Wednesday, 3 January 2024

Prussia Rising, campaign game 3 - the Battle of Neutz

The third of our campaign games, set in the spring of 1813, with the Prussians here moving south from Madgeburg towards Halle, with orders for the advanced guard to contest a bridge over the Saale river, at Wettin, but my reinforced French division are already in place in a blocking position near the village of Neutz. This would be a 1000 point game, Corps-level, with 4 brigades each. My forces were the 2 infantry brigades of Houlier’s division, Cherou’s French infantry and von Zieger’s allied Wurttembergers. Added to this were, for their first outing, Gerrard’s dragoon brigade and, in reserve, Le Tallec’s light cavalry brigade.

The Prussians had Ritter von Fuch’s division of the advanced guard and Lutzow’s Freicorps, with attached, a light cavalry brigade of uhlan and horse jaegers and a small infantry brigade, reinforced by rifle detachments. The cavalry would start in reserve.



Here was the battlefield at Neutz, the edge of the village in Prussian hands (bottom). They deployed with Lutzow’s Freicorps on their right, holding Neutz. In the centre, screening again, was the strong advanced guard, with the other infantry on the left, backed by the reserve cavalry. Lining up against them, the Wurttembergers were on the French right, with their main attack in the centre with the infantry and the dragoons on the right, behind them would quickly (from turn 1) come the light cavalry in support. The plan for the French was to attack in the centre, wait for all the cavalry to gather and launch a strong cavalry attack on the right, and win it here. The Wurttembergers would make a demonstration/harassing effort towards the village, but only to draw in Prussian troops and attention. The infantry would keep the enemy busy until the cavalry hit with a swift right hook… not complex stuff. For this, I took the bull by the horns and chose an ‘All Out Attack’ strategy – go get ‘em! 

The basic movements of the battle. Generous to the Wurttembergs here, never got passed the house.

 

The Prussians would be making a steady advance with their infantry, pushing hardest with the strong advanced guard brigade in the centre, with some support on each flank from his other infantry. His cavalry would have to try and counter mine, but hopefully the dragoons would give me the edge here.

It began with both sides moving up, getting guns into place and range and some early skirmishing, to not much effect. The French light cavalry didn’t turn up on turn 1, which would have been handy, but patience was required, they be here, then we go. Prussian artillery fire was generally terrible, a feature of this fighting so far, they do struggle to hit much, whilst the French did some damage. After a few moves, the two centres were about to clash, my light infantry screening line with his fusiliers, an even(ish) fight, with lots of good skirmishers about, but a withering volley from his line sent mine back, bloodied and rallying… (this has happened before, in game 1, deja vu). So that didn’t go too well. Turn 2 ended and my light cavalry again didn’t show up, even with a command point re-roll… ho-hum. The dragoons patience wouldn’t last forever, they were under cannon fire now and keen for the off. Many tempting Prussians ahead of them to attack…

Turn 3 and, with an ‘At the Gallop’ special event too useful to ignore, my two dragoon regiments spurred off towards the enemy in a lone attack, with a follow-up charge sending one infantry battalion reeling, in disorder, into a ragged square and rallying. First blood, but the return fire was heavy, and the dragoons also had to fallback to rally. Prussian infantry formed square… a must really to avoid carnage, but the ragged one was intimidated by the aggressive dragoons and broke anyway, fleeing the field. The cavalry attack had started without the light cavalry, but gone OK, my dragoons were exposed though. End of turn 3 and Le Tallec’s hussars and chasseurs arrived and would gallop up at top speed in line of march to get into the action which had started without them. In the centre it was stalemate, both sides skirmish firing away, cannons missing. The Wurttembergers and Freicorps had had few orders and so sat looking at each other, too far away to play much of a role. I needed to get them up, but the demand on cards, to get those light cavalry moving meant they’d have to wait… you just can’t do everything!

Turn 5 and the French had slim lead, but the Prussian’s in the centre were starting to get the upper hand, their grenadiers attacked, charged and smashed a light infantry battalion into rout, forcing me to march up a reservist battalion to try and stop them. These too would be defeated by the bold grenadiers, but in doing so, the grenadiers too would be lost. All of this of course was a distraction (and deliberately so) from the main event, from my attempted cavalry attack. This also struggled. One dragoon regiment was ‘stalled’ (by a special event) and so could neither charge on, or fallback to safety and rally, and so, despite my best efforts, it would be shot-up and lost. The light cavalry moved, got into position and formation to charge, but when the time came, to try and push for that grand assault objective, only the hussar actually charged, to be met by counter-charging uhlan, which they beat, just. The cavalry assault was now on, if only I could pass some charge tests (command points had all now been used and not one actual worked as a re-roll all game).

Into turn 6, it was close still,  but the Prussians now had the narrow lead. I had one turn to complete my grand assault objective, or, most likely, lose. So, I threw everything into the cavalry attack, the hussars charged again, to be met by counter-charging horse jaegers this time, and won again (finally, hussars doing well), but they also needed to rally and faced Prussia guns loaded with canister. My other light cavalry, the chasseurs and Wurttemberg chevau-leger, refused again… so frustrating!. My veteran 19th light infantry did charge and win their melee, driving back his fusiliers so the light cavalry regiments were the key to it, charge gloriously, win the melees against his ragged infantry or already disordered cavalry, gain the important objective and take the game… just pass those charge tests! I tried, a lot, and failed all. The chasseurs and chevau-leger would not go forwards (oh to have saved the command point re-rolls). Instead, they took more skirmish fire and I had to rally them and the hussars to keep them from breaking. Still, the rally and then the failed objective’s VPs gave the Prussians just enough VPs to claim a win. Drat… sometimes the damned dice just thwart you.

It was close, and the French light cavalry could have still won it right until the last card play, if only they would charge (even on a risky consecutive order), but instead of gaining a D6+3 VPs, I lost a -D3, and that was the narrow difference.

It was not all the dice's fault, my cavalry attack had been an ill co-ordinated affair, the dragoons went too soon without support, I used the 'at the gallop' event when I should have just waited… patience failed me. The dragoons didn’t do enough damage and ended up taking a beating. I didn’t do enough with the Wurttembergers either they were wasted this game and could have helped out, even with skirmishers, in the centre. This attack had not been well commanded...

Neutz then was a narrow Prussian win… they had done just enough… we rolled up the campaign events and sorted the attrition on our divisional units… several are now looking very tired (except the under employed Wurttembergers, they need to take some of the heavy lifting next time I feel). One event would be major ‘grand battle’ for next time. In our 1813 timeline, this would obviously be at Lutzen, so that will be it, next time we’ll meet somewhere on that battlefield, with extra campaign VPs at stake in a large army-level, game with 5 brigades… big bash, that’ll be fun.

 Action at Neutz...

Wurttemberg stands ready... ready to do very little... unreliable allies...

Gerrard's dragoons on the French right, with their horse battery, well out of range.

Lutzow volunteers move into the edge of Neutz and around it. It would be a quiet day for these men.

Prussian centre, with supporting uhlan and grenadiers. The advanced guard are proving effective as a combined arms unit, good light infantry, riflemen, grenadiers, uhlan and cannons... a mini-army in itself.

The dragoons dash forwards, but have gone too soon... still the Prussians have to rapidly form square.

Back at Neutz, and the Wurttembergers aren't coming... ah well, brew up then! Their guns have been limbered up and dragged forward to get into range and join in as they can. They then did a lot of missing...

The glorious 19th Leger move up in the centre, lots of good skirmishers deployed by both sides. Withering volleys from the fusiliers would see my line driven back.

The Prussia infantry on their left, facing the dragoons. Form square then...

The Prussian grenadier columns come forward in a bold attack into the musketry.

Le Tallec's light cavalry, arriving at last, speeding up at the gallop in columns of march. Chasseurs, Wurttemberg chevau-leger and Hussars.

Developing the main cavalry attack, the far dragoon regiment is stalled and taking a pounding. The other has pulled back with heavy losses (down to 2 stands). Not what the plan required, but it is still enough cavalry to complete the grand assault objective.

Chaos of the attack, the 4th Hussars have fought their way up, to end up in front of a Prussia battery loading grapeshot... a lot of disordered cavalry trying to get back into good order (and failing). Those uhlan have already been beaten once.

Tuesday, 5 December 2023

Prussia Rising, campaign game 2 - The Bridge at Dannigkow

Game 2, and this time it was set-up as part of the historical Battle of Mockern, with the Prussians advancing on Madgeburg and French holding the line of the Elhe river (stream) and bridges across it at various villages. The actual battle was the various Prussia attacks on these villages, so our game would be one of them, at Dannigkow, where von Fuch’s division had been given the duty of making the first morning assault against Houlier’s division holding the bridge at Dannigkow. It’s a mash-up of history and our own narrative, but as a game of Soldiers of Napoleon is supposed to recreate part of a larger battle, it seemed it make sense to be part of Mockern. In this campaign, sometimes it’s fictional, sometimes it’s a fictional part of a real battle. 

Today's battlefield, French on the left, Prussians from the right.

This would then be the first few hours of the day's assaults at Dannigkow. The French would defend and rolled to dig-in with 20” of earthworks to hide behind (in the centre for the Wurttemberg infantry to hold). On their right, holding the farm area would be Cherou’s infantry brigade, whilst on their left would be light cavalry, attached for the day, 10th Chasseurs and 4th Hussars, supported by a single gun horse battery of a 5.5” howitzer (lurking at the back for harassing fire). This is how the French deployed, right flank forwards to hold the farm buildings, Wurttembergers behind the earthwork holding the bridge itself and light cavalry behind the river (more marshy stream) on the left. They’d have to wade over that.

The Prussian division would be their advanced guard out front screening, with behind them on their left Lutzow’s Freikorp, to attack along the road and the farm area, and behind on the right, their own light cavalry brigade of 2 uhlan regiments. So the cavalry had lined up to meet.

My defensive plan was one I’m not that used to, I not usually a fan of just sitting back and waiting (I generally like to get stuck in, we came to fight right?), but the Wurttemberg infantry would just hold fast. The French light infantry could move up and secure that farm, with the 1st battalion veterans occupying the buildings and their other battalions supporting. 2nd battalion would screen in front in extended line, and all battalions would deploy skirmishers to make a thicker screen as well. The landwehr of the Freikorp would, most likely, find it hard work against good French voltiguers, but, they did have their own cavalry support (more landwehr lancers) and Prussian fusiliers screening them too, so it was well supported attack and could drive off my skirmishers. My lines looked solid, the Prussian assault would need to be heavy, ferocious and sustained to push me out (i.e. a bloodbath). The risk, as I saw it, was on the left, losing that flank, light cavalry vs light cavalry, would be the most likely way to lose this fight. That needed to be a stalemate, a draw here and win in the attrition with the well dug-in infantry was my plan. Key to this would be my hussar regiment, whilst they fought, the left flank was OK, lose them, and well, the weak chasseur regiment would be in trouble and most likely I’d lose the brigade, the flank, and with it then the battle.

Deployment complete, the Prussians started off by rolling for a Special Circumstance (an optional part of the rules that throws an oddity into the mix, but we like to use them). It had been raining a lot, the ground was muddy, so -1 to all movement distances. That didn’t help the Prussians much, a slog through the quagmire. They would make a Steady Advance (something of a surprise), but pressing an assault with militia quality infantry is tough and so a 'Grand Assault' looks more like a hinderance rather than a aid. Mind you, their many (4) lance-armed cavalry regiments could do it. Nothing stopping them taking the objective card if (when) it comes up.

So, to turn 1, and the Prussians got moving up, screening fusiliers, their horse battery, and the uhlan on the right at the gallop to speed up and start to pressure my cavalry, which responded by wading the marshes and stream to at least be on the right side of the river (go forward to make space to come back into). Here, we eyed each other in a wary stand-off. Who would risk it first? (not me).  The French lines deployed skirmishers, lots of them as the first line of defence, so we get some harassing damage done, and the guns exchanged fire at long ranges, to not much effect (Prussian guns being towed up). As yet, my howitzer was out of range.

The cagey start continued, neither side doing anything radical. Just getting units into place. Skirmish fire, cannons boom, some intimidation from those uhlan against my cavalry (they all have long pointy sticks, why don’t we get long pointy sticks?). His horse battery came up behind his uhlan and deployed, and opened fire, to the swift response of my waiting howitzer, which hit! This single gun would continue its counter-battery work each turn and, for the rest of the game, barely missed, they just kept dropping in shells on those Prussian 6 pdrs and had the crews cowering… need to roll a 5+? This gun crew and their bombardier rolls it! Do not under-rate the howitzer lob-shot…

Turn 3, and things heated up a bit. Lutzow’s men started to march up the road, splashing through the puddles. The assault was coming, but accurate French gunnery scored some 8 pdr hits. Skirmish fire added more damage as the fusiliers duelled with the light infantry in front of the farm buildings. His uhlan moved up again, eyeing my chasseurs, but got into skirmish fire range of the Wurttemberg screen which open a withering fire on them, light infantry, jaegers and line infantry all scoring hits and turning the cavalry’s line into disorder, to retreat and rally, ouch! My chasseurs breathed a sigh of relief not facing the lancer’s charge this turn. The other uhlan did charge though, my hussars, who responded with elan and met them halfway. The first clash saw the lancers win it, just, by 1 point, so my hussars pulled back, rallied and got back into good order almost like it never happened. Then, disaster for the Prussian cavalry, more hits from Wurttemberg cannon fire meant his ragged uhlan would need to rally again, but they lost both their last cards (saved for that rally) to a ‘command confusion’ special event… in the confusion one uhlan regiment thought that had the order to retire and so quit the field… first broken unit and the worrying pressure on my left relieved. My hussar could deal with one uhlan regiment (without their lance bonus now). Confidence was high within the 4th Hussars… which was a mistake… because more uhlan arrived from the advance guard to replace those lost. The only saving grace, they were a long way from their command stand now, so would need many orders to actually use. Still, if they saw the chance, they'd be after my poor chasseurs. The Prussians had learnt not to get into range of the Wurttemberg skirmishing horde though… that just invited a torrent of musket and jaeger rifle fire.

Initial fencing over, time for lunch, a long chat about ‘Napoleon’ the movie (nothing good though) and a brew. The French were ahead on VPs.

Part two, and the battle heated up. The Prussian assault, stalled and flagging at the farm, their own skirmishers not making much of a dent, got busy and the advanced guards grenadiers launched their own rapid assault, coming on at the double. This is what grenadiers do, and they quickly through themselves into a charge and routed the light infantry line ahead of them, then followed up with another charge which meant the light infantry disorder was now a gory massacre, they had to rally, loose all their stands and be wiped out to save the extra VPs. Cannon fire and skirmish fire made the grenadiers pay in blood for that boldness though. On my far left the hussars charged, and a second melee with the uhlan was a win, but again, not by much. They drove the uhlan back, but also needed to rally. Howitzer lob-fire again hit the Prussian gunners… who were relaying their guns more than they were firing. Unerring accuracy.  Then, on the final card of the turn, the uhlan used intimidate on my hussars, who shouldn’t be too bothered by such (good discipline), except they rolled terribly, took 2 disruption and broke! Obviously, they figured they had done their job for today, honour was served, and withdrew… oh no, disaster, the flank was left with one weak chasseur regiment to face down 2 full strength uhlan regiments… big trouble. Plus, a lot of VPs went to the Prussians, suddenly they were ahead and the French close to quitting the field. My fear had come true… damn my hussars, why are they always so bad?

So, on we went, with urgent action needed by my forces. Lucky, the Prussian commanders failed two ‘at risk’ tests and thus were 2 cards down this turn, my saving grace, the Prussians would struggle to capitalise on their break.

Their attack on the farm was still stuck, taking damage and not getting forwards, the next to try, the Freikorps’ landwehr cavalry, took artillery fire and then a militia panic card, which left them in disorder. The grenadiers pulled back, rallied and lost half their stands from their bold solo assault, so now lacked the strength to take the farm buildings. Lutzow’s attack had been stopped. The farm would not fall. Meanwhile, the cavalry had stalled too, needing to rally, and skirmish fire, ferocious from the Wurttembergers, kept on regiment at bay. Their cannon’s counter-battery fire also found it mark, as did the howitzer fire – again… and suddenly two Prussian batteries were in danger of breaking. Both could not be rallied, and when one battery failed to relay their guns, they were lost. The rally also disastrously failed, and both batteries broke in the same turn. In the End Phase, the cost of this loss was added up, and the French could also claim their ‘Hold the Line’ objective too, the total pushed the Prussians to their breakpoint. They had to pull back, the first assault on the bridge had failed. My French had 4 VPs still left, so close (mainly due to the damn 4th Hussars quitting on me), a marginal French win in game two. It is now 3 -2 Prussia in campaign VPs. 

A hard struggle, but the French infantry positions were very tough for the Prussians, not aided by little things going against them, like the ground conditions. Their best chance was to press the cavalry attack harder, but that was only really seen as a demonstration attack to pin my cavalry and deny them freedom of action. Also, their light cavalry needed to do far more work in driving in skirmishers. Ignoring them was costly, but its the kind of tactic that can’t be done casually, you need to really keep at it, keep sending them back. 1 uhlan regiment dedicate to this task could have cleared the way for the other two to attack hard and get through on the Prussia right - easier in hindsight. This all came up in post-game debrief… lessons learnt, but always fun game. I might have held the bridge at Dannigkow for a morning, but the French would still lose the battle of Mockern and give-up defending Magdeburg. So, we march away south, to join Napoleon’s main army and game 3, somewhere near the Saale river.

Pics of the action at Dannigkow. 

 

Prussian light cavalry brigade deploy on their right. Probably the key to victory here.

Advanced guard fusiliers screen in the centre and over to the left. Behind are their own attached uhlan. 

Lutzow's Freikorp, in marching columns for the first advance on the farm and bridge.

19th Leger occupying the farm, 2nd battalion to push through and screen in front in extended line.

Cherou's brigade behind the farm, much of this is reserve infantry, kept out of the line of fire.

Wurttemberg's wall in the centre. 2 battalions up, 2 back, ready to replace them.

Le Tallec's light cavalry, 4th Hussars, 10th Chasseurs and a howitzer.

The Wurttemberg light infantry, excellent, with the jaegers attached.

1st battalion move up to occupy the farm, as 2nd battalion move ahead of them. Veterans in good cover will be a hard to shift.

Stand-off between the light cavalry, but the uhlans are being badly shot up by Wurttemberg skirmishers.

First cavalry clash, lancers win it, but only by 1 point. The hussars will fallback and quickly rally well. Lance impact sting is drawn.

Wurttemberg skirmish line, out front, doing damage.

The advanced guard grenadiers storm towards the farm, through shot and shell. Grenadiers lead the way, quiet right. But it is costly.

The uhlan are called up to aid on the right. Long way from the command stand though.


Landwehr cavalry come forward and form an attack column, but heavy artillery fire (lots of hits) and then a 'militia panic' (under that fire), puts them quickly into disorder and needing to rally. Ahead, the fusilier skirmish line is not making much impact.

Cherou's battery of 8 pdrs hammer anything that come up the road. The infantry hold back to counter-attack if needed, and cover the guns.

The Prussian uhlans get a fresh regiment to replace the one lost. Same problem with the skirmishers. They need to use harry and harass to chase them off.  

Man of match today, the howitzer that can't miss, good work from their bombardier. They broke the Prussian horse battery... 

Note: It's worth mentioning here, the deciding factor here was the objective, it was just enough VPs to break the attack. Without it, we have another turn and Prussians are still in with a good chance. Using objectives makes a big difference.



 

Monday, 20 November 2023

Prussia Rising, a Soldiers of Napoleon campaign - Game 1 - Attack at Dollenkirche, 1813

It’s been a long haul readying my Napoleonic French army for battle, but, after 15 months of work, they are ready to hit the tabletop and their first outing will be in a new ‘March On’ (the campaign system) campaign for SoN (found in the 'Wars of the First Empire' supplement). Their opposition will be my friend’s also brand new Prussian army. Not a single model in this tabletop had even seen action before… which is very cool. Two new armies will duke it out in our campaign’s series, which I’m titling ‘Prussia Rising’… 1813, and the French are in trouble and fighting it out in southern Germany with the advancing Prussia/Russia alliance (Austrians haven’t joined in yet, than might come later).

So, starting in spring 1813, early April and the Prussian advance against Madgeburg sees my division, under ‘Old Boot’ General Houlier (a robust commander of note), part of Prince Eugene’s army on the Elbe. His first mission, to launch a probing, spoiling attack against the Prussian advance, to stall them. They will encounter the Prussian screen, sent to hold them, at the village and large church of Dollenkirche.

Both players had selected their divisions for the campaign, to which extra forces are then added for the individual battles. Houlier’s division is two infantry brigades. The first, under General Cherou, is all French infantry, 6 battalions of the 19th Leger and 78th Ligne, a mix of veterans (1st Battalion, 19th Leger), Line and Reserve infantry, and their 8 pdr guns, with full caissons. The second brigade, under General von Ziegle, are my Wurttembergers (the 'reluctant allies' rules is in play in 1813 for Germans). This is 4 battalions, 1 light and 3 reservists line units, with attached jaeger riflemen and their own 6 pdr guns. Added to this, for Dollenkirche, was single light cavalry regiment from Le Tallec’s brigade, part of the 10th Chasseurs, the only cavalry support I have and a very weak brigade, not getting them wiped out would be a challenge.

The Prussian division, under General Arnim Ritter von Fuchs (a stalwart general accompanied by a security escort of 2 hussar stands), was a very strong Advanced Guard brigade, with 3(?) fusilier battalions, a grenadier battalion, uhlan lancers and their own horse battery. This was strong, and the main fighting force of the Prussian army. It was supported by a much weaker Freikorps, of reservist infantry, a light militia horse regiment, attached riflemen and their own battery of 6 pdr guns. The Prussian added a third brigade for this battle, also of light cavalry, which was a single reserve uhlan regiment and an attached howitzer, to lurk at the back and harass with lob fire occasionally.

Forces ready, the terrain was randomly generated. From the book we got a small hillock, a small wood, a large building (the church) and paddock (the cemetery), a hill and a village of 2 buildings, and after rolling and adding in some roads, it all looked like this.




And here is the layout on a 6 x 4 board. Prussians left, French right. The hill in centre not very visible in the photo.



Time to get deployed, which means also sorting a battle plan. We drew a ‘special circumstance’ before the game and it turned out the Prussians had the order to simple hold the French probe, they must ‘Defend’ as a tactical order and would get a bonus for completing the ‘Hold the Line’ objective. It also meant, the village cottages had been fortified. So now for the tactical considerations. For me, the central hill was the obvious target, if I can take it and get guns on it there is a lot of possible VPs for objectives in it. The Prussians would have to come and fight for it or risk letting me have all those victory points unfought. They couldn’t really afford to just sit back and let me come. So to, I could not abandon the centre hill for the enemy to take, and therefore, would attack in force here. Cherou’s infantry brigade were up, they would deploy in the centre and go forwards. Also, the incentive was to get into his deployment zone and stop the Prussians claiming the extra VPs for ‘Holding the Line’. So attack I must, and the terrain dictated where. The other issue was the church, it can be a strong point for either side, so I had to contest it, or try and claim the VPs myself. That dictates where the second brigade, the Wurttembergers must go, because weak light cavalry aren’t ever going to capture a church for you. The Germans would be on my right, with orders to press forward and take the church. So, the cavalry would, by default, be on the left, a wide open area, eek! They would hold back, and use their harass ability and cover the 8 pdr guns from his cavalry rushing them. I must not let this single cavalry unit be wiped out, or the VPs (for an entire brigade gone, a big drawback for selecting weak brigades) could be terminal. If he came that way in force, I’d have to divert infantry from the hill attack to stop him. All sorts of tactical issues the game throws up. Now for a French tactical order. All Out Attack seemed obvious, but, I have a lot of reservist infantry to attack with, and 3 battalions are also ‘reluctant allies’ too, getting them to press charges for a ‘Grand Assault’ VP score would be too much to ask. A Steady Advance it would be. My deployment plan selected would be ‘centre forward’, closest to the hill, with the flanks back. Not complex, we're going hard up the middle.

For the Prussians, they were always going to contest that hill, and with their main force. The Advanced Guard have to be in the deployment zone furthest forward anyway. They deployed with them in a screen, out front, and the reserve light cavalry behind to their right, and the Freikorps behind to the left, facing the church, to contest it. To stop me taking it, they’d have to send some of their poor infantry to try and hold it. Then there was the weak French right, an attack here looked just too tempting. So, for a commander with the ‘Defend’ order, von Fuch's was still going to come forwards (at least a bit) on his left, in the centre and on his right… aggressive defensive it is then.

Time to deploy models… we laid out out our brigades, taking turns and finally saw how the battle would unfold. Wurttembergers vs Freikorp on my right, my main attack up the hill, led by a long extend line of light infantry screening the attack columns behind. My left was, err, not much, just some chasseurs hanging back, as his uhlan came for them. The Prussians won the initiative and would have first play, and also rolled well for command points, gaining 5, whilst I had 1… miserable!… it was time to let the guns thunder at Dollenkirche.



The Prussians began well, with a good hand and lots of orders to spend, whilst the French were sluggish (all 2 and 3 cards). His fusilier were quickly up on the hilltop, infantry and uhlan advancing on his right. Freikorps infantry rushed up at the quick and seized the church before the Wurttemberg troops had even moved. We’ll drive them out then!

My line of light infantry got up the hill, voltiguers rushing out first and the trading of volley fire began, a solid volley from my line was repaid with interest with a withering volley from Prussian fusiliers that had my line recoiling back and rallying, ouch! These Prussians came to fight!

Artillery added some early disruption to the mix and turn 1 ended with the Prussians in an early VP lead and retained the initiative on the ‘How Goes the Day?’ roll.

Turn 2, and more of the same, Prussia fire was heavy in the centre as my light infantry and skirmishers weathered it and rallied again.  It was hot up on the hill from the start. His ulhan, seeing my weak cavalry charged, lances levelled and my Chasseurs counter-charged (might as well). They lost the fight and withdraw to rally, losing 2 stands as well. His uhlan had come too far though, a long way from their commander and into canister range of my 8 pdr guns, a first blast then a second with an ‘intense cannonade’ saw they pay with 3 lost stand and a rally required for their victory. Both our cavalry units were a mess now. The Wurttemberg artillery also hit the church (they can hit the broad side of the church) and heavy skirmish fire from their light infantry and jaegers had the poor volunteers cowering inside the Dollenkirche. Behind, the infantry columns moved up, ready to try the assault (unlikely with their reluctant allies re-rolling a passed discipline check to charge). Still, excellent skirmishers and rifle-armed jaegers were doing the job anyway.

Turn 2 ended with a few rallies and Prussians still had the better start. I need some good Orders cards to get Cherou’s infantry moving en-masse to take that hill, the 19th Leger’s two extended line battalion’s were weather hellish fire and had lost stands. Time for the main attack to strike…

Turn 3, I finally got some Orders cards to get the infantry moving, and the advance began, cannon fire in support. Two columns reached the hill top, one to the left of it, one held back in reserve. More fire on the church and an inability to rally saw the Prussian reservist break and run. Wurttembergers moved in and had their objective and, by luck, the ‘Take a Stronghold’ objectives had been in my hand, I used it and in the End Phase claimed the VPs for the good work here, getting me back in the game, and just ahead on VPs for the objective bonus. Time to launch some charges on the hill and drive the Prussian fusiliers off it.

This I tried, but only one charge was made, whilst another withering volley from the Prussian firing line saw another column smashed up, retreating, rallying (not) and then breaking. The right of my screening line pushed on, trading skirmish fire with Prussian by the cemetery and from the village cottages. Behind, my veteran unit, 1st of the 19th, pressed on to the hill, lining up a charge. That charge did drive the fusiliers back and off the hill, I had it, but too many Prussians unit were still too close to claim the ‘Take the High Ground’ objective (and I hadn’t been dealt one yet anyway… typical!). That small win was countered when his grenadiers counter-charged around the left of the hill and smashed up another of my line columns, driving it off, to rally and, unable to save them, then break. My attack up the hill had been costly in lost units and secured me little in return. Over by the church, my German skirmishers started to make his militia cavalry, deployed into the graveyard, pay with galling rifle fire. But, on my far left, his remaining uhlan had now rallied and regroup and were coming back for a second go. Artillery fire failed to deter them. After so many French rallies, the Prussians had crept ahead on VPs again.

Now we reached a few turns of stalemate as both struggled to get much done. Charge request failed, all command point re-rolls had long been spent. Skirmish fire continued, his uhlan stalled for want of orders (trying to move a long way from your command stand requires lots more orders) and we both rallied to get units back in good order and shed disruption. My light infantry line reached (just) his forward deployment zone and denied him the easy VPs for that… phew! Game saver. More French artillery bombardments did little, although a better roll would have broken his uhlan… one more hit… dam my dice!

Ok, end game, it was close, where could we press to win it? He pushed his grenadier’s counter-attack to advance around the hill and they then refused to charge (3 times!), resulting in trading ineffective volley firing from my reserve column and his. His uhlan closed on my poor chasseurs, who, err, ran off. I used an ‘at the gallop‘ special event to speed away to safety in the centre and avoid being charged again. This left my guns exposed though, but it was the lesser of two evils. The guns fired and missed… those few uhlan were a pain and I had no answer now, unless I got a Stalled card maybe (no such luck). The Freikorp rallied again and their cavalry finally decided to move up and try and drive off the skirmishers around the cemetery, currently using them as target practice. They charged and, leaping the stone wall, just made it to the light infantry line. They won the resulting melee, but only just. Meanwhile, the uhlan wheeled around and charged my exposed 8 pdr battery. The chasseurs were no longer in place to counter-charge and save the gunners, and so they were ridden down. That was it, the Prussian cavalry had saved the day for them and won them the victory. A couple of late (and fairly weak) cavalry charges saw the day’s French attack called off. Back to Madgeburg! Dollenkirche was a solid Prussian win in game 1 of the campaign, but a hard fought one.

I got off to a bad start, but pulled it back and looked like I might just squeak it in the end, but in end, his cavalry advantage won the day. Lesson learnt, more cavalry for game 2 to counter his. My 5th Hussars are ready and eager for some action…

 
Finally, post-game brew and debrief, we worked through the Marching phase of the campaign. It turned out to be poor weather, reducing morale values and the French were short on supplies and lost their full caisson. Both sides had lost a few stands from units and gained a few. I used my reinforcements to regain my lost 8 pdr battery. The Prussians replaced lost cavalry stands. We move on to game 2 in a couple of weeks, can’t wait.  


Cherou's brigade deployed, light infantry screening, ready to take the hill.

Wurttemberger's on the right, to take the church. Guns on the hillock have a good line of fire to it.

General de Division, 'the old boot' Houlier.  (tough as....), 1 officer marks 1 re-roll, which is rubbish.

 
Wurttemberg light infantry screen the assault on the church. Riflemen and later skirmishers, ahead of them.

The volleys are traded on the central hill, 19th Leger vs fusiliers.

The uhlan and more fusiliers on the Prussian far right. A big problem for me.

Patriotic Freikorps, and their guns, which couldn't hit a barn from the inside today. More training for volunteer gunners.

Prussian advance begins across the fields (open terrain, just for looks).

heavy skirmishing around the church. Now occupied by Freikorp reservists...

French columns comes round the hill and drives off the fusiliers, before being flank charged by grenadiers, breaking them... red dice mark an officer stand's 'at risk' number.

19th Leger weather the storm in the fight for the hill top.

Disordered column, taking fire, retreating and breaking.

The French attack columns final reach the hill top, but march into another withering volley. Carnage!

The grognards of the 19th Leger close in on the right the finish the job...


Grenadiers have driven off the French column here. There bold counter would come to little more, despite trying. Never have grenadiers refused to charge so often! The shame!

On! On! Behind the eagle of the 19th... they have the hill.

and Wurttemberg also has the church as a strong-point. It is turning to the French... maybe...

Prussian top brass arrive at Dollenkirche to inspect the day's blooding... all seems in hand... no panic! Later I used a 'commander wounded' event for some stray howitzer fire to land on him, it missed!

Pushed off the hill top, the line reforms, reserve uhlan move up to cover the cannons for a counter charge, should the French come down. But the attack has petered out.


The screen reaches the Prussian deployment zone, vital work, if hot. 2nd battalion of the 19th earned their corn today.

Wurttemberg skirmishers and jaegers give fire into the cemetery, picking off militia cavalry at will.

The 10th Chasseurs (the sad remains off) run for cover in the centre.

But, the guns are then exposed and his last uhlan overrun them...

As the militia light cavalry win a narrow fight by the church from a risky charge... that is enough for 'the old boot', time to withdraw for the day. Prussia has the field whilst the Old Boot retreats to help defend Madgeburg.