I once again
brought out the troops for a Napoleonic Black Powder game Wednesday night. This
game was slightly different in that most of the gamers had not played Black
Powder nor even Horse and Musket era gaming. I chose the forces that were
around the Kalmberg Heights during the battle of Leipzig. For the French this
meant most of them came from MacDonalds XI corps and for the Allies Klenau IV
Corps with some Russian support from the nearby Russian I corps. Click on
Battle of Kalmberg Heights to download the scenario in pdf format. In this game
Chris and Erik commanded the allies while Wade and I commanded the French.
Allied
To: FML
Mayer, 3rd Division
From: GdK
Klenau, IV Corps
Feldmarschall,
Generall der Kavallerie Klenau,
Commanding
French
To: General of Division Gerard
From: MdE MacDonald, Commanding XI Corps
General,
The allies have been patrolling all
night, a sure indication that they will attack tomorrow. Your command has
control of a key terrain feature, called the Kalmberg Heights. Maintaining the
line is important and holding the heights is critical to this. The Germans of GdD
Marchand division will be to your left but don’t expect much help from them as
they will be fully engage in keeping the road to Leipzig open for the Corps. GdD
Roguet has a sent a regiment of Young Guard to stiffen up your defense of the
heights.
Marshall MacDonald, Commanding XI Corps
The Game
As per the norm of most of our games, things started
slowly with multiple failed command rolls. However the Russian battery immediately
started to take a toll on the conscripts of the 112th regiment with surprisingly accurate long range fire. To put an end to this, the 2nd/112th
advanced to musketry range of the Russian battery ... and was promptly shattered by
concentrated twelve pound fire! So anticipating the collapse of the 112th,
Wade order the 6th Ligne Regiment to form up into a three battalion column.
By now the Austrian infantry on the right had moved into engagement
range of the Baden battalions, but as all units were in column the effects of
musketry was minimal. So the Austrians just kept on moving and closed with the Baden troops and it was not long before the 2nd
Baden regiment broke and fled the field of battle.After dispersing another battalion of the 112th, the four battalions of Russian infantry began moving uphill to contest the hilltop. It was also about this time that Austrian cavalry brigade arrived on the road.
The first
battalion of the 1st Baden regiment tried to stem the Austrian tide,
but ended breaking as well. So the remaining battalion retreated to the rear.
This left a pretty big gap on the French left, and unfortunately the 6th
regiment had by now engaged the Russians and Austrians advancing onto the hill.
Wade did not have to worry about moving to the left because the left came charging to him! The large regiment of Austrians
Cuirassiers crashed into 6th regiment, shattering one battalion. The 2nd/6th was able to form a hasty square and barley held up the Cuirassiers and surely stopped them from destroying the entire brigade.
The Italian chasseurs tried to hold the far left but they were so few in number that the three Austrian battalions of infantry were able to easily drive them from the battlefield.
Collapse of line was imminent, so to help cover the retreat of the brigade, I ordered the twelve pound battery to move up and pour grapeshot into the reforming cuirassiers. They inflicted sever casualties on the regiment, but there was so many of the armored troopers that instead of continuing to fire the battery took this opportunity to limber up and retire.
With that the French army broken, and we called the game as an
Allied Victory.
Post Game Thoughts
I tried a
few new things out for this game …
Large battery for the Russians: I just had them fire as two batteries which worked, but I think it worked to well. It makes it almost impossible to charge them and I think there needs to be some degradation for inefficiency of a large battery. So I am leaning towards 4/3/2 for the whole battery and let them re-roll one miss.
Large battery for the Russians: I just had them fire as two batteries which worked, but I think it worked to well. It makes it almost impossible to charge them and I think there needs to be some degradation for inefficiency of a large battery. So I am leaning towards 4/3/2 for the whole battery and let them re-roll one miss.
Victory/Objective conditions: The threatened LOC Victory condition I liked and will use it some more. The taking the hilltop part was really
an all or nothing prospect, in that it is hard to take the objective without
breaking the brigade "guarding" it before reaching it, and it would most likely be the end of the game. Instead of the Staff Rating adjustment, I think I'll try a break point adjustment, such as: One Defending Brigade with a unit with in 4" of the object can ignore shaken units for Brigade morale while they have not lost the objective.
No comments:
Post a Comment