Very interesting research on that – thanks.
I suppose another way to phrase the question is : To what extent were these Division level fights decisive in the context of a campaign ?
And would they be considered pitched battles to the death, or armed manoeuvrings with limited aims ?
Leading to the question
When gaming a major campaign in the period, how much attention should be paid to any contacts below Corps level ?
The alternatives I can see would be :
A) Ignore anything below Corps strength in the context of a campaign. No fun in that.
B) Fight's on ! Fight every Divisional encounter with a big game of GdB / Lasalle .. fight smaller encounters with a big game of Black Powder, or even Sharpe's Practice. ie – make every contact a big important game.
Thats more fun, but also a lot of work. The 'campaign' may end up getting bogged down with detail, and losing sight of the big objectives.
C) Some sort of game-within-a-game compromise of the above 2 options.
If units below Corps strength do contact on the campaign map, run a quick and dirty DBx style game of an hour or so to determine the outcome of the clash at campaign level. Much more fun.
Supposing that commanders in such a scenario have limited aims, their main objective being to keep their force intact for the big battle, whilst gaining information on the enemy troop size and movements.
Something like :
Determine which side is the attacker and which is the defender. Defender has the option of giving battle, or retiring. If retiring, then the attacking player gets full information on the defender's troop numbers and direction of movement.
If the defender gives battle, then run a short DBx style mini-game with around a dozen elements per side plus a 'general'. Defender chooses terrain, Attacker gets +1 PIPs per bound. Each player can select any combination of elements provided that they exist in the formation that is part of this contact. This represents the advanced guard of the formation, not the whole formation. Play until one side loses – such as loss of general, loss of defender's camp, or 50% of elements lost.
During the mini-game, if a player rolls a natural 6 on the PIP dice, they have the option of fleeing the field during that turn. If they take the option, they suffer no losses at campaign level, but they do retreat on the campaign map, and give away information on troop strength and direction of movement. Keeps some tension in the air, as a player always has a small chance to slip out of the net if things turn bad on the field.
If the mini battle is fought to a decisive conclusion (ie – one side loses the mini-game). The losing side then retreats on the campaign map and gives away information on troop strength.
In addition to this, they suffer the following attrition :
1st Defeat: Loss of all foot artillery, Loss of all militia units or other less than regular troops (Grenz, Landwehr, Cossack
etc). Loss of 1 battalion in each line brigrade engaged. (Guard and Light units, as well as cavalry and horse artillery are spared)
2nd Defeat: 25% loss to all remaining units. (including light infantry, guard units, and cavalry units). Units down to a single battalion before counting this 25% remain as single battalion units.
3rd Defeat: The whole formation deserts, is captured, or otherwise is no longer fit for combat. If within a day's march of another friendly formation, then the owning player may choose 1 sub-unit of that command (a specific regiment for example), resurrect it, and attach the heroic survivors to the other Division / Corps.
Save the 'big games' for the main conflicts at Massive Grand Tactical scale (with the appropriate ruleset), and fight them over a long and intense weekend.
Im really liking the idea of C) above. In particular with the Prussian campaign of 1806, especially after the twin disasters of Jena and Auerstadt, there are a whole series of large capitulations to the French as a result of consecutive defeats on small contacts.
Even during these capitulations, some Prussian regiments almost miraculously evaded capture, and appeared again at close to full strength fighting with the Russians at Eylau in the following year.
I think the above system may give a great way to simulate such a series of events between major battles with a series of interesting tactical exchanges on the gaming table.