Tuesday, June 25, 2013

Napoleonic Scenario

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.

Allied Order of Battle
General Kamenski (AVG)
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.

French Order of Battle
GdD J.P. Adam de Schramm
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

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