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

Rearguard Action

A Table-top Teaser for the War of Austrian Succession

Taking a break from WW2 after our last Chain of Command campaign, John and I opted for an old-school game, and what could be old-school than a fight with Spencer Smith figures using Brigadier Peter Young's Charge rules[1].

Not wanting a simple line 'em up and slog it out game I've put together a quick table-top teaser - whether it's well-balanced or not only time will tell.

The Scenario

With Austrians, and more importantly, the Hungarians, rallying around Maria Theresa, the French have been beaten around Prague.  With their allies defeated, the Bavarian army is beating a hasty retreat up the Danube before the Austrians can shift their forces against them.  The rearguard units are falling back, and covering each other, in their turn - in the photo below the Kurfürst Infantry Regiment (IR) can be seen marching off covered by the Max Josef IR.

But they've left it a bit late as the Austrian General Khevenhuller, who has been sent with a powerful force to chastise them, rides onto the field with his staff and escort of hussars.


The Bavarian General, Seckendorff ...


... is perturbed by how quickly the pursuit has been mounted, and, seeing the clouds of dust following the Austrian commander, wonders if he has left it too late.  That said, he has allowed for his eventuality with his dispositions.

The von der Kurtz Freikorps in the Grunwald (forest), backed up by a squadron of the Frangipani Hussar Regiment (HR).


The Wappen Donau Militia in the Birkenheim Farm, covering the withdrawal of the Kurfürst IR (there are more, out of sight, inside the farm building).


Two batteries on a hill from where they can support most of his troops.


But the Max Josef IR is looking a little exposed on his left.


He will now have to craft some cunning orders to keep his withdrawal on track.

And, in the dust cloud behind Khevenhuller, the Austrian forces are poised on some handy nearby bookcases, ready to enter the field.  From left to right: the Trenck Pandurs; the Karlstadt Pandurs, the Batthyányi Dragoon Regiment (DR); and the Baranyay HR.


And on the adjacent bookcase: the Birkenfeld Cuirassier Regiment (CR); The Hoch und Deutschmeister IR; the Los Rios IR; three field batteries; the Arberg IR; the converged Grenadier companies; and, the Andrássy IR (Hungarian).


The Austrians enter on one of six entry points: one on the road for the artillery; one either side of the road for the infantry; one further out on each wing for the cavalry; and also, one either wing for an irregular infantry unit.  Unit arrival is diced for at the start of each turn.  On a roll of anything but a '1' on a D6 for each entry point, one unit of Khevenhuller's choice will arrive[2] at the beginning of the turn, prior to order writing.

Victory Conditions

The game all depends on how many infantry uints the Bavarians can withdraw before they go under-strength (<50%).  This is not as easy as it sounds as they must leave off the road in a column of fours.  The town of Birkenheim and the hedges (obstacles) around it will create a bottle-neck.  And, to make life harder, the discarded equipment and detritus the main army has left on the line of retreat means that all road movement by infantry is subject to a reduction of 1D6 inches. 


Notes:

[1.]  Actually, my slightly modified / streamlined version of the rules.

[2.]  Up to 12 in from the table edge in column of companies / squadrons, skirmish order if irregular infantry, and limbered if artillery.