Friday, 14 July 2023

Gudin's Division at Markgrafneusiedl @Wagram, scenario 10 with Soldiers of Napoleon

We come to end of our Wagram games in a finale at Marksgrafneusiedl, where Gudin's division (Davout's Corps) took the village and pressed up the Wagram to its watchtower above (where the Austrians also had a redoubt). They were aided by a brigade of cuirassiers (briefly, before they withdrew to find better ground on the far right). That attack would be our final scenario.

The French were to attack again, and chose to press it hardest on their left, across the Russbach stream (again), whilst it was more of holding action in the village. On the right, after arriving from reserves, the cuirassiers would also attack. The Austrian infantry lined the Wagram in two big brigades, line infantry to the fore, landwehr as the second line if required (then things are probably already lost). They held the redoubt with one battalion and had two on their left, a bit out on their own, to face the cavalry, but forming square should be protection enough.

Initially we traded cannon fire, the Austrians actually scoring some good hits for once, and the French sent out a lot of skirmishers to harass the Wagram from their main attack force, the 21st Ligne’s three battalions. The voltiguers did some damage and would continue to be a thorn in Austrian sides all game. In the village, the French were themselves harassed by Austrian skirmishers, but to little effect, and that stopped when the voltiguers got out into the village too, skirmishing in the village was about it all game, along with some accurate cannon fire from the Wagram that eventually broke one French battalion.

The cuirassiers raced on on the French right, in column of march, thundered through the Russbach and swiftly reformed into columns of attack. Opposite, on the slope, the Austrians formed square, and felt secure. If they did get charged, the cuirassiers might win, but not by much against well-formed infantry in square. That should stalemate his heavy cavalry. It didn’t though. A few intimidates as the big-boots sabre-rattled, and then an artillery bombards saw the squares start to look shaky.

On the other extreme flank, the 21st Line had stalled in the stream, the skirmishers doing the work. One charge that did go in was repulsed back down the slope. Guns pounded away and both sides had to rally. Carried away, I sent one battalion down to counter-attack the disordered French and they got hit by volleys and artillery and broke - oops! Too keen, we’re supposed to be holding our ground here. That they did, but the French firepower was mounting, and the Austrian guns now ran low on ammo… grrr!

By now the French had a slight lead in VPs, but the attack was going nowhere. Time for them to get busy… the French pushed on with the 21st Line, trading musketry and then two charges drove the white-coats off the slope’s crest in disorder. Meanwhile, the first cuirassier unleashed a (required) fierce cavalry charge and pounded into a square, hammering it, but not break it… they then quickly withdrew again as the square rallied and left a lot of men dead around its feet. But it held, just. Both my flanks were looking dodgy and rallying again. The French VP lead grew, the pressure mounted and the Austrians struggled to inflict much damage back. Another line regiment withdrew, just 2 stands left after rallying from French bayonets, and landwehr came forwards to block the gap.

By now, Marshal Davout had arrived on the scene to watch as Gudin’s men took the high ground, and with the extra brigade, the French were playing 2 action cards up. Hard to live with, I’d already used all my command points earlier, so the French pressure could be turned up. On they came, the 21st Line again crashing home with bayonets and sending the Austrians backwards. On the other end of the line, the second cuirassiers had a ‘ride them down’ special event and first used an intimidate order to force my square into disorder, then charged in. The square fell apart in carnage, a bloody massacre as they sabred it into ruin, and took the colours! This was too much for the Austrians, the French had now 26 VPs (Austrian break point was 23), to the Austrians a mere 12 (French break point 27). The Austrians withdrew, the French had crested the Wagram and Archduke Charles, his army's left flank defeated, now had no choice but order the general withdrawal. The day was lost. The Emperor of France had his win (as he did on the day in 1809).

In campaign VPs it ended France 14, Austria 5, so a convincing French win. Results doesn’t matter, we had a blast and i have a new Great Battles campaign for SoN  ready to go when needed, Time to leave Naps aside for a bit and play something else, something with a few tanks…
 

The church burns as the French move through the streets of Markgrafneusiedl.

The French left, ready to march, the 21st Ligne to lead the way.

The Austrian right wait for them, looking down over the Russbach, gun batteries trained.

21st Ligne's battalions reach the stream, a cloud of voltiguer out front.

Whilst a few Austrian skirmishes take potshots outside the village.


The cuirassiers arrive on the French right and plunge through the stream.


Holding the redoubt at the watchtower, it was never attacked. A few potshots at passing cuirassiers is all they added. 

More skirmishers keep the French busy.

The big boots gallop up, then form into attack columns. Sabres outs!

Best view of the village, lone skirmisher in the watchtower... it was small and round, our model was large and square... hey-ho...


The skirmish line is reinforced, but can't do much damage.

Vive L'Empereur, one of the 21st Line's column drives home with the bayonet and sees off the Austrian firing line.

The cuirassiers charge in, do damage, but don't break the square. The second charge would shatter the second square utterly, ending the game. 
 

Tuesday, 4 July 2023

Cavalry Action @ Wagram, scenario 9 with Soldiers of Napoleon

On to game 9, with just 1 more to go in our Wagram series. This scenario was set on the far French right (Austrian left) flank of the battle, as the Austrians dispatched all their cavalry reserve around the flank and were intercepted by the French cavalry, waiting in position for just such a move. There followed a big all-in cavalry brawl, with the Austrians initially getting the upper hand against French light cavalry, only for the French dragoons to arrive and swing the battle, then more Austrians dragoons to come in, and well, it got messy. The French eventually prevailed though, as was their habit.

In our game, we both had all cavalry forces, two French light cavalry brigades of hussars and chasseurs (and few horse batteries) against an Austrian light brigade and a mixed brigade of hussars, dragoons and one cuirassier regiment. Both sides had more dragoons in reserve. This stretched our cavalry collections to breaking point, but we borrowed a few units from other nation’s hussars (the Austrians got a Spanish regiment) and some cuirassiers would have to proxy for dragoons.

In our game, this battle was a swirling mess of combats, charges and counter-charges, the guns did little and both commanders found it hard to break the others, because cavalry unit quality is so good, rallying them is easier (plenty of cards) and small brigade sizes made for no real Orders stress… generally, you can do everything you want to. So, repeat melees were the order of the day, as we both found one melee win wasn’t going to achieve very much (but nap us +1 VP).

The battle developed on both flanks, first the Austrians heavies pounding across the fields with glee towards French hussars and chasseurs and on the other flank, his hussar rushing up, eyeing an artillery battery they could quickly overrun, but being thwarted with a ‘fierce cavalry charge’ from Austrian hussars in response, that saw them win the first fight of the day… and it began…

My plan was to try and quickly hammer his left with my heavier right, before he could get his reserves in. I moved ‘at the quick’ and closed in. A handy ‘Reserves Redeploying’ event allowed me to get my reserve dragoons in sooner, as well as my Corps commander arriving too, getting me a bonus orders card. The French were up against it, on card plays alone. Pressure on, my cuirassiers met his hussar and drove them off, but they easily rallied. As the supporting dragoons closed in, a sudden bold chasseurs flank charge from behind the barn saw them wheel away to rally and regroup. Cannons added to the damage. The centre was all quiet, a bit of manoeuvring, but as yet neither player committed to much here.

The fight continued on both flanks, charge and counter-charge, I won, he won… no major breakthroughs. But his left was being pushed back, maybe off the table edge if I could get home another charge and win the melee. Behind the right, I used a lo of orders to get my arriving reserve dragoons across the table, and a ‘well drilled’ card saw them break from rapid line of march into line of attack, very slick. By now, the Austrians had a lead in with the VPs and the French were in need of their reserve dragoons, under Pully and Grouchy. Neither yet showed up… Grouchy has that reputation…

The French were fending off the Austrians and rallying to keep in the fight. Another fierce cavalry charge saw his hard-pushed hussar win a melee and drive my cuirassiers away, their third engagement so far (in the end they met 5 times before the hussars were pushed off the table).

On my far left, my hussars had pushed up and another round of indecisive melees left us both trying to rally and failing to get back into good order. A note here on dice rolling; we both used our re-rolls early, me to get my reserves and to press a few charges. The French to get off a few charges and in rallying for good order. Now, at the mercy of our dice, the number of failed attempts to charge, or repeated failed attempts to get back in good order defied all odds. We passed 3+ rolls about 1 in 5 times… hussars are now notoriously unreliable. This extended the game by a few turns, because we could get things done! So frustrating, but about equal on both sides. Some dice need burning…

In the centre my big hussar regiment made their moved and raced for his guns, only to be intercepted by chasseurs, who they fought off, and then, in the confusion, the chasseurs were ‘stalled’. Unable to move. The French guns at their mercy, my ‘glorious’ hussars then failed to charge 3 times and just stood about being hit by canister shells and a carbine volley, and then fell back to rally… useless fops! By the time they rallied, half of them were dead!

That opportunity squandered, it came down to the fight on my right. The fresh dragoons made their first charge and fought off the chasseurs, who had but up a remarkable fight. There was a swirling melee of chasseurs, hussars, cuirassiers and dragoons, which the Austrians won, but not by much.

Now, the first French dragoons arrived in his centre. Had the tables turned? Last chance for me to get this done before they intervened. By fortune, lacking cards, the French needed to rally and just didn’t have the order to get those dragoons moving quickly into the fray, I did have the cards to press home, got 5 charges off, finally rolling above about a 2… and in doing so achieved the ‘Grand Assault’ objective. This turn, the heroic defensive efforts of the French finally succumbed to the pressure. Hussars broke, and the VPs earned scored a solid win to the Austrians. 14 VPs to the French, 30 to the Austrians. A rare win… hurrah for the hussars (no boo to the hussars, huzzah to the cuirassiers and dragoons).

The action cards, at least early on, had been kind to me. The reserve redeploying early meant I had another brigade and the senior office arriving gave me +2 cards over the French, and its tough to play against that mismatch for long. Also, French dragoons are lazy gits, failing multiple times to show-up, in the end, it was too late. Still, it helps with the campaign, with 1 game to play, the scores on the doors are now France 10 - Austria 5… I can make it respectable with a final win in game 10, next week.
 

Attack and counter-attack, most of the fighting would be on the left and right flanks, the centre, covered by the artillery, was largely spurned until the end.

Austria's finest, the cuirassiers lead the gallop on my far right.

The French left, facing the heavies, hussars put up a helluva fight.


Hussars vs hussar, a fierce charge sees off the first French foray forwards. Then both retire a rally.

Chevau-leger, lurking behind the copse, my last reserve of desperation.

After a first clash of sabres, the cuirassiers and the hussars both rally, both want to get back in good order before the other. Behind, the ill-fated dragoons pass the barn.

Charge! This turned into a mess under counter-charges. Never got those guns. Dragoons driven off.

Hussar! Ready to ride across the centre, take those guns. Epic fail...

The French chasseurs intercept the glorious hussar charge and save the guns.

Cuirassiers keep up the pressure on the right, and plunge forwards into the hussars again, and again!

The hussars are back on the table edge now. Bold brigade commander is out front, danger means nothing... until you fail an 'At Risk' test. Costly.

Horse battery, still alive, canister loaded. Hussars to blast.

The French left, regrouped after a couple of rally cards. All under control here.

My hussars retreat from the fray, and the chevau-leger are called forward to replace them. Mission not accomplished here. Very poor performance...

Pully's dragoons... here come the (bigger) cavalry.

All in on the right, one big melee. Green dice are disruption, red are at risk tests required. Boldly into the fray for both command stands... the Austrians prevail... makes a nice change.







 

Thursday, 22 June 2023

Oudinot's attack across the Russbach Stream @ Wagram, scenario 8 with Soldiers of Napoleon

Game 8, and this time a supporting attack by Oudinot's Corps to pin the Austrians in place in their left-centre and stop them reinforcing the beset left flank. A tricky scenario to write, as the French must attack but with far weaker infantry force and the  Austrians stronger forces are only defending and trying to (when requested) send some spare battalions off the table to their left. It took some tweaking after the scenario to get this right and feel balanced and stop a French commander from simple sitting back, shelling the Austrians a bit and not actually trying to get across the Russbach stream, which is roughly across the centre of the table. Anyhow, playing the game is part of writing the scenario, to iron them out and, historical scenarios can always have extra, special or exceptional rules added over the usual. This one has a fair few now, but feels a bit different to the all out attacks of earlier.
 

In our game, played over the same battlefield as scenario 1, the village of Baumersdorf on my far right and stream across the front, with the Austrians still on the high ground, played out with the French seeking to attack at Baumersdorf and in the centre, whilst holding back their weakest (their right) brigade. Behind them, they do have Colbert’s light cavalry in resrve, but only for emergencies or in certain situations can they deploy (it didn’t occur in our game). I’ll keep this quick, but the attempt to capture Baumersdorf (again) was thwarted because with dire dice rolls, so most of the village was already on fire, making occupying it with our large battalions impossible. Te village was flaming ruin. Only a few skirmishers would operate here, and the fight for the village itself was a complete non-starter. However, the fight just outside it and across the stream was the crux of the battle. French columns came up, under some (pretty rubbish) Austrian artillery fire (little changes, except for a single howitzer that just couldn’t miss, first 4 dice all hits!, I am a howitzer convert).

I moved up to block the line of the stream and try and hold it, but early French artillery fire and a solid volley from two columns set one battalion fleeing early, leaving a hole in the lines. I had to send down another battalion to try and block it. Meanwhile, there was musket fire all along the Russbach, all even-stevens, as both sides took some damage but rallied it off. I was waiting until Turn 6 when I could start to move battalions off left and gain VPs for them, and had my landwehr ready to be sent left (sorry, all we can spare!). The French were not waiting though, they sent a first charge across the Russbach and beat my infantry back, then followed up with a withering volley (thankfully only with columns) than broke another Austrian line battalion. Ouch! They pushed hard to exploit the hole in my lines on the Russbach, with skirmish fire (some at my gunners, who had to duck for cover). I was forced to rally again and the French had, after breaking 2 battalions, jumped out to a lead on VPs.

Out on the left (French right) there was a skirmish fire exchanged a few volleys that didn’t do much and the fight here was desultory. The real melee was in the centre and the French charged again and drove another of my battalions back, showing greater grit. I counter-charged and, by some miracle of terrible dice, lost the fight. In the meantime, I also lost the ‘How Goes the Day’ roll badly, my boys were windy and news from the left flank was bad… the Wagram might fall… and the French were now close to winning. In turn 6 I got to march 2 landwehr battalions away and gain the VPs, and the French made a Rally or two to gain me a few more, but the pressure in the centre was too much. Somehow outnumbered here now, I lost a third battalion trying to hold the stream line, skirmish fire, volley and a last gasp bayonet charge saw them run, and that was that… the French had won.

It was a solid victory, a poor showing from my boys and making it 11-2 on  campaign VPs to the Grand Army. General Oudinot had done his job with his pinning attack, helping doom the Austrian left flank. We move on game 9 of the campaign, back to the far left flank as the two side’s cavalry brigades clash (an all cavalry fight, something a bit different). But it seems, the Wagram position is doomed and Napoleon will win the day… Archduke Charles is already thinking that retreat might be best course of action (and it is only lunchtime). Two games to go, let’s see if the Austrians can salvage some martial pride.

Full array of Austrian deployment. We ran out of stream so improvised with a line of small ponds/marshes (note, buy 2 ft more stream).

 

Austrians deployed along the Wagram, overlooking the Russbach.


March up to the stream, under heavy fire, and suddenly, they break... an early set back.

Forget Baumersdorf, its on fire. Our 5-6 stand battalions could  not deploy into the remaining buildings to occupy them. The French make a detour around it.


French are across the stream, reserves move up at the quick to drive them back. It didn't go well.

Vive 'L'Empereur! Columns across the Russbach in the centre, Voltiguers already out and making a pain of themselves.

The hieght of the battle, as the French oush over the stream under fire. We mark a battery with smoke when it is low on ammo... in the rear, smoking Baumersdorf.

A last ditch counter-attack by one of my columns.

They charge... they lose! No stopping these Frenchmen with their dander up.

Austrian MVP, a single howitzer with a dead-eye crew... it lob shoots, it hits.


 

Tuesday, 6 June 2023

Morand's Advance at Marksgrafneuseidl @ Wagram, scenario 7 with Soldiers of Napoleon.

Game 7, and we are in the heart of the campaign now. This scenario would see Morand’s division, of Davout’s Corps, launch its part in the Corps attack on the French left, at Markgrafneudeidl to take the eastern end of the Wagram and turn the Austrian flank here. At around 10am Davout launched his critical assault. The Austrians met Morand’s advance in the fields just east of the village, counter-attacking with two large infantry brigades, part of Rsoenberg’s Corps. It was all Rosenberg had to commit. For an hour there was heavy fighting and the Austrians counter stalled the French, but Davout still had another division to commit from reserve, Rosenberg’s cupboard was bare. We be recreating that hours fighting east of Marksgrafneuseidl.

The tabletop was set, with the eastern end of the Wagram and a few buildings on the outskirts of Markgrafneuseidl, a meander in the Russbach stream and the rest as open flat fields, some cornfields. Morand commanded two large brigades, left and right, each of full 6 battalions and all at full strength (and his guns). The Austrians also had 2 large brigades, left and right, each of 8 regiments (each 6 musketeers, 2 landwehr) and guns. Very even.

With few brigades, and lots of units in them, Orders would be an a premium for both commanders, and it was obvious some battalions wouldn’t be able to get heavily involved. Obviously, for my Austrians, the 4 landwehr battalions were placed at the back, out of harms way and a second line, waiting it out unless needed (and saving those Orders). The French began by moving up on their left towards the village cottages, having already held on to a ‘Take the Strongpoint’ objective (luck deal that). Light infantry in extended line screened marching columns to wade the stream at speed, moving ‘at the quick’. Up on the Wagram, my brigade fired their cannons and moved down to counter them. I couldn’t stop the French taking the cottages quickly, but held on to a ‘Grand Assault’ objective, as I was going to counter-attack and try and meet the French in the field’s centre, I might as well claim the extra VPs on offer as I did so (or so I thought). Both of us would really struggle to complete the battlefield objective (the French started with Grand Assault) because getting four battalions to charge on a 4+ (best we had) would prove hard (with our dice today).

Fighting around the cottages would soon flair up, as attack columns met, mostly refused to charge and volleyed at each other instead (lots of that this game). The first engagement was inconclusive, the French won a melee, but then fell-back to rally, the Austrians won 1 melee, but then also had to rally. On the other side, both sides moved battalions up to face-off in attack columns, guns fired, did a few hits, but then the French guns were low on ammunition, so that nerfed them. The French claimed the handy strongpoint of the cottages and had a early lead in VPs… as usual.

Now the fighting heated up, both switching Orders between brigades. The French pressed hard at Marksgrafneuseidl with 3 battalions in the attack, but 2 refused to charge and volleyed instead, leaving just one to take a hammering from Austrian fire and a counter-charge. It fell back and had to rally with losses. The Austrians stood firm here on the lower slopes of the Wagram, but their supporting battery also ran low on ammo… after doing good work. Artillery wouldn’t feature much from now on, it was all down to the infantry columns.

On my right, the first clashes had seen the French driven back by my counter-charges, then rally well, get back swiftly in good order and charge back at me, driving my musketeers back in turn. It was even here, 4 line battalions each facing off, with a bit of skirmish fire adding to the damage, but in all, stalemate. On the VP scores, the French had edged further head, on melees won and a few cheap rallies for them. Drat! I need to complete the Grand Assault to get back in it.

So, to the last turns and the Austria fixation on trying to get 4 charges off… I got 3, but the others all refused (command point re-rolls had long gone by now). It seems, on average, I pass about 1 in 3 50/50 dice rolls. Thwarted, I had one turn left to do it, or give up more VPs to the French for failure (I thought, why did I take this card?). By now, both sides had broken just 1 line battalion each, at Marksgrafneuseidl, bt all the others were in bad shape, all in disorder and with high disruption, but still fighting in a sort of mob brawl. Notable, my brigade commander was in the thick of it, taking 4 at risk tests per turn and still remaining at the front. Heroic stuff from him.

Next turn, the 6th I think, saw the Austrians try, try again to complete the damned Grand Assault objective and when my first 2 charges on the turn succeeded, but were then driven off by the French again, I had a chance, but it was costing me VPs too. In end, I did it, declaring 8 charges and getting an average 4 in (for once)… and with the last Orders card of the turn. So just in time, whilst the French had failed, despite trying, they to, cannot roll a 4+ when needed. Was it enough to win it? I could claim the ‘Grand Assault’ and my starting ‘Hold the Line’ (easily done) and for the French failure to ‘Grand Assault’ me… a big haul of VPs got me ahead, but the loss of another line battalion in the fighting on the right got the French back even. Both sides had broken, both by the same amount (3 I think). It was a draw, a rare dead-heat!… we had fought each other to a standstill. Pretty much the historical result. So, being behind on campaign VPs, I gained 1 to the French’s 0, so after 7 games it is now 8-2 France. I still need a solid win from somewhere, maybe in game 8, next week. 

View form the end of the Wagram, edge of Markgrafneuseidl and beyond, the Russbach.

Meander in the Russbach, over which the French left must splash, not a great obstacle though, except for cannons.

Austrian infantry brigades form their lines, musketeers forward, landwehr behind (hiding).
Austrian left, nice a neat to start with, before a musket shot in anger...


The French left navigate the stream and head for the village cottages at speed.
 

The French right also advance in columns, under cannon and skirmish fire.

The Austrians move up to meet them, 4 battalions aside line up.

The fighting around the edge of the village heats up, to become an all-in mob brawl by the end.

French attack, Austrians counter... muskets volley, neither side gains the decisive advantage. It will be a long grind.

Supporting cannon fire from the Russbach, not adding much today, this is an infantry to infantry fight.

French storm up the lower slopes, but are thrown back down again.

The Wagram hill holds firm, for now....

Austrians charge down the slope and drive the French back again. Red dice is the 'at risk' tests required for the brigade command stand. In the thick of it, leading from the front, undaunted until the end.