Thursday, May 19, 2016

A Review and Summary of General de Brigade

Over my 30-odd years of wargaming, I have tinkered with several historical periods that have interested me. I play games in the Ancient and Medieval periods, the American Civil War, and World War Two. I will play just about any historical period that presents itself; I don't consider myself a "gaming snob." Through all of these years and various meanderings, I have considered myself first and foremost a Napoleonic wargamer. Ever since I was a child, I have been fascinated with this period of history. I don't know if it is the colorful uniforms, the masses of troops, the "rock paper and scissors" tactics, or the grand strategy of the times (or a combination of all of it), but most of my wargaming focus has been on the Napoleonic period. And like other Napoleonic gamers, I have been in search of the "holy grail" of rules. I really don't think they exist, but that doesn't halt the quest.


At 20:1 figure scale, a game of General de Brigade looks great on the table


For group games, I have (and continue) to be very satisfied with the Carnage and Glory 2 computer-moderated system. You can view the write-ups of several games with this system on my earlier blog reports. I play a lot of solo battles though. As an introvert with a ton of pressure at work, there is really something satisfying about the weekly retreat to the attic where I can bash miniature armies against each other. For me, solo wargaming doesn't feel right with computer-moderated systems; I spend most of my time running back and forth to the computer instead of enjoying the spectacle on the table. So over the many years, I have experimented with Empire, From Valmy to Waterloo, Battles for Empire, Black Powder, and countless other rules in my search for the "grail." For various reasons, I have always left the table feeling empty. Don't misunderstand me, none of these rules are bad rules. On the contrary, I learn something from every rules system that I have played. I truly appreciate the time, effort, and research that rules authors pour into their creations. I even attempted to write my own rules for the period, until I realized that my "perfect" rules were virtually unplayable. What a humbling and completely depressing experience!

Although I have played with grand-tactical rules like Age of Eagles and Grande Armee, I still get the most satisfaction out of a wargame with the battalion as the tactical unit. To each his own I guess. I just enjoy the look of a division made up of 8-10 units instead of just 2. Again, these systems are very good rules sets with passionate followers, but grand-tactical Napoleonic gaming just isn't my cup of tea.


The rule book !


I stumbled onto the deluxe edition of General de Brigade a few years ago. Very popular in the UK and Australia, I've always wondered why this rules system is not commonly played here in the States. Being a British-produced set and boasting a figure scale that is not typically played State-side, I assumed that this lack of popularity insinuated another mediocre rules set.  After my first game, I was pleasantly surprised. The rules flowed very smoothly and just made sense.  Many people have compared GdB to In the Grand Manner by the late Peter Gilder. The scale is the same but GdB is much more detailed and realistic than that classic rules system. Although not perfect and not the "holy grail" of all that is good in life, these rules really provided me an excellent wargaming experience. They have since become my "go-to" system for solo (or one-on-one) games.

So here are my observations and opinions of General de Brigade. First, I'll attempt to summarize the rules themselves and then end up with my positive and negative opinions on how the rules generally work.

Summary of the rules

The figure scale of General de Brigade is 20:1 with a ground scale of 1" equaling 25 yards. The time scale is not explicitly stated, but my estimate is that each game-turn equals approximately 10 minutes. The figure scale can be daunting. A typical Austrian line battalion in 1809 is made up of 36-48 figures while a comparable French battalion clocks in at 24-36 figures. Expensive......but beautiful on the table.

The scope of GdB is intended as a division-sized battle. Corps-sized battles can be played easily if you have the time or space. For multi-corps battles, it is possible (I've seen accounts of Wagram and Borodino on the GdB forum) but the rules are not directly intended for such and you would need real veterans of the system to pull these projects off......and a tremendous amount of space. I am always amused when critics of the rules comment that the rules are cumbersome when playing Leipzig..........well, duh......they were never marketed for or intended for such huge battles, although again it is possible in theory (and does happen, judging from the impressive photos on the forum).

The turn sequence

The turn sequence is relatively simple. First, initiative is rolled to determine which side moves first. Then compulsory movement from the previous turn occurs (retreats, routs, etc). The issuing of new orders is the next step. After that, charge declarations, normal movement, and melee combats take place. The turn ends with unit morale checks, followed by brigade morale checks. If one army has not broken, the game continues until the specified victory conditions are met.

Command and Control

At the heart of General de Brigade is a command and control system that is both detailed, yet smooth in execution. Grand-tactically, each division commander and brigade commander has specific orders which must be followed. Examples of brigade orders are Assault, Engage, Hold, etc. Charges may or not be conducted under certain orders. For example, infantry on a Hold order may not charge an enemy, yet infantry on an Assault must charge when able. A division commander may order charges when necessary, no matter what the brigade order is. Therefore, to conduct a limited attack may necessitate the division commander being close by. Tactically, a unit must be within command range in order to charge the enemy. This limits the "nippy little battalion" syndrome considerably; it really forces brigades to deploy in a tight formation.

Changing orders for brigades and divisions require a die roll; a player may conduct one order change per turn.

In summary, the command and control system, although not overly restrictive, forces a player to think ahead on what brigade orders are required and where his leader figures are on the table.


A nice battle on the Peninsula using General de Brigade


Movement and Charges

Movement is straight-forward and is formation-specific. All battalion formations are portrayed on the tabletop, including single company columns. Charge movement is interesting. A unit that conducts a charge moves halfway to its target, receives any defensive fire at that range, and then tests to determine if the charge closes or not. If the charge does close, the defending unit must then take a morale check to see if it stands. It all works quite well, even if it is a bit abstract.

Emergency squares, evade moves, and opportunity charges are all covered. One interesting tidbit is the subject of massed columns charging a single target. If 2 or more columns are within an 8 cm distance between each other in a charge, the defensive fire gains a bonus and resulting morale checks could have the columns literally "bumping" into each other and causing disorder. This forces the player to attack in multiple "waves" or to take his chances and try and get multiple units on target.


French Cuirassiers advance at Alt Eglofsheim



Skirmishers

Skirmishers are handled in an interesting manner. If the player desires, the light infantry companies of each battalion (if so equipped--dependent on nationality) combine together in a single skirmish screen for each brigade. This skirmish screen literally becomes a separate unit in the brigade. Proper use of this skirmish screen can be incredibly annoying against a player with a weaker (or non-existent screen). Skirmishers can even charge and drive off opposing skirmish screens. Casualties inflicted are relatively light in nature, but irritating nonetheless. I consider the skirmishing rules one of the hallmarks of the system.


Firing and Melee

Firing is conducted per number of figures (or guns). A large unit in line, although unwieldy in maneuver, can be devastating when the maximum number of muskets are firing. Cannister fire can be deadly as well, just what you'd expect from artillery. Skirmish fire, as described above, is relatively light in nature, but adds up over time and forces an opposing player to deal with it.

When charging, the defensive fire of a unit is critical. Among several modifiers to the Closing test is the number of casualties inflicted in the defensive fire. Artillery, which is weak if closed upon in melee, can punish a charging unit with canister and keep the unit from closing, if not disordering it or causing it to falter in the charge. To me, these tests to close a charge or stand versus a charge are well done and add to the flavor of the system.

If a charging unit closes, and the defender stands, then melee happens. Rolling 2d6 per side and adding/subtracting modifiers to determine the winner is very straight-forward. The difference in the modified die rolls determine the extent of the victory and the casualties.  The melee rules are very logical and easy to understand. Although the modifiers all make sense (flanked, mass, training, etc) the melee rolls are the one area in which the "luck of the die" does dominate.

Morale

After the action is over, morale checks are conducted for units which meet the specific conditions. These unit morale checks and earlier melee results can also force a brigade morale check roll. Brigade morale checks can also affect adjacent brigades as well, thus beginning a possible "domino effect."

I feel that the morale rules are solid and I fully appreciate the inclusion of brigade morale checks. One can see an army withering away under the right conditions. It feels right.


Lots of cavalry !


Summary

Either as a solo game, or with a small group of friends, General de Brigade excels as a ruleset. The overall feel and flow of the game is logical and smooth. I think the overused descriptive term is that the rules are "elegant." The specific details I most like about the system include:

- The 20:1 scale looks beautiful on the table. The units are large and contribute to the grand feel of the game.
- The skirmish rules make sense from a gamer's standpoint. They are not abstract and fill the purpose of skirmishers perfectly....those little guys are incredibly rude and annoying.
- The command system is very simple, yet effective. As a player, one really has to think ahead with command and control in mind.
- Firing is done by numbers of figures or guns, not bases or an abstract number of fire dice. As a unit wears down, it's fire effectiveness decreases.
- Smoke is factored in for musketry, so a veteran player learns to hold his fire until absolutely necessary.
- I love the morale rules. The modifiers seem very accurate for morale tests. I also appreciate that a charging unit must test to close a charge, while a defender also has to test in order to stand in front of a successful charge. I always like a Napoleonic rules system that incorporates brigade morale in addition to individual unit morale.
- The Napoleonic flavor of "rock, paper, and scissors" tactics are fully present.
- The National Characteristics are few and far between, but make total sense in the context of the rules. For example, British infantry in line receive a plus modifier in firing due to inherent fire discipline, historical performance, and the two-rank line. I'm a Francophile and I have no problem with it at all.

There are several details that I have an issue with, but have incorporated several "house rules" to deal with these:

- There are no fatigue rules in the system, especially for artillery. Disorder and Faltering could be considered examples of incorporating fatigue, but in an abstract way.
- Although the 20:1 figure scale looks pretty on the table, it sure is expensive. Ok, I'll stop whining.
-  The melee calculation is a bit too "luck-based." I'm sure that this was in order to inject some randomness and "fun" into the game, but I think the melee modifiers are a bit underweight in the calculation.
- Amunition, especially for artillery, is barely touched upon. A house rule that limits the number of canister/ball rounds until resupply fixed that.
- Due to the time scale, firefights (in contrast to melees) take an incredible amount of time to sort themselves out. A couple of infantry lines volleying it out may take a full hour or longer before one side retires or retreats.
- There is no "point-blank" range for infantry fire. There are only normal and long ranges; the bands for each seem a bit wide.
- For very large multi-corps games (even if I could arrange the space), the system can slow down due to the amount of detail included in the rules. But to be fair, as I've mentioned, the game was never intended for this type of game.

So, as you can tell, I'm a fan of the General de Brigade rules (and trust me, I've played just about everything).  The system rides that very fine line between a simulation and an entertaining game. The rules are very, very popular throughout the civilized world of wargaming (just haven't caught on here in the USA for some reason), so there is a large fanbase. The GdB forum is also well populated. David Brown frequently screens questions and all of the veterans of the system fully support the game.

For group games, I'll stick with Carnage and Glory 2 (primarily because I love that system and no one else knows the GdB rules except for me), but for my solo wars or games with my son, I wholeheartedly recommend General de Brigade.


Wednesday, May 11, 2016

Hun Ambush using Hail Caesar

We convened to the attic a couple of days ago to pit my newly based Huns against a Late Imperial Roman force. Being a new convert to the Hail Caesar rules, I also wanted to observe how the system worked between two forces that were totally different in tactical philosophy. 

The Huns were a nomadic race that militarily relied on speed and mobility of light cavalry to overwhelm their adversaries with a tumult of arrows and charges on the enemy's flanks and rear.
The Late Imperial Romans, although past their prime of military prowess, still boasted a largely professional force of infantry (the line troops were called Comitanses and the border troops were named Limitanses) and a secondary focus on heavy cavalry. Horse archers, called Sagitarii, were added to counter the mobility of their barbaric enemies who relied on light cavalry tactics, most notably Goths and the aforementioned Huns.

This scenario was relatively simple: a small force of Hun light cavalry would ambush a large Roman column attempting to traverse a road nestled in a small valley. The time period was considered to be late 4th century, during which the Gothic revolts were taking place in the Eastern Empire. The Roman force was made up of 2 infantry divisions and an escort of 2 Sagitarii units. The Hunnic force was made up of 6 small light cavalry units. The full order of battle is listed at the end of this entry. I wanted to add as much historical flavor as possible into the scenario, so I used a variety of special rules:  Hunnic cavalry could form open order and use the Feigned Flight and the Parthian Shot special rules. All Roman infantry could form Testudo, and the heavy Comitanses infantry units were considered Drilled. Limitanses infantry were considered medium troops and, although they could also form Testudo, used the Levy special rule. Roman infantry could also utilize the Pilum rule. The Roman Sagitarii were also able to utilize Parthian Shot. I allowed a +2 command modifier for infantry in column and on the road (+1 if offroad and in column).

The object of the scenario was simple. The Roman force needed to travel off of the opposite edge of the table without losing a single infantry or artillery unit. The Huns would be victorious if their small force could break at least one Roman infantry or artillery unit. The Sagitarii were considered escorts and did not affect the victory conditions in case either of these units were lost (in this situation it was their job to sacrifice themselves to save the infantry).


Hun scouts spot the long Roman infantry column
 
 
The Hunnic force blocks the road


The Roman 1st division on the road with supporting Sagitarii


The Huns stream out of the woods to block the road


The Hun battle plan was simple: block the lead elements of the Roman infantry with cavalry in formed battle lines, while the remainder of the Hun cavalry would sweep around the flanks and pepper the Romans with arrows. This was all easier said than done, as the first Roman division all formed Testudo and kept marching down the road. Aggressive employment of the Sagitarii also thwarted the Huns.


Sagitarii rush out to engage Hunnic horsemen


The Sagitarii charged the Hun horse archers in open order time and time again, taking losses but tying down half of the Hun force. One Hun cavalry charge against the lead Roman Comitanses unit resulted in a total rout of the cavalry. The lead units kept on marching to the table edge in Testudo. The Testudo formation proved to be almost impenetrable to Hun arrows.



Sagitarii and Huns lock horns


On the other flank, Sagitarii attack boldly


Although the Sagitarii were being slowly forced back, the Hun force began to separate and command/control began to become much more difficult for the Hun commander. The first 2 Roman units became separated from the rest of the column, so the Huns decided to let these go and focused their attacks on the units further down the road. One Sagitarii unit broke and the Roman commander of the horse archers became seriously wounded leading a charge (but remained on the field to exhort his troops).


Huns begin to overwhelm the Sagitarii


As the Huns advanced against the rest of the Roman infantry, the Roman Scorpion unit, flanked by infantry in Testudo on either side, opened up and caused casualties on the formed Hun horsemen advancing.


As the lead units continue marching, the rest of the Romans deploy for action


Meanwhile, the 2nd Roman division continued marching behind the 1st division and formed Testudo. A blunder roll caused a mutiny and the entire division turned their backs and retreated back the way they had come. Roman officers turned them back around with difficulty; what disgraceful behavior from Roman soldiers! 


The 2nd division blunders and retire in disorder
 
 
Action on the flanks as the first 2 Roman units continue on
 
 
The Hun commander begins to lose control of his widely dispersed force
 
 
At this point, the Roman commander of the 1st division decided to charge his infantry into the Hun light cavalry blocking the way. The Huns dutifully counter-charged. The Comitanses infantry fought to a draw in the first round, but the lowly Limitanses routed the Hun cavalry on the first clash.


Huns and Roman infantry engage in combat


.....and the Huns break
 
 
Huns harass the 2nd division with a storm of arrows


The next round of  combat saw the Hun cavalry break against the resolute Comitanses. The Hun commander saw the writing on the wall, but decided on one more gamble. Rallying one of his last units, these brave horsemen charged the lead Comitanses infantry (who turned to face them at the last minute), but even with the Hun commander adding 3 attacks (which all hit), the Roman heavy infantry made all of their saving throws and threw back the Hun cavalry, which melted away. At this point, the Hun force was at their break point and streamed away from the field.


Last gamble by the Huns resulted in another rout
 
 
....and with that rout, the Huns melt away
 

Through proper use of the Testudo formation and very aggressive handling of the Sagitarii horse archers, the Huns had real difficulty making a dent in the Roman column. The Hun commander also had major command problems as several units pursued the Sagitarii outside of effective control range. Although the Sagitarii were eventually forced off of the field, they did their job admirably. The Hun force became disjointed and uncontrollable, while the Romans kept their units in tight formations. Without heavy cavalry and unable to pierce the Testudo formations with arrows, the Huns really had a hard time causing casualties. The scenario was a resounding Roman victory and the Hun ambush had failed. What a fun game !  I felt, with the special rules added, that Hail Caesar did an excellent job of simulating Roman professionalism against the fury and mobility of the Huns.

I can't wait to refight this scenario with different Hun tactics.  Let's see if the barbaric Huns taste victory next time !

Order of Battle

Romans:

1st Division   Commander rating: 8
3 standard units of Comitanses infantry
1 standard unit of Limitanses infantry
1 standard Scorpion battery

2nd Division   Commander rating: 8
3 standard unit of Comitanses infantry
1 standard unit of Limitanses infantry

Sagitarii escort  Commander rating: 8
2 small units of Sagitarii horse archers

Huns:

Commander rating: 8
6 small units of light cavalry, armed with bows and javelins

Sunday, May 1, 2016

The Road to Abensberg 1809 using Carnage and Glory 2



This past weekend, our gaming group gathered in Roanoke Virginia to refight the preliminary action to the historical battle of Abensberg. This combat, set on April 19th, 1809, enabled the Bavarians under Marshal Lefebvre to secure Marshal Davout's escape route from Regensberg. During this battle, the cannon could be heard in the distance as Davout's corps was engaged with the Austrians at Teugen-Hausen (about 5-6 km away).

Historically, this battle was slightly more than a skirmish, as a Bavarian division defeated a cautious Austrian attempt (just a reinforced brigade) to control the area around Abensberg. The Austrians were defeated and allowed the French to consolidate on the following day (April 20th) as Napoleon attacked in full force.

In our scenario, the forces engaged included all of Lefebvre's corps and Vandamme's Wurttemberg troops against approximately 20,000 Austrians under the command of Archduke Ludwig. The scenario assumes that Ludwig aggressively marches to Thierry's aid and surprises the Bavarians tasked to defend the area. With Ludwig's full force converging on Abensberg in our scenario, Lefebvre and Vandamme were forced to fight.

Our group used the Carnage and Glory 2 computer-moderated system which, as usual, did a superb job of simulating this combat. We actually played 2 games. In the first game, the Austrians deployed very quickly while the Bavarian troops struggled to deploy across the Abens river next to Abensberg. The Austrians, with a very solid line of defense, won a major victory. This write-up concerns the second game, which had its share of "pucker factor" moments. In addition to the great camaraderie, the gaming table featured Doug Kline's magnificent terrain (courtesy of Battlefield Terrain Concepts).


What a fine looking bunch of hooligans....


The table is pictured below. Austrian Generalmajor Thierry's reinforced brigade is deployed in the area of "T" while  columns of Austrian infantry are marching to the guns as far forward as "B" in the picture. Bavarian Crown Prince Ludwig's (not to be confused with his Austrian counterpart) division and von Zandt's Bavarian cavalry deploy at the start in the area of "L," which is just outside the fringe of Abensberg in the top lefthand corner of the table. Any other towns are considered small villages or farmhouses on the outskirts of Abensberg. Objectives with victory points for each side are outlined in the picture (Allies are in yellow, Austrians in red).  Reinforcements from both sides continue to march onto the table at various times throughout the game. Bavarian General Wrede's division enters the table on turn 4 just to the right of Abensberg and Vandamme's Wurttemberg troops are force marching to the guns and will arrive on the lower left table edge around turn 8.  When Vandamme's troops finally arrive, the Austrians will find themselves outnumbered by approximately 6,000 troops. It is a very well-balanced scenario with challenges for both armies. Kudos go to Doug Kline for the historical research and programming of the scenario.


The table prior to deployment

The action began as the Bavarians under Ludwig advanced aggressively towards the Austrian positions on the outskirts of the woods facing Abensberg. Von Zandt's Bavarian cavalry brigade moved quickly to envelop the right flank of the Austrian position. On turn 4, these horsemen were joined by the cavalry brigade of von Seydewitz, which marched onto the northern table edge. Facing this new horde of cavalry were 3 Austrian Dragoon units and Thierry's infantry. The Bavarians also pushed strongly into the wooded area in which several Austrian battalions and guns were deployed. To make matters worse for the outnumbered Austrians, Bavarian infantry were threatening to take the heights south of the Austrian position. These heights controlled the open space which dominated the central area of the table.
 
 
Bavarian troops moving out from Abensberg towards the Austrian-held woods
 

Von Zandt's Bavarian cavalry moving fast towards the Austrian right flank, screened by the woods


Bavarian infantry engages the Austrians on the edge of the woods while also marching to take control of the heights


Another angle demonstrating the Bavarian advance

 
Austrian Dragoons attempt to engage two brigades of Bavarian cavalry on the right flank


As the Austrian Dragoons engage the Bavarian cavalry attempting to envelop the flank, Maher's large regiment of Austrian uhlans are rushing to counter the Bavarian troops marching to occupy the center heights. The lead Uhlan regiment charges a Bavarian unit in column (the 2/8th Bavarian infantry) and decimates it in the charge (miraculously this little battalion comes back into the fight, although in a much weakened state). While celebrating this success, the Bavarian cavalry crushes the Austrian Dragoons and the right flank of Thierry's force is in extreme danger. While this action was going on, Austrian troops in march column advance to solidify a defensive line centered on the heights just occupied by the Uhlans.


Austrian Uhlans rushing to engage the lead elements of Bavarian infantry


Once the charge is made, the Uhlans crush the Bavarian infantry who failed to form square in time

 
Austrian Dragoons engage Bavarian Chevaulegers.....


And are quickly put to flight as the Bavarian cavalry advances around the flank


Retreat ! Not the finest moment for Austrian cavalry



Meanwhile, Austrian reinforcements are maneuvering onto the table
 
 
The Austrian reserve units in road column


With the charge of the Uhlans, the leading infantry of the Austrian reinforcements begin to deploy along the central heights. As for the endangered right flank, the Austrian reserve infantry was still too far off. Enter the victorious Uhlans yet again, as the lancers are redeployed to protect this flank. Bavarian reinforcements have arrived as well, as they begin to deploy across the Abens river. With the Bavarian push into Thierry's units and around the flank, the Austrian infantry under Generalmajor Bianchi were attempting to solidify a defensive line along the heights. At this point, with the Austrian players obviously distracted, the 1/3rd Bavarian infantry doubletimed along the road and marched right into the village central to Thierry's position. What a brazen move !  Trying to shrug off this setback, the Austrian players continued to prepare a strong defensive line. Also, in this confusion, several Austrian units under Thierry's command were isolated and cut off in the woods.


The 1/3rd regiment of Bavarian infantry doubletimes in march column through the woods into a village right in the midst of Thierry's position.....what a move !


Bavarian players deploy the reinforcements across the stream


Good shot of Bianchi's Austrian reinforcements forming a defensive line in the top right of the picture
 
 
As the Austrians were beginning to be forced back in the northern section of the table, the Bavarians were advancing in the center in force. Knowing that Vandamme's Wurttemberg troops would be arriving soon in the southwest area of the table, Austrian reinforcements were attempting to anchor a defensive line on the southernmost village.  Meanwhile, the Austrian right flank was restored (yet forced back considerably) with the arrival of the Uhlans to counter the Bavarian cavalry. The action was intense all across the line and one could sense that the Bavarians under Lefebvre were winning the battle.



Bavarian infantry quickly advancing to attack the Austrian center. Time for a showdown


By turn 6, all troops were on the table with the notable exception of Vandamme's corps. The Bavarians were pressing all across the line. On turn 8, the Wurttemberg troops arrive and begin deploying on the table. Vicious firefights were erupting in the center of the table as the Austrians fought fiercely to defend the center. A counterattack by the Austrian Uhlans was initially successful, with the Bavarian horse retreating this time. The flank was saved....for the time being.


Austrian Grenz with supporting Hussars form a line against the Wurttemberg troops
 
 
Another shot of the advancing Wurttemberg troops

 
The Austrian left flank was anchored by this village as the Wurttemberg infantry attack


Vandamme's troops advance against the "thin white line"


While the firefights were occurring in the center, a lone Bavarian battalion (6th Light infantry) doubletimed across a bridge and into the woods, effectively splitting the Austrian center and left flank. Another brazen move, this march temporarily put the Austrians on their heels and forced them to react. In order to attempt to regain the initiative, an Austrian Hussar unit charged a unit of Wurttemberg Chevaulegers and forced it away. Unfortunately, there were more to take its place and this was but a mild hiccup in the allied plans. The Bavarians were advancing on the Austrians everywhere and the line was becoming painfully thin. The numbers were beginning to tell on Archduke Ludwig's command. A Wurttemberg cavalry attack on the extreme Austrian left by the Jager zu Pferd was countered by Austrian Hussars. This flank would not budge, but unfortunately, the Austrians were retiring everywhere else on the table.


Austrian Hussars catch a Wurttemberg cavalry unit flat-footed and force it to retreat


Austrian units on the extreme left flank under pressure


Another shot of the Austrian position on the left flank


At this point, the Austrian center is crumbling under the pressure
 
 
The Austrian line is very thin indeed


Wurttemberg troops continuing the advance against Austrian Grenz. The Grenz are beginning to buckle !
 
 
Another angle shot of the Austrian grenz holding the line against great odds


Assailed on all sides, wide holes began to open in the Austrian line. The troops were exhausted and the army morale was beginning to drop rapidly. At this point, it was obvious that the allies had won the day. We could have fought on for one more turn, but allied cavalry had at least 3 flank charges that were sure to cause maximum casualties. It was turn 12 and we decided to call the game at that point.


Vandamme's troops were pushing hard at the end, as the position was about to be outflanked from the woods and assailed from the front
 
 
End of game shot--one can see how thin the Austrian line was at this point

 
Bavarians closing in for the kill in the center
 
 
 
What an incredible game !  Although the Austrians fought hard, they were just overwhelmed in the end. The allied players did a superb job of deploying across the stream quickly and forcing the Austrians to rush their deployments. The Austrian forces were stretched thin across the line and the allied players massed their attacks perfectly. All players were outstanding and it was just a tremendous game all around. Thanks to Doug Kline again for his superb scenario and terrain. The battle ended as a Major allied victory. The allies claimed a territorial as well as a victory advantage. After walking wounded returned to the ranks, total allied losses were 1438 men of all arms, while Austrian losses were 3057 men of all arms. I am always amazed at how accurate the Carnage and Glory 2 system is when calculating pursuit and returning stragglers; it really is the finest computer-moderated system available.
 
 
Here is a breakdown of the complete orders of battle with casualties at the end of combat:
 
 
Corps Lefebvre
[ 101] Marechal d'Empire Lefebvre - Active B+ [1400 paces]

 Division Crown Prince Ludwig - Attack
 [ 102] Generalleutnant Crown Prince Ludwig - Lightly wounded B [875 paces]
   Brigade von Rechberg - Attack
   [ 103] Generalmajor von Rechberg - Active B [450 paces]
   [W][ 101] 1/1st Leib Regiment             183/ 617      C  [sk]
[ 102] 1/2nd Infantry Regiment           0/ 770      C- [sk]
[ 103] 2/2nd Infantry Regiment          13/ 757      C- [sk]
[ 104] 1st Light Infantry Habermann     53/ 760      C- [sk]
   Brigade Stengel - Attack [No Advance]
   [ 104] Generalmajor Stengel - Lightly wounded B [450 paces]
[ 105] 1/4th Infantry Regiment         117/ 726      C- [sk]
[ 106] 2/4th Infantry Regiment           0/ 842      C- [sk]
   [D][ 107] 1/8th Infantry Regiment         309/ 501      C- [sk]
[ 108] 2/8th Infantry Regiment         334/ 475      C- [sk]
   Brigade von Zandt - Attack [Retire]
   [ 105] Generalmajor von Zandt - Active B [450 paces]
[ 109] 1st Dragoons                     17/ 243      C- [sk]
[ 110] 1/1st Chevaulegers               21/ 247      C  [sk]
   [W][ 111] 2/1st Chevaulegers               44/ 158      C  [sk]
   Brigade von Preizen - Attack
   [ 106] Oberst von Preizen - Active B [450 paces]
[ 112] Battery Wagner                   29/ 121 [ 6] C-     
[ 113] Battery Hofstetten                5/ 145 [ 6] C-     
[ 114] Horse Battery Regnier             0/ 150 [ 6] C      

 Division von Wrede - Attack
 [ 107] Generalleutnant von Wrede - Active B [875 paces]
   Brigade von Minucci - Attack
   [ 108] Generalmajor von Minucci - Active B [450 paces]
[ 115] 1/3rd Infantry Regiment         205/ 575      C- [sk]
[ 116] 2/3rd Infantry Regiment           0/ 780      C- [sk]
[ 117] 1/13th Infantry Regiment         80/ 713      C- [sk]
[ 118] 2/13th Infantry Regiment         34/ 758      C- [sk]
[ 119] 6th Light Infantry LaRouche      23/ 767      C- [sk]
   Brigade von Beckers - Attack
   [ 109] Generalmajor von Beckers - Active B [450 paces]
[ 120] 1/6th Infantry Regiment           0/ 700      C- [sk]
[ 121] 2/6th Infantry Regiment           0/ 700      C- [sk]
[ 122] 1/7th Infantry Regiment           0/ 798      C- [sk]
[ 123] 2/7th Infantry Regiment           0/ 797      C- [sk]
   Brigade von Preysing - Attack
   [ 110] Generalmajor von Preysing - Active B [450 paces]
[ 124] 1/2nd Chevauleger                 3/ 254      C- [sk]
[ 125] 2/2nd Chevauleger                 0/ 193      C- [sk]
[ 126] 1/3rd Chevauleger                 0/ 250      C- [sk]
[ 127] 2/3rd Chevauleger                37/ 213      C- [sk]
   Brigade von Gasthof - Attack
   [ 111] Oberst von Gasthof - Active B [450 paces]
[ 128] Battery Berchem                   0/ 150 [ 6] C-     
[ 129] Horse Battery Caspers             0/ 150 [ 6] C      

   Brigade von Seydewitz - Attack
   [ 112] Generalmajor von Seydewitz - Active B [450 paces]
[ 130] 1/2nd Dragoons Thurn & Taxis      9/ 251      C- [sk]
[ 131] 2/2nd Dragoons Thurn & Taxis      2/ 258      C- [sk]
[ 132] 1/2nd 4th Chevauleger             0/ 210      C- [sk]
[ 133] 2/2nd 4th Chevauleger             4/ 206      C- [sk]

Corps Vandamme
[ 113] General de Division Vandamme - Active B+ [1400 paces]
 Division Neubonn - Attack
 [ 114] Generalleutnant Neubonn - Active B [875 paces]
   Brigade von Franquemont - Attack
   [ 115] Generalleutnant von Franquemont - Active B [450 paces]
[ 134] 1/Kronprinz                      28/ 638      C  [sk]
[ 135] 2/Kronprinz                      28/ 637      C  [sk]
[ 136] 1/Herzog Wilhelm                 51/ 641      C  [sk]
[ 137] 2/Herzog Wilhelm                 42/ 649      C  [sk]
[ 138] 1/Neubraun Fusilier Reg          43/ 659      C  [sk]
   Brigade von Scharffenstein - Attack
   [ 116] Generalmajor von Scharffenstein - Active B [450 paces]
[ 139] 2/Neubraun Fusilier Reg          68/ 623      C  [sk]
[ 140] 1/Phull Infantry Regiment        21/ 673      C  [sk]
[ 141] 2/Phull Infantry Regiment        62/ 631      C  [sk]
   Brigade von Hugel - Attack
   [ 117] Generalmajor von Hugel - Active B [450 paces]
[ 142] Jager Battalion Konig            69/ 635      C+ [sk]
[ 143] Jager Battalion Neuffer          44/ 651      C+ [sk]
[ 144] 1st Light Bttn Wolff             47/ 627      C  [sk]
[ 145] 2nd Light Bttn Brusselle         58/ 631      C  [sk]
   Brigade von Mueller - Attack
   [ 120] Oberst von Mueller - Active B [450 paces]
[ 151] Foot Battery                     26/  74 [ 4] C+     
[ 152] 1st Light Battery                14/ 136 [ 6] C+     
 Division von Wollworth - Attack
 [ 118] Generalleutnant von Wollworth - Active B [875 paces]
   Brigade von Roder - Attack
   [ 119] Generalmajor von Roder - Mortally wounded B [450 paces]
[ 146] 1/Leib Chevauleger               35/ 154      C  [sk]
[ 147] 2/Leib Chevauleger               47/ 141      C  [sk]
[ 148] 3/Leib Chevauleger               19/ 169      C  [sk]
[ 149] 1/Konig Jager zu Pferd            8/ 202      C+ [sk]
   [R][ 150] 2/Konig Jager zu Pferd           64/ 146      C+ [sk]

Strengths:
losses/active
  1912/ 19731Bayonets
   310/  3295Sabres
    74/   926Artillerists
     0/    40Cannon

  2296/ 23952Total of all arms
24 Standards present




Corps Archduke Ludwig
[ 501] Feldmarschall-Leutnant Archduke Ludwig - Active C [1200 paces]

   Brigade Radetzky - Attack
   [ 502] Generalmajor Radetzky - Active C+ [400 paces]
[ 501] 1/Gradiska Grenz GR#8            24/1026      C- [sk]
   [W][ 502] 2/Gradiska Grenz GR#8             6/1044      C- [sk]
[ 503] Cavalry Battery 1                18/ 132 [ 6] C-     
   Regiment Maher - Attack
   [ 503] Oberst Maher - Active C+ [225 paces]
[ 504] 1/Erzherzog Karl Uhlan UR#3      38/ 172      C- [sk]
[ 505] 2/Erzherzog Karl Uhlan UR#3       5/ 205      C- [sk]
[ 506] 3/Erzherzog Karl Uhlan UR#3      10/ 200      C- [sk]
   [D][ 507] 4/Erzherzog Karl Uhlan UR#3      85/ 125      C- [sk]

 Division Reuss - Attack
 [ 504] Feldmarschall-Leutnant Reuss - Active C [800 paces]
   Brigade Bianchi - Attack
   [ 505] Generalmajor Bianchi - Active B [450 paces]
   [D][ 508] 1/Duka IR#39                    218/ 442      C  [sk]
   [R][ 509] 2/Duka IR#39                    236/ 424      C  [sk]
[ 510] 3/Duka IR#39                     32/ 628      C  [sk]
[ 511] 1/Gyulai IR#60                    0/ 790      C  [sk]
   [W][ 512] 2/Gyulai IR#60                  169/ 621      C  [sk]
[ 513] 3/Gyulai IR#60                    0/ 790      C  [sk]
[ 514] Brigade Battery 1                 0/ 200 [ 8] C-     
   Brigade Frothauff - Attack
   [ 506] Oberst Frothauff - Active C [400 paces]
[ 515] 1/Beaulieu  IR#58                 0/ 840      C- [sk]
[ 516] 2/Beaulieu  IR#58                 0/ 840      C- [sk]
[ 517] 1/Stain  IR#50                    0/ 900      C- [sk]
[ 518] Brigade Battery 2                 0/ 200 [ 8] C      

 Division von Schustekh - Attack
 [ 507] Feldmarschall-Leutnant von Schustekh - Active C [800 paces]
[ 519] 1/Keinmayer Hussars HR#8          7/ 273      C+ [sk]
[ 520] 2/Keinmayer Hussars HR#8          3/ 277      C+ [sk]
[ 521] 3/Keinmayer Hussars HR#8         12/ 268      C+ [sk]
[ 522] 4/Keinmayer Hussars HR#8          0/ 280      C+ [sk]
   Brigade Mesko - Attack
   [ 508] Generalmajor Mesko - Active C [400 paces]
[ 523] 1-A/Brod Grenz  GR#7              0/ 600      C- [sk]
[ 524] 1-B/Brod Grenz  GR#7              0/ 600      C- [sk]
[ 525] 2-A/Brod Grenz  GR#7              0/ 600      C- [sk]
[ 526] 2-B/Brod Grenz  GR#7              0/ 600      C- [sk]
[ 527] Cavalry Battery 2                 0/ 150 [ 6] C      

   Brigade Heist - Attack
   [ 509] Generalmajor Heist - Active C [400 paces]
[ 528] Heavy Position Battery 1          0/ 150 [ 6] C-     
[ 529] Heavy Position Battery 2          8/ 142 [ 6] C-     
[ 530] Position Battery 1                0/ 150 [ 6] C-     
[ 531] Position Battery 2               11/ 139 [ 6] C-     

   Brigade Thierry - Attack
   [ 510] Generalmajor Thierry - Active C [400 paces]
[ 532] 1/Kaiser IR#1                     0/ 890      C- [sk]
[ 533] 2/Kaiser IR#1                   185/ 705      C- [sk]
[ 534] 3/Kaiser IR#1                    10/ 585      C- [sk]
[ 535] 1/Lindenau IR#29                 85/ 738      C- [sk]
   [R][ 536] 2/Lindenau IR#29                116/ 707      C- [sk]
   [D][ 537] 3/Lindenau IR#29                453/  97      C- [sk]
[ 538] Brigade Battery 3                18/ 182 [ 8] C-     
   Regiment Hardegg - Attack
   [ 511] Oberst Hardegg - Active C [200 paces]
[ 539] 1/Levenehr Dragoons DR#4          0/ 242      C-     
[ 540] 2/Levenehr Dragoons DR#4         39/ 203      C-     
[ 541] 3/Levenehr Dragoons DR#4         28/ 214      C-     

Strengths:
losses/active
  1534/ 14467Bayonets
   227/  2459Sabres
    55/  1445Artillerists
     0/    60Cannon

  1816/ 18371Total of all arms
           21Standards present

Victor at the end of turn 11

Minor Victory for the Bavarian/French

The Bavarian/French Allied Army has suffered losses of:
[ 10%]   2797 men of all arms
including:
       [  7%]   2006 dead and wounded
       [  1%]    501 missing
       [  1%]    290 prisoners

[ 11%]   2413 bayonets
[  8%]    310 sabres
[  7%]     74 artillerists
Honors: [ 110] 1/1st Chevaulegers

Losses include 3 General[s]:
       [ 102] Crown Prince Ludwig - Lightly wounded
       [ 104] Stengel - Lightly wounded
       [ 119] von Roder - Mortally wounded

The Austrian Army has suffered losses of:
[ 12%]   2480 men of all arms
including:
       [  6%]   1272 dead and wounded
       [  3%]    664 missing
       [  2%]    544 prisoners

[ 12%]   2073 bayonets
[ 13%]    352 sabres
[  3%]     55 artillerists
Honors: [ 506] 3/Erzherzog Karl Uhlan UR#3


Victor at the End of Game following Reinforcements:

Major Victory for the Bavarian/French Allied Army

The Bavarian/French Allied Army has suffered losses of:
[  5%]   1438 men of all arms
  incl.[  1%]    290 prisoners of all arms

[  5%]   1217 bayonets
[  4%]    166 sabres
[  5%]     55 artillerists
Honors: [ 110] 1/1st Chevaulegers

Losses include 3 General[s]:
       [ 102] Crown Prince Ludwig - Lightly wounded
       [ 104] Stengel - Lightly wounded
       [ 119] von Roder - Mortally wounded

The Austrian Army has suffered losses of:
[ 15%]   3057 men of all arms
  incl.[  2%]    544 prisoners of all arms

[ 14%]   2351 bayonets
[ 13%]    371 sabres
[ 22%]    335 artillerists
Honors: [ 506] 3/Erzherzog Karl Uhlan UR#3