 ran off, and Reille for 7 Allied points.
Allied losses were 7 infantry, 2
ran off, 2 cavalry, 1 ran off and 1 artillery, 1 ran off for 7 French points.
The French held Gemioncourt for 1,
plus 7 = 8 points.
The Allies held Quatre Bras and
Bois de Bossu for 2, plus 7 = 9 points and the razor-thin win.
My rough estimate of losses,
French lost 3,000 infantry, 500 cavalry and a corps CO.
The Allies lost 3,500 infantry, 500
cavalry and 12 guns.
It took us about 4 hours to play 7
turns, but we weren’t in a hurry and returned to the rule book a few times, clarifying
rules not often used, like the exploitation into a standing assault and others.
We had a fine time. Jay was very
happy with the scenario. He also found a couple typos, including one where the
Marshal was spelled Nay. I think it’s a fun scenario and doesn’t use more than
a couple Napoleonic rule mods. It’s ready for prime time with just cosmetic
changes.
It occurs to me that more assaults
strike home in early periods since fewer attacks get stopped by small arms
fire. Amazing how the obvious can hide in plain sight.
4 comments:
What a great report of what sounds like a great game, with lots of drmatic changes of fortune. Yo-yoing on a see-saw!
Sounds like a blast!
Updated version of the scenario available here:
https://groups.io/g/bloodybigbattles/files/1789-1815%20Napoleonic%20Wars/Quatre%20Bras%20%28draft%29.docx
A bloody and intense battle, great report!
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