Saturday 13 January 2024

Napoleonic bash part II

Or crash, bang wallop. Let's just say part 2 was a very short and bloody affair, so not many pictures. With 2 extra players from last week, Robbo and Sean took on the roles of the French command so that yours truly could concentrate on umpiring. After 12 turns last week, we only got through 4 this week as both sides got stuck in with multiple combats each turn.

The game picked up with the hopefully timely arrival of some French reinforcements. A brigade of Neopolitan infantry were dispatched to support the Polish brigade who were facing the overwhelming strength of the British. There were also a couple of regiments of light cavalry sent to support the Westphalians, as the Austrians began to use their additional numbers to stretch their lines before delivering a hammer blow.

The British powering into the Poles

The Prussian Centre

Austrians preparing their assault

Huzza, French cavalry to the rescue

The Prussians began to get their 2nd infantry brigade moving to put some pressure on the French centre, they also received their own reinforcement in the form of a light cavalry brigade. 

The crash - Sean, with the Westphalians decided to take the fight to the Austrians. Using his Grenadiers to sweep 2 battalions away, causing one of the Austrian brigades to falter. But with plenty of troops available, Mitch brought up another fresh brigade to shore uphis line, he then advanced to close range with musketry duel all across the line.

The bang - In the centre, things were pretty even, both sides giving and taking casualties. The Prussians were still struggling to make their advantage in numbers to tell. Then it all went wrong for the French. With a prime target in front of them the French artillery produced desultory fire. A couple of casualties would have broken the Prussian regiment and caused the brigade to falter, giving them time to get the Neopolitans into position and another French infantry brigade onto the table. In return The Prussians launched an assault and swept away a French battalion, causing the French centre to falter. All Robbo had to do was roll was anything but a 1.

He rolled a 1

The French routed, causing the whole brigade to retire, The centre was now open for the Prussians to swing left and put pressure on the Westphalians.

The wallop - Over on the French left, the Polish brigade had been fighting a slow withdrawal in front of the British. Robbo then decided to stand and fight. A thin blue line is not as good as a thin red line. The British quickly closed and launched infantry assaults all across the line. The Poles initially held, so far so good. But now the British had a Hanovarian brigade arriving at the fight. With the spare numbers, the British assaulted again, the thin blue line creaked and then broke.

The wallop

With both the Polish on the left and the Franco-Dutch in the centre running, Robbo needed to roll up 3 ADCs just to hold the division. However, due to the failed discipline test he could only roll for a maximum of 2. He didn't get any. Both brigades continued to run. The poor Neoploitans were still trying to get into position, but it was too late. Their 5 battalions would not be able to hold both the British and Prussians.

So game over. What had been a stirling defence by the French was simply undone in one turn with half of their original force routing. Even though the Westphalians were holding the Austrians their rear was now badly exposed and a retreat was in order. Victory to the allies, they had broken 2 enemy brigades and secured the town. Even though the church was still contested, the Westphalins would be forced to yield the ground. At least all the players had enjoyed 2 days of a hotly contested battle.

12 comments:

  1. Enjoyable recap of the concluding action, Neil. One risk to having a game span more than one session is what happens if victory is grabbed only a turn into Session #2? It has happened to me before. Always a tough call whether to play through in Session #1 or reconvene in Session #2.

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    1. Cheers Jonathan, even though it was only a few turns, it was still over 2 hours of gaming

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  2. What a great second session Scotty and two to four hours play is just about my sweet spot, I would say - as my wife says, a good game is a fast game LOL!

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    1. Cheers Keith, game length over the 2 nights was perfect, just over 4 hours I think

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  3. A highly enjoyable report with plenty to chat over in the post game analysis.

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    1. Cheers Richard. There was a good discussion afterwards

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  4. Seems like you got a LOT of action in those two hours!

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  5. Great looking and sounding game Neil.

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  6. A great looking battle- Those massed Austrians look awesome.

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