Commanders, a wargame digest

Commanders, a wargame digest

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Eagles of France by Hexasim

Age of Napoleon

The series, published by Hexasim, now covers Waterloo, Austerlitz, Ligny and Quatre Bras, with Eylau currently in design.

Units are brigades, but activated by their corps. Players alternate activations and actions can be limited by the orders that have been set for the Corps. Orders generally involve a map destination, effectively keeping the corps together and acting in unison.

Ground scale is roughly 200m per hex. Each game except Quatre Bras are two mappers and the core scenarios are based on the full battle, though each set does have some smaller introductory scenarios - with The Street of Ligny being my favourite. 

Battle for St. Amand 1815

This is the first of 2 introductory scenarios in Hexasim's Eagles of France system for Ligny 1815.

The villages of St. Amand and La Haye sit on the right wing of the Prussian defence. Vandamme’s III Corps was tasked with taking control of these villages and to compel the Prussians to engage as much of their force as possible’.

This is an engaging scenario that gives the French the tough task of capturing key locations in four hamlets in a fairly short game.

The Prussians can draw upon reinforcements, but must pay the enemy victory points for bringing them on.

There is a write up on the blog that covers an AAR and observational notes.

LINK 

http://battlefieldswarriors.blogspot.com/2022/02/attack-st-amands-1815.html

Quatre Bras 1815

The fourth game in the series covers Quatre Bras 16th June 1815.

This is a useful title in the series as it offers gamers the chance to play a full battle on a one mapper, to date, the other games in the series use two maps. It also has the latest rules and a relatively small order-of-battle for the historical scenario.

For those that want to, the module also includes a thin map street that allows the game to join the Quatre Bras battlefield with the Ligny two mapper module, with campaign scenarios that allow those two battlefields to interact with each other.

Historically the French delayed their attack, so that by the time they got underway, the Anglo-Allied reinforcements were already arriving on the battlefield. 

In most respects the game plays out along similar lines each time, but down at the hex level, there is a lot of intrigue that draws the player in, plus the systems use of orders and variable turn lengths adds an extra dimension.

There is also a ‘what if’ scenario that has Ney attacking three hours earlier at 11 AM, which makes a good introductory scenario.

At the time of writing, I have just put the game up for the 2021 anniversary and there is an article over on the blog that covers that action. LINK

http://battlefieldswarriors.blogspot.com/2021/06/quatre-bras-16th-june-1815.html

An intoductory scenario

The Ligny module has two introductory scenarios, both are just four turns long.

Streets of Ligny sees a French Corps trying to take the Ligny village, which is lightly held by the Prussians, but reinforcements are on the way. I find this is a tough one for the French, but it is a fantastic scenario for depicting napoleonic warfare in an urban environment.

St. Amand / La Haye is a lovely full map, with exploded large hexes and this  covers the Prussian right wing, which is lightly held. Vandamme has been ordered to take his corps and put pressure on the wing to encourage the Prussians to send more reinforcements there.

The Prussian reinforcement schedule is optional and the player may choose how many reinforcements to send ….. but for each group you release, the French automatically gain a number of victory points equal to the number of units sent.

The Prussian player must balance holding the wing, without it sucking in too many reinforcements. It is a clever and engaging scenario. 

Ligny 1815

The seven turn, two map, historical scenario concluded today. I have placed seven glass beads on the map to highlight where victory point objectives are.

There is a full after action write-up over on the blog.

LINK

http://battlefieldswarriors.blogspot.com/2022/03/ligny-1815.html

Plancenoit scenario from Waterloo

Another go at the ‘Prussian Steamroller at Plancenoit’ scenario from the Waterloo II module.

This was a face-to-face game. The Prussians are trying to take Plancenoit / exit the map on the Plancenoit road.

The French VI Corps are blocking the Prussian advance and they are joined by the Young Guard, who take up position in Plancenoit itself.

The first part of the game saw the two Prussian Corps get rather intermingled as the units advanced into a narrow congested front. Their artillery failed to get into adequate positions to support the infantry attacks.

Prussian infantry assaults were repeatedly beaten back, though at the same time, they were successfully wearing down French VI Corps.

Over the space of a couple of hours, the Prussian artillery grouped together at the front line on the Prussian right and inflicted heavy casualties on the French left and in particular, they delivered a devastating blow to a French cavalry division that had attempted to charge a collection of nearby gun batteries.

This actually turned out to be an illegal move by the French as the direction of attack took them away from their ‘ordered objective’ and they should have first taken an ‘Independent Movement’ test and even if they had done that, they would not have had enough movement points left to launch a ‘Prepared Attack’, so would have had a +2 penalty.

As the clock ticked, though the Prussians didn’t seem to be taking much ground, their repeated assaults were starting to significantly wear down Mouton’s VI Corps and the Young Guard, to the point that they both came close to becoming demoralised.

In the end, despite the French defence being close to collapse, the Prussian attacking divisions had just simply become too worn to keep up the momentum of attack and the game was declared a French victory, based on the fact that they still held the majority of objectives.

We had a similar problem with the Prussian cavalry as we saw in the last game, they are easily tempted to be drawn out and concentrated on the French left, then finding the terrain there too constrictive and the Guard infantry positions in the town too strong to be able to make a further useful deployment in that area, though I suppose this time around, they did keep quite a bit of the Young Guard strength pulled out of place to defend the lower parts of the village.

As a stalemate settled across the field and with Plancenoit remaining in French hands, the game was called in the Prussian favour.

Above - the Austerlitz map.

This hit the table for scenario 4 …. The full battle. The different nature of each formation was nicely brought out, so we had an Austrian column with quite brittle troops, but their front bristled with cannon, making a frontal assault an unenviable task, but once fully engaged the units within the formation tended to rout rather quickly.

The Guard Corps of either side met and rather cancelled each other out and Murat’s cavalry desperately looked for a way to break into the enemy rear.

Overall it was a splendid game, with a write-up over on the blog. 

LINK;

https://battlefieldswarriors.blogspot.com/2024/02/austerlitz-1805.html

Austerlitz - Scenario 3

See above map - this is a smaller scenario from the Austerlitz box set called ‘Soult’s Great Breakthrough and the Battle of the Guards’.

The 4 white circles show 5 objective hexes (flags). This is just a 5 turn scenario, so there is much to do.

Soult’s Corps is very powerful. It will drive from right to left, engaging the 4th Column of the Coalition at Ptratze and then sweeping on to Pratzenberg on the Heights.

Coalition 4th Column (under Kollowrath) is not particularly good quality compared to Soult’s divisions and will find it tough facing the French assault. A small Coalition reinforcement will enter top left and likely deny the French that final objective.

The French get two large reinforcements, entering on the right, The Guard and Bernadotte’s Corps. They have initial orders to move to Stare Vinohradi (the lower white circle by the Russian Guard).

The Russian Guard cannot be released (activated) unless 1) A French unit moves within 2 hexes of a Guard unit OR 2) the French control 3 objective hexes OR 3) it is the 1 PM turn (turn 5 - last turn!).

So, there are quite a few dynamic links and relationships working in this scenario. It is the Coalition’s interest to hold Pratze, as control gives them 4 VP’s every turn.

9 AM - Kollowrath (4th Column) organises the defences around the town of Pratze. Part of his force heads up towards Pratzenberg on the heights. He carefully places his plentiful artillery to give covering fire to his front.

10 AM - Soult assaults Pratze, but suffers grievously at the hands of Coalition artillery. Both Tsar Alexander and Kutozov move to Pratze to personally ensure that the fire of the guns is maximised.

Soult sends a message to Napoleon, requesting that Bernadotte’s Corps be diverted from Stare Vinohradi to support his assault at Pratze.

11 AM - Napoleon knows that if Bernadotte is diverted, his Guard will have to stand on their own against the Russian Guard at Stare Vinohradi - but as Pratze is of prime importance, he agrees to the release of Bernadotte.

Bernadotte’s fresh corps smashes into Kollowrath’s right flank below Pratze, pushing the defenders back onto Pratze, but the Coalition guns, particularly the Positional Artillery batteries, cause heavy damage to Bernadotte’s divisions, resulting in several of his units routing.

By now both Soult and Bernadotte are looking like spent forces - largely due to that artillery.

12 Noon - With one last throw of the dice, Soult assaults the western edge of Pratze, while Bernadotte assaults the right. Their losses are considerable, but they do take the important position of Pratze.

They are both spent, but the rotten door has been kicked down. Kollowrath’s column is very close to Demoralisation.

With the fall of Pratze, the Russian Guard are released and they immediately open a powerful artillery barrage on the French Guard at Stare Vinohradi and the surrounding position. The French Guard reply in kind and the plentiful guns on both sides cause real hurt on each other - cannonball and canister being no respecter of elite formations.

1 PM - With the forces of Kollowrath, Soult and Bernadotte exhausted, all focus now turns to the fight between the two Imperial Guards on the eastern edge of the battlefield. The fighting is fierce and dominated by artillery. Quite literally in the last action of the game, following a pre-bombardment, Russian infantry directly assault Stare Vinohradi.

French Chasseurs take heavy casualties …… but hold …… just and that is the last attack of the game.

Conclusion - I must say that looking at the battlefield and even trying to guess what might happen if the scenario allowed another turn, it is hard to gauge who has won. The Victory Points are totted up and now there is no doubt ….. this has been a clear Coalition victory.

Looking back on the game, I think Coalition victory has been underpinned by holding onto Pratze for so long (gaining VP’s each turn). Also the Coalition artillery was so destructive, that it prevented Soult’s shattered divisions from then exploiting the heights to capture Pratzenberg.

So perhaps the title of this piece should be ‘Coalition artillery wins the day’!

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