Tuesday, May 16, 2023

Napoleonic Action in Spain using Battle Command

Battle Command is a relatively new (released in January) evolution in the world of Picquet. Closely related to Field of Battle by Brent Oman, it is even more of an evolution of the classic Picquet system. We decided to put it to the test and gathered some forces for a fictitious battle set in Spain in 1809. 


The scenario was planned as a meeting engagement between British / Portuguese troops under LtGen Wellesley and French, Polish, and German forces under Marshal Soult. Both sides had seven brigades in total and the march order onto the table had to be planned beforehand. After rolling for each leader and unit (and then labeling), I had roughly an hour and a half of invested preparation time. Both Wellesley and Soult had high leadership rolls (both a D12) and the troops on both sides ranged from Raw to Crack. There were even a couple of British Foot Guard units on the table. The French had a numbers advantage, but the British had a quality advantage. We allowed two brigades on each side of the table to be deployed. After rolling for Morale Chips (French 29, British 24), we were ready to go. 






In characteristic fashion, the French outmarched the British, and as this was a meeting engagement, the ability to get the French into position was critical. The British stumbled with movement the first couple of turns. This allowed the French to take possession of the center town at the pivotal crossroads. It also allowed the French to deploy a couple batteries into position to begin bombarding the British columns as they advanced. 


One by one, each side’s brigades entered the table. The British under Mackenzie was able to advance and deploy onto the overlooking ridge that dominated the table. Sarrut’s brigade, made up of Nassauers and Badeners advanced to attack the ridge. At this point, it was obvious that the French were targeting the British artillery that was struggling to get into firing position; two entire batteries were lost. On the French right flank, the British cavalry under Cotton had gotten off to a bad start and was uncharacteristically inept in its movements. Meanwhile, French cavalry maneuvered from the right flank into the center to keep the clumsy British advance further disrupted. 

Mackenzie’s British on the ridge were able to throw back the German troops, but the brigade’s battery was destroyed in the process. With the arrival of the French cavalry, Mackenzie fell back to regroup. Both sides suffered a few routing units, but the French were slowly grinding the British, as Morale Chips were being lost at an alarming rate. 


Both sides suffered from traffic jams, as arriving brigades struggled to get to the front line. Finally, the British cavalry recovered their sluggishness and moved to attack the French infantry near the town. Unfortunately, for the Anglo cavalry, a French battery was able to escape in the nick of time, while French infantry formed square amidst the vineyards, effectively blocking the British cavalry attack. 

French cavalry closed against the British infantry at the bottom of the ridge. British musketry were able to repel the Chasseurs and Hussars, but the 13th Cuirassiers charged and broke some British infantry caught in March Column, as the British squared up around them.




As the Morale Chips fell on both sides, the British were able to knock the French out of the center town, but were immediately counterattacked and thrown out themselves. The British were down to zero chips at this point to the French 8, and the battle was called (didn’t wait for an Army Morale Card). The French did suffer significant casualties as well, but held their ground admirably, winning a Minor Victory. The British fell back to lick their wounds. 


So how did the rules work?  First off, we had a great time and the game definitely told a story. With the new Action Matrix, the decisions that needed to be made were ample and provided a challenging context.  One of the criticisms of Classic Picquet was that “the cards dictated the game and no decision-making or planning was necessary.” With Battle Command, nothing could be further from the truth. At no point did either of us feel that we weren’t in control; the card deck merely presented the situations that we had to think through. The constant interaction between Initiative and Reactive sides provided a fast-moving game that flowed well and kept our attention throughout. Also, because the maximum cards that can be drawn is now 2, there were no longer any periods in which one side or the other went on an extended roll, while the other side sat there while being outmaneuvered. 

We both gave the rule and the experience two solid thumbs up ! 

We did draft some house rules that would satisfy our views of Napoleonic warfare, but these were minor and just added to the experience. Specific areas were infantry moving in line vs column, no “first fire” for units in skirmish order, artillery prolong moves, artillery bouncethrough, and a couple of others. 

I probably put a bit too much restrictive terrain on the table, which severely hurt the British after the French “got the jump” and forced the Brits to attack a tough defensive position. 

I’ll be setting up a new scenario with the British deployed on the ridge and the French attacking (in other words, a classic Peninsular War scenario) using the same orders of battle and modified terrain. I can’t wait !

4 comments:

  1. Thanks for the report. I love the look of your table and totally understand the inclination to put too much terrain out.

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  2. Great Report! "The narrative is strong with this one!"

    Re:
    One of the criticisms of Classic Picquet was that “the cards dictated the game and no decision-making or planning was necessary.”
    Whoa, I wonder if anyone saying that actually ever played the game?! If so, they certainly didn't "get it" at all. Classic Piquet is the most decision dense game imaginable. The key is NOT to everything you can, when you can, but rather focus on what is most likely to be decisive. Unless you're very unlucky, such a player will swiftly defeat a "do every thing I can on every card" player. As far as FoB, the same criticism would be more valid, even though it is still a great wargame. As you have observed, Battle Command turns that on its head... in a very good way!

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  3. Classic PK is the most decision driven set of Wargame rules. People who don’t ‘get it’ usually try to act on every card as it is revealed rather than burn initiative to get through the card deck to find and use the card(s) to enact their battle plan. Glad that you enjoyed the new rules, although I would suggest that you revisit classic PK

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