Wednesday, October 14, 2026

Little Great War: Battle of Azaen

Having, on 6th and 7th June 1884, effected a beach landing and expanded the bridgehead at Oualmentville-sur-Mer, the beach assault corps became a garrison whilst the main field army landed and prepared to strike inland. The first objective was the important regional centre at Azaen upon the river Azorne. III Corps, to be followed later by the IV, was to take, seize or carry the town preparatory to a general advance eastwards towards the Azurian capital, Azaris-Lutetia.



The Azurian High Command had been caught napping. Expecting - and continuing to expect landings in the Pas d'Artois (along the coastline somewhat north of the map), they left strong garrisons in place. Meanwhile, their field army was split into three Army Corps. I Corps d'Armee was placed far to the northeast, not so very far from the frontier with Grauheim - the Teutonic realm always bore watching - but also near enough to the Pas d'Artois region to intervene should the Ruberians attempt a landing there. 

II Corps, far to the south, was anticipating being sent by ship to the Eastern Mesogesean Sea, to join the forces of Turcowaz, beset all around by enemies, including a Ruberian expedition in Medifluvia. The landings at Oualmentville had brought that project to an abrupt halt, although the recounter with the Hellenic Fleet hadn't helped much, either (for that incident, see Prologue). 

For the moment, the only field force available in the area was III Corps d'Armee, a Division placed at Azisieux; the main body further east at Azevreux, brought there by rail from the environs of Azaris-Lutetia itself. Marching hastily westwards, the Corps' 5th Division arrived at Azaen betimes and began hastily to place the town and the associated river line in a state of defence.  

Azaen city on the river Azorne.

Anticipating a Ruberian advance from the northwest, General of Division Emile de l'Oquace placed three of his six available infantry regiments in the town itself, and entrenched the remainder to the north along the river line. Fifth lancers guarded the north flank; the 6th stood behind the town, ready to intervene against any incursion around the open flank towards the rail line to the south.
Azaen Garrison

The Azurian Force comprised:

5 Division: 

General Emile de l'Oquace 2SP (Div command)
  • 23rd - 28th Infantry Regiments @4SP = 24SP
  • 5th, 6th Chevauleger Lanciers @3SP = 6SP
  • 95th Field Artillery = 2SP
  • 205th Supply Column = 2SP
Totals: 11 units (including command element)
36 Strength Points; exhausted upon loss of 12SP; rout upon loss of 18SP.

Two of the infantry regiments and the artillery were behind field works; 26th, 27th and 28th Infantry garrisoned the town west of the river; 25th stood in the suburb on the east side.

Note: In future references to the respective units, the Azurians will be identified by italic characters, Ruberians by roman.

River line defence


It was not until 11th June 1884 that the leading Ruberian Corps approached Azaen, to find, as anticipated, the enemy awaiting them. Confident in the number and quality of his troops, Major-General Lord Garnet determined upon a quick frontal assault, enveloping the town around the south side, quickly to take the important town as a base for further operations.
III Corps infantry pushing forward from their start lines



He had available the whole of his Army Corps:

III Army Corps: 

Major-General Garnet Lord Garnet = 4SP (Corps Command)

1st Division: General A. MacReddy = 2SP (Div Command_
  • 7th Brigade: 13, 14th, 15th Infantry @4SP = 12SP
  • 8th Brigade: 16th, 17th, 18th Infantry @4SP = 12SP
2nd Division: General Hiram P. Redonculus = 2SP
  • 9th Brigade: 19th, 20th, 21st Infantry @4SP = 12SP
  • 10th Brigade: 22nd, 23rd, 24th Infantry @4SP = 12SP
3rd, 5th Light Horse @3SP = 6SP
3rd Gatling Battalion = 3SP
4th Field Artillery, 12th Medium Artillery @2SP = 4SP
7th, 8th Transport Columns @2SP = 4SP

Totals: 22 units (includes command elements)
73 Strength Points; exhausted on loss of 25SP; rout upon loss of 37SP.

In effect, the Ruberians outnumbered the Azurians two to one, the latter only partially equalised by field works and the built-up area of the town.


Assault of the River line about to begin


The assault went in 'by the left', 7th Brigade assaulting the river line at the bridge crossing, the 10th aiming for the south end of the town. The bridge north of Azaen had been left intact, in the hopes of its later use in some future counter-offensive. In fact, the 5th Lanciers were later to use it for counter-attack, and, intact, it might have served as an inducement to draw the Ruberians into the 'fire zone' of the infantry covering it.

24th Infantry Regiment storming the town


The attack on the town developed more rapidly than the advance against the river line (this due to the activation dice rolls). Tenth Brigade even crossed the railway line before changing front to attack the south end of the town. Supported by artillery fire, this brigade endured heavy losses to bring the defenders close to the point of collapse.

10th Brigade action at Azaen

Their own numbers dwindling in the face of determined Ruberian assaults, and odds of three to one, 28th Infantry fell back towards the town bridges as 24th Regiment surged into the town. That really signalled the beginning of the end already.

24th Infantry captures southern end of Azaen


Behind 10th Brigade, the 9th stood ready to exploit further success, whilst 17th and 18th Infantry of 8th Brigade was also attempting to batter their way into the north end of the town. To cover the river flank of 8th Brigade, 16th Infantry engaged the enemy on the opposite bank in a firefight. This would have been a deal more one-sided had not the 16th been supported by a concentration of artillery fire - no longer engaging the town defences - against the entrenched Azurians.

9th Brigade, in reserve, ready to follow up the success 
of the 10th

24me Infantry entrenched in a loop of the river were soon driven out by the concerted fire of three Ruberian regiments and artillery fire, uncovering the bridge. Naturally, 13th Infantry surged forward to seize the crossing, but they were hastily intercepted by 5th Lanciers.

Azurian cavalry's attempt to shore up the crumbling 
defence north of the town

Tactically, the gesture might have seemed futile, as the Lanciers got the worst of the battle with 13th Foot, but it did keep the bridge in Azurian hands long enough for the defenders to effect an orderly withdrawal from the action.
Although depleted by earlier rifle fire from Azurian 
infantry, 13th Regiment sees off the cavalry.



It was needful. The whole Azurian defence line was crumbling. Driven out of both ends of the town as 18th Infantry broke in, they were barely holding on to a bridgehead in the centre. 

18th Infantry storms the north end of Azaen


Caught up in the street fighting, General de l'Oquace fell severely wounded directing the defence. 23rd Infantry had seized the railway bridge to uncover the flank of the river line, though without immediately crossing the river themselves. That, and the fall of the Division commander signalled to the Azurians to pull out.   

Directing the defence of the bridgehead, General 
de l'Oquace
is severely wounded.


Very soon, the whole line was evacuated and a considerable gap opened up between the contending forces. (One of the really good effects of the initiative rolls, is that when a losing side wins the initiative, especially if they came second last move, they can break off the action whilst minimising further loss  - quite a neat game mechanic).

The Azurian withdrawal


There was little attempt to pursue - the river crossings presenting bottlenecks that would take some time to traverse. The brigade of light horse soon followed 13th Infantry across the undefended bridge, but by then the enemy were already well down the road. Who knew what, if anything, they might find coming up behind?

So it was a fairly comfortable victory for the Ruberian III Corps, who, shortly afterward, followed the retreating enemy. From the Azurian point of view, this was pretty much a delaying action, albeit a costly one, some 16 Strength points lost, including the 2SP attaching to the Divisional command. Ruberian losses were just 11SP, fairly light, considering their task. But Tenth Brigade in particular came in for some high praide in Lord Garnet's Post-Battle Report. Despite heavy losses - 5SP by the close of the action - they had stormed the town of Azaen, which began the unhinging of the whole Azurian defence.

Now, the administration of the armies allows for the gathering in of waifs, strays and stragglers after the battle.
Azuria lost 12 Foot, 2 Horse and 2 Command SPs - 16SPs altogether. Having been forced to retreat, they get one third - or part thereof - back, pro rata by arm of service, except that command restoration is compulsory. The net return is 6SP, 2 for the Divisional command replacement; 3 infantry and 1 cavalry. 
Ruberia lost 11SP, all from the infantry. They have 6SP restored.

Following the retreat of the Azurian Division, III Corps pushed inland, following the rail line east. Three days later they ran into the rest of the Azurian III Corps at Azmezidon, the Azaen detachment having rejoined its parent formation. At that town, a vital rail junction, the Azurians presented a well entrenched front. But the Ruberian III Corps was not alone: not far behind them on the road, IV Army Corps lay, ready and eager for action.

To be continued: Battle of Azmezidon, 15 June 1884









8 comments:

  1. That was an excellent batrep, very enjoyable. I'm glad the "Ruberians" did rather better in their assault on Azean than poor old 2nd Army did in 1944. I presume you are using something more like the original Portable Wargame for this than the buckets of dice ACW rules?

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    1. Martin -
      Yes this is Portable Wargames country - specifically Portable Colonial Wargames, modified (regrettably) very slightly to 'fit' my own set-up. Personally, I like 'buckets of dice', but PW is fine for this kind of thing - especially for solo play. Nothing really is a 'gimme', as some later battles will show.
      Glad you enjoyed the narrative!
      Cheers,
      Ion

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    2. Great report Ion - I'm definitely on the few dice rather than buckets o' dice side. Three for a machinegun is about the most I can cope with!

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    3. Methinks I might have to post something 'In Defence of Buckets of Dice'! I find them more exciting and 'nuanced' as arbiters of war games combat than the 'all or nothing' one or two dice. On the whole, that is to say. But it all depends on the sort of war game one is playing.

      The single die roll or contesting pairs have their points, one of them being convenience - for an arbitrary meaning and value of 'convenience', of course. The other virtue is suspense: a lot hangs in the balance until the die or the pairs are rolled. A friend's Napoleonic rule set can sometimes use just one or possibly two dice to determine the measure of success or failure, the result of the roll having some effect, not necessarily equal, on both sides. It's actually quite an elegant system, but does require some plusing and minusing for circumstances.

      The buckets of dice comes better into play in some of my games to represent all sorts of events that might be happening 'beneath the grain'. Instead of adjusting the dice scores for circumstance, one adjusts the number of dice. On top of that, one can build a bit of a narrative about events that the game doesn't actually show.

      One of the effects of BoD is that there is always something happening. Even a bad combat roll is likely to cause the enemy some hurt (apart from Reille's disastrous repulse at Beaumont in my Waterloo 2.0 campaign - but even then, the disaster was apparent, right there!).

      Finally, and this was my real purpose in using BoD, was their statistically 'normalising' effect. I never liked the saving roll system pioneered by Don Featherstone and others. But I could see their point. So I looked for something different. I reckon I found it!
      But not for Portable Wargames: PW is fine as it is.
      Cheers,
      Ion



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  2. Pretty good effort for the Azurians.

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    Replies
    1. Mad -
      I thought so. It was a pretty hasty defence, and, from a 'game' point of view, 10th Brigade (Ruberia) - especially 18th Regiment - had some phenomenal luck with their dice rolls!

      They have a much tougher fight in store at Azmezidon...
      Cheers,
      Ion

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  3. A terrific narrative. Heavily outnumbered but able to hold their opponent back I feel the Azurians did their duty. Looking forward to the next report

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    1. WEK 3
      Thank you! Quite a struggle, for sure; and they drew off in good order - well past their exhaustion point, but short of routing. Let's see how they go with the rest of the III Corps d'Armee in 4 days' time.
      Cheers,
      Ion

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