Pictures of Commanders - Wargamerabbit



Battle of Halle

October 17, 1806

Marshal Jean-Baptiste Bernadotte vs. Eugene Frederick Henry, Duke of Wurttemberg

Start time: French forces have first movement starting with the 1000 hours turn. The scenario starts with the French marching past Passendorf and ready to launch their opening assault on the Prussian defenders covering the Hohe Brucke.

End time: At start of 1800 hours (nightfall turn) or if either side retires from the scenario tabletop. If army MFP level hasn’t exceeded at nightfall, that army may conduct nighttime combative action for additional six (6 turns) using the nighttime rules.

Starting MFP level: French have used 15 MFP (141 total) marching northward from Querfurt that early morning towards Halle. The Prussian have been encamped on the heights south of Halle, on the eastern side of the Saale river, with only their advance guard deployed covering the Hohe Brucke. They have used 0 MFP (of total 120) during the morning hours since the majority of the army is just standing to. When the IR #17 Treskow detachment arrives on the tabletop, increase the Prussian MFP pool by 13 to 133 total.

Special scenario rules: French and Prussian national characteristics rules in effect. Some are outlined below. See Wargamerabbit. blog site for the current (.pdf) NC downloads.

French Veteran Line or Legere:

1810. These veteran Demi-brigades or regiments have the special ability to use open order skirmisher formations. A normal line regiment to veteran status doesn’t convey this ability. These units still cost the extra +1 point per miniature for full open order formation ability. General guideline for this rule:

1806. All French Legere and Line regiments

French veteran Legere has full open order ability instead of semi open order.

French veteran Line has semi open order rating benefit.

Mixed cannon weight batteries: For these artillery batteries, the mixture of cannon weight creates a “mixed battery”. These “mixed batteries” use the 8lb / 9lb firing chart values [mixed battery]. Commonly, these batteries could have 1-2x 12lb, 1-2x 8lb and even some 4lb added in. Both horse and foot batteries can be mixed during this period but the horse tended to try for a single artillery weight.

Treskow Detachment arrival: Normally, player announce unit arrival if enemy units are within 12” of the table edge. To prevent aggressive French table edge blocking, the Prussian detachment doesn’t need to announce location arrival the turn before. The Treskow detachment may arrive in battle mode and may use any orders found under “Hold Position” senior order choice.

Prussian Movement restriction: Eugene cannot move any unit or command, starting south of Halle, further north of the Leipziger Turm, till a French unit enters Old Town Halle proper or crosses the last Saale river branch. Once the French unit; infantry, cavalry, or artillery enters old town Halle or crosses the last Saale deep stream to the eastern bank, one Prussian command (infantry or cavalry) and the Prussian HQ with the military trains, are released to move northward past the Leipziger Turm. The remaining Prussian commands are released to move northward once the leading unit of any second French division or brigade enters old town Halle or crosses the last Saale deep stream to the eastern bank.

Eugene’s army historically didn’t assault or try to carry the fighting into old town Halle. So, playing with proper Prussian doctrine, the Prussian Open Terrain tactics rules below should be closely followed.

Prussian Military Train Panic: Historically, the Prussian teamsters were civilians hired for the campaign. The Prussian army didn’t have military train formations for 1806-07. So when the first French unit crosses the last bridge and enters old town Halle, a panic will happen. On the next French Cavalry Charge phase, every Prussian train unit will test morale with no modifiers. Perform any morale disorder or rout results as normal, including secondary checks for routing train teams, except the routing train miniature will not return and have abandoned their wagon permanently.

Prussian and Saxon Firing Line Tactics: In the early years of the Napoleonic period, most

countries or nations only formed their infantry units into linear formations. For attacks and

defensive actions, the linear line was the preferred general formation unless a specific

defensive position was objective.

All infantry shock combat counts a maximum 2 miniature ranks deep unless the unit is directly assaulting a position listed below. On the defensive, a maximum of 2 miniature ranks can be counted in shock combat odds determination. Extra miniatures found in successive miniature ranks can be used as fill in replacements if miniatures are lost to firepower.

A bonus of +1 CMR morale is given to all morale checks (shock receiving, cavalry charge, firepower loss) if the testing unit is in linear formation (1 rank of miniatures) and has a close order friendly formation on each side within 2”. A terrain feature preventing cavalry charge movement provides the same benefit as a friendly adjacent unit. Morale disordered units still receive and provide support for adjacent infantry units.

Units with Militia morale grade (CMR 4 or less), and all tribal or guerilla based units, are omitted from this rule.

The special defended position exceptions are:

a. Fortress storming columns.

b. Infantry columns shocking a building position.

c. Infantry columns shocking into woods.

d. Infantry columns shocking a siege work or Class I, II or III earthwork position.

e. Infantry columns shocking into a narrow pass like position…i.e. between buildings, along a road in woods etc. Maximum width of passageway is 2”.

f. Infantry columns shocking across a bridge.

Improvised Unit Skirmishing: When the French deployed their massed skirmisher formations during the early French Republican wars, the allied armies suffered with their close order infantry formations, especially when confronted by skirmishers in terrain. Several armies developed individual unit tactics of deploying soldiers from the unit’s third rank); others created novel firing methods to engage these skirmishers with sectional platoon firing. Some just deployed a random infantry company platoon to chase away the French skirmishers. Whatever method was used, these methods evolved into the creation of internal battalion light companies for most nations or formalized deployment of the third rank as skirmishers.

Infantry battalions without internal light companies miniatures or the ability to use Third Rank skirmishing rule, may utilize the Improvised Unit Skirmishing rule.

Requirements:

a. The unit may not have moved. Changing formation or facing is permitted.

b. An enemy skirmisher formation must be deployed within 12” of the unit electing to deploy improvised unit skirmishers.

c. If the parent battalion moves (not just a formation or facing change), the skirmishers must rejoin the parent formation and cannot be redeployed that turn. Basically, this forces these units to be generally stationary while the skirmishers are deployed. If during movement phase, if both ends of the unit formation change position (i.e. move) after facing & formation is completed, then the unit has moved causing the skirmishers to rejoin their parent unit.

d. Like the Third rank skirmishing rule, the selected infantry unit may deploy 1 skirmisher miniature per infantry unit (2 if the unit is over 6 miniatures in size). These skirmishers follow all open order formation restrictions.

e. Only infantry formations may use Improvised Unit skirmishing.

f. No militia morale grade units. Must be CMR 5 or higher.

Prussian Open Terrain Tactics: Several nations avoided the placement of their close order infantry formations within woods, swamp, marsh, or built up areas (large villages, towns etc.). To reflect this thought, the CMR of all close order infantry unit(s) undergoing a receiving shock combat morale check within woods, swamp, march or built up areas suffer a -2 CMR modifier if positioned in such terrain. Any terrain morale benefit adjustments are still applies for the defending unit.

a. Positioned in means the unit receives the terrain benefit.

b. Woods are medium or heavy. Lightwoods cause no CMR adjustment.

c. Large village or town is 3+ buildings within 6” radius of each other.

d. Units capable of open order formations omit this rule.

Positional Artillery: These artillery batteries reflect the lack of artillery mobility, the weight of the cannon / carriage themselves and the tactical use of the artillery within the army. Positional artillery is labeled as such on the artillery composition for each nationality. Positional artillery follows the notes below:

a. Positional artillery move at a base rate of 6” without the ability to use 2” of their movement to unlimber. Positional artillery can only unlimber or limber up during the facing or formation sub-phase of the movement phase.

b. May “pivot” in place to face enemy formation….but no movement.

c. All positional artillery uses the 12lb range zones even if a lesser weight of shot.

d. All oxen or elephant drawn artillery is rated positional artillery

Baggage trains: All general army baggage trains are restricted to road bound movement. Traveling cross country generally wasn’t done with the old or unstable wagons and their heavy loads. Military trains like corps / wing or army ammunition, bridging or pontoon, special medical wagons, and field forges can travel cross-county if required.

Weather: Cool fall day with clear weather Chart 4 since no bad weather was mentioned in the historical accounts. Goes to Chart 5 (up one level when the first cannon bombardment is fired.

Line of communications (LOC): French LOC exits the road entrance at A6 towards Querfurtl. The Prussian LOC exits at G1 towards Dessau.

Terrain notes: Terrain per the standard terrain charts with the following special notes. The Saale river and it’s deep stream branches can only by crossed by swimming cavalry following the “Swimming the Saale” rules below. Infantry and artillery can only cross at the Hohe Brucke covered bridges. The Hohe Brucke covered bridges are class I wooden building when fired upon at side.

Halle Old town: Within the old Halle town walls the entire area is considered built up and treated like a building for firepower and defense. Movement only by proper column formation or open order, otherwise any formation can be used while stationary. The town gates allow proper column formation or open order formation passage. All other movement over the old town walls, including open order formations, requires a stationary turn adjacent then place unit on other side of the wall, in same formation, and morale disorder if closed order.

Bridge Capacity: All scenario map bridges can cross 18 infantry, 9 cavalry or 3 artillery batteries / train per movement phase or unit ratio thereof. Miniatures remaining over the water count during each game phase for capacity. Routing units across the bridge may cause over capacity issues. See main rules for details on bridge capacity limits.

Swimming the Saale: Cavalry regiments can try and swim the river if the river is only 3" in width or less. Rivers greater in width cannot be swum. Each cavalry unit chosen to attempt a river crossing must start the Movement phase on the riverbank. The cavalry regiment drops into the river after a special morale test is conducted, and if passed, moves 2 " into the River across. Failing this special morale check causes abandonment of the crossing attempt till next Movement phase, and unit remains stationary on the riverbank, Failing the special movement morale test doesn’t cause unit morale disorder or rout. It is a test to enter the river and maintain some formation. The special morale modifiers are:

+1 for Medium or Heavy weight cavalry

+2 for Cuirassier weight cavalry

-1 for Irregular weight cavalry

On the 2nd turn of river movement the cavalry regiment again takes a special movement morale check. If the cavalry passes the special morale check then it may move the final 1" of river and leave the river half speed for fulfilling the other half of movement the cavalry regiment has. A special movement morale check failure causes the cavalry to lose 2 miniatures in the regiment before it exits the river. If the enemy is lining the far shore the cavalry regiment moves the 2”" distance or less to contact and starts an infantry style shock action against the enemy lining the river embankment (no charge movement assault). While crossing the river and the exiting the river on the far side a commander or leader can give his morale benefits to the units within his 9” morale radius range. Cavalry in the river cannot fire their carbines, declare a cavalry charge, and are in terrain disorder if part of the cavalry regiment base in the river.

Battle Map picture (w/o counters):

[pic]

One-foot tabletop grid squares at 50 yards to inch. North direction is given by arrow. Map legend at right to identify terrain features. See terrain notes for effect on movement & shock combat.

Battle map with command counters:

[pic]

Picture of scenario map with command counter start locations and reinforcements near their entrance point.

Starting positions and Initial Orders: All French are acting under “Advance position” senior order with Marshall Bernadotte acting like a senior Corps level headquarters for this scenario. Prussian are under Corps/Wing “senior” command level (Eugene) and use the “Hold position” order selection. Both sides have all their starting on tabletop commands either in strategic or battle mode with the initial order restrictions detailed below. All off map reinforcement commands (if any) are in strategic March order. All French and Prussian units set up in the rear half of each map square per normal miniature tabletop deployment rules. Definition of command orders covered at Wargamerabbit..

French:

I Corps HQ (Bernadotte) B5 with train

1st Division (Dupont) C4 with Attack order

2nd Division (Rivaud) A6 with March order

3rd Division (Drouet) Off map arrives 1100 hours A6 with March order

Light Cavalry Brigade (Tilly) B4 and C4 with Engage order

Prussian:

Prussian Reserve HQ (Eugene) H6 with all trains

1st Division (Natzmer) H5 with Reserve order

2nd Division (Jung-Larisch) G6 with Reserve order

Cavalry Brigade (Hertzberg) H5 Dragoons, G6 Hussar regt. with Reserve order

Advance Guard (Hinrichs) D4* and E4, see notes. With Engage order

Treskow Detachment (Treskow) Off map arrives 1400 hours A2 or B2 March order

• Note: the Prussian Advance guard deploys in two map squares. In D4 the Heyking / Hertzberg dragoon sqn., the hussars, and Borell Fusilier btattalion. In E4 map square the two other fusilier battalions are stationed at each bridge with the remaining artillery battery on the central river island.

Off map reinforcements: French reinforcement is the last French infantry 3rd division of GD Drouet. They arrive at A6 on 1100 hours turn. Prussian arriving reinforcement is the IR #17 Tresbow detachment’ arrival. This detachment arrives on 1400 hours at A2, B1, or C1.

Exiting the tabletop: If a unit exits the tabletop either voluntary or ordered from the tabletop (not removed by rout or failed morale rally test), remember to count the unit’s current MFP unit valuation (add the points) to the running MFP usage total or reduce the available pool level (same thing). Unit’s removed by failed morale tests or rout movement count the actual miniatures removal count per the MFP rules.

Example: Battalion of six line grade infantry miniatures marching off scenario tabletop edge is worth 2 MFP as a unit, but if routs off by failed morale rally test then 6 MFP points.

Order of battle:

French OOB:

I Corps HQ (Bernadotte)

Sapper detachment 1x2 CMR 8

12lb Positional battery (6) CMR 7

3lb Horse battery (ex Austrian) (6) CMR 8

Corps Ammo train (1) CMR 5

Baggage train (3) CMR 4

1st Division (Dupont)

9th Legere Regt 2x10 CMR 8

32nd Ligne Regt 2x10 CMR 7

96th Ligne Regt 2x10 CMR 7

Converged 3rd Btn. elites 1x4 CMR 8

Mixed Foot battery (6) CMR 7

Mixed Foot battery (6) CMR 7

2nd Division (Rivaud)

8th Legere Regt 2x9 CMR 8

45th Ligne Regt 2x9 CMR 7

54th Ligne Regt 2x9 CMR 7

Converged 3rd Btn. elites 1x4 CMR 8

3lb Horse battery (ex Austrian) (4) CMR 8

Mixed Foot battery (6) CMR 7

3rd Division (Drouet)

27th Legere Regt 2x8 CMR 8

94th Ligne Regt 2x8 CMR 7

95th Ligne Regt 3x8 CMR 7

Converged 3rd Btn. elites 1x4 CMR 8

3lb Horse battery (ex Austrian) (6) CMR 8

6lb Foot battery (ex Austrian) (8) CMR 7

Light Cavalry Brigade (Tilly)

2nd Hussar Regt 1x5 CMR 8

4th Hussar Regt 1x5 CMR 8

5th Chasseurs a’ cheval Regt 1x6 CMR 7

Prussians:

Prussian Reserve HQ (Eugene)

Pioneer detachment 1x2 CMR 8

Army ammo train (3) CMR 4

Baggage trains (3) CMR 4

1st Division (Natzmer)

IR #51 Kauffberg 2x8* CMR 6 +RA

IR #54 Natzmer 2x8* CMR 6 +RA

Grenadier Btn. Schmeling 1x7 CMR 8 +RA

Grenadier Btn. Crety 1x7 CMR 8

6lb Positional Foot battery (4) CMR 7

12lb Positional battery (8) CMR 7

2nd Division (Jung-Larisch)

IR #4 Kalkreuth 2x8* CMR 6 +RA

IR #53 Jung-Larisch 2x8* CMR 6 +RA

IR #55 Manstein 2x8* CMR 6 +RA

Grenadier Btn. Vieregg 1x7 CMR 8

6lb Positional Foot battery (4) CMR 7

12lb Positional Foot battery (8) CMR 7

Cavalry Reserve (Hertzberg)

Usedom Hussars Regt #10 1x6 CMR 8

Hertzberg Dragoons Regt #9 1x5 CMR 7

Heyking Dragoons Regt #10 1x5 CMR 7

6lb Horse battery (6) CMR 7

Advance Guard (Hinrichs)

Borell Fusilier Btn. #9 1x6 CMR 7 +RA (represents two attached cannon)

Knorr Fusilier Btn. #12 1x6 CMR 7

Hinrichs Fusilier Btn. #17 1x6 CMR 7

Usedom Hussar detachment 1x2 CMR 8

Heyking/Hertzberg Dragoon det. 1x2 CMR 7

6lb battery detachment (4) CMR 7

Treskow Column (Treskow)

IR #17 Treskow 2x8* CMR 6 +RA

Hussar detachment 1x1 CMR 8

• Each Prussian musketeer regiment has a Schutzen company in the 1st battalion. The 2nd battalion only can use the “Improvised skirmisher” rules to deploy a skirmisher before the battalion. RA = Regimental artillery attached.

WR used a rough 1:100 miniature scale for the orders of battle. (2x6) = 2 battalions of 6 infantry miniatures each. Cavalry are regiments or squadron detachments. (6) for artillery equals 6 cannon in battery. (1) train means one train miniature

Victory conditions: If the Prussians exit no infantry command, or their military train units, on the Dessau or Magdeburg road exits, adjust the final victory one level to the French benefit.

French Major Victory: Clear the scenario battlefield map completely of all Prussian commands, including destroying or capture the Treskow detachment, all before 1740 hours and exit one command on the road to Dessau G1, while only one command can exceed 40% loss. No Prussian trains exit from the Magdeburg or Dessau road exit. [Historical result]

French Minor Victory: Exit one command on the road to Dessau G1, while only two commands can exceed 40% loss. Must have old town Halle cleared of all Prussian units. Limit a maximum of two Prussian trains (out of the six at start) exit from the Magdeburg or Dessau road exit.

Draw: Neither side obtains a minor victory condition result.

Prussian Minor Victory: Have all Prussian commands exit the road to Dessau or Magdeburg by nightfall. Limit Prussian command losses to total of 120% or less, adding together the individual command loss marker totals. Note the maximum single marker value is 60% as there is no 80% or higher marker. Detachment Treskow is omitted from the calculation. Exit tabletop with majority of military train units.

Prussian Major Victory: Have Prussian Reserve command exit on the road to Dessau or Magdeburg by nightfall. Limit Prussian command losses to total of 80% or less, adding together the individual command loss totals. Exit tabletop with majority of military train units. The Treskow detachment remained on tabletop for at least two hours (six turns) after arrival, then detachment may march off tabletop at A2, B1, or C1 at their time of choice.

Rules of Play: Wargamerabbit. has a rules section providing files; charts, table and game play example YouTube videos.

Special event cards: None

-----------------------

[pic]

[pic]

................
................

In order to avoid copyright disputes, this page is only a partial summary.

Google Online Preview   Download