Thursday, May 09, 2024

General d'Armee - Libertwolkwitz scenario

Another bash with GDA2 today trying the Liberwolkwitz scenario from 1813 supplement.

Whilst the default for this is French defending against Russian/Austrian force there is an alternative to replace the Austrians with Prussians so that is what we went with as neither of us own Austrians. 

Another tough day at office for Allies as they are faced with adjacent villages (the capture of which is sole way to victory) and these we are finding are akin to fortresses.

I assaulted one village with a brigade of 3 Veteran Prussian foot and the unit that attacked the village started fresh with no hits but a combined defensive fire from three units inflicted 7 hits prior to combat and although I passed 2 out of 3 morale tests inflicted I ended up unformed. 

The target garrison fired 5 skirmish dice, the adjacent garrison fired 7 (using skirmisher tasking) and an artillery unit adjacent on other flank fired 5 CDs with a standard volley (canister vs column and artillery assault), my supporting units are not priority targets for skirmish or artillery firing so all able to deluge the lead unit with all available fire.

In first round of combat (5 dice each as I was Veteran with Glory but Unformed) it was a draw with us both taking 3 casualties and both decided to stand and fight a second round with both sides throwing in a fresh reinforcing unit.

I actually had 11 dice vs 9 (due to being Veterans vs Line) and won the combat 6 to 5 .......... but ............ instead of this resulting in my forcing the 2 defending units back in retreat and faltering the enemy brigade, whilst occupying the village, it was instead deemed a pyrrhic victory as my lead unit was dispersed due to reaching 12+ casualties which meant defender ignored the adverse result and instead my brigade faltered.

To add to woes I rolled three sixes in combat so village caught fire and of course the edge determined was that facing my units so now no direct route into village !

Close but no cigar and this used numerous ADCs (Forwards, Glory, Re-Rolls etc) and the best foot units in the game and still they got mullered, villages are proving so formidable.  

We have not managed to successfully assault a village in any game thus far and are struggling with how best to deal with them as shooting cannot do it, and pretty hard (and time consuming) to isolate them from their supports or to weaken them more than attackers, and even good quality attackers need to be very lucky to overcome the garrisons as at contact its one on one.



The 'twin fortresses' with veteran Prussian brigade approaching







Allied left with large Russian brigades mainly skirmishing against superior French troops (French Light Infantry brigade defending woods) I did not have enough ADC to push these forward anyhow.






French guns causing hits on advancing units






Allied left which was soon forced into squares by approach of French light cavalry (Austrians have mounted to counter with but not Prussian option)






So many dice emanated from villages and supporting guns





The assault starts with Glory tasking added. I also used Infantry Assault but we were unsure if this is even usable in a town assault ? made no difference as no charge phase and everything shot at lead (ie sole) charging unit anyhow. Artillery able to ignore unit to their front and second garrison also. The fire was withering with the artillery assault and skirmish taskings.



2 comments:

  1. That's a very fine looking game. It sounds like there is a real disincentive to capture towns and villages in these rules. One often reads of battles where villages are being lost then recaptured then lost again.

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    1. Villages are proving very tough assuming we are understanding rules correctly. They are usually the core locations to achieve victory so you got to try :-)

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