C&C Innovation

Designs and experiments within the Commands & Colors system

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Néry (1 September 1914)

Mark McG
Australia
Penshurst
NSW
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Néry (1 September 1914)
HISTORICAL BACKGROUND
The Affair of Néry was a skirmish fought on 1 September 1914 between the British Army and the German Army, part of the Great Retreat from Mons during the early stages of the First World War. A British cavalry brigade preparing to leave their overnight bivouac were attacked by a German cavalry division of about twice their strength, shortly after dawn. Both sides fought dismounted; the British artillery was mostly put out of action in the first few minutes but a gun of L Battery, Royal Horse Artillery kept up a steady fire for two and a half hours, against a full battery of German artillery. British reinforcements arrived at around 8:00 a.m., counter-attacked the Germans and forced them to retreat; the German division was routed and did not return to combat for several days. Three men of L Battery were awarded the Victoria Cross for their part in the battle.
https://www.britishbattles.com/first-world-war/battle-of-ner...
https://en.wikipedia.org/wiki/Affair_of_N%C3%A9ry

From gallery of Minedog3


Germans
• Command Cards 4
• Combat Cards 2
• HQ Tokens 3
• Reserve Artillery 2
• Personnel 0
• MOVE FIRST

British
• Command Cards 5
• Combat Cards 3
• HQ Tokens 4
• Reserve Artillery 2
• Personnel 0

Victory - 3
• 1 Medal for each unit eliminated.

Special Rules
• No-Man’s-Land shelling is not used.
• The Ravine is fordable

CAVALRY UNITS
Cavalry is a Battlefield Soldier unit of 3 figures
Cavalry can move 0-2 hexes and battle, using the costs on the Cavalry Terrain Chart

Cavalry battle (3)-2-1.

After a successful Close Combat, cavalry may gain ground and is eligible to battle in close combat a second time during the turn.

Cavalry retreat 1 hex per flag

CAVALRY TERRAIN CHART
Terrain Move Battle
Bridge 1 Normal
Bridge (Damaged) Impassable Normal
Building Rubble Stop Close Combat Battle into two less dice
Buildings Stop Close Combat Battle into two less dice
Bunker / Fort Impassable Close Combat Battle into two less dice
Church Stop Close Combat Battle into two less dice
Countryside 1 Normal
Countryside (War torn) Stop Normal
Forest Stop Close Combat Battle into one less dice
Fortified position 1 No benefit
Hill 1 Normal
Mine Crater Impassable Close Combat Battle into one less dice
Shell Crater Stop Close Combat Battle into one less dice
Trench Stop No benefit
Waterway Stop No benefit
Wire Impassable Close Combat Battle into one less dice
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Tue Jan 11, 2022 2:08 am
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EPIC Battle of Agincourt - October 25, 1415

Mark McG
Australia
Penshurst
NSW
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This scenario is a conversion of the BattleLore scenario to C&C Medieval as best I can manage. I've varied the Longbow rules to make Longbow hit on swords vs cavalry only.

EPIC Battle of Agincourt - October 25, 1415
Tradition holds that the two armies faced each other through the morning, each waiting for the other to make the first move. Finally, Henry sent his archers forward and began to loose arrows upon the French line. The mounted knights on the wings of the English frontline charged but the archer stakes disorganized the attack. The French foot soldiers then marched forward in the face of a hail of arrows. The English Men-at-Arms bested the French first line in a hard fought melee.
The second French line suffered the same fate and the third line seeing the slaughter fled without a fight.The only success for the French that day was a sally from Agincourt Castle behind the English lines where Henry's baggage was captured.

From gallery of Minedog3


War Council
English Army (Use Tan blocks)
• Right Leader: Edward, Duke of York
• 4 Command Cards
• 3 Inspired Action tokens

• Left Leader: King Henry V
• 4 Command Cards
• 3 Inspired Action tokens
• Move First


French Army (Use Purple blocks)
• Right Leader: Constable Charles d'Albret
• 3 Command Cards
• 2 Inspired Action tokens

• Left Leader: Marshal Le Maingre
• 3 Command Cards
• 2 Inspired Action tokens


Victory
9 Banners.

Special Rules
* English LB use Long Bow, which hit cavalry on Swords in Ranged attack
* French AUX use Crossbow, with range of 3, and hit on Swords in Ranged attack.
Crossbowmen can move 1 and battle with 1 die, or 2 and not battle.
* The Castle is impassable
* Both sides use the Byzantine Inspired Actions

EPIC GAME TURN Modification
EPIC BattleLore rule conversion
https://www.boardgamegeek.com/blogpost/122711/epic-battlelor...

3 player version
French side has 2 players. One player controls d'Albret and the other controls LeMaingre. The French players CANNOT order the other French player's leader, nor any unit adjacent to the other Leader.

The English have one Commander and play 1 Command card
• Leader: King Henry V
• 6 Command Cards
• 4 Inspired Action tokens
• Move First
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Sat Sep 18, 2021 5:46 am
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EPIC BattleLore rule conversion

Mark McG
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Penshurst
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Using the EPIC BattleLore board (17 hexes by 13 hexes) with 4 players

EPIC GAME TURN Modification
Each camp has 2 players, Right & Left. Despite the name designations, there is no restriction on choosing units to order. It reflects the player position at the table rather than the units on the map. Players can never reveal their Command cards, nor discuss cards to play.

Each turn, each player of that camp decides secretly and without consultation play one Command card face down, and reveal both Command cards simultaneously. Starting with the Right player, each player alternates in choosing to order units.
NOTE: I found small coloured markers useful to show which player controlled which units.

When playing a Leadership card, the first order must be the leader (including attached unit if desired), and any Inspired Leadership actions must be nominated and paid for when the leader is ordered.
Inspired Actions can be played according to the card, but affect only the units ordered by the played card.

In Battle Phase, each player alternately battles, starting with the Right player. Completely resolve the Battles of one unit, including any extra Battles from Darken the Sky, Momentum Advance and Bonus Close Combat, etc. (but not Move-Fire-Move or Fire & Close). If one player has no battles, or has battled all their units, they pass their battle, but no player can pass a battle and then battle later in the same turn.

Battlefield Inspired Actions are played as normal. Each player may play one Inspired Action token per turn, including Battlefield actions.

At the end of the turn, each player draws a new Command card, and any Inspired Action token allowed. A Scout card allows that player to draw 2 Command cards and choose 1. Cry Havoc allows each player to draw an Inspired Action Token
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Sat Sep 18, 2021 3:35 am
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Battle of Antioch (613 AD)

Mark McG
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Battle of Antioch (613 AD)

HISTORICAL BACKGROUND
Beginning in 610, under Generals Shahrbaraz and Shahin, the Persian army conquered Byzantine-controlled territories in Mesopotamia (present-day Iraq and Kurdistan) and the Caucasus. The Byzantine Empire could not offer much resistance to the invading Persians, with Emperor Heraclius himself needing time to implement a number of internal initiatives to ensure he could raise the necessary funds and troops for a renewed war against Khosrau II, the Sassanid king. In the next year, continuing their success, the Persian force overran Syria and eastern Anatolia, capturing Christian cities, such as Antioch and Damascus.

In response to the sudden loss of territory on the Eastern frontier, Heraclius organized a capable-sized army and marched to Antioch. However, his counter-attack was decisively defeated in 613 outside Antioch. In the set battle, the Roman positions completely collapsed and a general rout of the Byzantine army led to an easy victory for Sharbaraz and Shahin.

The victory at Antioch ensured the Persians would maintain control of its recently overrun Byzantine territory. It was a major psychological blow to the Byzantines, and blocked the land routes from Anatolia to Palestine, Syria, and Egypt.
From gallery of Minedog3


War Council
Sassanid Army (Use Tan blocks)
• Leader: Shahrbaraz
• 9 Command Cards
• 4 Inspired Action tokens

Byzantine Army (Use Purple blocks)
• Leader: Heraclius
• 8 Command Cards
• 3 Inspired Action tokens
• Move First

Victory
12 Banners

Special Rules
If a Byzantine unit occupies a Sassanid camp hex at the start of the Byzantine turn, the player may remove the hex and gain 1 Victory banner before playing a Command Card.
The Sassanid Medium, Heavy and Super Heavy Cavalry units are armed with bows.
The Byzantine Medium, Heavy and Super Heavy Cavalry units are armed with bows.
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Fri Aug 27, 2021 11:39 pm
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Air Units (TGW)

Mark McG
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Air Units

An Air Unit has 1 figure and is a not a Battlefield unit. Air Units are not Soldier units. Air Units may not be included in Machine Gun barrages or use Crossfire. Air Units may not use Special Personnel except FOO. Air Units do not block LOS, nor do enemy units block the LOS of the Air Unit.

Air Unit Movement
Air Units are deployed at start on the Friendly Baseline (or as per scenario instructions). Air Units can be ordered normally by any Command Card that allows a non-Battlefield unit to be ordered.
When ordered, an air unit may move up to 4 hexes.
An air unit may never Take Ground.

Terrain Restrictions
An air unit ignores any movement restrictions. It may move onto or through a hex with terrain, regardless of its nature (impassable terrain, obstacle, minefield, etc.). Air Units never count for the purposes of terrain occupation Victory Medals. Air Units do not block LOS.

Other Units
An air unit may move through a hex with an enemy or friendly ground unit. It cannot end its move on the same hex as another unit though. An air unit may not move through a hex with an enemy air unit.
A ground unit may move through a hex with a friendly air unit. However, it may not move through a hex with an enemy air unit (this is called ground interdiction). A ground unit cannot end in the same hex as an Air Unit.

Air unit Withdrawing
At the start of their turn, before playing a Command card, a player may decide to withdraw an air unit off the battlefield. When an air unit withdraws, pick up the air unit figure from the battlefield and set it aside. No medal is awarded when an air unit withdraws.

Air to Ground Combat
An Air unit uses ranged attack of 2-1. All attacks are ranged attack. Combat results are determined normally including all terrain advantages.

Dogfight
When an ordered Air unit ends its movement in a hex adjacent to an enemy Air unit, the ordered Air unit must declare a dogfight. To resolve a dogfight, the attacker rolls 2 dice against the enemy Air unit. Only the attacker rolls dice; the defender cannot counter-attack, unless they have a Combat card that allows them do so. Each Blast rolled scores a possible hit (see Downing an enemy air unit below). All other results are ignored.
Air units adjacent to an enemy Air Unit cannot attack ground units.

Ground to Air Combat
Ground units may attack air units. An Infantry or Mortar ground unit must be in an adjacent hex to battle an enemy Air unit. Roll 1 die.
A Machine Gun or Artillery unit can battle an Air unit that is adjacent or two hexes away (it does not need Line of Sight to the air unit). Roll 2 dice.
Any Reserve Artillery attack in the same hex as an Air Unit that rolls 1 or more Blasts scores a possible hit. (this might seem odd, but occasionally aircraft were accidentally hit mid-flight by artillery fire on ground targets).
Each Blast rolled scores a possible hit (see Downing an enemy air unit below). All other results are ignored.

Downing an enemy air unit
Any Blast hits against a flying air unit must be confirmed. Reroll all the dice that scored a hit. If at least one Blast is rolled, the hit is confirmed and the enemy air unit is shot down. The attacker collects a medal.
If the attacker does not roll a Blast but rolls a flag on the confirmation roll, the enemy air unit must retire from the battlefield but is not destroyed. Remove the aircraft figure from the battlefield. The attacker does not gain a medal.
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Sun Jun 20, 2021 4:15 am
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Chaudun (31 May 1918)

Mark McG
Australia
Penshurst
NSW
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Some few months ago I purchased two Flames of War FT-17s to be used in the Great War game, since the scale is the same. 2 paint jobs (each) later I'm happy enough with them to set up a scenario for them, which seems to have little in the way of English language sources.

So this is the creation, which I mainly used the Point Buy System to create, with a few established criteria, like it had to be 1918, the Allies were the French and they had FT-17 tanks.

MM06 Chaudun (31 May 1918)

The FT-17 battlefield debut occurred on 31 May 1918, east of the Forest of Retz, east of Chaudun, between Ploisy and Chazelles, during the Third Battle of the Aisne. This engagement, with 30 tanks, successfully broke up a German advance, but in the absence of infantry support, the vehicles later withdrew.

From gallery of Minedog3


German
6 Command Cards
4 Combat cards
6 HQ
2 Reserve Artillery
4 Special Personnel

French
4 Command Cards
2 Combat cards
4 HQ
4 Reserve Artillery
2 Special Personnel


Victory
7 medals
•Trench Objective - Attacker gains Temporary Objective Medal whilst occupying enemy Trench hex
•2nd Trench Objective – Attacker gains a Temporary Objective Medal for controlling 5 Enemy Trench hexes
•Racing against time- Defender gains Time Pressure Medal objectives if playing a Recon card.

Special Rules
1.The FT-17 uses the same specification as the Whippet tank
2.The Germans get one Air Unit
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Sun Jun 20, 2021 4:07 am
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Vitoria Epic (Western flanks)

Mark McG
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Penshurst
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Vitoria was a pivotal battle in the Penisular War, and probably Wellington's 2nd largest battle, with 81,000 troops under command. At Waterloo he had 68,000, but the Prussians were also present and the stakes were higher.

I've never liked the Standard map scenario,
https://www.commandsandcolors.net/napoleonics/maps/peninsula...
since it has in my opinion a flaw in that the Tres Puentes bridge exit is under musketry & artillery fire, when historically it was concealed, and unknown to the French command. Also, the exit hex is by itself unsupportable from the British side, so the attack has to come from Stewart, uphill.

This map gives a better view of the terrain
External image


Being such a large battle, I thought it would be a good candidate for LGB treatment, which I originally started setting up, but the map is so long, I only got from Puebla up to Gobeo (roughly 6 miles) before I ran out of LGB board. I then put on units (Brigade strength) based on the Wikipedia OB
https://en.wikipedia.org/wiki/Battle_of_Vitoria_order_of_bat...

Looking at the draft setup, I realised there was virtually no units on the Rightmost section, about 6 hexes, so rather than have an empty map, I settled on an EPIC size scenario following just the British Right, Centre Right and Picton's division for the Centre Left columns. Potentially there is another EPIC scenario for Eastern end of the battle, but most of the excitement was at the Western end of the battlefield. Graham's attack at the Eastern end of the line would be a good standard size scenario I think.

Took a great deal of background from British Battles
https://www.britishbattles.com/peninsular-war/battle-of-vito...

So with that introduction, the scenario;

Battle of Vitoria (21 June 1813) - British Right flank
From gallery of Minedog3

Battle Notes
British Army
• Commander: Wellington
• 5 Command Cards
• Optional 6 Tactician Cards
• Move First


French Army
• Commander: KIng Joseph Bonaparte & Marshal Jourdan
• 4 Command Cards
• Optional 2 Tactician Cards


Victory
15 Banners

Special Rules
• The Spanish Guerrilla Action rule is not in effect.
• The River Zadorra is not fordable.
• The Streams are fordable
• Subijana, Arinez and Lermanda are each worth 1 Temporary Victory Banner to the British
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Tue Jan 5, 2021 11:16 am
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The Great War Point Buy System

Mark McG
Australia
Penshurst
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Since the vast majority of WW1 engagements had a clear Defender and Attacker, with the Defender in a set of fortifications, it is relatively easy to set setup instructions and Victory Conditions for generated scenarios.

Once the scenario conditions are generated, a point buy system gives the respective sides to tailor their forces to to match the situation and their particular preferences. Designing your own defensive fortification system gives a whole different level to scenarios, and once the defender has created the defenses, the attack has to work out a balanced force to support a victorious strategy.

The point values are in draft, but seem to produce an adequate sized force, and the differences in costs between the Attacker and Defender emphasis the role of each.

I've added it to the Great War fan site, which has a slightly better set of forum editing tools than BGG Bogs.
https://www.commandsandcolors.net/thegreatwar/forum-main/var...

Be interested to see what people can come up with. At one extreme could be a horde of infantry, and at the other, just tanks and artillery. Neither of those will work especially well I suspect, depending in the cards.
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Sun Oct 18, 2020 6:39 am
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CHAMPION HILL (NORTH FLANK) - May 16, 1863

Mark McG
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CHAMPION HILL (NORTH FLANK)
May 16, 1863


HISTORICAL BACKGROUND
McPherson's corps had reached the field about 11 A.M., Logan's division in the lead, with Crocker a short distance in the rear. As soon as Logan arrived, Hovey's two brigades were deployed on the left(southeast) of the Clinton road, and two brigades of Logan's division formed on the right of the road, the third brigade being held in reserve. Hovey's men immediately advanced, and, swinging their left flank forward, they began climbing the eastern front of the hill under a heavy fire. The troops opposed to them were two brigades of Stevenson's division. While Hovey had been forming his men and waiting for the arrival of McPherson, Stevenson had noticed the concentration on his left flank, and had taken the brigade (Barton's) on his extreme right and sent it in rear of his line to the extreme left to take position in the woods on Champion's Hill facing north; the other two brigades (Lee's and Cumming's) had been marched by the left flank along the road, and had taken position around the northeast point of the hill, where the Clinton road ascends it, and from there to the left.

Hovey's attack led against the right flank of Stevenson's new position, and the men gradually fought their way up the hill, driving back Cumming's brigade fully 600 yards, and capturing 11 guns, the horses of which had nearly all been killed by the well-directed fire of Hovey's batteries posted near Champion's house. While Hovey was making this attack, two brigades (J. E. Smith's and Leggett's) of Logan's division had advanced against the northern slope of the hill on Hovey's right. They gradually and steadily drove the enemy before them as they climbed the wooded slope, and when their attack was well advanced, the third brigade (Stevenson's) of this division, which had been kept in reserve for about an hour, was brought up on their right and sent across a ravine, penetrating between Lee's and Barton's brigades, cutting off the latter from all communication with the rest of his division, and capturing 7 guns.

Hovey maintained his position until about 2 P.M., when the enemy was heavily reinforced, and he was driven back. In moving over to the left during the morning, Stevenson had notified Pemberton that the main attack was evidently to be on his left flank, and, if successful, it would cut off the line of retreat to Edwards' Station. He therefore intended to move as rapidly as possible to meet it, but, in so doing, he would necessarily leave a gap between his division and Bowen's. On receipt of this, Pemberton ordered Bowen to follow Stevenson, and keep this gap closed. Shortly after 2 P.M. Bowen closed up with Stevenson, and found Hovey's men in possession of the crest of the hill and of the captured guns. The leading brigade (Cockrell's) was immediately sent into action against Hovey, followed quickly by the other brigade (Green's). Overpowered by superior numbers, Hovey's men were forced to give way; they fell back slowly, fighting desperately for every foot, but were gradually driven down the hill, and back through the open fields around Champion's house, losing all but two of the eleven guns which they had captured.

But by this time Crocker's division had come up, and, on an appeal from Hovey to Grant for reinforcements, this division was ordered to support Hovey. These two divisions now moved forward again, driving the Confederates before them, and for the third time contesting the possession of the slope of the hill.

In sight of this advance, Cumming's brigade, of Stevenson's division, broke and fled; Bowen's Missouri troops made a desperate fight, but were finally forced to give way, losing five of the guns which had previously been lost and recaptured. They made their retreat through a cross-road near that where they had first formed in the morning, and, reaching the direct Raymond road, they retreated to the ford over Baker's Creek. Stevenson's division was completely routed and broken up; Barton's brigade retreated across Baker's Creek by the bridge on the Clinton road, hotly pursued by Logan's men, and Cumming's and Lee's brigades fled in confusion to the Raymond road, and thence to the ford.

From gallery of Minedog3

Union Army
McPherson
Take 9 Command Cards
You move first


Confederate Army
Stevenson
Take 8 Command Cards


Victory
16 Flags

Special Rules
- Remove the Construct Fieldworks card from the deck before play begins.
- The 3 Union flags mark Victory Banner locations for the Union if they occupy them.
-The 3 Confederate flags mark Victory Banner locations for the Confederates if they occupy them.
- Call for Reinforcements - Call for Reinforcements Card is played to setup new Units on the baseline in the Union Left/ Confederate Right Section.

Confederate
1st play - Cokerell and 5 Infantry
2nd play - Green and 4 Infantry
subsequent plays have no effect


Union
1st play - Holmes and 3 infantry + 1 Artillery
2nd play - Boomer and 4 infantry + 1 artillery
subsequent plays have no effect


References
Battlefield map https://www.battlefields.org/learn/maps/battle-champion-hill...
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Mon Oct 5, 2020 7:23 am
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LGB Probstheyda - Dolitz (Leipzig southern flank) - 18 October 1813

Mark McG
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Probstheyda - Dolitz (Leipzig southern flank) - 18 October 1813

HISTORICAL BACKGROUND
http://www.napolun.com/mirror/napoleonistyka.atspace.com/Lei...
http://napoleonistyka.atspace.com/Leipzig_battle_of_the_Nati...

The bloodiest fighting of the battle occurred in Probstheida, a village just southeast of Leipzig. Here, about 60,000 soldiers under Barclay were marching and advancing towards the village in two columns, one under von Kleist advancing through Wachau, and one under General Wittgenstein advancing through Liebertwolkwitz. Barclay was pressured by the monarchs, especially Alexander I, to take the village since it was the key to the positions of Napoleon's troops, and although von Kleist opposed this, the monarchs' orders were paramount, so Barclay had to follow their orders anyway.

The French dispositions at the village, however, were heavily fortified, thanks to the high and thick garden walls that gave excellent protection for the French infantry. The defense was also strengthened with artillery and strong infantry reserves behind the village. A day earlier, the Russians had taken most of the losses incurred during the battle, so it was the Prussians who took the initiative.

Prussian jägers attempted to enter the village by storm but were quickly driven back. Then the artillery of both sides opened fire upon the village; despite the enormous amount of artillery that the Allies had brought with them, the more powerful French Imperial Guard artillery gradually gained the upper hand. The Prussians conducted a series of attacks against the French positions at the village, but because the French artillery repulsed each attack, their efforts were in vain. French cuirassiers, under Murat, charged upon the weakened Prussian lines and drove them back. Counter-charges by the numerous Russian cavalry saved the infantry by repeatedly driving back the French cavalry, albeit with heavy losses. The Prussians again conducted a charge upon French lines, but this charge was less successful than the first one. The third assault was now conducted, this time, by the Russians, commanded by General Raevsky, the hero of Borodino who had arrived a few days earlier from Russia after a delay due to sickness.

The assault on the village was somewhat more successful than the first two, taking the gardens and destroying several French infantry units, but it was eventually driven back by the French Imperial Guard, who had just arrived at the scene. Despite Schwarzenberg's request that Alexander send the Russian Guard, the Russian emperor ordered that more assaults were to be undertaken against the village. However, despite their successful, stubborn defense, the French were now in dire straits as they were dangerously short of manpower, and thus the fighting became only a hollow tactical victory for them.

From gallery of Minedog3


Battle Notes
Allied Army
• Commander: Schwarzenburg
• 5 Command Cards

Alled Corps Commanders
Command R2 C3 L3
Tactician R3 C3 L2


French Army
• Commander: Napoleon
• 6 Command Cards
• Move First

French Corps Commanders
Command L2 C2 R3
Tactician L2 C2 R2


4 Player version
Allies
Left: Schwarzenburg 5 Command 3 Tactician
Right: Wittgenstein 5 Command, 3 Tactician, 3 Iron Will, Mother Russia roll


French
Left: Lauriston 5 Command, 4 Tactician
Right: Poniatowski 5 Command, 6 Tactician


Victory
22 Banners

Special Rules
• The Allied player gains 1 Temporary Victory Banner at the start of the turn for occupying
each town hex of Dolitz and Probstheida (Temporary Victory Banner Turn Start)
• The French player gains 1 Temporary Victory Banner at the start of the turn for occupying
each town hex of Dolitz (Temporary Victory Banner Turn Start)
• The Allied player gains 3 Permanent Victory Banner at the start of the turn for occupying
the town hex of Connewitz
• The Pleisse River is unfordable
• Napoleon is a Leader of Honour
• Pre-Battle Mother Russia Roll is in effect. Saber rolls have no effect.


Order of Battle
French
https://www.napoleon-series.org/military-info/battles/1813/C...
Allied
https://www.napoleon-series.org/military-info/battles/1813/C...
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Sun Oct 4, 2020 3:09 am
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