Header Ads Widget

Ticker

6/recent/ticker-posts

Command and Colors: Napoleonic without hexes

Battle of Boringdorf


Wanting to test out Command and Colors Napoleonics on the wargames table, I set up a simple battle with an Austrian division attacking a French division fighting a rearguard action. I'm using three commanders per side that correspond to the left-center-right commands used in the game. Using a similar system as outlined by Olicanalads for his ancient battles, commands can move together, but only fight based on the number indicated on the card. (You probably need to be familiar with the C&C system for some of this to make sense.)

I also run three cards in advance, meaning both sides are responding on a slight delay. Both sides start with three cards down and two in hand. This is to enhance my solo experience (I never remember what cards I've put in motion, so it's usually somewhat of a surprise.) In the report, whenever I say I "put it in motion", it means the selected card was added to the end of the line and would be played three turns later.
At the end of the turn, a new card is drawn. Numbers in parentheses is a reference to how many units that card activates.

Austrian plan is to focus on the right between the woods with some support on the center. Left will be a diversion only. That was the plan anyway...

Initial deployment: Austrians in a perfect line to the left, French on the right, minimal terrain.


Here we go:

Austrians
One unit on the right – No moves. Chooses to fire the horse battery at the French line infantry between the woods. Result: One die – one hit. Draws an attack center (3 units). Already has one in hand plus a “give them cold steel card.” Puts attack center in motion (remember, three card delay).

French
Assault left (5 units). No moves, no one in range. Wasted card. Draws probe right (2 units) to go with the probe center and rally cards in hand. Puts probe center in motion.

Austrian
Attack right (3). Moves jagers toward the woods and the hussars toward the other woods. Jagers fire into woods. One flag, french light infantry retreats one move. Artillery fires at line infantry hit prior turn – one die, one flag. Line infantry retreats one move. French defense on the left is already getting ragged. Draws another attack center (3) and puts it in motion.

French
Scout left (one unit). Moves light infantry back into the woods. Fires on advancing jagers. Three dice: One hit. French draw probe center and put that in motion. Should have drawn two cards and kept one as the bonus of that card, but I forgot.

Austrian
Attack center (3) Moves two line infantry forward (both in command, so only counts one) supported by one foot battery. Foot artillery (nonmoving) fires at French artillery battery adjacent to woods. Two dice: One flag, battery driven back one move. 1/46 battalion fires at line infantry: two dice, one hit. 1/44 firing at French light battalion – two dice: one flag, light infantry retreats, forced to go to one side of the village of Boringdorf because village is occupied. Draws force march card. Puts another attack center card in motion to keep up the pressure. The French retreats are putting units out of command, making it harder to move in groups.

French
Probe right (2) units. Foot battery firing at 1/46 battalion. Two dice: One hit. Draws probe center (2). Puts it in motion. No other moves used on card.

Austrian
Attack center (3). No moves. Fire both batteries and 1/46. Infantry fire: three dice: One hit, one flag. All retreat paths blocked – so two hits. Foot battery at line infantry: two dice: one hit. Second battery, longer range, so only one die: one flag. Unit retreats one move. French are taking it on the chin so far. Draws “fire and hold” so only three specialty cards in hand. Orders “fire and hold” to hopefully pummel the defense with more artillery fire.

French
Probe center (2) ; Moves light infantry up in front of the village; fires at 1/44. Three dice: three hits! Ouch. Artillery fires at 1/44 with one dice: One flag. Unsurprisingly, the unit is driven back one move. French draw coordinated advance. Wanting to try to save the battered line infantry near the village, they put “rally” in motion. Hopefully the unit survives long enough to take advantage.

Austrian
Attack center (3). No moves, choosing to fire long range artillery and infantry. Infantry fire: three dice – one hit eliminates the battered French line. First battery fires at French line on other side of the village – one die, one hit. Other battery at same unit, one die: no effect. Draw attack left (3). Puts force march in motion, mainly to get rid of it.

French
Probe center (2). No moves. Light infantry fires at 1/46 battalion: Five dice: One hit, one flag. Unit retreats. Artillery at 1/44: one die – one hit. Unit eliminated. Draws leadership. Puts coordinated advance in motion. After initial gains, the Austrian center is back where it started and the right is stalled.

Austrian
Attack center (3). A good example of how the delay affects things. The center attack has been pushed back, but the orders still stand. Moves the general to join the 1/46. Fires both batteries at the French line. One dice: miss. Second battery, one die: one hit. Draws bayonet charge. Really needs more cards for the right to press the advantage there, but in typical Austrian fashion, things have stalled. Puts attack left (3) in motion.

French
Probe center (2). Move line infantry out of village to screen battered battalion and hopefully prevent its elimination. Artillery battery fires at landwehr next to Austrian artillery. One die: miss. Draws assault right flank (5). Puts probe right (2) in motion.

Austrian
Fire and hold. Order 4 or fewer infantry and artillery units and get a bonus die for ranged combat. Chooses jagers and three artillery batteries. Jagers firing at lights in woods: three dice: no hits. Battery on Austrian right at French line: two dice: misses. Foot battery in center at lights in front of village: two dice – nothing. Second battery, same target: two dice- one hit. Draws probe left (2). Puts it in motion. Overall, a pretty bad set of results for the number of attacks.

French
Rally. Original unit is gone, but there another one pretty battered. Rolls five dice, hoping for lots of infantry symbols: 2 infantry, 2 cavalry, one artillery. The last three are wasted (no cavalry in force and artillery has no hits. French remove one hit on the lights in front of the village and one from line next to village. Draws assault center (5). Decides to play the assault right (5) where everything is full strength.

Austrian
Force march. Austrians using this card can only move one hex (or 6 inches, in this case since I'm using my table, other nationalities move further). I choose to advance entire left flank to try to get something going on that side. Unfortunately, no one is in firing range after the moves. Draws attack left flank and puts it in motion to hopefully exploit force march later.

French
Coordinated advance (1-2-1). Order lights on left to fire on jagers. Moves lights and line in front of village forward; fires artillery on right. Lights vs. jagers: five dice – 2 hits. Line has no valid targets in range, but lights fire at 1/44 with three dice: one hit. Draws short supply. Puts assault center in motion. This counter attack could backfire or could blow the Austrian center wide open.

Austrian right flank advance has stalled. 

French have pushed out in the center away from the village.

The French center-right would be where most of the action occurred.


Austrian
Attack left (3). Because all in command, advances as one group, so all four infantry move. Three line infantry fire at French. 1/58 at French artillery on hill: one die – miss. 1/49 at French infantry on hill, one die – one flag. Unit retreats. Last line fires at French line next to hill with two dice: one flag, unit retreats. Draws probe center (2), puts in motion.

French
Probe right (2). Good timing to fend off Austrians. Artillery battery at 1/58 with three dice – 2 hits. Line battalion at end of Austrian line with 4 dice – 2 hits. Heavy price to pay, but French are on their heels a bit with the units driven back. Draws scout right. Puts that in motion, seeing desperate action coming on that flank.

Austrians
Probe left flank (2). Perfect. Attack may continue. Moves entire command (four units) forward, but only two are firing. 1/58 at artillery on hill assaulting – three dice- one hit. Artillery battling back: 4 dice – 2 hits and one flag. Austrian line assaulting French line flanking hill – three dice: 2 hits. French battling back with three dice: 1 hit, one flag. Draws assault left. Looking more and more like the Austrian left is where everything will be decided. Puts assault left in motion.

It was at this point that I remember the Austrians should have had five blocks (or stands, in this case) for each unit, not four, to represent their bigger units. While I don't think it affected much of the firing because they were moving, which halves the dice rounded down, I did have to go through and remove one hit from all the line units to compensate for my oversight.

French
Assault right (5). Moves one infantry to counterattack Austrians (the one pushed back earlier) and fires artillery in support. Artillery at 1/58, 3 dice: 2 hits, unit eliminated. French line with 3 dice (-1 for being on hill) at 1/49: one hit, one flag. French line (-2 for previous hits) so 2 dice at first of fourth battalion: Misses. Advancing French battalion firing at same target (-2 for moving, so 2 dice): one hit. The Austrian attack on that flank is all but decimated. All that remains is a landwehr unit, a line unit with one hit left and a full strength line unit that was driven back to its starting position.
French draw probe right flank (2 units) and puts that in motion to exploit Austrian weakness.

The French right stands strong; Austrians repulsed.


Austrian
Attack left flank (3). Once again, Archduke Charles has issued orders that are now quite old, but orders are orders. The remaining forces attempt to focus on the French next to the hill. The 1/49 rallies and advances, firing on the French artillery (5 dice – 1 for the hill, so 4 dice/2 for advancing = 2 dice): No effect. Landwehr firing on the 2/37 French line: 4 dice – 2 hits! First of the fourth firing at same target with 1 die (four hits already on unit): 1 hit, leaving the French with one hit left. Not a bad counter, but leaves the remaining Austrians vulnerable to counterattack and the French battery has some juicy targets. Austrians draw bombard and put it in motion.

French
Assault center (5). One line and the light unit advance (no one was in range otherwise) and the battery fires at the Austrian battery in support. Lights firing on already damaged 1/46: 3 dice: 1 hit. Line at the landwehr with 2 dice: 2 hits. Long range counterbattery fire with one die: no effect. French draw flank attack (2) left and (2) right. Puts short supply in motion.

Austrians
Things are looking a little bleak. Left flank attack has been mauled, center is crumbling and right flank general is content to hold his position! Turns probe center (2). Good timing, ,as this offers a chance to beat off the French attack. Opts to fire both batteries. First battery at the advancing line: 3 dice = 1 hit, disappointing. Other battery fires at the French line flanking the village: 1 dice = 1 hit, leaving the infantry one hit from elimination. Draws Forward (2) units in every section and puts that in motion.

French
Scout right (1) unit. Opts for artillery fire on almost full strength Austrian line. 3 dice: 2 hits and a flag, driving them back once again. Draws forward (2) in each section and attack right, opts to keep forward card (scout allows you to draw two and keep the card you want.) Puts that in motion.

Austrian
Assault left (5). Someone please get word to the Duke that the left flank barely exists! Fires landwehr and line, while moving up the battered 1/49. Landwehr with 4 dice at 1/37: 1 hit, one flag, but unit eliminated. First of the fourth, which is battered, firing at 1/37 French line with one die: flag, unit retreats. Maybe the Duke knows something after all. Odds are looking a little better now. Draws probe center (2) and puts it in motion.

French
Probe right (2). French artillery firing at 1/49 with 2 dice: 1 flag. Unit retreats almost to the baseline and probably is all but out of the fight. 1/37 French firing at landwehr from hill, 4 dice: 2 flags, forcing them all the way off the table. I guess they figured their job was done for today. This leaves one battered Austrian line unit in the fight on this flank. French draw la grand manoeuvre, allowing up to four units to make a large move of 4 hexes (24 inches on the table), but can't battle that turn. This would allow the French to shift the forces on the right toward the center to support the other commands, but for now, they put the flank attack (2) on each flank in motion.

Austrian
Bombard – up to 4 artillery attack with 2 extra dice. They only have three batteries, so the one on the right opens up on the 2/56 line with 4 dice: 2 hits and one flag, driving them back. In the center, the first battery fires at the French line with five dice!: 1 hit, but three flags, driving them back into the village for cover. The other battery fires at the French battery with 3 dice: 1 flag, driving the battery back. Austrians draw attack center (3) and put it in motion.

French
Short supply. One friendly or enemy unit gets sent back to its baseline for supplies. French choose to send one of the center batteries back. (Must have expended all its ammo during the bombardment.)
Draws elan, roll dice equal to cards and command a unit that matches. Puts grand maneuver in motion.

Austrian
Forward (2) units in each section. On the right, moves up the 4th hussars to be in a position to charge later. Fires artillery at 1/56 with 1 dice: no effect. In the center, Moves up freshly resupplied battery and fires other at French 3/56 line with one die: no effect. On the left, moves up 1/49 and fires 1/46 at French lights, which are now isolated with one dice: 1 hit. Draws cavalry charge. With two hussars in a good position, puts that in motion.

French
Plays its own forward (2) in each section card. On the left, fires 3/24 lights at jager survivors in field. 5 dice: 1 hit, unit eliminated. In the center, pulls the battered 3/56 out of the line, hoping to avoid elimination and fires the lights at the 1/46 with 4 dice: 1 hit, and two flags, but unit eliminated. On the right, 3/37 moves up and fires at first of the fourth with two dice: 1 hit, unit eliminated. That's the 6th Austrian unit to be eliminated, which is the break point. I decide on the spot that when that happens, each side will play through three more cards to represent orders in motion that can't be stopped before the general withdrawal is sounded. French draw attack left (3) Puts elan in motion.

Austrians
Probe center (2). Landwehr fire at French lights with 2 dice: 1 flag, driving them back. Austrian firing at French battery with one die: 1 flag, driving them back.

French
Flank attack (2) on each flank. On left, no one in range and doesn't want to leave cover with so many hussars lurking about. On right, fires at 1/49 with 1 die: no effect. Opts to leave everyone else where they are, as they are too exhausted from the fighting.

Austrians
Attack center (3). Battery is only thing in range, fires at line next to village with one dice – needs one hit for an elimination and some revenge: And gets it! 3/56 dissolves in flight for the third French elimination.

French
Grand maneuver. 4 units, 4 full moves. The battle is won and doesn't want to risk any more troops, so opts to pass.

Austrian
Cavalry charge. To cover the retreat, the hussars want to charge forward, but find themselves just out of range of the French in the open, and opt to not attack the French in the woods, especially because they are light infantry. They pull back instead.

French
elan. Roll five dice to see what they can order: 2 cavalry (wasted, no units), 2 infantry and one artillery. Opts to take one parting shot from the artillery at the 1/49 with one die: 1 flag, adding a bit of rout to the retreat.

The battle ends, with the French holding. Austrians lost 6 units, French lost 3.

End game - total battlefield. French left pretty much where it started, Center weakened, but advanced, while right holds strong.

View from French left.

View from center.

View from French right.


Final thoughts: As with most C&C games, it was very close to the end. The Austrian right offered the most promise, but General Versy was very timid and did little after an initial advance, preferring to let his jagers and artillery attempt to soften things up before risking his cavalry. That chance never came, and he was severely reprimanded by Charles after the fight. On the Austrian left, General Nordmann's troops fought valiantly, but were equal in numbers and at a terrain disadvantage to the French on the hill. Had the big assault perhaps waited another hour or so, the French might have been softened up and given way.
In the center, General Mayer's troops never threatened the village in any capacity and spent most of the fight trying to fend off the French counter attack led by the 2/24 legere battalion, which would get battle honors for its performance.
Some may say the lack of movement on the Austrian right was unrealistic, but I beg to differ. Generals don't always do what they are supposed to do and are often timid on the attack (see the ACW and just about every Union general for examples of this in action).

Thoughts on porting the rules to the tabletop: Everything worked well from a combat perspective. I used common sense for who could fire at who, not worrying about facings. I used one hex = 6 inches on the tabletop for movement and firing, though honestly, the ranges felt a little long to me. However, I did start the battle with all the artillery on the front line, so that might be influencing my views. I think I would leave them in place for the next fight. Artillery seemed right with a maximum range of 30 inches, but infantry seemed a bit long at 12 inches. However, if you figure skirmishers would be operating out from the stands, that makes more sense. One modification I might try is make musket range 6 inches and melee base-to-base contact rather than 12 inches and six inches or less respectively. My battlefield was also almost all open terrain, so that allowed artillery sweeping fields of firing across most of the table for the whole game. Most of my battles have a lot more terrain, so I think that would limit the effectiveness. However, I don't feel that artillery unrealistically dominated the battle. Units in the open paid the price and long range counter-battery fire was largely ineffective.
The mass movement of the entire command was of little effect because the commands were small to begin with. I think maneuvering a full 14-unit division as one sector, rather than the entire battlefield, might be more telling. Early on, I could see how having everyone in command would quickly get your forces into action, and then as they separate or are driven back, it would be difficult to get them all back in line again. In concept, this is perfect. But this battle just wasn't big enough to know for sure whether it will work right or not. The divisions should be further subdivided a bit, even if just by infantry, cavalry and artillery, but even leaving them as one unit would still work as getting troops into action would come quickly, but fighting is limited by the cards. This isn't to say no one is shooting all this time; I see it as the cards are dictating where there is a chance for decisive action, not just the shooting that I consider to be going on the whole battle.
The three-card delay also worked well in this solo game. Things were put in motion and the situation would change, but there was nothing you could do about it except make the most of what you had.
As for time, if you calculate each card at about 5 minutes whether it gets played or not, the battle ended with 210 minutes of action, or just under four hours of game time, which seems about right for what transpired in the battle.

The retreat and reserves rule: One thing I would use in a bigger battle is the ability to retreat. A command (fighting a corps-size action would mean a division) could be ordered to retreat as a unit. Any unit not adjacent to an enemy could retreat three moves, but all remaining units would go out of command, eliminating any cohesion that was left. At the same time, a reserve division (or whatever), would take the command's place on the cards. For example, if the left flank was General Dubreton's 4th division, once it was ordered to retreat and replaced by say the Imperial Guard, the guard would now act on the left flank cards. The only thing I would allow the 4th division to do would be to retreat or fire, so no advance, and even that would require use of the left flank cards. So if the French wanted to retreat an infantry unit still in harm's way from the 4th, it would have to use one of its actions for a left flank card. Say it was an “attack left” with 3 units, that would mean the 4th's battalion could retreat one move while the guard used the other two actions. This allows units to still defend themselves, hold the line or get out of the way, but their use as an offensive force is mostly gone.
Any unit adjacent to an enemy could still retreat with the rest of the division, but I would give the enemy one free attack.
It's also feasible to have a breaking point for each division. When a division loses a set number of units, it could automatically be put in retreat mode with the same rules as above.

If you've ever played C&C Napoleonics or any other version on the table without hexes, I would be interested to hear about how you handled it and how it worked out.


Yorum Gönder

0 Yorumlar