Monday, September 12, 2011

ACW Gaming Set Up

Here is the set up for our most recent ACW game played in 25mm with the Guns at Gettysburg rules. The scenario was "borrowed" from a scenario in Charge magazine written by Scott Monsour. I made some changes to troop ratings, added artillery to the CSA roster, and made some silly rules for the cornfield. The changes were to give the CSA a reasonable chance to achieve the victory objectives for the scenario.


Kolb’s Farm
22 June 1864

Federal Units
Portions of Federal XX and XXIII Corps

First Division Commanding: BG Alpheus S. Williams (?)
No ADC Available
Independent  Brigade - Col. P.D. Ross (?)
14 Kentucky
400 (20)
REGULAR
1st RATE SKIRMISH


1st Brigade  - BG Joseph F Knipe (AVERAGE)
5th Conn
400 (20)
REGULAR
1st RATE SKIRMISH
Artillery: 1st NY Light Art Battery I
3 x Mixed Guns Veteran
123rd NY
400 (20)
REGULAR
1st RATE SKIRMISH
141st NY
400 (20)
REGULAR
1st RATE SKIRMISH

2nd Brigade  - BG Thomas H Ruger (AVERAGE)
27th IN
400 (20)
REGULAR
2nd RATE SKIRMISH
Artillery: 1st NY Light Art Battery M
3 x Mixed Guns Veteran
2nd MA
400 (20)
REGULAR
2nd RATE SKIRMISH
13th NJ
400 (20)
REGULAR
2nd RATE SKIRMISH
107th NY
400 (20)
REGULAR
2nd RATE SKIRMISH
150th NY
400 (20)
REGULAR
2nd RATE SKIRMISH


3rd Brigade - Col. James S Robinson (?)
82nd ILL
400 (20)
REGULAR
1st RATE SKIRMISH
Artillery: 1st MI Light Art Battery I
3 x Mixed Guns Veteran
101st ILL
400 (20)
REGULAR
1st RATE SKIRMISH
45th NY
400 (20)
REGULAR
1st RATE SKIRMISH
142nd NY
400 (20)
REGULAR
1st RATE SKIRMISH
61st OH
400 (20)
REGULAR
1st RATE SKIRMISH
31st WI
400 (20)
REGULAR
1st RATE SKIRMISH


Cavalry Brigade - Col. Edward V. Lloyd (?)
2nd ILL
400 (20)
REGULAR










Kolb’s Farm
22 June 1864

Confederate Units
Portions of Hood’s Division

Commanding: MG Carter L Stevenson
1 ADC Available

Brown’s Infantry Brigade – Col. Edward Cook (?)
3 TN
400 (20)
VETERAN
1st RATE SKIRMISH
Neal’s Battery
2x Mixed Guns Veteran
18 TN
400 (20)
VETERAN
1st RATE SKIRMISH
26 TN
400 (20)
VETERAN
1st RATE SKIRMISH
32 TN
400 (20)
VETERAN
1st RATE SKIRMISH




45 TN Battalion
240 (12)
ELITE
1st RATE SKIRMISH

Reynold’s Infantry Brigade – Col. R.C. Trigg (?)
58 NC
400 (20)
VETERAN
2nd RATE SKIRMISH

60 NC
400 (20)
VETERAN
2nd RATE SKIRMISH
54 VA
400 (20)
ELITE
1st RATE SKIRMISH
63 VA
400 (20)
ELITE
1st RATE SKIRMISH

Cumming’s Infantry Brigade  - Col. E.P. Watkins (Excellent)
34 GA
400 (20)
VETERAN
1st RATE SKIRMISH
Donner’s Battery
3x Mixed Guns Veteran
36 GA
400 (20)
VETERAN
1st RATE SKIRMISH
39 GA
400 (20)
VETERAN
1st RATE SKIRMISH
56 GA
400 (20)
VETERAN
1st RATE SKIRMISH

Pettus’s Infantry Brigade - Col. C.M. Shelley (?)
20 AL
400 (20)
VETERAN
1st RATE SKIRMISH
Evan’s Battery
2x Mixed Guns Veteran
23 AL
400 (20)
VETERAN
1st RATE SKIRMISH
31 AL
400 (20)
VETERAN
1st RATE SKIRMISH
80 AL
400 (20)
VETERAN
1st RATE SKIRMISH

Cavalry Brigade - Col. Paul B. Simms (?)
Lane’s Cavalry Battalion
400 (20)
REGULAR








Kolb’s Farm – Prelude to the Battle of Kennesaw Mountain

BACKGROUND:
The Union Army under BG William Sherman has been steadily moving towards Atlanta while fighting inconclusive battles against the Confederates under Joseph Johnston. Johnston’s strategy has been to fight delaying actions in order to delay, deplete, and weary the Federal Army until the perfect situation presented itself. This delaying strategy has not sat well at all with BG John Bell Hood who sees himself as cut from the same cloth as Lee and Jackson. He believes that only through aggressive, all out, attacks can the South deal a strong enough blow that the Union would lose the will to fight. Hood has been lobbying for Johnston’s removal and has done as he pleased whenever he has not liked Johnston’s orders.

SITUATION:
Having encountered entrenched Confederates near Kennesaw Georgia, Sherman has decided to pin the Southerners in place and then try to flank them with Hookers XX Corps and Schofield’s XXIII Corps. Perceiving this flanking attempt, Johnston sends Hood’s Division to extend his lines and protect his left wing. Hood has taken this opportunity to launch an attack on the Federals as they move towards Marietta. What was supposed to be a Confederate defensive movement will become the scene of a ferocious attack on the Federal troops.

Federal Units set up first in whatever formations they wish. CSA units may then set up in any formations.

VICTORY CONDITIONS:
Generally speaking, this is a Confederate attack. The goal is to destroy a significant part of the Union army or, at least, to drive it back. Hood hopes to prove his mantra that victory comes from attacking – no matter the cost. For the Federals, this is a chance to inflict a heavy loss on a general of great fame and possibly flank the Confederate army in order to move on Atlanta.

1.       Control Powder Springs Road exit point on Federal board edge – 25 points
2.       Control Powder Springs Road exit point on Confederate board edge – 25 points
3.       Control Kolb Farm – 10 points
4.       Hold Cornfield – 10 points
5.       Hold South Woods – 10 points
6.       Kill, capture, or rout 33% to 49% of enemy units (not counting artillery) – 25 points
7.       Kill, capture, or rout 50% or more of enemy units (not counting artillery) – 40 points
8.       Kill or capture enemy commanders – 10 points
9.       Kill or capture enemy CiC – 20 points
10.   Capture enemy colors – 5 points
11.   Capture, Destroy, or Rout enemy regiment – 2 points



Design Notes:
Although the general situation portrayed is taken from a real battle, I have taken more than a few liberties in “tweaking” things in an attempt to make the game more balanced and interesting. If you compare the scenario portrayed here with the historical facts… they won’t necessarily match up! Forgive me…



SPECIAL NOTES:
1.       We will use a modified version of the Divisional Redeployment March (rule 14.16) as our Tactical March. Any BRIGADE may move 24” provided that they remain more than 24” away from ANY enemy unit for the entire move. The Marching Brigade must have all of its units in March Columns and on MOVE orders.
2.       Skirmish lines MUST have a minimum of 3 inches between figure bases; otherwise it is counted as Extended Line. Exception: If a stand cannot sit on a terrain piece then it may be closer than 3 inches to an adjoining stand but it must be made clear of the intent. This rule is being enforced to maintain ground scale and spacing.
3.       Special Command Rules: If a commander falls in battle, and there is no other officer available, then replace him with a Colonel who happens to turn up at the right moment. That Colonel is named Poore and he is rated… (you guessed it!!) as POOR.


Terrain FAQ:
Woods – Classed as Good Terrain for movement. They should be a bit more difficult to move through but we would like to actually finish this game.

Cornfield – Classed as Good Terrain for movement. Visibility is 3 inches when in cornfield. 6 rounds of shooting will “blow down” the field (if a USA and CSA unit fire at each other that counts as 2 rounds against the corn). ANY shot by, or against, a unit IN the cornfield that is a roll of doubles will set the cornfield afire. All units must evacuate the field next move. Any unit laying down or suffering from a morale failure must make a DISPERSAL ROLL. If they pass, they retreat.  Artillery may not shoot over the field while the corn still stands.

Streams – Classed as Difficult Terrain. Classed as Good Terrain where roads cross a stream.

Kolb Farm – This small farm can hold only 12 figures and counts as -1 Light Cover.







Tuesday, August 30, 2011

Work in Progress

Here are a few pics of my current project. As we have an ACW game coming up as our next club game, I thought that it was time to add some command figures to my collection. Unfortunately, I didn't have any "run of the mill" mounted officers in my unpainted box so Hood, Jackson, Stuart , and Bobby Lee will be reduced to commanding my troops on my next outing!

In these two shots we see the Wargames Foundry CSA Personalities glued to fender washers after being trimmed of what little flash that there was. I am trying something new by gluing the riders to the horses before painting. I am hopeful that it will result in a stronger glue bond between the rider and mount. I am worried that it may make painting the riders a bit more difficult...


In these two photos we see the figures covered in the black Gesso that I use as primer. It is always a little unnerving to me when I slather on the Gesso and much of the detail on the figures disappears under a dark blob! However, within 30 minutes the Gesso has dried, and shrunk, enough to reveal all the fine details of the figures. As you can see in the blurry, ill-lit cell phone picture below...


More after the Gesso dries completely! Keep checking back to see how I ruin these lovely figures with my mediocre painting methods!

Monday, August 22, 2011

History repeats

On Saturday August 20 we replayed the Battle of Maida. The real "battle" was a short affair that saw the French surge up to the British lines where a few good volleys, followed by a bayonet charge, left the French running for their lives. Our game was no different, although it took the British much longer to see the French off the field. We played this action using General de Brigade in 28mm.

As there isn't much worth saying about our game I will just include a few pictures....












Monday, August 08, 2011

Back to gaming

It has been a while since I have been able to play a wargame so it was nice to dig out my Napoleonics and have a battle this past weekend. While casting around for scenario ideas I came across this nice site http://www.rafaelpardoalmudi.com/, and was able to draw from it to create a scenario based on the 1813 battle at Hagelburg. See the scenario packet below for the details. As usual, our figures are 25mm/28mm/30mm and we play using General de Brigade Deluxe...

Carl and I led the hapless French troops while Mike and Jeff marched on behalf of the Prussian King. Our game was a bloody affair that saw the French lose half their infantry strength due to casualties and troops dispersing. The Prussians suffered as well but their problems seemed to be more related to their troops failing morale tests and falling back from the French at critical times.

The battle opened with a general Prussian advance and an "innocent" artillery exchange. The Russian gunners quickly found the range and drove one of the French batteries off the hill. Casualties from skirmishers soon drove the other battery off the hill as well. The road to Hagelburg now lay open as the Prussian Advanced Guard surged forward. A French Legere battalion moved into town but was quickly ousted by a charge from a lone battalion from the 1st Reserve Regiment. Thereafter, the Prussians held the village as there were not enough French infantry available to retake the hamlet.

On the right wing, Carl was playing as Bavill and his orders to hold the area to the right of Hagelsburg and the woods to the southeast. He did well in fending off 3 Prussian brigades who suffered from poor dice rolls at critical times which disrupted any coordination in the Prussian's attack. In the end, Bavill's men passed several key morale tests which allowed his units to hold up the Prussians. The price was steep as half the Frenchmen were lost as casualties.

On the left wing, Sennegon's Brigade was quickly set upon by the Prussians under Puttlitz. Between being outnumbered in the firefight and watching the supporting French artillery roll an ammo low result, and who then were routed in a bold flank charge by the Cossacks, things were looking bleak for the Frenchmen. Fortunately, de Pusy was able to work his cavalrymen around the Prussian flank and then launch a series of charges that sent the Prussian infantry streaming back towards the woods. The cavalry was thus able to stabilize the French left wing.


At the battle's end the Prussians had seized the little village and stopped the French troops from moving on as had been their mission. The French had battered the Prussians sufficiently to earn a draw which would allow them to slink back toward Magdeburg.

This battle was a bit smaller, in terms of units in play, than most of our other games. The small numbers increased the tension as each roll of the dice seemed just a little more important than usual. The fact that there were really no extra troops, nor extra generals, available to "fix" any mistakes made every move an "important" one. Thus, when generals were wounded and forced away from the lines (there were 5 wounded generals in our battle!) it caused disruptions. Routing units and brigades that were forced to temporarily retire became huge issues for the players to deal with. All in all, it was a great game to play and I look forward to my next game as my dice will (SURELY) be more lucky than they were this time!







Lubnitz - Hagelberg 1813

Introduction:
This scenario is (very) loosely based on the Battle of Hagelburg from August of 1813. The actual battle pitted a motley collection of French 3rd battalions (yikes!) against a force largely composed of Prussian Landwher troops.  Anyone can lead the Grenadiers, but it takes a real man to lead half-trained lads (most of them have muskets…)  into action! From approximations on troop strengths I have decided to amalgamate some units together to create brigades that are, more or less, typical to our scenarios.

Situation:
Occurring at the same time as Napoleon’s victory at Dresden, this battle was fought between the French Girard’s Garrison (Division) of Magdeburg and the Prussian von Hirschfeld’s corps (Division). It was the goal of Girard’s force (composed by French 3rd battalions and some Rheinbund troops) to join Marshal Oudinot in the advance towards Berlin. Von Hirschfeld's force (Prussian Reserve,  Landwher, and Cossacks) was posted to the right wing of the Army of the North (Bernadotte’s Swedes) to cover its flank while also keeping watch on the Magdeburg Garrison.

Result:
It did not go well for Girard and his Frenchmen.  Girard intended to advance from Klein Glien to Lubnitz and then on to Berlin. After being harassed by Cossacks during his initial advance, Girard’s artillery fired with great effect on the first Prussians to appear. Once hit the Prussians would not advance any further. Thereafter, the French enjoyed no further success. Steeling themselves, the Prussians launched a series of attacks that met with good fortune and Girard’s infantry was driven back by successive waves of Prussians. In the end, the Prussians split the French force into two parts and captured many French troops.
Plotho gives the Prussian casualties at 1,012 (234 killed and 778 wounded). Nafziger provides 238 killed, 859 wounded, and 662 missing. Total 1,759 casualties. Michael Leggiere claims that Hirschfeld's losses "totaled 73 officers and 1,722 men."
The French losses were much heavier; the Prussians claim to have taken 7 guns and 5,000 prisoners. Girard also lost the entire baggage of his division. Sauzey stated that Girard's division had only 3,500 men when returned to Wittenberg. It gives 4,500-5,000 casualties. According to Michael Leggiere, Girard suffered 3,000 killed and wounded and 3,000 prisoners.
Nafziger writes: "The battle of Hagelberg is unusual, not in that the French were defeated, but that the defeat was at the hands of a force consisting largely of Prussian landwehr that had only recently abandoned its pikes for muskets. This suggests that the Landwehr was hardly what one would call veterans.
 Theoretically Girard was leading first line troops. It is true that they were mostly recent conscripts, yet it was conscripts that had defeated allies at Lutzen and Bautzen. It was also new French conscripts facing Prussian landwehr which had little difference in its overall training." (Nafziger - "Napoleon's Dresden Campaign" p 136)

Objectives:
This is a simple battle in that the winner is the side who knocks the other off of the battlefield. Terrain points will be assigned to help “judge a victor” in the event that there is no clear cut winner but it all really hinges on one side being able to knock the other out of action.

French Units
Girard’s Division
Général de Division Jean-Baptiste Girard
1 AdC available

Brigade Sennegon
3/24 Legere - Line
3/26 Legere - Line
3/19 Legere - Line
2/1 Croatian Line – 2nd Line

Actual Units Present
3/24 Legere
3/26 Legere
3/18 Legere
3/19 Legere
1/9 Westphalian Line
2/1 Croatian Line


Brigade Bavill
3/134 Ligne - Line
3/56 Ligne - Line
3/72 Ligne - Line
1/Saxon Ducal Regiment – 2nd Line

Actual Units Present
3/134 Ligne
6/134 Ligne
3/56 Ligne
3/72 Ligne
1/Saxon Ducal Regiment
2/Saxon Ducal Regiment


Cavalry Brigade Bureaux de Pusy
13eme Hussars - Veteran
13(bis) Chasseur  - Line

Actual Units Present
13th Hussars
1 Mixed Regiment de Marche


Artillery
1/9th Artillerie a Pied - 3 Sections 6lb - Elite
16/9th Artillerie a Pied - 3 Sections 6lb - Elite

Actual Units Present
1/9th Artillerie a Pied – 6 guns
16/9th Artillerie a Pied – 6 guns



Prussian Units
Von Hirschfeld’s Division
General-Major Karl Friedrich von Hirschfeld
No AdC available

Langeron’s Advance Guard
1st Reserve Regiment
     2 Battalions - Line
Actual Units Present
1st Reserve Regiment of 3 batts


Puttlitz’s Right Wing Brigade
4/1st Reserve Regiment - Line
6th Kurmark Landwher  - Line
2/7th Kurmark Landwher - Line

Actual Units Present
4/1st Reserve Regiment
6th Kurmark Landwher of 4 batt
2/7th Kurmark Landwher


Boguslavsky’s Left Wing Brigade
2/3rd Kurmark Landwher – 2nd Line
4th Kurmark Landwher  
     2 Battalions – 2nd Line
Actual Units Present
2/3rd Kurmark Landwher
4th Kurmark Landwher of 2 batt


Marwitz’s Reserve
3rd Kurmark Landwher
     3 Battalions – 2nd Line
Actual Units Present
Marwitz’s Reserve Brigade
3rd Kurmark Landwher of 3 batt


Artillery
Prussian Foot Artillery - 3 sections 6lb - Line
Russian Light Artillery – 3 sections 6lb - Line

Actual Units Present
Prussian Foot Artillery - @ 5 guns
Russian Light Artillery – 5 guns and 1 howitzer


Bismark’s Cavalry Brigade
3rd Kurmark Landwher Cavalry - Line
5th Kurmark Landwher Cavalry - Line

Actual Units Present
3rd Kurmark Landwher Cavalry
5th Kurmark Landwher Cavalry
6th Kurmark Landwher Cavalry


Chernishev’s Cossack Brigade
Vlassov - ??

Actual Units Present
Sisava
Vlassov


Monday, June 13, 2011

Napoleonic Battle Mlawa 1807

Our most recent game was a fictional encounter at Mlawa, Poland set during the 1807 campaign. We use the General de Brigade Deluxe rules with unit sizes reduced by 1/3 as our armies were designed for other 1:30 ratio rules instead of GdB's 1:20 ratio.

The French division opened the battle in possession of the village but the Russians stormed and seized Mlawa on the first turn. After that, it was a parade of poor dice rolls (and a misread chart for casualties) resulting in the French cavalry being badly mauled by Russian Cuirassiers. During the battle each side lost a brigade commander captured by the enemy. The Russians lost Prince Dolgorukov to troops from Chantome's Brigade while the French lost GdB Maurice to troops from Ushakov's Lithuanian Musketeers.

On the right wing there was a furious charge to open the battle as Prince Dolgorukov stormed Mlawa while his "support" from Ushakov's Grenadiers came to nothing as they failed their roll to enter melee so badly that the Grenadiers withdrew. Once the Russians had the town they never let it go. Sporadic fighting around Mlawa never led to any French advantage and the Russians still held Mlawa at battle's end.

Meanwhile, on the left wing the French Dragoons were being ridden down by the Little Russia Kuirassiers. The Dragoons were destroyed in a pair of dazzling charges that ended in rout results for the hapless Frenchmen. Only a Retire to Own Lines result on the Russian Pursuit Test halted the Russians. Eventually, the French cavalry, led by the Chasseurs, began to push back the tired Russian cavalry.


In the center, the Russians under Titov were trading volleys with Guily's Frenchmen. Casualties were fairly even as there was no room to add troops nor maneuver for advantage. Suddenly, near the game's last turn, the Russians failed a string of morale checks that sent Titov's brigade packing as it withdrew from the battle line to reorganize.


We were under a time limit so the battle was ended at 3:30 and the Russians were declared the victors as they still held the town. At that time the Russians were seeing their cavalry being slowly pushed back, although the Cossacks were still available to help, Titov's brigade was reforming and ready to stabilize the Russian center, the fight in the woods between Ushakov and Maurice was stalemated, and Chantome's brigade was in columns and ready to assault Mlawa in an attempt to pry it away from Dolgorukov's brigade. At best, that assault would have been a "near run thing" for the French.


As is customary at our club, I was on the French side (as Augereau, Chantome, and Maurice) and I lost. However, it was fun and I look forward to our next GdB game.


Below is the scenario info and a map:


Situation: At the battle’s opening, troops of GdB Chantome’s brigade (Desjardins’ Division, Augereau’s Corps) are holding Mlawa village against the advance of a Russian Division under LG Baron von der Osten-Sacken. The French troops in Mlawa are expecting the support of more units of Augereau’s Corps to arrive in time to drive away the Russians in order to hold the Heilsburg Road and allow Napoleon to strike at the main Russian body to the northwest.

Both sides know that the enemy has formations nearby and enter the area deployed for battle. See the Special Scenario Rules for set-up restrictions and any other rules in play. The French have stolen a night march and have managed to get the 14th Regiment into the village of Mlawa. These are competent troops under an experienced officer. Both sides want control of Mlawa as it commands the Heilsburg Road.

Victory:
Possessing the village of Mlawa is the goal of both armies. It is the key to controlling the Heilsburg Road. The village is considered to be “held” by the last army that had FORMED troops in the village. Routed, retreating, falling back, and pushed back units do not count as FORMED when determining ownership of Mlawa.

Special Rules for Mlawa

Village:
Mlawa village can hold up to 48 figures. The village counts as BUILDINGS for cover modifiers.

Stream:
The stream is small but fairly deep. It is DIFFICULT terrain. PAGE 87

Pioneers:
A stand of Pioneers/Sappers/Genies must be attached to a unit in order to give benefits. If they are attached then they suffer the first casualties if the unit is fired upon. They may be fired upon if they are “working” on water crossings and such. Otherwise, they may only be shot at if they shoot first. See rule 12.10 to find their fate if they help in an assault.

Pioneers/Sappers/Genies See rule 12.10 on page 120. In our scenario the sapper rules apply to BUILDINGS too. Thus, troops assaulting a town with the aid of sappers may re roll ONE of his dice in melee.

Troops in woods accompanied by sappers can move at normal rate if sappers are attached to a battalion.

Pioneers can erect a stream crossing in one full turn. This will be nothing more than a pile of logs dumped into the stream bed and covered with planks.  However, this quick bridge will allow normal movement for columns of infantry, cavalry, and limbered artillery.

Set up:
Each side will have 4 sections and there must be at least one brigade in each section.

Russians must have a minimum of 1 brigade in each zone ABCD

French must have a minimum of two brigades in zones 1 and 2 of 1234

Optional Rules in use:
Smoke:
Smoke is a -1 modifier to shooting (instead of a -2) and ANY doubles thrown in shooting reduces casualties by 1/2 per rule 16.4 on page 146

Brigade morale:
Any brigade who suffers 50%, or more, casualties must test Brigade Morale EVERY TURN per rule 16.6 on page 146







Russian Force – Part of Osten-Sacken’s III Division
Lieutenant General Baron Fabian Gottlieb von der Osten-Sacken (Average) w/2 ADC
Brigade MG Ushakov (?)
  • Tauride Grenadiers (2 bns) Elite SK2
  • Lithuanian Musketeers (2 bns) Veteran
Brigade MG Titov (?)
  • Kaporsk Musketeers (2 bns) Veteran
  • Muromsk Musketeers (2 bns) Veteran
Brigade MG Prince Dolgorukov (?)
  • Tschernigov Musketeers (2 bns) 2nd Line
  • Dnepr Musketeers (2 bns) 2nd Line
Cavalry Brigade MG Count P.P. von der Palen (Average)
  • Little Russian Cuirassiers (12 to 16 figures) Elite
  • Kurland Dragoons (12 figures) Veteran
  • Ilowaiski Cossacks (16 figures) Line
Artillery Brigade Colonel von Bril
  • Heavy Company Colonel von Bril 12 pound (4 gun stands) Veteran
  • Light Company Major Mitrofanov 6 pound (4 gun stands) 2nd Line
  • Major Afanasev’s Pioneer Detachment (12 figures) Veteran
1.       The cavalry brigade may be divided by using one of Osten-Sacken’s ADCs as a new brigade commander. This must be done prior to battle.
2.       Colonel von Bril’s Artillery Brigade may be disassembled and the batteries may be assigned to the infantry brigades. The pioneers may be reassigned to other brigades as a single unit or by companies. If any of the Artillery Brigade’s units are removed then the entire brigade must be disassembled. Colonel von Bril is removed from play if the Artillery Brigade is disassembled.







French Force – Part of Augereau’s VII Corps
Marechal d’Empire Augereau (Average) w/2 ADC
14th Regiment (2bns - Veteran) begins the battle ensconced in the Mlawa village. Chef de Battalion Massy (Excellent) is acting as a brigade commander to the regiment.

GdD Desjardins  (?)

Brigade GdB Chantome (?)
  • 16th Light Infantry (2bns) Elite SK1
  • 14th Regiment (2bns) Veteran SK1
  • Major Defranc’s Genies (12 figures) Elite
Brigade GdB Maurice (Average)
  • 44th Line Infantry (2 bns) Veteran
  • 105th Line Infantry (2 bns) Veteran
  • 8lb Foot Artillery (3 gun stands) Elite

Brigade GdB  Giuly (?)
  • 24th Line Infantry (2 bns) Line
  • 106th Line Infantry (2 bns)  Line
  • 8lb Foot Artillery (4 gun stands) Veteran

Cavalry Brigade GdB Durosnel (Average)
  • 20th Chasseurs (12 – 16 figures) Veteran
  • 4lb Horse Artillery (2 gun stands) Veteran

Cavalry Brigade GdB Saviarelli (Average)
  • 7th Dragoons (12 figures) Veteran
  • 8th Dragoons (12 figures) Veteran

Cavalry Brigade GdB Legace (Excellent)
  • 9th Cuirassiers (12 figures) Elite

Pictures