Saturday, August 08, 2026

Battle Command - Dresden scenario

Game with Hugh using Battle Command and Dresden scenario (ripped off from GDA of course)

Hugh has played FOB once but as 90% of Battle Command is same (only the Initiative/Card Deck differs) not to much 'teaching' required (certainly not to Cambridge Professor standard).

Hugh took the attacking French And I therefore the Russo-Prussian defenders.

After deployment we both tried to attack each others left wings as both had our weaker infantry (2nd Line/Provisional) on respective wings.

On my right I pushed my Jager Brigade up and Hugh withdrew his lesser chaps and sent a couple of Young Guard Battalions across from center to assist, which did weaken his push against the Prussian Brigade on central hill.

Situation changed drastically when the two Guard Light Lancer units appeared from reserve on this flank (not unexpected) forcing the Jager into squares one of which the crushed (fatal roll of 1 on d10 vs 11 on d10) but one Guard unit was later routed in another charge on a square.

The remaining Guards tried to breakthrough to the rear hill objective whilst my light Cavalry Brigade failed to intercept them.

On my left my 2nd Line troops were holding back defending villages to rear and Hugh had his light Cavalry on this flank which crested a hill to threaten my lot.

His first charge was repulsed by my volleys but second damaged another unit which luckily managed to get into square and cavalry repulsed in disarray ie 3UI lost and Disordered.

This square was then pummeled by volleys from French Line units and destroyed.

The game was decided around village of Seidnitz in center.

Hugh charged his Young Guard early on with one unit being forced back but the other forcing my defenders out of village section and it fell to French.

I did Rally and retake this sector but the quality of Young Guard shone through with further charges seeing both section of village being captured by French.

The rate of casualties on my force saw it Morale Drop to zero (from 28) and whilst I passed first Army Morale I decided to yield as no real way to retake village.

Hugh did lose a Brigadier which slowed his progress for a while but of course I managed to roll my usual 'bucket of ones' in a couple of turns to aid the enemy.

French ended with only 7 morale (from 34) so quite a bloody affair overall.

As ever a fun game with this system although am now of opinion that Battle Command is a more 'grindy' version due to new card system (no big runs of initiative possible compared to FOB3).

Further games planned with Hugh


The battlefield from French side with Seidnitz in center (this plus villages of Grosse and Kleiner Dobritz to rear were objectives as is hill in far left)











Pics from the game (of varying quality due to lighting)


Young Guard and Line Brigades push forward to right of Seidnitz 






French in firm control of Seidnitz





Young Guard too tough for Russians






French Provisional troops under pressure from Russian Jager as Prussians defend hill






View from Allied right across battlefield






Young Guard deploy to support Provisional Brigade  






Prussians hold in center






Early action at Seidnitz as possession changed hands. French Hussars have forced Russians into square on left and they are suffering from skirmish fire 






Elite Guard cavalry have appeared on my right 






The Guard Lancers in full flow having destroyed a square in tandem but about to come a cropper on next square.






Losses mounting all across the area






Russian cavalry 'rooted to spot' in fore ground






Wittgenstein surveys his predicament as push on left has fallen short and major tussle inprogress for Seidnitz





Right wing push showed early promise until the Guard Lancers appeared







French mounting major effort on village. Note Line Brigade all in disorder as Brigadier is Hors De Combat






The Young Guard battalions proved just too strong for brave defenders










8 comments:

  1. Very nice; how many units were there on each side?
    I like both FoB3 and BC, but I give the edge to FoB myself.

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    1. 27 French vs 22 Allied. Having played several games of BC now I do think it is less ‘swingy’ than FOB but must confess I prefer that possible initiative run dynamic in a game. But it is a fine line.

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  2. Cracking write-up! It’s really interesting to hear your comparison between Battle Command and FOB3. That card deck system definitely changes the rhythm of the game when you can't get those long initiative runs. Rolling the usual 'bucket of ones' certainly doesn't help either, but it sounds like a fantastic game with Hugh nonetheless!

    Cheers, Andy

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    Replies
    1. Yes having only 1 or 2 cards limits the activity you get in a ‘turn’ especially combined with odd/even rolls which often limit the secondary actions available or useable. Tis a different beast to FOB in this regard. Buckets of ones is for me the standard operating procedure, it was not the number of ones it was how they all came in a relentless bunch that killed my activity and men :-)

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    2. Ah, the dreaded 'relentless bunch' of ones—that's proper tactical sabotage right there! Sounds like a cracking system despite the dice gods conspiring against you!

      All the best, Andy

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  3. That's a cool looking game.

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    Replies
    1. Looked better than pics as phone camera all over the place with lighting !

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  4. A marvellous refight of this massive battle. Certainly brought out the closeness of the forces and attritional style warfare.
    Best wishes, James

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