From the German 'Kabinettskriege' - Cabinet Wars: a period of limited conflict from the Peace of Westphalia (1648) to the French Revolution (1789).

Old Boys Weekend - Game 3 of 3

The Battle of Neumarkt Sankt Veit, 24 April 1809.

A refight of the action at Neumarkt Sankt Veit (hereafter just Neumarkt) which saw a Franco-Bavarian force led by Marshal Jean-Baptiste Bessières face an Austrian army commanded by Johann von Hiller. Hiller's numerically superior force won a victory over the Allied troops, forcing Bessières to retreat to the west.

For this we used, a slightly tweaked version of Neil Thomas' "Napoleonic Wargame Rules" (NTNWR) as from the earlier trial games (here and here) we all felt they "had something".

The Scenario

The scenario was shamelessly copied from Jemima Fawr's Miniature Wargames Blog (here) - go to her blog for a map - modified slightly for our 6mm troops.  My interpretation of this is shown below, viewed from the south-west, the top left corner, as viewed, being north.


And again, from the north-east ...


... and a repeat, this time with the crossings named, and the various formations outlined: the Austrians in yellow; Bavarians in light blue; and, French in mid blue.

While the Austrians were intended to have much of their army off-table, a mistake in setting up meant there were fewer troops than there should be on-table at the start.  This was rectified in the game by them magically appearing in the first turn.

I had intended running this as an open game, i.e. all players aware of what was the scenario entailed, but with the Franco-Bavarian army tasked with getting all its troops across the river, before it could with draw them to avoid the overwhelming Austrian force.  The other players (Steve, Martin and Keith) all however said they would prefer to play knowing no more than the real commanders did.  So, I briefed them on what was known to their commanders, and, as I was also playing, undertook to act in the same way; they're a trusting bunch.

The Battle

This game was very absorbing, and I was very absorbed.  What I mean by this is that I forgot to take many photos so, this will be brief and front-loaded.

My main issue, as the French, was how to get all my troops quickly over the river as they were all jammed around Neumarkt.  Some of my cavalry, no doubt frustrated by this bottle-neck, were already looking to go home (if you can spot them).


Martin, the Bavarian commander, had the opposite problem, being all, except his cavalry, across the river and with his brigades widely spread and in danger of being defeated in detail.


At least he had his artillery nicely deployed and waiting for any Austrians who might show up.

And show up they did, some as if magically appearing from nowhere (courtesy of the deployment cock-up noted above).


Back on the other side of the river, my French were caught on the hop, and lost precious time having to get into march columns.  Realising it would take too long to get everyone over the Neumarkt bridge, sent their guns and one division to cross the bridge to their right (Hundham), and another division and a brigade of cavalry to the bridge to their left (Kinming).  Their cavalry crossing at Neumarkt, thanks to another terrible staff blunder, only moved at infantry marching pace - D'oh!


The Bavarians, by contrast were expecting something of the sort, and not surprised by the appearance of more Austrians, were ready and waiting.


And their guns bid the Kaiserliks welcome.


Similarly, the Bavarian cavalry was ready in march column to get across the river at Hundham with the minimum of fuss.  Hopefully they would be well clear before my forming march columns of infantry arrived to use it.

The Austrians continued their advance and yet more arrived.  The French were still in some confusion, and their cavalry continued to move at infantry speeds - saving their horses?  Also, it was rapidly becoming apparent that crossing at Kinming and Hundham was going to take longer than doing so at Neumarkt, as the bridge there was already clear.  But, order, counter-order, disorder, convinced it was better to stick to the plan than change it.  Also, the plan would deliver a consolidated French division with cavalry support to both of the threatened Bavarian wings, or so I reasoned to myself.

In the centre the Austrians had divided like the Red Sea to escape the Bavarian artillery.

But yet more Austrians were arriving.


The overall situation was starting to look grim, with the Franco-Bavarians pinned against the river and many troops still to cross; one French brigade had been marched past the Hundham crossing and was making for the Wolfsberg bridge to strengthen the right flank currently only held by light cavalry.

And just in case it's not clear which side is which, the image is repeated below with a broken red line separating the two sides, Franco-Bavarians to the right and Austrians to the left.

Shortly after the French started crossing at Kinming to come to stop the Bavarian right flank being turned, yet more Austrians appeared.  This time on their side of the river and marching from towards the Kinming bridge.  Luckily the second infantry brigade had not yet crossed so hastily deployed into line, while that in the act of crossing did an about face and retraced its steps.


The rest of the battle at this point is shown in the image below, the leading units of the newly arrived Austrians (actually my Prussian figures masquerading as Austrians) can be seen just on the edge at the bottom right of the image below.

At this point it was clear that retreating back across the river was the only safe option for the French and Bavarians, but was it even possible now?  The Austrians now started to press harder in the centre to make any withdrawal hazardous at best - we hadn't been placing smoke for musket volleys but the units in the image were exchanging fire.

On the French right around Hundham, the recently crossed infantry brigade continued to advance to cover the withdrawal of the light cavalry and the guns who were already making back towards the bridges.


On the French right, they had actually gone onto the attack to try and keep the Austrians [Prussians] from taking the bridge at Kinming.  The first French infantry brigade successfully drove back the brigade before it at bayonet point several times, while, through the most audaciously lucky dice rolls, escaping all harm from the musketry of the second enemy brigade (again a shocking lack of smoke in the picture).


While this was taking place, the French light cavalry (Hessen-Darmstädt Chevauxlegers?), in the absence of the infantry that was to have crossed at Kinming to join them, had to sacrifice itself in taking on the Austrian infantry to protect the Bavarian's flank.

Their sacrifice was followed by that of the gallant infantry brigade that had been fighting to hold the Kinming bridge.  In its weakened state, after eventually routing the opposing infantry brigade, it was attacked and routed on turn by some Austrian light cavalry (Uhlans).

Unfortunately, at this point we had to call time and agree the outcome.


The bridge at Kinming was still heavily contested and not really available to either side to use, but with French light cavalry destroyed trying to hold off the Austrian infantry, the Bavarian infantry brigade on their left flank was about to be rolled up from the flank.

Similarly, the brigade on their right flank, while holding its own against the Austrian brigade to its front, would soon find itself out flanked after the Bavarian cavalry brigade to its right was driven off (cavalry do not fare well attacking fresh infantry frontally).  Also, the enemy infantry to its front was about to be reinforced by a brigade of grenadiers.

To add to the Bavarian's troubles the French on the right flank, despite having only just crossed the river, had, almost all, managed to withdraw back across the river using both the Hundham and Wolfsberg bridges.  This left the Bavarian cavalry exposed and unsupported, other than by the French artillery now safely deployed on their side of the river.

A quick look at the casualties removed, and we agreed that the battle had largely replicated the historical result, albeit with both sides taking heavier losses, a not unusual finding for any wargame rules. 


Post Mortem

While we had not 'finished' the battle (although we had a clear result), and much time was spent manoeuvring rather than fighting, we agreed that it had been an interesting scenario and an enjoyable game.  And what's more, the difficulty manoeuvring brigades through a fairly cluttered environment, was judged to have given a real sense of the command and control problems in trying to get one's force where needed, when required.

In short, we all felt that these rules, despite their inherent simplicity are a very effective set and we will undoubtedly be playing them again.


Old Boys Weekend - Game 2 of 3

A Mini Helm's Deep?

This game was designed to fill an afternoon / early evening and leave time to set up the table for large Napoleonic game on the following day.

Scenario

Rather than one of the scenarios from the rule book I opted to put a unit of Rohan Levy (heavy foot) in a fortified position on a hill between two woods (both occupied by a scout unit).


Against them, Isengard would send forth an army, composed of: 3x units of Uruk Hai (heavy foot), 1x unit of Dunlendings (bellicose foot); 4x units of Orcs/Goblins (light foot); 1x unit of Warg-riders (light riders); and, 1x unit of Wargs (lesser warbeasts).

This army, split into two commands, that poured forth through the gap between the mountains and the forest, was so vast it could not all pass at once (hence only six units on the edge of the table in the photo below).


The other units would have to come on by activating to enter the table when the first wave have moved forward and made room.  

You will no doubt have spotted that this game is being played on hexagonal tiles[1] which are used for movement.  This increases move distance and ranges as those can only be differentiated in increments of 4".  This also means that unit separation means units cannot end their move in a hex adjacent to a friendly unit[2], although we do allow them to pass through such a hex if they have enough movement to get clear the other side.

Also, in this game many of the units were 'over-strength' having more than their usual compliment of figures, but no more strength points.  The first losses are always these 'surplus' figures and thus a unit's courage test is unaffected until they have lost all the 'surplus' figures and start losing those related to their strength points.

The Rohan foot and scouts, facing this tidal wave of evil were, unfortunately for them (and me, their commander), not over-strength.


And so the onslaught was unleashed.


The five 'evil' units nearest the camera, are all part of Steve's command, Martin, commanding the three furthest units had brought along his bad luck rolling PIP dice in the last game to infect his activation dice, and only managed to get one unit to move.

As might've been glimpsed in the above, the Rohan Scouts on their left flank, seeing the Warg pack dashing off on a right flanker moved into the 'hillfort' to help hold the levy hold on.


And as the pack closed in, the Scouts unleashed a volley of arrows, all of which missed!


But elsewhere, things were not going so well for the force of Isengard, as Martin failed to activate anything, his command staying largely stuck on the start line.


This wasn't all good for me, as Keith, the relieving force of mounted Rohirrim, was not allowed to activate to enter the table until every Isengard unit had been activated (they had to try and activate units if possible).  Consequently, my small force was still on its own, and unsupported, as they received the first attack from the forces of evil - the Warg pack.


Despite being uphill and behind defences, my Scouts, who aren't really up for mixing it hand-to-hand lost two nil.  Their courage isn't great either so it was with some trepidation I rolled the dice[3] - I needn't have worried.


The Wargs regrouped, and after losing a pack member to the Scouts archery, came back for another bite of man-flesh.


This time the Scouts managed a one-all draw, but then both sides failed their courage tests and retreated 'Battered' (denoted by a yellow token, or tiddlywink).


While the Wargs were now out of the way for a turn or two, the Uruks, and the faster Orcs, were getting pretty close and levy were unsupported.  On top of all this, Martin had still failed to activate some of his units and thus the Rohan cavalry was going to be hard pressed to arrive before it was too late.

The Scouts then showed that failing courage tests was more their 'thing' as they failed to rally, lost another figure, and retreated again, just short of the table edge.  The Levy, determined to prove themselves more stalwart than their erstwhile companions loosed a salvo of arrows at the nearest Orc unit, killing two.


In the background of the above, the other Scout unit can be seen to have moved over to wood to the right, of the picture, to block (slow?) any attempt to turn that flank.

The Orcs then charged in, but were rebuffed by the Levy, but another Orc unit had now reached an undefended part of the fort's defences.


It looked like the end for the Rohan Levy, but then as the garrison was staring death in the face ...

Great horns of the north wildly blowing.  Rohan had come at last!


The arrival of the Éoreds (1x elite riders & 2x heavy riders) was triggered by the last of the Isengard units being activated for the first time.  Keith, in command of the mounted Rohirrim, had no problems activating all three of his units so although rather late, they were had all arrived together.

But would they be in time?  It started well as the ravening hordes paused their mad career to indulge in missile fire against the Rohan Levy.  But their courage held (they rolled ten), no doubt boosted by the arrival of the cavalry.


The shower of missiles was followed up by a mass of Orcs swarming over the unmanned defences to take the Levy in the rear.


 Unable to resist the levy retreated across the defences ...

Out of the Frying-pan and into the Fire!


As if the plight of the Levy wasn't bad enough, the Warg pack, rallied after its earlier retreat had sniffed out the last Scout unit in the woods.


The Éoreds, galloping to the rescue were now on the brink of intervening.


But sadly, they were just too late, as first the Levy were overrun and broken ...


... and then the last Scout unit fled the field having been savaged by the Wargs.


The only bright spot in all this misery being the Wargs' courage also failing as a result of their loss fighting the Scouts, and they retreated back into the woods.


Their rescue efforts having come to naught, all the Rohirrim could do was to wreak a terrible revenge.  And as revenge goes, theirs was pretty terrible. The first Riddermark Éored slammed into a unit of Uruks, who promptly scored 11 hits out of their 12 combat dice killing three riders, while only losing one Uruk in return.  But while the riders' courage was undaunted the Uruks fled, battered.


The fleeing Uruks were then charged by Theodred and his Royal Éored ...


... and finally thumped by the second Riddermark Éored.


Despite this, the Uruks remained unbroken, albeit bloodied.  But if they thought that they might weather the storm they were soon dismayed by cries of ...

The Eagles are Coming!


Giant Eagles (greater warbeasts) actually, coming down from the mountains[4].

I will draw the story to a close at this point as it becomes a tale of repeated charges by the Rohirrim ...


... and their allies, the Giant Eagles, and the later arriving Eagles (lesser warbeasts) ...


... followed by a couple of Trolls emerging from the mountains.


In essence, it dragged on into a fight to the last man or dog / Warg - the last member of the pack finally slinking off table, albeit with belly full of man-flesh.

 
There were some interesting bits like the Orcs seeking safety in the hillfort ...


... but really my scenario design had failed in not providing a better end-game and victory conditions.  A shame really, as it was great fun up to the point where Rohan's cavalry started to vent their anger on the enemy to cover up for their failure to arrive in time.

I must do better next time.

Then it was time to clear away and set up the final game for the following day, and that game can be found here.


Notes:

[1] Hexon terrain, by Kallistra, as are the hills and mountains.

[2] Having a whole hex separation between units means units don't have to fit entirely within a hex, if they spillover a bit, it doesn't matter so long as it's clear which hex the unit is in.  This should show up in some of the photos where figures can be seen spilling over outside their hex, but still well separated from nearby units.

[3] I rolled the Black Dice, being used by the servants of Saruman, by mistake, but rebuffed all calls for a re-roll with the White Dice.

[4] Other non-Rohan reinforcements could be called for a turn after all the Rohan cavalry had activated, but fully absorbed by the demise of my Rohan foot I had missed the first opportunity to do so.