Friday, 2 December 2022

Barbarossa to Berlin, Game 1 – The Bridge at Borozyna

The meeting engagement scenario randomly rolled for our Barbarossa game was a Bridgehead Breakout, with the Russians at the bridge and the advancing panzer vanguard, (sometime in the first week of Operation Barbarossa, somewhere in the Ukraine), trying to take the bridge over and area of wetland marshes and ponds.

First we needed some terrain, so we used the Kursk book to randomly generate some. It threw up, as well as the bridge and marshes, a small wood, a farm, a large hill, on which was placed a large building, a monastery ‘Borozyna Monastery’, a village (the monastery’s community), several cornfields, and small hillock ‘kurgan’ burial mound topped by rocks (fallen dolmen, etc) and another small hill. There were also 5 (max) objectives. One at the bridge, both small hillocks, the wood and the road junction up by the village, so well spread across the tabletop. Here is the table after terrain set-up. The Germans would enter from the far end and have the village, the Russians would have to cross the bridge or the marsh. 

The tabletop, village, road junction, farm complex,  small hillock, large hill with monastery on top on the left (German right). Russian end is the marshy ground and bridge.

 

Next for the army’s deployment. First, note down timed strikes, any PRTP and ammo up are armoured vehicles The Germans would place just 2 units, both their recce vehicles. The Russian 6 (max), so 3 armoured cars and, just to get them on the board early, the 3 82mm mortar battery. Once that was done it was time to get going, turn 1, with the Germans wining the roll off to go first.


The first turn, with just the recce stuff on, were quick, units getting onto ambush fire to await the main event. Time for the troops to arrive, with the panzer marsch seeing 8 German units move on on turn 2. In return, the Russians rolled a 1, ah, so that was the FHQ, to lurk and try to stop that happening again (he did). Here they come…the panzers rolling up through the village and along the road to the bridge, claiming the road junction objective as they came.

The Russians started by getting some infantry on, too often its too easy to leave these behind, but it seemed obvious there would be a fight for the monastery on its dominant hill, so the trucks moved on and the troops loaded. The pan was get those trucks back off again, but in the end, tight on orders meant it did not happen. The first turns saw little actual shooting, a few long range suppressing HE rounds, until the spotters were in place and the German field artillery opened up, targeting, not unreasonable, the bridge. The first salvo saw a BA-10 take a direct hit and be flipped through the air, so first blood to the Germans. On turn 3, the Russians responded, the timed Katyusha barrage shrieking down onto the road junction, returning the favour by KO a 222 armoured car holding the objective and pinning various trucks and tows, including the radio half track. Job done.

The Germans moved on through the village and towards the monastery, panzer grenadiers riding on Pz IIIs, until one was pinned by a 37mm HE shot from the BA-27. The StuG arrived along with a riding squad and FO team moved to the farm on their left. The Germans claimed the next objective, the small hillock, that was also the Russian PRTP and soon found heavy incoming mortar fire all around them. One bomb KO’d a Pz-II, then a BA-10 on ambush fire in the wood’s edge hit and KO’d a Panzer III… and with 3 objectives held as well, the Russians had a significant lead on counters. The early turns had gone their way. 

Mortar battery, ready for a busy day.


Sukharlov arrives to observe the field and get his units moving. The Germans are coming.

First German panzers arrive, claiming the road junction objective.

Lurking BA-10 is pinned by early artillery fire around the bridge.

The other is blown sky-high.

Russian Katyusha strike back harder. 222 is KO'd and trucks on the edge of the edge the village are pinned. Useful harassing bombardment.

Russian motor rifles deploy and head for the cornfield.

Another squad unloads and takes the burial mound objective.

Turn 4 and, thanks to a re-roll from Sukharlov, a full BT-7 platoon arrived and crashed through the marshes, past the copse and moved at speed (and what speed) towards the weaker German flank, HE suppressing fire flying. A Panzerjaeger I was waiting and its ambush fire missed, only for incoming mortar rounds to hit it and KO it, suddenly that flank looked very weak. The Germans turned to their 105mm guns and called in urgent fire, only for it go wild and miss everything. The German artillery support would have a poor day, firing wildly three times, the BA-10 would be it’s only kill all game, and not much was pinned either. The Russians charged on, assisted a few turns later by the arrival of the second tank platoon, which moved up the other flank, but ran into waiting Panzer IIs (even 20mm cannon fire hurts BTs) and Panzer IIIs, which scored a first kill and then a mine-strike scored a second, then a breakdown a third - yep, that charge was rapidly ineffective and costly in counters. A timed Stuka attack on the bridge added another two counters when its bombs blew up an idling truck (no orders spare to get them off the table was an issue, easy counters waiting to happen).

The battle around the monastery had started, the German panzer grenadiers occupying it in force, getting their medium and a heavy MGs set-up, even as Russian mortars and the two infantry guns began to hammer at the building, causing some pinning. Small arms fire was traded, and mostly the Germans were pinned down, forcing them to take 2 counters to unpin everything.

Next, a break for lunch and over a cup of tea it seemed bleak for the Germans, they had lost more vehicles and taken more counters, the tide was behind the Russians. 

Panzerjaeger one is KO'd by a mortar bomb.

The Panzer-IIs reach the monastery hill on the German far left.

Dive-bomber incoming... target, the bridge! That truck did not survive the Stuka air strike.

BT-7s (and reserve rifle squad) arrive, altogether, to launch the counter-attack.

Germans claim the hillock objective, and get blastered in mortar fire.

Sta! Stal! Stal! BT platoon moves up on the right.

The StuG and tank riders makes for the farm complex, in harry with lots the BT already incoming.

The full table as the battle heats up.

So to it remained, the BT-7s charging on and claimed the hillock objective, a 4th out of the five. The ambushing StuG did good work in destroying on BT-7 as it approached the farm complex, but the German FO team, calling in the inaccurate 105 fire was lost, a HE shell killing one man and the other, pinned, running for it. The German commander now took over those duties, but didn’t have much of a line of sight from way back in the village. Another blow. How long could the Germans hold on for? Not much longer, I thought. 

The finale of the battle, and the BT-7s raced on, on reaching the rear objective at the road junction and claiming it. No unpinned Germans within 10” and the lone BT-7 had the last objective. Meanwhile, the others were taking a hammering, Pz-III fire destroyed another, then 20mm Pz-II flanking fire scored a kill. The light tanks were costing me. The German infantry, now unpinned in the monastery, started firing those machine guns and in a blaze of good dice, first one rifle squad in the cornfield was wiped out, then the SU-12 was riddled with MG-34 fire from the HMG team and left smoking, ouch, five counters taken this turn and suddenly the Russian force was close to breaking, the Germans had fought back.

But it would be for nought, because the Russian had 5 of 5 objectives. That BT-7 would win the day unless he could kill it and claim the objective back. All efforts were now expended, first a Pz-II turned it turret and opened fire, missing. Then the 20mm flank half-track, waiting in ambush fire, abandoned that task and moved round to open fire on the BT. It hit, but the 20mm shells glanced off the armour, phew! Only 1 chance left, the StuG at the farm, with just 1 AP round remaining, turned through 180 to get a single shot up the BT’s jacksy. It needed a 5+ to-hit… tension… tumbling die….

BT-7 reachs the hillock objective and claims it, as the German infantry are pinned by mortar fire.

Infantry guns deploy and open fire on the monastery with repeated suppressing HE shots.

Nazi panzers lurk behind the monastery hill, the Russians are coming to them.

Next BT platoon rushes forwards and rapid loses all three of these tanks.

The other platoon, joined by the BA-10 (hell, why not, all in!), have little to stop them.

Except the ambushing StuG at the farm, claiming a close range kill as one BT drive past.

Crazy Ivan's tank rush almost reaches the village, bit of panic back there now. 

… and rolled a 6! Boom, the BT detonated in flames and smoke and the Germans send a truck and staff car to claim the objective. I drew the counter, a 4, and that broke the Russians. The counter-attack was spent.

The Germans were on 44 lost BR against a break point of 46, 1 more BR counter away (probably). So, so, close, I had almost won it on counters and ‘all objectives secured’. Damn that StuG…

Brilliant game, such fun with the Germans badly on the ropes for much of the game, but fighting back to scrape the closest of close wins.

OK, so in our short 5 game series, it is 1 marginal win to the Germans, let’s see if I can get that back in 1942, somewhere in the Don bend, in a few weeks time. 

BT takes the last objective, if it can survive the German turn, it is all over! That truck is 12" away. Turret turned as it fired to suppress the StuG behind, failing that would come back to bite it in the ass, almost literally.

End game, the destruction along the Borozyna road.


Tuesday, 29 November 2022

BARBAROSSA TO BERLIN – SUKHARLOV’S TIN-FOIL ARMY

 


Returning to some Battlegroup WWII gaming after a few months away, we’ve decided to play a series of Ostfront games, starting in 1941 with BG Barbarossa and play 1 game for each year, using each book (and also early work for the 1944 army lists when we get to that year, a useful tester). The first game for 1941 is coming up soon and I need to prep an army list. The game will be a meeting engagement at 650 points each. I’m the Russians (I have no ‘grey’ panzer forces - I did once, a very nice one, but I sold it as I got so fed-up fighting the French and getting repeatedly hammered - this was way back using the RF rules, the German panzers seeming stood no hope of winning in 1940!). I sat down to write my army list (pen and notepad, no Apps required), and, given the models I have to fight this battle, christened it ‘Sukharlov’s Tin-Foil Army’.

Here is my force, and why I picked it, and the plan for Game 1 of ‘Barbarossa to Berlin’. The AAR for the actual game will follow soon.

First, the motivation behind these games, as it will inform decision-making. The reason we agreed to do this was get some under-used models out to play with. When we wanted to play a WWII game, the first question was, which army (we have multiple) haven’t you used for longest, which needs some tabletop time? The answer was ‘grey’ panzers, so we went with early war. In that spirit, my first choices would be use models that haven’t seen much gaming of late, or that I finished painting and still haven’t seen in action… which for my Russians is mostly new trucks (whoa!, easy on the power-gaming there!).

First choice then, fulfilling two criteria (minimum infantry and new models) is a Motorised Rifle Platoon all in trucks. Add to this are a full four support choices; a Maxim MG team, AT Rifle team, Infantry gun and truck tow (gets another one on the tabletop) and DshK AA HMG team, also given a truck (to keep up). That AA MG will be handy, because let’s face it – Stukas will be coming.

Next is simple, for armour, and for 1941 I have my two BT-7 platoons, so both are in. It’s what I have, no other option (no KVs or even early T-34s here). Just lots of light tanks.

Now for some more tactical considerations (I am trying to win here, I’m not super competitive about it and I’m not honing a tournament army force to maximise the chance of victory, but I don’t play to lose either, I’d like to give the Nazi’s a kicking!).

So, infantry and armour sorted, on to the artillery. As a mechanised corps the options are limited, but one unit I have and have never actually used is a full 3 tube battery of 82mm mortars and loaders teams. That is mucho IDF firepower, so I included it, time to see some action for the medium mortar battery (my 120’s though have seen much).  The battery needs a dedicated spotter so a FOO team is add as well. His job is to keep those mortars hammering away. But, as he can’t be solely relied upon, and a stray shell could cause his sudden demise at any moment (too much of a risk), I add a Pre-Registered Target Point. That will go up the German end and mean I can always fire the mortars, even for harassing fire, even if I do lose the spotter.

Artillery sorted, how about HQ? A comms team is going to be needed to aid the FOO, so a radio truck, because the ‘communications breakdown’ at 4+ comms tests is going to need re-rolls. The forward HQ too, Sukharlov in his staff car, a useful (if needed) second mortar spotter, and his other benefits too, but mostly a re-roll for reserves arrival. As a meeting engagement (which exact scenario will be randomly generated on the day), and with the ‘Panzer Marsch’ rule opposite me, I don’t want to be rapidly outgunned by the faster arriving panzers. This gives me a chance of matching(ish) the Germans in getting my forces into the game. He’ll be an early priority to have on the table just for that re-roll (I must remember that, Sukharlov leads the way!).

Ok, that all the main force assets, on to the support stuff.

Recce. I go with 3 armoured cars, 2 BA-10s and my new BA-27 (stats of a BA-6 but with a French 37mmL17 pop-gun). First run out for that model. That is 3 scouts, I might add a sniper later, to try and out-scout the Germans, we’ll see, points allowing. 3 armoured cars should be enough, even if we roll a recce screen scenario.

Give the unreliable nature of the BT-7s, I add a repair truck from Engineers (another new truck model). This might be busy. From Specialist Support, an SU-12, I made (converted it) and it needs some game-time, and it looks cool. It is defo in, as extra infantry HE support (on a vulnerable soft-skin, so best try and hide at the back and lob out some suppressing HE fire).

Final few points to spend, and it won’t buy me much. I decide to drop the loader teams from the mortars and used the saved points to get a big hitter, a timed Katyusha strike. I want to disrupt the mass German arrival and slow them down. I might use it early doors and as a harassing barrage to just get many pins. That’ll help buy time to get my forces in place and get to objectives etc, before the Germans do. My big fear (as you can tell) is half my army isn’t here as the panzers roll over me.

Ok, in all, that is 646 points, 43 BR, 3 scouts and 0 officers, with ‘command chaos’ providing the extra D3… let’s hope it is enough. Game AAR will follow soon(ish).




Monday, 21 November 2022

Village Assault, with Soldiers of Napoleon

 Testing a new historical scenario, with the French Imperial Guard holdings a village and its church (let’s just call it Plancenoit) under attack from my Austrians (standing in for the Prussians). An very different sort of game, with tough, but small units holding fortified buildings (some of which where already on fire, so not much use). Two small brigades holding against three attacking ones would also be a tough ask for the defenders, down a card from Turn 1 onwards, and also badly out-shot in artillery. In all, the balance seemed about right. It would be close, and in the end very close.

This would be an almost all infantry fight, my attackers had a single 2 stand hussar unit… so, yep, not much use in an assault into buildings, and maybe VPs waiting to happen if I got them destroyed. Best keep them out of trouble.

The 'Austrian' attack would be with three infantry brigades, with artillery support, but mostly line and some landwehr infantry.

Here are shots of the progress of the game as the 'Austrians' fought their way into the village. The French defended the first line of cottages, mostly with young guard’ inside them, skirmishers deployed. The couple of old guard battalions were held back as the counter-attacking reserve. Main attack up the centre and against the closest cottage and paddock below (Austrian left).

The village and central church (and yard). Attackers will deploy from the right side of this pic.

Old Guard hold the church yard, as the church is well on fire already.

More French scattered around the village.

Austrian deployment, the left and centre brigades, both led by a skirmish line, carrying the attack.

Young Guard hold a small cottage and paddock with their skirmishers. It would be the scene of heavy fighting on this flank.

The Austrian centre moves up, skirmishers, light infantry screen and assault columns behind. Supporting fire kept the French heads down.    

Height of the assault in the centre as the French battery is overrun. Their counter-attack would then drive the Austrians back in complete disarray.

Landwehr column is peppered by skirmish fire as they try to advance on the right, but they break and run. The attack here never got going. Landwehr vs Guard in fortified positions... not much hope. Just a demonstration attack then.

Reserve battalion, awaiting the call forwards. Maybe waited too long.

Fierce skirmishing at the paddock as the French are pushed back, Austrian hussars behind harassing the voltiguers back to their parent units (they came in handy). Howitzer fire eventually set the cottage on fire and forced the Guard out.
The assault on the right reaches the paddock and drive in those skirmishers but the assault on the cottage is thrown back, with heavy losses, before it burnt down.

Old Guard advance to counter attack in the centre, but just too late to turn the day. With both sides requiring just a few VPs to break the other the Austrians just knicked it, pulling back with a few good rallies saved them (and obscuring smoke helped). The French finding the small battalions hard to preserve (but good in those fortified cottages). French broke by -3 points, Austrians at Break Point, so a very narrow win. The village will fall. 




Saturday, 5 November 2022

Austrian Attack - with Soldiers of Napoleon

 Another Soldiers of Napoleon game, this time testing a new scenario. My Austrians would be attacking against the French on higher ground. Although the initial forces were even (ish), the Austrians had reserves, so the battle would be become tougher for the French defenders as it went on and they were outnumbered. Both sides had two mid-strength infantry brigades, my Austrians though having a lot of landwehr sprinkled with a few regular line battalions and screening Grenz unit. The French had mostly line, with a few reserve units, and one tough old veteran battalion. The French had a slight advantage in cavalry, two brigades, one of line lancers, one of chasseurs. The Austrians single light cavalry brigade was of uhlan and hussars, both sides cavalry were deployed in a screen in front of the main infantry lines.

Time to see if the Austrian attack up this slope can push the French back, or out of the way.

The initial turns did not got too well for my attack. First, the French decided that a static ‘hold the line’ plan wasn’t for them and launched a counter-attack, on their left with the lancers leading and infantry following. I met his lancers with my own, but badly outnumbered, the first cavalry melees only went one way, my uhlan’s counter-charge was thrown back with losses and they withdrew to rally and regroup, beaten, but not broken, they would return. To try and help them, my hussars raced forwards to entice the enemy chasseurs to come out and play, only for heavy cannon fire to see the hussars pulling back to rally too, my cavalry screen had not covered itself in glory.

Meanwhile, as both sides infantry marched up and deployed into columns or lines, and the first ineffective skirmish fire started, a single French column, inspired by ‘Vive L’Emperur!’ advanced at the quick and charged and routed a landwehr battalion that crumbled in the face of French bayonets. Still, that single battalion was isolated and would then pay the price of repeated volleys into the column until it was also in disorder and withdrawing to rally as fast as it could. To help save it the lancers again came forwards to threaten to charge, and using intimidate to keep the Disorder building on the Austrian infantry. When a second battalion of landwehr broke under an artillery bombardment (used as the last card play of the turn it scored 3 hits and broke the battalion, unlucky for me), the lead brigade was looking thin.

The first 3 turns had seen the French get on top and have a significant lead on VPs. But, the comeback was on… as my reserve infantry brigade marched up at the quick and began to swiftly advance past and through the ragged leading brigade to take over the front (transversing the lines I beleive). It was fresh and soon deploying into long firing lines. The French, blocking the lane that ran up the centre of the battlefield, had done likewise, but their veteran battalion was now badly outshot. It would endure a hellish ordeal.  

Now, a great infantry brawl developed, both side’s cavalry skulking behind out of the murderous volleys line of sight. The Austrians volleyed, the French replied, with a nasty withering volley had hurt and saw more rallying required. My Grenzer battalion was torn to bits, turned from 6 stands to 2… and also withdrawn to some safety. On the up-side, both French artillery batteries had now run low on ammo and their constant menace had been greatly reduced (they missed every shot for about 4 turns). The Austrian line kept up the firing, and one reservist French battalion broke and ran… and the veterans only saved by multiple rallying. The VPs were evening up. It was close. He had more, but my Break Point was higher. We both needed about 6-7 points to win it.

Final turns and it became a real to-and-fro struggle. Both side’s infantry were taking damage. The resolute French veterans were reduced to just 2 stands in the musketry duel. One landwher battalion, in column, burst forwards and charged, driving back another French battalion, and it too rallied, just holding on. I couldn’t follow-up. If both French units broke, the Austrians would have it. Then, disaster, another artillery bombards special event, on my poor skulking uhlan, broke them, they withdrew from the field. Try as I might. I just couldn’t score the last few disorder on his infantry to see them off, they somehow survived the turn (by recalling skirmishers, the command stand inspiring and 1 excellent rally roll of 4 sixes - lucky!), both battalions ended the turn equal to their stands, not over, and so did not break.  I lost 2 landwehr battalions as well, in my defence, in a 8 card hand, not one card could rally my Militia quality troops, not one! So the landwehr were doomed. Card luck deserted me…

End of Turn 6 and, as we totalled up the VPs, the French had easily broken the Austrians, the fleeing uhlan and landwehr had cost me. The Austrians had scored 22 VPs, and need 23 to break to French, 1 short. Ah, so close, but a cracker of a close fight. This one, after the initial light cavalry clash, became a real attritional grind of infantry, volleys and skirmish fire, his lancers aiding by repeatedly intimidating all my poor landwehr. In the end it was just enough to hold on despite being outnumbered and out shot when my reserve infantry marched up.  

Here are some shots of the action…

French deployment, light cavalry screen the infantry marching columns, which launched an unexpected counter-attack.

After the initial turns, the front lines looks very ragged. French column in trouble, Austrian landwehr refusing to charge to drive them away for good, attacking with militia troops is hard work!
Austrian hussars advance, taking skirmirsh and cannon fire, they soon came back.

Landwehr attack columns follow a Grenz skirmish screen
The Austrian hussar taunt the French chassuers, but they refuse to play.
Reserve brigade arrives and marches up to take over the front from the ragged lead battalions, now in disorder or routed. 
French veterans take the punishment, whilst line lancers lurk behind and intimidate the Austrian lines.

Another landwehr battalion about to break, due to lack of any usable rally cards.




 

Monday, 17 October 2022

Soldiers of Napoleon, demo-game, @ Other Partizan

For a full day of gaming (and some shopping) at the Other Partizan in Newark, this game was set in 1813, south of Leipzig (roughly) at 1,200 points. Both the Austrians and French had 5 brigades, 3 deployed and 2 off table in reserve, so a full-sized game, played on a 6x6 tabletop.

We randomly generated the terrain and drew/rolled a special circumstance, which saw the French pre-deployed on the tabletop, waiting the Austrian attack and already eyeing the hill on their right (my left) as a place to get some guns on.

The Austrian plan of attack was, after their last defeat defending, to launch an all-out assault on that high ground, using a forward deployed grenadier brigade of 3 strong battalions, screened by the advanced guard of Grenz and Feldjaegers, they would skirmish their way forwards and take the initial French return fire, for the grenadiers to follow-up, and charge through their extended lines to smash the French off that hill top at bayonet point.

Supporting that attack would be the cavalry brigades. First the heavies, the cuirassiers would, on arriving from reserve, launch their attack in support of the grenadiers into the French centre. Meanwhile, the light cavalry would launch a second attack on the far right, over the stream (navigating that would slow them down), this would hopefully draw his cavalry to them and leave the cuirassiers freer to rout the French. So, ‘send in the heavies’ was basically it… the other line infantry brigade was just on hold the line in the centre/right.

The French plan originally was to hold the line, and await the arrival of their powerful reserves, their own heavy cavalry and a strong Imperial Guard infantry brigade, which would counter-attack once the Austrians had been drawn on and weakened. But, the early gain of the ‘guns on high ground’ objective card resulted a reappraisal, and a fateful decision to move up for the high ground and try complete that objective.

How did it go?

Initially, well for the French, their  artillery fire did damage, especially to the feldjaegers and they towed a gun battery onto the hill, deployed it and claimed the objective VPs. Nothing the Austrians could do about it but press on. The skirmishing, aided by jaegers rifles, was going the Austrian way (for once) and the attack on the hill moved up well, except for the damage to the feldjaeger battalion, resulting in heavy losses then they rallied. With some good luck, the cuirassiers arrived at the end of Turn 2. By then, French chasseurs-a-cheval had sped across the field from their left to try and aid the defence of the hill, hoping to force the Austrians into square and stall them, or lining up an inviting looking flank charge into a grenadier battalion. A ‘stalled’ special event stopped this move and left the dithering chasseurs waiting orders, as the enemy cuirassiers, with an ‘at the gallop’ event rushed up, then deployed out into attack columns. The French light cavalry was suddenly in trouble… the cuirassiers, taking a consecutive order, sabres out and sounded the charge… and the hooves thundered.

In the infantry fight, the grenadiers had also moved ‘at the quick’ and then also charged, their columns bursting through the light infantry screen and into the French lines, it was indeed a grand assault as all hell broke loose. Cannons fired grapeshot, but the French infantry were defeated and forced back, a battery overrun whilst their cavalry as pummelled by the cuirassier’s charge. The swirling battle around the hill went to the Austrians and as Turn 2 ended they had gained over 20 VPs (won 4 melees, routed a French battery and both chasseur-a-cheval regiments, completed a grand assault, plus French rallying) in return, French close range fire had broken one grenadier battalion who stream away down the hill.

On to Turn 3, and both sides gained an extra brigade from reserve , my light cavalry rode on on the far right. The French cuirassiers arrived behind their centre.

As fire continued to be exchanged around the hill, both sides had to pull back and rally, including the cuirassiers. On the right, the light cavalry hussars and uhlans galloped past the waiting infantry marching columns and splashed through the stream (the supporting horse battery went over the bridge). They were faced by just a single hussar regiment holding the open french left. They needed help. It was not forthcoming though, the French cuirassiers were still held back (I expected them to come flying up). The hussars would have to hold alone, as best they could for now.

When the opposing hussar regiments clashed, the Austrians got the better of it and the French withdrew again to rally. The uhlans refused to charge as ordered (and I was out of command point re-rolls). It seemed the French left would be broken. Until, Turn 4 saw the final French reinforcements arrive, the Imperial Guard marched on and, drums beating, at the quick, deployed into lines. Using a consecutive order their volleys then sent my light cavalry reeling back, and routed the poor uhlans (bad day for them). The light cavalry had to withdraw again and rally as they could. The Guard had saved the flank and my remaining light cavalry would be a poor match for them.

Could the French hold on and turn the tide?

Well, in Turn 5, no… the Austrian pressure around the left hill was renewed. The last grenadiers, battle-worn now, charged on again and won the following melees, driving the French infantry (some mere reservists) off, and the cuirassiers, now back in good order, launched themselves at the newly deployed Imperial Guard infantry line that had formed up and given them a stiff volley. The guard infantry were defeated, fell back and then rallied with heavy losses to stay on the table, but the damage was enough. The French had exceeded their Break Point and would retreat from the field. The Austrians had won, small revenge for last time’s hammering… with still 9 VPs required, so a solid win.

Brilliant day, good game, nice to win one for the Habsburgers… thanks to all that game to watch, ask questions and cheer us on. We had a blast…

Here are a few pics of the action. 

Austrians deploy, light infantry screening the grenadier columns

The French opposite them, ready to quick march for the hill between the two lines.

The French centre, a weak infantry brigade.

Austrian line infantry, on the right, await orders to advance and cross the stream ahead, along with their battery and supply wagon.

French guns in the centre, a continual harassment.

Austrian guns in the centre - a rude surprise when this cottage was destroyed by French sabotage - sappers little present.

The Austrian heavy cavalry arrive a gallop on as full tilt.

Austrian grenadiers begin their assault on the hill.

Chasseurs-a-cheval rush across from the other flank, as jaegers keep up skirmish fire on the French infantry.

But, after being stalled, the Austrian cuirassiers catch them and rout them. 

Onward the grenadiers! Drive them off!

The light cavalry arrive and stream past the still waiting infantry lines.

All that can stop them... French hussars.

Form line and prepare to charge!

Having seen of the hussars, a line of Imperial Guard infantry deploy with well-drilled calm and unleash heavy volleys. Run-away!

Last of the action, the cuirassiers charge home to drive off another guard battalion, with sabres...