Friday, 26 May 2023

Third Assault on Aderklaa @ Wagram, scenario 6 with Soldiers of Napoleon

The sixth game of our Wagram campaign, and the French’s third assault on Aderklaa, the last at this village I think. This time Morand’s division launch the assault to drive out the last Austrians, mostly grenadiers and infantry, with neither side with any cavalry support at all this time. So, a big infantry brawl.

The game started (same battlefield as last time) with the French assault moving up, the German troops in the centre. Learning from last time, I decided not to offer the same resistance up front with my weakened grenadiers this time, battered and with fewer stands, the grenadiers would hold back and maybe launch a counter-attack, but I would try hard not to lose them (and the game) this time.

On my right, the fresh grenadier brigade would launch a counter attack, and they started in march columns, for a swift advance, then into line or assault columns to drive into the French. Hopefully, their good resolve and musket and melee would see them give the French line infantry a bloody nose. I’d also attack on the left, my own line infantry, pushing up to divert troops from the village and threatened his weaker right, although there were a lot of French and Saxon batteries to face. They would do hellish damage for 2 turns, until ammo low events slowed them down a bit.

In the centre, the German allies were soon in the first buildings, and claiming the objective, a good start, but my grenadiers were mostly unscathed this time and could counter-attack. French guns started brilliantly (helped by all three intense cannonade cards) and the Austrians were feeling the pain, one battalion breaking under the accurate fire. The French leapt out to an early lead in VPs as the Austrians were still moving up.

With just skirmish fire in the village, both sides wary of pressing the other (it was too close to call really), the Austrian’s right grenadiers used a timely ‘well-drilled’ card to march up and deploy into firing lines, knowing a withering volley card was hand. The French suspected it too, but there was little they could do about it, as the grenadiers got another play and immediately unleashed a hellish volley that saw two French battalions badly damaged. One grenadier battalion also charged and drove off another French battalion in melee, the fightback was on. The French were forced to rally, battalions ragged after losses now. On the right my infantry pressed on, the cannon fire slackening thankfully, but now the infantry fight was on, skirmish fire, then a few volleys started to add to the carnage. I had saved a card until last, the second withering volley! Ouch! My grenadiers poured the fire in again and as the smoke cleared 3 French battalions had been broken, fleeing in a turn that saw the French left brigade shattered with just 1 battalion left facing 3 grenadier ones with their dander-up. That flank was in big trouble. Next turn and I could press my advantage here, the Austrians were now in the lead on VPs, but the French knew they needed a win in the centre or on their right to pull it back. A furious turn of charges, volleys, counter-charges followed, and one Austrian line battalion broke under German bayonets, but as they did, so did the final battalion of the French left, leaving just an artillery battery of the entire brigade, under counter-battery fire from my artillery and on the verge of breaking too, having seen the columns gunned down by my grenadiers. We added up the VPs, the French had not quite done enough damage to salvage the battle, whilst they had broken, just, themselves. It was close though, just 1 VP left for the Austrians, but enough to score them a first marginal win of the campaign.

Great game, it really swung hard in turn 3, with carnage from my grenadiers, that did the business as my best infantry should (but rarely do). No cavalry to worry about was a fun twist, we both just get stuck in, not having to worry about cavalry attacks. Maybe the Austrian comeback has begun, as we go into game 7, leave Aderklaa behind, and head over to the French right with Davout’s Corps and his attack on, and around, Markgrafneuseidl. Let see if the Austrians can hold as well…  another infantry brawl (but no grenadiers). 

The field, over the Russbach stream from the Wagram slopes. Aderklaa and not much else.

The grenadier brigade arriving on the right, at the quick, hauling guns up to. Go, go, go... no time to waste.

The infantry on the Austrian left, beyond, burning Aderklaa.

French and Saxon gunners give the Austrians a good hammering to start with, until the ammo ran low. A lot of heavy work for the gunners.
The grenadiers arrive and with smooth precision deploy into two battalion lines, facing 4 French battalion columns, muskets leveled... wait, wait... fire!

Little action in the actual village, but the French have some houses, the Austrians loiter towards the rear and look for chance to counter attack.

After two withering volleys the French are reduced to 1 battalion left and in big trouble. My boys with the big hats would pour it on again next turn too... crushing the French left.

A few French/Germans hold out in Aderklaa, but under cannon and skirmish fire, its getting hot. They would pull back to rally, leaving the village in no-man's land. As on the day, neither side secured the village and it ended up between the lines. All that fighting for little result for either side.

Friday, 12 May 2023

Second Assault on Aderklaa @ Wagram, scenario 5 with Soldiers of Napoleon

The fifth of our Wagram scenario series, as the French attack again at Aderklaa, mid-morning, with the rest of St Cyr’s division, including a big brigade of Hesse- Darmstadt infantry (looking suspiciously French) and with some Saxons (on their left). The Austrian defenders are the grenadiers holding the village itself, with infantry (lots of it) on the left and the cuirassiers still stationed on the right rear after the last time (but suitably reduced in numbers after their terrible losses in game 4).

With the French launching an all out assault, my plan was to hold firm in the centre for as long as possible and counter-attack on the left and right, infantry and cavalry. No sitting back, I’d go forward and get stuck in to aid the grenadiers who could hopefully be relied upon to hold on to the houses for long enough.

The field of battle, Aderklaa in the centre, Austrians will deploy on the left, French and allies to the right.


The French didn’t waste any time in moving up, the Germans racing up, four assault columns behind a screen of two fusilier battalions and the skirmishing fire began, which was bad for my ‘skirmish shirking’ grenadiers, the disruption quickly mounted on them. My infantry marched up and deployed their own skirmishers too, whilst the cuirassiers advanced but slowly, because for some reason I’d unthinkingly put them in a line instead of march column for speed, and so they trotted up, whilst taking French/German cannon fire, which forced me to rally them too, all far too slow from them. Oops, my bad!

In the centre, with my grenadiers under heavy pressure, two German columns charged through their screening fusiliers to press the assault, only to both be thrown back by tough old grenadiers invoking the power of big moustaches and bigger bayonets. Hurrah, but one battalion did then break. Still, I had another to feed in to the buildings and try to stop the French from claiming their ‘Take a Strongpoint’ objective. My infantry counter attack did well to start with, routing a Hessian fusilier battalion with musketry and a swift column charge… so far so good, losses on both sides, it was even(ish).

Then it turned, the French allies, having failed to break into the houses sat back and shot them up, and the repeated skirmish and volley fire, despite rally’s broke both my grenadier units, leaving the village empty and a simple advance claimed the first buildings, the mighty moustaches had failed me! A timely whither volley also smashed one of my infantry battalions to iddy-bits and my counter attack on the left was faltering and needed to rally too. The cuirassiers were still struggling to get forwards and didn’t want to face another withering volley, so I held them back. They charge next turn, but by then the French infantry on his left would no doubt quickly form square.

The French scored big in VPs and the Austrians were really up against it. My infantry on the left scored a few more musket hits but refused to counter-charge and get those buildings back. The French on their left, in line, didn’t form square in time and my cuirassiers gleefully charged home, and as the French line tried to run it was ridden down with total carnage, a gory massacre of the battalion from my heavy horse, doing their thing well… hurrah!… the second battalion quick did form square but then almost broke from intimidation anyway. They needed an emergency rally to avoid just running as well. It was all a turn too late though… because the Hesse-Darmstadt Lieb-Guard battalion had advanced clean through the village and emerged to jump my artillery battery by surprise, routing it and taking the guns as prizes. That was it for the poor Kaiserlichs… the French VPs reached 32 against my Break Point of 31 and the Austrians had lost (again - this is becoming repetitive). I had scored just 15 VPs from the French Break Point of 32, so it was a Decisive French win at Aderklaa. It is now 8-0 on battle victory points to the French, who are winning at Wagram unless I can mount a serious comeback, oh dear!

Tbf, a few mistakes by me and some timely cards from the French saved him, plus maximum VPs for the Strongpoint objective (again). My cuirassiers should have done more, and I could have saved the grenadiers with another rally and fallen back, but I didn’t want to let him have the buildings, so stayed and fought and thus exposed them to too much fire (then lost the buildings anyway). A fallback, regroup and counter-attack would have been better in the house-to-house fighting… lesson learnt, because losing 3 grenadier battalions and their guns really cost me the game. For the French (and Germans) it was well played, even if the Saxons did nothing all game, beyond a few long range cannonades. It also didn’t help than in Turn 1 two of my gun batteries were low on ammo, so my cannon fire was very weak throughout…  bring more powder and shot next time.

On to game 6 next, and the third Aderklaa assault (in reality St Cyr was pulled back by Massena after heavy losses and Molitor’s division took over the very hot fighting for the village, that’s the next scenario). Archduke Charles need a win badly. Damn these Frenchmen fight hard… 


Austrian right, the cuirassiers, but with a long way to travel to reach the French lines.

Austrian left, a lot of infantry, mostly in column for the counter-attack.

French attack columns on their left (with starting Disruption due to earlier fighting).

First French voltiguers investigate the village and open fire.


The centre, Hesse-Darmstadt allies will go in, screened by their fusilier battalions in extended line. Beyond are the white-coat Saxons (the lazy fellows).

A massive attack... six German battalions close in, facing just two in the buildings.

 

The assault breaks in to the village and takes the first houses, again... led by the Lieb-Guard battalion.


Austrian infantry counter-attack under way to the left of the village. Pressure on the French mounts.


At last, the cuirassiers arrive, crushing one battalion in a bloody rout and threatening the next, which must hastily form square and then almost runs anyway.

The enemy have Aderklaa... and the grenadier's command stand is in danger of being captured. He needs to get out of there... swarming with Germans...

Lesson learnt, the French are now in square, but face multiple intimidation checks, which almost break them anyway. A lot of wobbly knee'd Frenchmen...

They have cleared the village and control it, not much left for me to try and retake it.

The Austrian infantry counter attack as stalled, fought to standstill in heavy musketry, both sides with heavy losses, but a stalemate isn't good enough for the Austrians.

The Lieb-Guards' attack burst through the village and overrun the Austrian supporting cannon battery behind. All seems lost. All is lost!



Friday, 5 May 2023

Fantasy Battle... Soldiers of "something"... a play-test.

A longer term plan is to write a fantasy battles version of Soldiers of God (or Soldiers of Rome), using the same basic rules and card-driven turn sequence, and have a set a rules I like for my old WFB armies. I have a large High Elf force, which I've added to with a few command stands, and a dark Elf army to match them, a classic WFB match-up of hated foes. I also have Daemons of Khorne, but not enough, so these are now summoned Dark Elf allies, using their vile, dark sorcery (and many sacrifices no doubt).

As with other Soldiers of, the armies had 3 'companies' a left, centre and right and these each had their own part in the battle plan. Here, by random choice, both commanders chose to attack on their right, holding on their left, with the Dark Elves supporting attack in the centre against the holding High Elves on their hill. 

The Dark Elf attack was powerful, led by their lord on his black wyvern, with heavy knights (riding lizards), demons, a giant hydra and fanatical witch elves... eek! Their infantry and crossbows were in the centre and left. The High Elves met this with a skirmishing left flank of light cavalry and rangers, all very good archers (Elves!), a solid centre of bolt throwers on the hill with spear-armed infantry to defend them and attacking elite infantry led by their lord on his griffon. Both also had a single sorcerer and a pool and spell dice to spend throughout the battle. 

As battle began, cards being played to March, Manoeuvre, Loose! and Charge! etc. as would be familiar to 'Soldiers of' players, it worked well, and the Dark Elf attack was taking a lot of hits from good Elven archery, but they rallied it off and the mighty hydra regenerated, so the attack still looked strong as it closed in. A characterful 'impetuous charge' special event saw the witch elves rush in before the knights could charge, thwarting them, but the witch elves still cut down the Elven infantry in a bloodbath. Meanwhile, the demons were waning in power fast (their Resolve drops each turn) and struggling... targetted by bolt thowers one unit was routed (well, banished back to the spirit plane). 

Magic had its effect, the Dark Elf sorceress using most of her spell dice to summon a greater demon, and sending it off to attack the hill. As it was about to charge, the Elven sorcerer did likewise and countered it with a summoned dragon (I'm going to change this to a Phoenix I think, and get a model). These two mighty beast fought it out for several turns, before killing each other in a stalemate. 

Hero the day was the Elven Prince on his griffon, who swooped in to rout the hunting hounds(not biggy for them, cheap expendable troops) and then targeted the war alter which was drawing in more magical power for the sorceress. His attack against its guardians and priestess was another prolonged fight, but when he won it, slaying the evil priestess, the battle was won for the forces of light... a solid High Elf victory...

That scratched an old Warhammer itch, and moved the rule's development along a bit, with a new magic system I really enjoyed and some revised stats of the monsters and how they work, including special events that allow them to rampage about and make 'death blow' mega-attacks against other monsters (Godzilla style). Flying things, as always are a pain and very powerful... need to up the points for flying... all still very much WIP.

 

Pre-deployment, random terrain generation: a hill, 3 rocks (1 was the magical menhir) and a small wood, that is it.

The Dark Elves have come to tap the magical power of the menhir, and use it to summon more demons to their aid.

The Dark Elf left, their main strike force ready to charge.

Facing them, the light-weight left right. Horse archers, rangers (all excellent archers) and solid infantry.

In the centre, on the hill, the bolt throwers and more infantry (which will move to clear the line of sight)
Dark Elf battle lines, their leader aloft on his wyvern, to lead right flank attack. 


Prince Ithilmar and his griffon make mince-meat of the hunting hounds sent out to harry the bolt throwers. The first casualties of the day are the hounds, no match for an enraged griffon

 

The Dark Elf lord is soon countered by the two giant eagles which swoop in to begin a protracted fight with the wyvern, high above the battle below. In the end, the eagles brought him down.

The evil attack closes in, as the Elven light horse pepper them with arrows and retreat.


The Dark Elf left, crossbows and the war alter of bloody carnage... a fearsome magical artifact drawing more magical power to it.

Enemy approaching as the light cavalry seek shelter behind the infantry. They have fallen back as far as they can go. They must stand and fight now.


The bold Elven hero charges on his griffon, overcoming the altar's terror to try and destroy it.

Demons charge in and hack down the Elven cavalry, with each passing turn their power is waning.  The Dark Elf attack does damage as the infantry are also routed, but not quickly enough... 

The Dark Elf sorcerers spent all her power to summon a great demon to her bidding, and it flew in to attack the elven centre from behind, only to be denied its prize by the Elves sorcerer summoning a dragon! An epic fight resulted as both summoned creatures tore into each other, and both died in the struggle. Not sure on the dragon, might be too much. I'm going to change it to a Phoenix, which seems more characterful, big burning bird. 




Friday, 21 April 2023

First Assault on Aderklaa @ Wagram, scenario 4 with Soldiers of Napoleon

The fourth of our Wagram scenario series, this time the French launch their first assault to take Aderklaa, a small village in the centre of the battlefield that they had held the night before, but Saxon troops withdrew and the Austrians moved in in the morning. Napoleon, furious, wanted it retaken and the task fell to St Cyr’s division (of Massena’s Corps). This game recreates that action, in the morning, of St Cyr’s first attempt.

The village is held by troops of von Stutterheim’s advanced guard, which found the village all but empty, including jaegers and the Vincent chevau-leger. Behind them, moving up are Clary’s infantry brigade, two big Austrian infantry regiments. They faced two infantry brigades of St Cyr’s division, with the 24th Light’s three battalions being given the task of the direct assault on the village. They were screened by Marulaz’ light cavalry brigade which became heavily engaged when they spied Austrian guns and boldly tried to take them. It was all chasseurs.

Our refight started similarly. The French light cavalry, including their allied German, Baden and Hesse, chevau-leger came forwards and forced the Austria light cavalry to ride out to meet them, whilst behind the Austrians formed up and the guns deployed from limber, and got busy. French artillery took its toll, with a lot of accurate fire, but the Austrians guns were, for once, a match (it seemed both sides could barely miss in the first 3 turns).

Meanwhile, the 24th Light Infantry began their advance and the 1st battalion led the charge. They came under skirmish fire and took losses, but still managed a bayonet charge into the village, to find the 4th battalion of the Karl Legion fighting hard and driving the French veterans back. At the end of the turn, Austrian jaeger fire broke that battalion, but 2nd battalion was not far behind to try again.

The battle inside Aderklaa resumed with the French forcing a charge home and driving the Karl Legion back, with more heavy skirmish firing, the French were wavering. The Austrians, after a  rally counter-charged, but found the French resolve too great and couldn’t kick them out of the buildings. They held, just, and  were close to breaking, but survived long enough to claim the ‘Take a Strongpoint’ objective, and rolled a max VP score!

The cavalry engagement had also continued, the French charging and driving back the Austrian light cavalry, which withdrew and rallied to come back for a second go, after the Austrian guns and a solid volley left the French cavalry reeling back as well, and also rallying. One chasseur regiment was reduced to a single stand. Austrian guns would continue to punish them. They had though managed four units charging in the turn and claimed their Grand Assault objective, scoring a maximum again! Ouch! In response to the French cavalry raid, the Austrians released their own cavalry to match it, as on the day, and the proud Kronprinz cuirassiers arrived and galloped on to the tabletop, turning the tables in the cavalry duel. The French light cavalry were no match for Austria’s finest! Behind them, a turn later, more cuirassiers and a chevau-leger regiment would arrive and the Austrians could launch their own cavalry counter-attack. So far, the French were ahead on VPs, even though the Austrians claimed their ‘hold the line’ objective, scoring 1 point… good grief! Oh well…

The French now saw a chance to complete their third objective, breakthrough enemy lines, and their light cavalry led by the Baden and Hesse chevau-leger galloped around the right of the Austrian lines made for the table edge. At top speed, they didn’t quiet make it though, but surely would next turn.

Back on the French table edge their second infantry brigade, Dalesne’s, was deploying, as well as a second small light cavalry brigade, in a wall of blue coats. My own infantry continued their steady (slow) advance up the centre. In the village, the Austrians did push the 24th Light’s 2nd battalion out the buildings in another close melee, and broke them. They routed, leaving only 3rd battalion facing the village, but unwilling to be their third battalion into the grinder here. Austria still held Aderklaa, and the jaegers continued their handy skirmish firing from the buildings.

With their good VP rolls for objectives, the French had the lead, but it was not insurmountable. Time for my cavalry to strike back, and they did, due to a useful ‘at the gallop’ special event. The second cuirassier arrived, swung round at the gallop and then immediately charged the Baden and Hesse light cavalry in the flank, with predictable results, the German allies were scattered and utterly routed, right on the Austrian table edge, thus saving them from the ‘breakthrough enemy lines’.

Meanwhile, the other cavalry rode on towards the French lines, which had not formed square, but line. Hoping a killing volley, I think not! My prize cuirassiers were in line and at full gallop, scenting blood. If I turned a few battalions here into bloody ruin, then I’d save the day and most likely do enough damage to win. Which would have been nice, until the ‘withering volleys’ special event was played, explaining why the French infantry had formed line not square, 2 full, impeccable battalions loosed muskets into the Kronprinz cuirassiers and it was carnage. After the required rally, only 1 stand of 6 remained… the cream of the Austrian cavalry had just been scythed down in the blink of an eye. Following that a ‘commander wounded’ card saw my commander collapse (I think a heart-attack seeing what had just happened and having to explain to the Kronprinz where his glorious regiment had gone!). That was enough for the Austrian army, broken, with a solid victory for the French. That makes it 3-0 in Battle Victory Points for the campaign so far…

A great game, to-and-fro, hard fighting, cavalry and infantry action and the most deadly withering volley I have ever seen (on my best cavalry!). The French had gained 15 VPs from completing objectives, and the difference at the end was 14 VPs, so it made a big impact. Having a big light cavalry brigade really helps complete the Grand Assault… but Marulaz’s chasseurs paid a heavy cost for it, there was not much left of that brigade by the end.

Here are some shots of the action at Aderklaa. Game 5 will be the second assault on the village, as the French and Saxons try a gain, an hour later. By then, I’ll have my grenadiers up in defence of the village.

Austrians deploy around Aderklaa, the chevau-leger already taking accurate artillery hits...

The 'road' to Aderklaa divides the sides, Marulaz's light cavalry massed in the French centre.

They start the battle with a swift advance

Into the waiting Austrian lines, which would punish their boldness...

Advance of the 24th Leger towards Aderklaa, held by skirmishers at the moment. Infantry quickly moving in behind.

A grand sight, the massed charge of the light cavalry.

House to house in Aderklaa, jaegers as ever proving their use in this close fighting.

Vincent chevau-leger in trouble, but putting up a good fight. Need to Rally, soon. Well, now really.

Jaegers see-off Voltiguers on the outskirts of the village.

2nd battalion succeed where 1st battalion failed, and get into the buildings.

Dalesme's brigade match on from reserve, a lot of Frenchmen.

The German light cavalry make an end-run for the table edge and almost make it.

But, out of nowhere come the Austrian cuirassiers, at the gallop, and rout them off the table edge.

The Austrian cavalry counter-attack moves up and forms line, ready for the charge to crush the French infantry and win the day... except....

The Austrian infantry centre is still strong, but the loss of their cavalry and their commander sees them fall back. French score the win...