Today
we playtested the third scenario of the Corunna campaign for Sharp Practice. That we expect to publish in the
incoming Summer Special 2016 In this case, it was inspired on the events of
January 6th 1809 (Epiphany Day) when, having lagged the main army column, the
paymaster's cart bullocks died and the army's silver was in danger of falling
in French hands. General Paget had to retrace back all the way to where the carts
were stranded and ordered the money chests to be thrown over the nearby cliff.
The
game is played across the longest edge of the table. The table is actually a
straight road with several terrain features offering light cover to the units,
the number of items randomly calculated and placed. The British stranded cart
at a certain distance of its tactical edge based on a die throw; and its
deployment point at 12” from the cart. The French enter through their tactical
edge, the deployment point located on the road.
The
British must empty the cart and throw the money over the cliff. This is accomplished
as a task with 16 points (see chapter 10 of the Sharp Practice book) undertaken
by a brigade of men under the command of a level I leader. They can start moving
the money from the cart after the 3rd Tiffin card is out.
We
played the scenario twice today, you'll see why in a minute. In the first game, the cart was placed almost in the
middle of the road and the British deployment point within the French half of
the table. The French could deploy a Voltigeur skirmish line initially; bu the
British brought its main line infantry line force (four groups) immediately after,
that half wiped out the French with the first fire (controlled, etc) and then
with four command cards was ordered to charge.
The scenario table |
The
result was the Voltigeurs scattered through the table (probably crying “sauve
qui peut”) and the British at 12” of the French deployment point and thus
denying its use. After 15 minutes of play: 1-nil to the British :-)
A
short group discussion followed and it was decided that the cart must have to
be deployed closer to the British edge; that's what playtesting is for, isn't it? The scenario was played again.
The
first moves were a déjà vu of the previous game, with the French Voltigeurs
coming first and the main British infantry line force immediately after. The
distance of deployment made a difference however and the British fire was less
lethal.
Opening moves: Voltigeurs facing the main British line |
The
French now deployed the main infantry force (4 infantry groups) in column of
attack and were screened by the Voltigeurs. The new combined French formation
steadily advanced towards the main British line defending the money cart until
reaching charge distance... and charged they did, only to fail to contact the British
by 2 inches! (I did not ahve enough command cards to use the Pas the Charge
option)
Tiffin
card came out and a new turn started. The fate of the French and the British
now hinged on how the cards were to come out. The Goddess of Fortune was on the
French side and the first card was the Force commander, who ordered to renew
charging.
The thin red... dice |
With
a difference of four in the dice results, the Fisticuff ended with the total
rout of the British forces. The cart now was at short distance and the French eyes
were gleaming with the colour of the silver... but alas! It was not going to be...
the next card saw the British commander of the group in charge of throwing the
money chests away completing the task, and when the French arrived to the cart
they only found a few copper coins in the snow, lost by the British in the
haste to destroy the treasure. Victory snapped from the French hand in the last
minute.
British routed... buit the money was not there |
It
was a fun game and the outcome unclear until the very last moment, as you have
read. Incidentally, there was also a French Dragoon unit in play, but totally
useless in this terrain and vulnerable to the fire of the British skirmishers
looming in the flank where they attempted to attack the cart.
There may be Dragoons... but what for? |
After
half a dozen games always on the French side, I’m finding that the British
units are somewhat supercharged in these lists, the number of groups exceeding
always the French (the French have more commanders and compensate the
difference in points) and with a murderous firing capacity (crashing volley,
controlled fire, Sharp practice option), that the French cannot emulate (uncontrolled
fire, lacking crashing volley or controlled fire options).
Approaching
the British line to charge is also a hard task because of the British firing
power. As you have to invest your initiatives in advancing and not firing, the
French end up with their troops severely mauled by the British fire when
finally reaching charge distance while the British usually have had almost no
casualties or shocks.
Similarly,
I learned that cavalry is highly vulnerable, and you should leave it out of the
table until some opportunity emerges or the infantry is being softed (which is
difficult as I have just explained). Even against the skirmish it doesn’t
represent a great level of threat because its firing capacity at long distance
and fire power.
I
need to give an additional thought to my battlefield tactics.
Another view of the French charge |
Very nice game table and figures, and a very interesting AAR. Your campaing sounds really well! You have a serious problem with those uber-Englishmen...
ReplyDeleteNice looking game,as usual with your group.
ReplyDeleteI've read but don't game Napoleonics. The period tactics were influential for decades after.
Is it possible in SP2 to use "mixed order", skirmishers screening 2 columns with another group in line between the columns?
Perhaps a gun could be useful too, at least to attract the Brits attention.
Your campaign sounds interesting.
I agree that a gun might be useful, at least some horse artillery.
ReplyDelete