The Corlears Hook Fencibles continue testing our "Bonaparte Waltz" rules. We played a game of the 1800 battle of Marengo last night. I played Austrian General Melas with Ken backing me as Ott. Rick was First Consul Bonaparte with Tom as Lannes. The French started with all units disordered to represent being surprised, while most of the Austrians would have to enter the table via a single road, two groups per turn.
On the first turn one group of two brigades attacked Marengo while two groups entered and headed towards Castel Ceriolo (there was room for troops in that direction). The attack on Marengo ran into withering fire. In spite of heavy losses they cleared the town at bayonet point, to the surprise of both sides. An immediate French counter-attack was driven off but the Austrians were exhausted and low on ammunition. The French gained the initiative on the next turn and attacked again, using a "surprise" card to fire before the defenders. I played a "Blunder" card to send one attacking brigade the wrong way but to no avail. The brigade holding Marengo collapsed and the French recaptured the town. With a low pip roll, I had a choice; attack the town again or move more Austrian troops onto the table. I opted for the latter. The two Austrian grenadier brigades marched over the bridge near Castel Ceriolo. We were across the Fontanone creek. The French continued to rally their disorganized troops. When Bonaparte arrived on the table, Rick and Tom held a brief conference out of the room. Monnier's division arrived on the east table edge. Ott's column crossed the Fontanone creek near Castel Ceriolo and threatened the French right flank.
We broke for dinner. After an hour we returned to the fray. The French broke contact all along the line and put together a new line a mile east of Marengo and the creek.
The main Austrian column caught and dispersed the last brigade in Victor's corps. The fighting spread, drawing in more troops on both sides. In the center, the Austrian grenadiers with artillery support shoved the French line back. Both sides were in disorder. Bonaparte considered attacking the grenadiers but Lannes called for an attack on the French right. Bonaparte led Monnier's division and the Consular Guard forward against two of Ott's disorganized brigades. The French attack was ferocious (lots of hot dice) and Ott's two brigades scattered.
There was more fighting in the center and on the French left. The Austrian grenadiers drove off an attack but were disordered. Another large French attack came on before they could rally, and enemy cavalry got behind them. The guns were captured; one of the brigades collapsed and the other fell back near collapse, exhausted.
Meanwhile Bonaparte had led Monnier and the Guards forward again and thrown the rest of Ott's column back into Castel Ceriolo. A pair of cavalry brigades from the central column covered their retreat. The fight continued in the center. A French infantry brigade collapsed on their left and Kellermann's brigade was hard pressed, falling back behind Desaix's arriving troops.
The Austrian army was strewn all over the field. I finally rolled high activation pips, drawing jokes about how nice that would have been back when I still had an army. I used the high pips to pull in the various units left behind in the rear. Some attacks were mounted and repulsed.
In the center, my remaining grenadiers were attacked by four French brigades that were led by both Bonaparte and Lannes. The grenadiers drove back one enemy brigade with their fire. Then Rick's dice went cold. Up against a single brigade, one hit would remove it; a retreat result would capture the hex. He rolled a single retreat result. Elite troops ignore the first retreat result in a close combat, so the battered brigade held their ground. There was wailing and weeping on the French side.
Both armies were near the wavering point. As my 11th turn (2:40 PM) began, I saw Bonaparte was in a clear terrain hex adjacent to the battered Austrian grenadiers, with a single disordered infantry brigade that had taken a hit. There were three Austrian light cavalry brigades in good order, all within reach of Bonaparte. The rules give a two-dice bonus for each cavalry unit attacking disordered infantry in the open. All three brigades attacked. The grenadiers rallied and joined in, aided by an "aim low" card. The troops were inspired (hot dice). The French brigade dispersed. Once more I rolled on the risk to leader table. Bonaparte's luck ran out after leading some six close assaults. He was wounded and captured.
The game ended with a crushing Austrian victory. It reminded me of Big John Tate beating up Mike Weaver for 15 rounds back in 1980 and then being laid low by a single punch before the bell.
The game includes a table to determine how serious the wound is, for those who are curious or playing a campaign. Bonaparte's wound was light and he was up and about in 6 days. We figure that when he was exchanged much later in the year, he'd return to France and discover Moreau had made himself President for Life. But that's another what-if story.
We played 11 turns in two and a half hours, averaging a turn every 13-14 minutes. The Austrians lost 8,975 troops (of some 32,000), 15 position guns and perhaps as many battalion guns. The French lost 7,100 troops (of 28,000), perhaps 12 battalion guns and First Consul Bonaparte (and his servant Rustam).
I'm going to simplify the light infantry rules and have them be the tough guys of the woods, rather than attempt to accurately model skirmishing tactics of the period. The scenario needs a little work too, but I think it's almost done. I imagine the Fencibles will cheer to hear we can play something else every now and then.