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"Talavera - Night Attack Scenario, Game One" Topic


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©1994-2024 Bill Armintrout
Comments or corrections?

carojon06 Apr 2015 1:55 a.m. PST

Hi all,

Last Thusday, we played the first test game of a scenario recreating the French night attack on the Cerro de Medellin on the 27th July 1809.

picture

This ended up being a sharp little fight rather like the original, but with a few more "alarms and excursions" thrown in for the British defenders.

If you would like to know more, then just follow the link to JJ's

link

Jonathan

marshalGreg06 Apr 2015 6:35 a.m. PST

Jonathan,
It appear to me :
1) Even with the reduce number of muskets the British fire power is through the roof. What rating are you giving them?
2) Musketry in the dark to me would be like firing at a longer distance since one could not see it's target.
3) it appears all the british were able to face off as if they could see their target. Shouldn't the British facing be altered randomly and thus there is chance they could fire on friendly or fire at French at a angle missing most of them before they contacted in melee?

It seems to me of mostly luck for unit to be facing effectively to put a good stiff resistance and thus randomized. Under the conditions there should more French pushing back units before a better resistance could set-up/accomplished with the commanders now knowing the situation and approx directing of the enemy.

MG

davbenbak06 Apr 2015 7:09 a.m. PST

Another great AAR from your Talavera series!

carojon06 Apr 2015 10:56 a.m. PST

Hi MG,
This is the first playing of a scenario as a test game so that is exactly what we are doing, testing ideas based on the principles we want to model as laid out in the post. Therefore how others who play the scenario want to model British firepower, for example, will be their choice. Personally I think the firepower is about right based on historical context and should be a constant. The British firing ability is counterbalanced by French veteran experience, thus they are all "C" quality units

The question is how much fire could be issued at any given time given the circumstances, (surprise, visibility, disorder etc). That is a variable we intend to play with in the following tests. On top of that you have other variables such as attaching officers at critical times that will make games different one to another

The range of combat is close given the visibility down to 100 paces and fire on chargers is often issued at 75 paces. The casualty count reflects this with the British, interestingly, having suffered more from firing and the French having a higher level of captured.

The 7th KGL were broken in the first contact and the 1st KGL may have suffered a similar fate had the 2/96th Ligne not gone walk about. In the original fight Langwerth's brigade were avoided and Lowe's brigade were broken as happened in our game when the 9th Legere broke the 5th KGL.

The British units are set up on their positions and given a call to arms would naturally face towards the French lines. If a French battalion had stumbled into a British flank that would and could happen by the random movement.

Each turn captures a fifteen minute period of time so you would expect a number of men to be ready to issue fire in that time. The first contact with the 7th KGL only had 14% of the unit available about 70 men and that fire was split on the two French columns before they broke. The columns are often able to issue fire from 33% of their numbers before charging, so you will see the British battalions engaged got shot up.

Had the 24th Ligne won their combat with the 87th the game looked likely to end with a French victory, given they were ahead on casualty count, and they would have had two moves and four battalions to deal with the 88th before Hill could have intervened. Frustratingly, the 24th came across in front of the 9th Legere during the approach march.

We plan to vary the British response in subsequent games to see how that alters the play, but on balance I think this is an interesting little challenge for both sides in having to manage with what you have, not necessarily in the right place, and just like with the real thing, it is scary putting French columns in against British lines even when only about 15-20% of their ranks are able to shoot.

Once we have seen what the variables have to offer then I will write them up so when using C&G the choice about what to include or not will be a personal preference.

Thanks for your thoughts

Cheers
JJ

carojon06 Apr 2015 10:57 a.m. PST

Hi davbenbak, thank you, glad you are enjoying games.

Cheers
JJ

marshalGreg06 Apr 2015 12:11 p.m. PST

@Carojon
Most excellent response!
I am look forward to hearing the results of the tweaks and your thoughts of them!
I am curious how to set-up the British in my C&G. Unlike yourself I lack play test resources and depend on solitaire play. MY results do not seem to make the British so invincible, as they appear in your scenarios hmmmm.

MG

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