From the German 'Kabinettskriege' - Cabinet Wars: a period of limited conflict from the Peace of Westphalia (1648) to the French Revolution (1789).
Showing posts with label AARs. Show all posts
Showing posts with label AARs. Show all posts

Rearguard Action - The Game

A Table-top Teaser for the War of Austrian Succession

The Scenario, called for the Bavarian Commander, Seckendorff (me), to write orders for all his units before any Austrians arrived on table.

Seckendorff ponders how best to manage an opposed retreat

Seckendorff's plan calls for the infantry regiments (IRs) to cover each other as they fall back in turn, in a sort of leap-frog affair.  The Kurfürst IR is already on the move along the road in column of fours[1], covered by the Max Josef IR, and also by the Zweibrücken IR who will deploy into line once the Kurfürst IS has gone past them.

The Plan - will it survive contact?

The Kurfürst IR are to continue on to occupy Birkenheim and the adjacent hedgerows to cover the withdrawal of the other two regiments.  The Max Josef IR will fall back once the Zweibrücken IR is deployed.  The Militia, although not yet told, are being left behind in Birkenheim Farm to check the Austrian advance.

The von der Kurtz Freikorps (hereafter, the v.Kurtz FK) is attempting to stop Austrian irregular infantry from turning the position through the woods, and the cavalry are dispersed to put in spoiling charges where possible to give the infantry time to pull back.

So now all is in place, for the Austrian's arrival in the first turn.


Turn #1

The arrival goes to plan, except for the failure of any cavalry to appear on their right wing, and all move at best speed after the disappearing Kurfürst IR.

Don't look now but I think we're being followed.

The Austrian pursuit is getting uncomfortably close as the Kurfürst IR threw a '6' and only moved 9" instead of the normal 15" in column of fours.  But help is at hand.

Don't worry lads, we've got your back!

The Bavarian guns have a very poor view of the Austrians at this point[2], but one gun manages an opening shot - it missed.

Well, that opens the ball.

Turn #2

Once again, most of the Austrian units arrive as bidden but the Austrian right wing again remain devoid of any mounted troops[3].

Once again no cavalry shows up on the Austrian right.

Despite the Austrian right wing lagging behind, the Max Josef IR, unhappy[4] at the force confronting them, including an artillery battery unlimbering to their front, panic and fall back behind hill[5].

The Max Josef IR opts for discretion over valour.

While the timorous Max Josef IR's behaviour meant they escaped the attention of the Austrian artillery (who engaged Birkenheim Farm instead) ...

Looks good, but proved ineffective against the farm buildings.

... it also blocked any firing from their own artillery.

Hmmm, tempted to fire anyway?

Meanwhile, as the Trenck Pandurs approached the Grünwald, they lost their first figure to the outnumbered v.Kurtz FK hiding in the wood.


Turn #3

This turn finally saw the belated arrival of the Birkenfeld Cuirassier Regiment (CR), who quickly moved up behind the Deutschmeister IR.

Oh dear, we should be in front of these guys, not behind them!

Ahead of them, the rallying in-place Max Josef IR, saw its earlier behaviour justified, as the Kurfürst IR threw another '6' to again slow its progress by the maximum amount.   

Dad?  When are going get there?

Back up the road, the militia in the farm, while doing an excellent job as a road-block, were starting to take losses from the Austrian guns ...


... and the Freikorps in the wood now found themselves in a one-sided firefight against the more numerous Trenck Pandurs.



But, the highlight of the turn, was the first charge declaration of the game by the Austrian Baranyay, who charged en-masse against the single squadron of Frangipani hussars ahead of them.  The Frangipani HR were undaunted and counter-charged.  With only the front ranks engaged in the first round, this was an exactly even fight.  Even that is, until the dice got involved; my throws for each figure-vs-figure fight were stunning, John's were embarrassing.  The net result?  The Bavarians won 7-0! 


And, to rub it in, as victors in the mêlée, they took another 2 figures prisoner[6], leaving only one survivor in the first Baranyay hussar squadron.  This was a major set-back for the Austrians as the whole regiment would now have to rally back for two moves[7].


Turn #4

This turn saw a slight lull in the action as the Austrian hussars rallied back (NB: this photo also shows Zweibrücken IR starting to deploy into line now the Kurfürst IR has passed it) ...

Gangway!   Coming through!

... the Deutschmeister IR 
slowly struggled up the hill vacated by the Max Josef IR, frustrating the advance of the late-arriving Birkenfeld CR behind them ...

This hill's a bit of a bind.  (uphill = ½ move)

... the Austrian guns, now including a howitzer advanced closer to the farm complex for greater effect ...

This time we mean business.

... and the Kurfürst IR finally managed to roll low (only a '3') for the road movement penalty, and at last reached the hamlet of Birkenfeld.

Is this it?

The v.Kurtz FK escaped this turn unscathed by withdrawing back through the wood; the Trenck Pandurs, expecting them to stay and fight, had nor orders to advance after them.

Turn #5

The last Austrian unit, the converged Grenadier Battalion (Bn), arrived in this turn, but is some way back and is now unlikely to see much action.

Just like any elite reserve - skulking at the back.

The Austrians guns unlimbered and ready, next turn, to engage the farm at short range, short range that is for artillery, but just out of musket range.

It's not magnificent, but it is war.

As can be seen in the above, the Austrian Los Rios IR is simply by-passing the farms (they took 2 casualties while doing so this turn).  Also, the Bavarian Max Josef IR can be seen formed up in column of companies to withdraw now the Zweibrücken IR has deployed into line to cover their withdrawal now the Kurfürst IR has reached Birkenheim and is starting to occupy it.

Make yourselves at home lads.

The Max Josef's formation change opened the field of fire for the Bavarian artillery back on their ridge, who now sprang into life against the Deutschmeister IR, but promptly failed to find the range for no effect.

Call yourself gunners, how can you miss that target? 

As if their poor gunnery was an omen, elsewhere, things were also taking a turn for the worse for the Bavarians.  There would be no fooling the Trenck Pandurs a second time and they plunged into the Gr
ünwald to seek out the v.Kurtz FK.


Even worse, can be seen in the background of the above.  This time a squadron of the Frangipani HR was charged by single squadron of the Austrian Batthyányi Dragoon Regiment (DR).  The hussars counter charged as before, but this time their luck deserted them and they were soundly trounced, 6-2, resulting in 2 also being taken prisoner (just two left standing).

With hindsight, do you thinks mixing it with the heavies is unwise?

Turn #6

And the Bavarian's were now making their own bad luck as, having misjudged how close the Deutschmeister IR were getting, another hussar squadron was gutted by an infantry volley (but lucky to still have a command figure to lead them).


Austrian firepower was making itself felt elsewhere as their artillery, and the Arberg IR advancing past it in the foreground ...

And this time it's personal.

... lashed the militia stranded in Birkenheim Farm

Steady men!  Men?  Erm ... yes, both of you.

The second militia company, lining the hedge behind the farm, returned the compliment to the passing Los Rios IR.

Ignore it men, we have more important work to do.


The Bavarian (actually an allied Pfalz unit) Zweibrücken IR, who had formed, unreported, a column of companies with a view to retiring in the previous turn, now extended back into line to fill the gap left by the defeat of the hussars.

The plan says they're supposed to cover our retreat?


And in the background of the above, the Trenck Pandurs can be seen getting to grips with the v.Kurtz FK, albeit the dice see the latter winning the firefight 3-2.

Well, that wasn't so bad, I think we can hold here for a while.


Turn #7

The turn opens with the gutted Bavarian hussars on their left flank sacrificing themselves by charging the Deutschmeister IR and, being so close, the infantry are pinned[8] trapping the cuirassiers behind them for another turn.  The Austrian infantry, no doubt shocked by this bold action, fire a panicky volley[9] that is just insufficient to stop the hussars charging home.  The hussars lose the mêlée and go understrength, but the delay inflicted has been worth it.

Well sir, I'm not sure my comrades think it was worth it.



This is not the only charge, as John surprises me by charging his Trenck Pandurs at my Freikorps in the Grünwald.  Being in open order, my men are easily swamped and overwhelmed at odds of two-to-one.  With just one officer and one man left, the Freikorps will rally back for two moves and then will not come back as they are understrength.  The Grünwald now belongs to the Austrians, but they will have rally for a turn before they can exploit it.

Well maybe not ... we better make ourselves scarce.

In the centre, the Austrian Arberg IR continues to move toward Birkenheim Farm, firing volleys as it goes and, with artillery support, clears out the farmyard.

A deadly silence falls.



The Bavarian centre, left unmolested by the valiant efforts of those covering its withdrawal is now looking much better organised (the buildings are all occupied), albeit it no longer safe to rest its flank on the Grünwald.

So now we have to cover the Max Josef's retreat?


Turn #8

The Bavarian artillery finally, has found the range and starts to hit the Deutschmeister IT hard, incidentally widening the gap for the Birkenfeld CR to advance past them.

Well, that's one way to clear our path!


On the Austrian left, the Los Rios IR, having by-passed the farm, is able to start a firefight with the Zweibrücken IR, the numbers are not in their favour.

There may be more of us, but how will we get away?

At this point, I'll let a couple of overview photos take the place of a couple of thousand words; first from the Austrian perspective ...

Just a complete log jam.

... and then from the Bavarian perspective.

Looks promising but for the Zweibrücken IR?


Turn #9

Gambling on the Austrian Los Rios IR having orders to stand and bring up the rest of their companies into the fire fight, the Zweibrücken IR rapidly forms column of companies to do a bolt down the road and escape.

C'mon lads, it's time to get out of Dodge!

While they escape most of the Austrian volley fire, the Trenck Pandurs, now rallied, advance to the edge of the wood to make them pay for such a risky move - their major surveys the damage.

I'm glad I put all the trouble-makers at the back.


Whilst this is going on, a squadron of the Bavarian Hohenzollern DR charges the Birkenfeld Cuirassiers to prevent them interfering.  This proved unnecessary as two squadrons of the cuirassiers had orders to charge the dragoons anyway, so the two meet half way.

I see the cavalry are hogging centre stage again.

This mêlée turns out to be a fairly bloodless affair, with all turning on the last two figures paired off in combat.  The dragoons manage to win that and snatch the victory; the cuirassiers are now largely neutralised.

Is that all?

But, alongside this, the Deutschmeister is having a much blooder time of it as the Bavarian artillery just keeps improving its aim.

This is definitely not what I signed on for.

All this allows the Max Josef IR free and untroubled as it starts to cross the hedges to get in safer position if required to beat of any further pursuit.

See boys, I told you I'd see you safe.

Meanwhile, largely overlooked in most reports, the unsung heroes of the day, the Wappen Donau Militia, are still clinging on to Birkenheim Farm.

Austrians sir, thousands of 'em!


Turn #10

As order writing starts, Khevenhuller, looking at the sun, decides to call it a day and ends the pursuit.

Looks like they've managed to give us the slip.


Given how long it's likely to take the Austrians to be able to launch an effective attack on the Birkenheim position, which is looking quite solid ...

Now this is what I call a defensive position.

... it's clearly not going to happen before we reach our set time limit.  So, Seckendorff breathes a sigh of relief, and the Bavarian army lives on to fight another day.

Have any of you seen where our militia are?

 The End


Post Mortem

It was an interesting scenario, and was always going to be a challenge for John, as this was his first time playing with these rules, but he did pretty well.  

He was unfortunate to get no cavalry arriving on his right wing for the first two turns.  This was the part of the field that offered most open space for cavalry action, and arriving late they then found themselves stuck behind their infantry.  What made it worse was some terrible luck when his cavalry did get stuck in, which saw the defeated and out of action for several turns while they rallied.

The Austrian light infantry, when they finally got stuck in, saw off their Bavarian opposite numbers, quickly, and with ease.  If John were more familiar with the rules, he might've managed that even sooner and then, controlling the Grünwald, could've severely jeopardised the Bavarian retreat. 

I think the main problem the Austrians face in this scenario is the construction of the defile.  The Austrians mustn't make any mistakes if they are to make the progress needed, and any unlucky combat outcomes can set them back quite badly.

All in all, I think still a fun scenario, although haven't John for his opinion, he did seem to enjoy it. 

Perhaps one for you to try at home?



Notes:

[1.]  The scenario dictates that all IRs must leave their table-edge in column of fours along the road.  The road is cluttered with detritus from the retreat of main body and columns marching along it have their move reduced by 1D6". 

[2.]   The rules do not allow overhead fire by cannon under any circumstances; howitzers are an exception, but the Bavarian rearguard has none. 

[3.]  Each arrival point is diced for and the desired units arrives on anything but a '1', the Austrian right-wing cavalry entry point rolled a '1' in the first two turns.

[4.]  The Max Josef IR had every right to be unhappy with how slow the withdrawal was going as in this turn the Kurfürst IR rolled a '5', to again significantly slow its movement along the road.  

[5.]  My rules allow units to make a voluntary (overwrites any order from the general) Rally Back move as if defeated in mêlée, but this must be followed by a Rally Forward (in place) in the next turn.  This means a unit is both vulnerable and out of action for two turns.  When both turns of rallying are complete, the unit will need new orders having lost any it had previously.  BTW the Max Josef IR's voluntary Rally Back should've been performed with its back to the enemy - made a mistake here, but luckily it had no impact on the game.

[6.]  Units defeated in mêlée lose an additional figure (prisoner) for every 5 figures lost (rounded up).

[7.]  After a mêlée both sides have to rally for as many turns as the mêlée lasted, plus one further turn if defeated in the mêlée (suffered 50% more casualties than the opponent).  

[8.]  A unit charged by another that is within half a move, is pinned and may not move in any way in response.  They can still fire and mêlée as normal if not contacted to flank or rear.

[9.]  Infantry firing at chargers test to see whether they fire at long or short range.





The End Game - Part 2

'Taking the Gembloux Gap' a pint-sized campaign.

Turn 10, Game 9, Scenario 5 the 'Defending the Heights'

Hopefully Blogger will behave a little better now I've broken the AAR into two parts, Part 1 is here.

12GE(1,3,3,3,3,6)  That's a lot of junior leader action, but I've just killed one of his junior leaders.  John combines the '1' with a '3' to activate the Leutnant, who runs over to nr.I section and orders them to pull back along the hedge.  Nr.II section's obergefreiter removes 1 shock and orders the section to move to their left along the hedge in front of Home Wood to shoot at No.3 LMG, which takes 1 shock (only the rifles got into a shooting position).  Then nr.II section deploys from the forward JOP by the road to follow the same path taken by nr.II section.  All of this can be seen in this overview.

13FR(1,2,3,4,6)  No.2 section attempts to advance towards the edge of the wood to shoot at nr.II section, but only manages to move 1" and still can't see out of the wood.  The platoon sergeant and No.3 LMG's sergeant combine to remove 2 shock from the team who then shoot at nr.I section killing a rifleman.  


And finally, at the fourth time of asking, the R35 deploys on the road.

14GE(1,2,3,5,6,6)  A double-phase, and just after I've taken the plunge to re-engage - this could get messy.  As I have not enough CoC dice to respond in any way, the Germans are now free to move without risk.  So, first, nr.II section continues moving (9") along the hedge to where they can all engage the French No.3 LMG.  Then nr.III moves to join nr.II at the hedge in front of Home Wood, but they only manage 5" so don't quite get there.

The 5cm mortar targets the No.3 LMG but misses.

15GE(1,2,2,3,4,5)  Now in position for all to shoot, nr.II section fires at No.3 LMG inflicting 1 casualty and 2 shock.  Unfortunately for me, the casualty turns out to be the platoon sergeant, who is killed.  

French Force Morale falls from 9 to 7.

The 5cm mortar attempts to add to No.3 LMG's misery, but again misses.  Then the Leutnant removes the shock from nr.I section[1] ...


... after which he returns to his station by the MMG.  And finally, nr.II section reaches the hedge across the front of Home Wood.

16FR(1,2,3,4,5)  I deploy No.1 section into Home Wood, this getting really crowded but surely he hasn't got a mortar battery on call or he would've used it by now.  Also, as said in Part 1, I'm pretty certain he's purchased a motorcycle recce team section so won't have the points for a mortar barrage as well.  If I'm wrong I'm for it, as Home Wood is now a very juicy mortar target, holding my entire platoon - they're getting penned in as feared.


The above photo also shows my Lieutenant[2] who had also deployed into the wood to remove 2 shock from No.3 LMG and order them to fall back to safety, and order No.1 section forward but not too close to the edge where they could be targeted.  

Also showing in the above is No.2 section's advance to a point just short of 4" from the edge of the wood from where they can shoot at anyone who enters it to their front.

And finally, the R36 advances flat out up the road, getting past the Large Barn ...


... to where it can start to target the German infantry.


I need this tank to get stuck in, as the Germans appear not to have fielded any anti-tank capability - if only it had managed to deploy earlier.

17GE(1,4,4,5,5,6)  John is really stacking up the CoC points - this is going to give him a good edge when the fight hots up again.  The Leutnant now follows my late platoon sergeant's lead and reorganises nr.I section into a single LMG team (henceforth, nr.I LMG).  He then orders them to advance (3") up the cornfield, while the Feldwebel (senior leader) deploys behind them by the 5cm mortar.


18FR(1,2,3,3,4)  The R35 finally joins fight and fires its coax MG at section nr.III who were ignored in the last German phase and left hanging.  Surprisingly, they don't hit the dirt or otherwise respond using CoC points, and take 1 casualty (rifleman) and 2 shock (1 on each team).


In Home Wood, No.1 section moves to the right and the rifle grenadiers move back to try and avoid creating a bunched target.  This all feels a bit aimless; my men seem to just milling around in the wood to no real purpose.


I have to admit at this stage I don't really have a 
plan, other than hoping my tank can force the Germans to let up the pressure.

19GE(1,1,2,2,4,5)  The Leutnant advances nr.I section back up the hedge around 5-acre field tightening the German grip on Home Wood.


The obergefreiter of nr.II section removes a point of shock and moves them tactically (3") away from the R35.  Nr.II section simply goes tactical at the hedge facing Home Wood, leaving the overall situation looking this.


20FR(1,4,4,4,6)  And as John points out, not a lot of use, as I now only have one senior leader - thanks John.

This time the R35 tries h.e. against nr.III section as it's now effectively in hard cover, but misses completely.


I feel I have to try something with the platoon, so the Lieutenant orders No.1 section to advance (hopefully close enough to the edge of the wood) and shoot at nr.I LMG - they have an attached senior leader and killing him would really help the cause.  But they hit the dirt and I fail to do any harm.  No.3 LMG tries the same and manages 1 casualty, but it's not the Leutnant.  The Lieutenant, also tries to advance and shoot with the rifle grenadiers, but he doesn't get far enough to see out of the wood.   So for just 1 casualty, I've now exposed most of my platoon to retribution - seems that was a bit foolish.


21GE(1,1,2,3,4,5)  And the Germans seize the opportunity offered.  First, the Leutnant fires nr.I LMG at No.3 LMG, causing 1 casualty and 3 shock, and surprise, surprise, the it's the, already wounded, section sergeant who's hit and stunned.  

French Force morale falls from 7 to 6.  

Elsewhere, it's just movement, as: nr.III section removes 1 shock and continues to tactically sidle along the hedge; nr.II section crosses the hedge and enters the wood; and, the 5cm mortar team advance.
 

That ended the German phase.  I considered withdrawing at this point as I can't see a way out, but I don't want to go out of the campaign on a whimper, so man up, and roll the dice.

22FR(1,1,3,5,6)  As I started looking at options, I thought the Germans had got very close in the wood, and on measuring, it turned out they had inadvertently entered close combat with No.3 LMG!

So, we roll back the clock to Phase 21, and fight the combat; the French with 3D6 and the Germans with 9D6.  The plucky French team manage to pull off a draw, inflicting 2 casualties (again neither was a leader) and 1 shock (rifleman) against the German's 3 shock.  But, 3 shock is just enough to rout the team, who flee all the way back to side road behind Home Wood.


French Force Morale sinks from 6 to 5.

So, back to Phase 22, and the R35 gets 2 hits with h.e. on nr.III section, but rolls a double-one for no effect.   


That does it for me.  That's enough boys, time to get out, as I don't want this platoon that has fought so well to get decimated in the last game.  So, everywhere else I pull the troops back to try and avoid any more losses before I can withdraw.

23G

E(2,2,3,4,4,6)  And with the French looking like they're on their way out, the Germans advance nr.I LMG team and nr.II section along the hedgerows.  

Then in the final act of the campaign, John snatches his last chance to get his motorcycle recce section to deploy on the table for the first time ever.


And don't they look pretty, motoring flat out across the fields?


23FR(*,*,*,*,*)  And I 
withdraw my brave lads to fight another day, in another campaign?


The Aftermath

The French platoon: lost 6 men of whom 1 would return to duty (RTD) immediately, 2 RTD after another turn (there isn't one in this campaign), and 3 permanently lost.  This leaves the platoon permanently reduced by 5 men.  The platoon sergeant passed his medic roll but would have to miss the next turn.

The CO's opinion of the Lieutenant now falls from +4 to +3 (but still a +1 on support), and the men, so many of whom are pleased to have survived, raise their opinion of the Lieutenant from +10 to +11!  Lt Victor Renard's outlook after this latest setback settles down from 'merry' to 'droll' - he has some good war stories to tell.

The German platoon: lost 10 men of whom 2 would RTD immediately, 3 RTD in a turn's time, and 5 permanently lost.  This leaves the platoon weakened by the same number of men (5) after 1 fight as the French platoon after 8[3].  The wounded obergefreiter also passed his medic roll to RTD immediately.

The German CO's opinion of the Leutnant rose to +1, but the men, unhappy with the butcher's bill, lower their opinion of him to -3, but the Leutnant's outlook remains 'relaxed'.


Post Mortem

This was a more interesting contest, as compared to many of the previous games, the double phases evened out (12 German phases to 11 French) and the French hesitant deployments were about as successful as one might expect.  

Just to show I'm not overly exaggerating the effects of the German double-phases and French failures to deploy, here's a quick summary of the campaign.

Game
No.

Winning
Side

Phases

Delta
No.

Delta
%

French
Deployed

German

French

1

Ge

12

4

8

200%

no

2

Fr

8

8

0

0%

yes

3

Fr

14

17

-3

-18%

Yes

4

Ge

4

5

-1

-20%

no

5

Fr

9

9

0

0%

yes

6

Fr

20

18

2

11%

yes

7

Ge

5

3

2

67%

no

8

Ge

12

7

5

71%

no

9

Ge

12

11

1

9%

yes

 A "no" under 'French Deployed' means none of the French infantry sections from the platoon managed to deploy through the effects of a bombardment.

But, back to this game.  For me, the terrain turned out to be horrible to defend as there was so much cover it robbed my defence of any decent fields of fire.  Not helped by the German JOPs being well advanced on a table that was being played cross-ways.  Indeed, I never deployed my 75mm gun as there was nowhere with a decent field of fire, except on my left, and the Germans didn't go there.  As feared, I got penned in the wood, and every attempt to fight out of it was met with superior German firepower - I really needed to do something different and better coordinated, but I'm not sure what, or how.  OTOH, with the Germans lacking any anti-tank capability, had my R35 deployed at the first time of asking they could've found life more difficult.

Against that John played a really good game, he never tried to ride his luck and kept a tight control of his troops while applying pressure at several points to prevent the French concentrating against just part of his force.

Anyway, the campaign was always going to be a draw regardless of the result this game and I suspect that influenced how both of us approached the game.


THE END


What's next?  Not sure at present.


Notes:

[1.]  You may have spotted that nr.I section's MG is now an LMG, when in previous photos it can be seen to have accidentally fielded an MMG base, which we spotted and corrected during the game.

[2.]  The Lieutenant, thanks to his men's appreciation of his performance earlier in this campaign, has four orders and a 12" command range, albeit the latter is no use in the wood where visibility is reduced to 4".

[3.]  We made a mistake here as the French should get a fresh platoon for Scenario 5, but I doubt it would've made any difference, and it was nice to have Lt Renard see out the campaign.