Hello friends!
It has been too long since I have
posted anything here. Some trying health problems have disrupted my
family's life as my mother has been ill and we have been looking
after her. Happily, she is doing better at the moment so I have found
a bit of free time to play a few wargames and even a few minutes to
write about them.
My painting and modeling projects have
all been idle for quite some time so I have little to report there.
My most recent game was played at our
club on Saturday 22 June. It was a Napoleonic game set during the
siege of Danzig. I borrowed the scenario from Jim Arnold's Battles
for Empire Napoleonic Wargame Scenarios book. It is a very useful
source for generating scenarios! It is available from
http://www.napoleonbooks.com/
. I converted the scenario to play with our favorite rules, General
de Brigade (Deluxe) and combined some of the smaller units in the
scenario to fit our rules.
The game played out at a fast pace as
the allied troops of Russia and Prussia drove across the battlefield
in order to reach the objective by the designated 3:30pm end of game.
We played 16 turns in @5 hours. Mike and Jeff commanded the allied
troops while Eddie and I let the Saxon, French, and Polish troops.
Below is the scenario set up. I will add a report on the course of the battle very soon...
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Count
Kamenski Rolls the Dice: The Relief of Danzig 15 May 1807
(Scenario
by James Arnold)
Due
to its location at the mouth of the Vistula River, Danzig linked
Poland's interior with the outside world. The French had begun siege
operations against Danzig in January but the Eylau campaign had
interrupted the effort. After the battle of Eylau all field
operations came to a halt and attention once more focused on the
vital city. Napoleon needed to capture Danzig in order to open the
Vistula to supply and equip the Grande Armee for a late spring
offensive. The Prussians needed to hold the city for political and
military reasons.
Laying
siege to Danzig is Marshal Lefebvre's X Corps, a polyglot mix of
French, Polish, and German troops. General Kalckreuth led the
Prussian defense. The surprising message that the defenders were
desperately low on ammunition prompted the Allies to send a relief
force as quickly as possible. Russian General Nikolay Kamenski was
chosen to command the effort. The difficulties in working within an
alliance nearly derailed the effort but Kamenski was able to get his
force delivered to a landing point on the Vistula estuary on May 11,
1807. The landing caught the French by surprise. Kamenski's element
of surprise soon passed as he awaited reinforcement from von Rembow's
Prussians. This delayed his attack until May 15th and
allowed the French to reinforce the positions that the Russians would
attack. Napoleon also ordered Marshal Oudinot to send additional
units to drive the Allied troops back onto their transports.
Our
game will focus on Kamenski's attempt to open a corridor into Danzig
to allow supply and reinforcement for the Prussians trapped inside.
Kamenski's attack must try to brush aside the French defenders in
order to reach a strong position that would break the French siege
lines and allow the Allies to stabilize the Prussian hold on the
vital city. Oudinot's French reinforcements are beginning to arrive
in the area and their arrival on the battlefield will determine who
is the victor.
DEPLOYMENT:
Russian/Prussian
units deploy in NW area of map.
French
deploy in woods and in designated works. Some French units will
arrive on table during the battle.
TERRAIN:
Birch
Woods – the Birch Woods is GOOD TERRAIN for movement
purposes. The wood patches will block LOS and will provide cover for
units sheltering within. Cavalry units may NOT charge into, or out
of, and woods.
Marsh
– this is
DIFFICULT TERRAIN.
Forts
– Fort Weichselmude and Fort Vistula are treated as SEVERE TERRAIN
if attacked from their face and count as -4 Buildings cover when shot
at.
Hasty
Works – these are DIFFICULT TERRAIN when defended. If
undefended, they do not effect movement. They offer -2 cover to units
defending them from inside the works. Units on the “wrong side”
of the works gain no cover advantage if fired upon.
OBJECTIVES/VICTORY:
The Allies are driving SW. To
win the game the Allies will count the number of units that are in
the “victory zone” at game's end. The French will roll 1D6(-1) to
reflect the number of Oudinot's units that begin to arrive on the
battle field. If the number of Allied units is greater than the
number rolled then it is an Allied victory. If the number rolled is
more than the number of Allied units then the French can declare
victory.
1x
AdC Col. Solnyev (AVG)
Russian
Brigade of Light Troops Gen. Loptev
|
21st
Jagers Regiment
1st
Battalion
|
20 Figures
|
Line
|
2nd Class Skirmisher
|
21st
Jagers Regiment
2nd
Battalion
|
20 Figures
|
Line
|
2nd Class Skirmisher
|
Russian
Infantry Brigade Gen. Arsenyev
|
Navagin
Musketeers
|
24 Figures
|
Line
|
|
Tobol
Musketeers
1st
Battalion
|
20 Figures
|
Line
|
|
Tobol
Musketeers
2nd
Battalion
|
20 Figures
|
Line
|
|
Russian
Infantry Brigade Gen. Leontyev
|
Mohilve
Musketeers
|
24 Figures
|
Line
|
|
Polotsk
Musketeers
1st
Battalion
|
20 Figures
|
Line
|
|
Polotsk
Musketeers
2nd
Battalion
|
20 Figures
|
Line
|
|
Russian
Corps Specialists Col. Berlizeev
|
Archangel
Musketeers
|
20 Figures
|
Line
|
|
1st/20th
Pioneers
|
8 Figures
|
Line
|
|
Cossacks
|
12 Figures
|
Line
|
|
Prussian
Mixed Brigade Major General Szabginsky von Rembow
|
Fusilier
Battalion Nr.23
|
20 Figures
|
Line
|
2nd Class Skirmisher
|
Musketeer
Regiment Nr.14
|
20 Figures
|
Line
|
|
Dragoon
Regiment Nr.5
|
8 Figures
|
Line
|
|
Foot
Artillery 6x 6lb
|
(3 models)
|
|
|
Fort Weichselmude Battery Col. Lamm
|
Prussian Foot Artillery 6x 8lb Guns
|
(3 models)
|
Line
|
|
Special
1. Russians have a Foot Artillery Battery of 6x 6lb guns (3 models)
(LINE) that MUST be attached to an infantry brigade. The guns are a
unit in the brigade and count towards Brigade Tests. Further, these
guns have limited ammunition and will go to Ammo Low then Out of Ammo
on any roll that is EVEN. This represents regimental guns that were
dragged by infantry units and thus lack any ability to resupply.
Special
2. Fort Weichselmude houses a Prussian Foot Artillery Battery of 6x
12lb (3 models). They are limited in range.
Special
3. Allies choose either HMS Dauntless or HMS Falcon to
support the attack. The Dauntless fires carronades equal to 6x
12lb Foot Artillery (3 models) but may only fire cannister. The
Falcon fires guns equal to 6x 8lb Foot Artillery (3 models) at
all ranges. Dauntless has 4 hit points while Falcon has
3 hit points.
1x
AdC Col. Brante (AVG)
Brigade
Brayer
|
2nd
Legere
|
24 Figures
|
Vet
|
1st Class Skirmisher
|
Saxon
Regiment Maximillian
|
20 Figures
|
Line
|
|
Saxon
Grenadier Regiment Sussmilch
|
20 Figures
|
Vet
|
|
Brigade
Coqueugniot
|
1st
Legion du Nord
3rd
Battalion
|
20 Figures
|
Line
|
|
1st
Legion du Nord
4th
Battalion
|
20 Figures
|
Line
|
|
French Foot
Artillery 6x 4lb
|
3 Gun Models
|
Vet
|
|
Brigade
Robert Col. Robert
|
19th
Chasseur a Cheval
|
8 Figures
|
Vet
|
|
Vistula
Redoubt Col. Levandowski
|
French Foot
Artillery 6x 8lb
|
3 Gun Models
|
Vet
|
|
Brigade
Rabbe Col. Rabbe
|
Garde de
Paris
|
|
|
|
1st
Battalion
|
20 Figures
|
Line
|
|
2nd
Battalion
|
20 Figures
|
Line
|
|
Brigade
Holm Island
|
Off Board
Artillery
|
|
|
|
French Foot
Artillery 8x 8lb
|
4 Gun Models
|
Vet
|
|
French
River Battery 8x 8lb
|
4 Gun Models
|
Vet
|
|
Brigade
Jeanin Col. Jeanin
|
Saxon
Regiment Prince Anton
|
20 Figures
|
Line
|
|
Saxon
Larrische Grenadiers
|
16 Figures
|
Line
|
|
12th
Legere
|
24 Figures
|
Vet
|
1st Class Skirmisher
|
SPECIAL
RULES
Ship:
For
our purposes, the wind will always be blowing North to South during
the battle. The ship moves up to 1 foot per turn if moving with the
wind. It may move up to 6 inches against the wind. The ship may fire
and move on any turn that it is not moving against the wind. The ship
has a 180 degree arc of fire. Range for ship's guns is measured from
shoreline to target and not from the ship model to the target. Once a
ship suffers a number of hits equal to its hit points it will
withdraw from the battle.
Forts
Weichselmude and Vistula:
The
“forts” cannot be damaged enough in the time span of our game for
damage tracking to be a concern. The guns and gunners in the forts
can be hit if you wish to spend the time shooting at them. Guns may
not be moved out of the fort.
Forts
Holm Island and Floating Battery:
These
forts are “off board” and cannot be damaged enough in the time
span of our game for damage tracking to be a concern. The guns and
gunners in the forts can be hit if you wish to spend the time
shooting at them. Guns may not be moved out of the fort.
Timing/Reinforcements:
French
units will appear at varying points during the battle.
1 |
2 |
3 |
4 |
5 Prince Anton arrives |
6 Larrische Grenadiers
arrives |
7 12th Legere
arrives |
8 |
9 |
10 |
11
|
12 |
13 |
14 |
15 |
Victory:
The
assessment for victory will be made at the end of whatever turn is
being played at 3:30!
To
win the game the Allies will count the number of units that are in
the “victory zone” at game's end. The French will roll 1D6(-1)
to reflect the number of Oudinot's units that begin to arrive on the
battle field. If the number of Allied units is greater than the
number rolled then it is an Allied victory. If the number rolled is
more than the number of Allied units then the French can declare
victory.
|
Danzig Scenario Map |