Sunday, December 24, 2023
Eckmuhl Campaign
The following begins my pictorial narrative of my 'one table campaign' based on the actions that kicked off the War of the Fifth Coalition in Bavaria and Austria, 1809. I gave notice of this project a couple of weeks back in my 'Shambattle on Steroids' posting.
Here I'll start with the prep work - the map and the forces involved. I'll add a few 'teaser' pics. Maybe.
Looking northwest from Landshut on the River Isar. To read the formation identification you might have to enlarge the picture. |
The first thing to do was to create a map to fit my table. What follows looked very promising...
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The map as originally envisaged |
But when it came to the setting up, I found it impractical with my available terrain equipment. So I was forced to compromise and simplify the thing right down. Even then it left certain design features to be desired. Nevertheless the thing did provide for a very interesting campaign, full of incident. That the initiative kept changing hands throughout the action added to the excitement and suspense.
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The map as I finally settled upon. It might have been better to have reoriented the map so that the Isar and the main stretch of the Danube were nearer parallel to the table edges. |
Brief Background:
Taking advantage of Napoleon's entanglements in Spain, Austria resolved upon war in April 1809, even without the hoped for help from Prussia. Since the debacle of 1805, the Austrian Empire had embarked upon a wholesale military reform, so it was a refurbished army that Archduke Charles led into Bavaria as the opening move of the campaign. Having good reason to anticipate hostilities, Napoleon issued instructions for his army's responses: to withdraw to a central position. Miscommunications of one sort or another, together with Austria's earlier than expected advance, caught the Grand Armee on the hop, with much of Marshal Davout's III Corps hovering around Regensburg (Ratisbon) in danger of being cut off from the main army.Such - in very broad brush terms - was the situation as Napoleon finally arrived, late in the afternoon of 18 April, at Ingolstadt on the north side of the Danube, some 70-75km upstream from Regensburg.
The Armies:
I derived the following Order of Battle from that used in the Snappy Nappy 'Campaign in a day' posted in the 'Blunder on the Danube' blog - very entertaining read. Of course, the formations on a single table are very much scaled right back. However, I permitted rather more troops of all arms than I had for the Waterloo campaign back in April. This went towards offsetting some of the drastic attritional effects of that project, which were further offset by recovering some of the losses at the end of each 'day'.As the Austrians were the aggressors at the outset of this campaign, we'll begin with their army. Note that the the only distinctions within each arm are (a) between grenadiers versus all other infantry, and (b) cuirassiers versus all other cavalry. The elite troops are to be found only in the Reserve Corps, and receive a bonus in combat.
Developments along the Abens stream. |
Austria-Hungarian Army:
Commanding in Chief, Archduke CharlesI Army Corps: Graf Bellegarde (north bank of Danube, near Regensburg)
III Army Corps: FML Hohenzollern-Hechingen (Rohr)
2 German line infantry, 2 Hungarian line, 1 grenz, 2 hussars, 2 gunners, 1 gun
IV Army Corps: Rosenburg (Lanquaid)
3 line infantry, 1 grenz, 1 jager, 2 hussars, 1 chevauleger, 2 gunners, 1 gun
V Army Corps: Archduke Ludwig (north of Pfaffenhausen)
3 line infantry, 1 grenz, 1 jager, 2 hussars, 2 gunners, 1 gun
VI Army Corps: FML Hiller (Moosburg)
6 line infantry (Hungarians), 1 grenz, 2 hussars, 1 chevauleger, 2 gunners, 1 gun
I Reserve Corps: Liechtenstein (Pfaffenhausen)
3 grenadiers, 3 cuirassiers, 2 gunners, 1 gun
II Reserve Corps: FML Kienmayer (Landshut)
2 grenadiers, 2 cuirassiers, 2 gunners, 1 gun
Totals: 33 foot, 17 horse, 14 gunners, 8 commanders, 7 flags - with the flags, 79 figures
French IV and II Corps converge on Freising. |
French and Allies:
Commanding in Chief, Emperor Napoleon (Ingolstadt)
II Army Corps: Genl Oudinot (Au)III Army Corps (part): Marshal Davout (hex south of Regensburg)
5 infantry, 3 light horse, 2 gunners, 1 gun
III Army Corps (part): Genl Morand (Feking)
IV Army Corps: Marshal Massena(Pfaffenhosen)
8 infantry, 2 light horse, 2 heavy horse, 2 gunners, 1 gun
VII Army Corps: Marshal Lefebvre (Neustadt)
5 infantry, 1 light horse, 1 dragoon, 2 gunner, 1 gun
Provisional Army Corps: Marshal Lannes (Vohburg)
4 infantry, 1 light horse, 2 cuirassiers, 2 gunners, 1 gun
Wurttemberg Corps: Genl Vandamme (Ingolstadt)
3 infantry, 2 light horse, 2 gunners, 1 gun
Totals: 35 foot, 20 horse, 14 gunners, 8 commanders, 7 flags - with the flags, 84 figures.
Note that the flags serve to identify the armies to which the formations belong, which I thought might not be sufficiently clear without them. The French flags don't show up nearly as well as the Austrian, but the presence of flags always gives the armies a bity of a lift anyhow.
First assault upon Regensburg, defended by a small garrison of infantry. |
Combat system:
I thought it well to repeat my combat system here. It is laid out in more detail in my 'Hundred Minutes' posting, though I have since changed the effect of 'sixes'.To initiate a combat a formation 'enters' a hex occupied by an enemy formation. This entry, though nominal, counts as a move or part of a move. As such, moving to a grid area adjacent to the enemy is not sufficient to bring on a combat. If a formation exhausts its move upon reaching an adjacent enemy hex, it must wait until its next turn to attack, or for the enemy to do so it its turn.
All combats are contested; both sides roll. The number of dice rolled is the sum of
Figures - horse, foot, gunners and commanders, but not flags;
The arms represented - +1 for each arm: horse, foot, guns
Command - +1 for Napoleon and/or Davout present with the troops (yes, that means Davout gets counted twice). I seriously considered adding Archduke Charles to this, but it seems that a series of epileptic attacks impaired his command performance at this time.
Special - The Austrian reserve Corps being corps d'elite, they get one extra die in their combat rolls. Possibly the French III Corps ought to get the same, but the presence of Davout is enough, I think.
Fierce action around Teugen and Arnhofen. Should Regensburg fall, Davout's situation would become very perilous. He's the bald-headed cove at the left of the picture. |
Example:
III Austrian Corps attacks part of III French Corps, under Genl Morand, at Feking.
All three arms are represented. Added to the figures, that gives the Austrians 10+3 = 13 dice.
Morand has 5 infantry, 3 light horse, 2 gunners plus command = 11 figures
Three arms are represented gives the French 11+3 = 14 dice.
When all the dice are rolled, matching pip pairs are removed from the respective armies. For example, the Austrians roll:
6,6,6,6,5,5,4,4,3,3,2,1,1.
and the French
6,4,4,4,3,3,3,2,2,2,1,1,1,1.
Removing matches
6,6,6,5,5.
4,3,2,2,1,1.
Now the hits are allocated as follows:
1 = artillery
2 = cavalry
3 = cavalry
4 = infantry
5 = infantry
6 = infantry and possibly commander
From the above, the French have lost all 5 of their infantry, and General Morand has three dice rolls to determine the effect of enemy fire. A 'six' will mean KIA, or its equivalent (e.g. wounded sufficiently badly to take him out of the campaign). Morand rolls, 2,5,6 so he is removed along with the 5 infantry figures. He can be replaced after 1 move.
The Austrians in their turn lose an infantry figure (4), both their cavalry (2,2,3 - a bit of overkill there), and both gunners. As both sides lose 5 elements (excluding the command figure, who doesn't count for the overall win-lose result), the action is (so far) inconclusive. Were the battle to continue into the French turn - a counter-attack, say - then the Austrians, having neither horse nor gunners, will receive 5 dice for their infantry and commander, plus just 1 die for the sole infantry arm - 6 dice only. The equally battered French receive 5 dice for the 3 horse and 2 artillery, plus 2 for the two arms - 7 dice.
Austrian VI Corps win the race to Freising - the advantage of winning an initiative roll to get 2 moves in a row. |
Movement:
If in a road march, column of route is represented by figures marching along the road in pairs. The column of most army corps will extend to 2 hexes, even 3 for a large corps. Corps commanders and flags are exempt from this restriction, though it might not be such a bad idea to include them! In this formation a Corps may march 2 hexes the turn. Cavalry on their own may move 3 along roads, 2 cross country.This may imply that attacking 'off the march' will limit the troops available to those in the leading hex. Otherwise, the corps might wait until the tail of the column catches up before launching an attack. On the other hand, that might induce the enemy to attack the head of the column before the formation can be concentrated. This became quite a consideration early in the campaign.
Of course, the corps can always stay concentrated, and move just one hex the turn. When the enemy is close, that's not a bad option.
To be continued...
Wednesday, December 20, 2023
Towards a Portable Gettysburg
Other projects for the moment hanging fire, I've been forced to allow this one to jump the queue. That nearly all that is posted here I did near-on a week ago. Certain little maintenance tasks about the house have contributed something to the present backlog, but a think the major snag lies elsewhere. Never mind.
Lt-Genl James Longstreet's I Corps CSA: the three Divisions of Anderson, Pickett and Hood |
Whilst reading a comment upon looking back at my 'Battle of Hughesville' post, I bethought myself to looking to my hex-grid table and my ACW figures and see how the Battle of Gettysburg would go. Let's start with the proposed table map:
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The Portable Gettysburg Map. This is designed for the whole 3-day battle, beginning with the clash between Buford's Union cavalry and Heth's infantry Division. |
Now, the forces comprised, roughly, as follows:
Union:
72,000 infantry: 7 Army Corps organised into 19 Divisions13,000 cavalry: a single Corps organised into 3 Divisions
7,500 artillery: 370 cannon attached to Corps, plus an Army reserve park.
Confederate:
54,000 infantry (ratio 3:4): 3 Army Corps organised into 9 Divisions
12,500 cavalry (call it even): 1 Division of 6 Brigades
6,000 artillery: 287 cannon (within 1 piece of exactly 7:9 ratio), all attached to Corps.
My first thought was simply to allocate 2 and 3 Strength Points (SP) to the Union Divisions (3 each to the Cavalry Divisions), and 4 to the Confederate. Artillery would be 2SP each, the Union getting 9 cannon, the Confederates 7. However, a bity of research led to a whole different allocation of figures and SPs. Here's what emerged:
Maj-Genl Henry Slocum's small XII Corps USA: Maj-Genl A.S. Williams commanding, 2 divisions (Ruger and Geary) and artillery brigade. |
Union Army:
Commander: Maj-Genl G.G. MeadeI Army Corps: Maj-Genl J.F. Reynolds
1/I Division: 3900 rounded to 4000 ... 8 figures SP2+*
2/I Division: 3000 ...6 figures SP2
3/I Division: 4700 rounded to 5000 ...10 figures SP3+
I Corps Artillery ...2 figures, 1 gun, SP2
II Army Corps: Maj-Genl W.S. Hancock
1/II Division: 3300 rounded to 3000 ... 6 figures SP2
2/II Division: 3600 rounded to 4000 ... 8 figures SP2+
3/II Division: 3600 rounded to 4000 ... 8 figures SP2+
II Corps Artillery ... 2 figures, 1 gun, SP2
III Army Corps: Maj-Genl D.E. Sickles
1/III Division: 5100 rounded to 5000 ... 10 figures, SP3+
2/III Division: 5100 rounded to 5000 ... 10 figures, SP3+
III Corps Artillery: ... 2 figures, 1 gun, SP2
V Army Corps: Maj-Genl G Sykes
1/V Division: 3400 rounded to 3000 ... 6 figures, SP2
2/V Division: 4000 ... 8 figures, SP2+
3/V Division: 2900 rounded to 3000 ... 6 figures, SP2
V Corps Artillery ... 2 figures, 1 gun, SP2
VI Army Corps: Maj-Genl J. Sedgwick
1/VI Division: 4200 rounded to 4000 ... 8 figures, SP2+
2/VI Division: 3600 rounded to 4000 ... 8 figures, SP2+
3/VI Division: 4700 rounded to 5000 ... 10 figures, SP3+
VI Corps Artillery: ... 2 figures, 1 gun, SP2
XI Army Corps: Maj-Genl O.O. Howard
1/XI Division: 2500 rounded to 3000 ... 6 figures, SP2
2/XI Division: 2900 rounded to 3000 ... 6 figures, SP2
3/XI Division: 3100 rounded to 3000 ... 6 figures, SP2
XI Corps Artillery: ... 2 figures, 1 gun, SP2
XII Army Corps: Maj-Genl H.W. Slocum
1/XII Division: 5300 rounded to 5000 ... 10 figures, SP3+
2/XII Division: 4000 ... 8 figures, SP2+
XII Corps Artillery: ... 2 figures, 1 gun, SP2
Cavalry Corps: Maj-Genl A. Pleasonton
1 Cv Division: 2752 rounded to 3000 ... 6 figures, SP2 (July 1 and 2)
1 Cv Division: 4544 rounded to 5000 ... 10 figures, SP3+ (July 3 only)
2 Cv Division: 2664 rounded to 3000 ... 6 figures, SP2
3 Cv Division: 3902 rounded to 4000 ... 8 figures, SP2+
Cv Artillery: ... 1 figure, 1 gun, SP1
Army Artillery: Brig-Genl H. Hunt
Reserve Artillery ... 3 figures, 1 gun, SP3
Totals:
148 infantry figures (SP43/[+12])*, 20-24 cavalry (SP7[+2]), 18 gunners for 9 guns (SP18).
Army totals: 186-190 figures, SP68(+14), excluding command SP
* Note:
Strength points (SPs) have been allocated per multiples of 3 figures (1500 men). Remainders a given a plus (+). Units combat according to their nominal SP. However, units with a + to their SP lose the 'plus' as their first loss, and then their 'standard' SP thereafter. In effect, 1/I Division takes 2 dice in combat, but require 3 SP losses to be destroyed.
An early version of the Union Cavalry Corps. See list for the changes. I've given Alfred Pleasonton a white horse... |
Confederate Army:
Commander: Genl R.E. LeeI Army Corps: Lt-Genl J. Longstreet
McLaws's Division: 6900 rounded to 7000 ... 14 figures, SP4+
Pickett's Division: 5500 rounded to 6000 ... 12 figures, SP4
Hood's Division: 7400 rounded to 7000 ... 14 figures, SP 4+
I Corps Artllery: ... 4 figures, 2guns, SP4
II Army Corps: Lt-Genl R.S. Ewell
Johnson's Division: 6400 rounded to 6000 ... 12 figures, SP4
Early's Division: 5500 rounded to 6000 ... 12 figures, SP4
Rodes's Division: 8000 ... 16 figures, SP5+
II Corps Artillery: ... 4 figures, 2 guns, SP4
III Army Corps: Lt-Genl A.P. Hill
Heth's Division: 7500 rounded to 8000 ... 16 figures, SP5+
Pender's Division: 6700 rounded to 7000 ... 14 figures, SP4+
Anderson's Division: 7100 rounded to 7000 ... 14 figures, SP4+
III Corps Artillery: ... 4 figures, 2 guns, SP4
Cavalry Division: Maj-Genl J.E.B. Stuart**
Hampton's Brigade: ... 4 figures, SP1+
Fitz Lee's Brigade: ... 4 figures, SP1+
Chambliss's Brigade: ... 3 figures, SP1
Jenkins's Brigade: ... 3 figures, SP1
Robertson's/Jones's Brigades: ... 6 figures, SP2
Cavalry Artillery ... 2 figures, 1 gun
Totals: 124 infantry figures (SP38[+6]), 24 cavalry (SP7[+3]), 14 gunners for 7 cannon (SP14)
Army totals: 162 figures, SP59(+9), excluding command SP.
Maj-Genl J.E.B. Stuart's CSA cavalry command**. |
** Note on Stuart's command.
It's not being practical to move around 20 figures as a single block - though it would probably be fairly historical, as it happens, I've broken up the Division into its component brigades - combining only those of Robertson and Jones. It seems that Jones's command was subordinated to Robertson's in some way. One could combine the brigades of 'Rooney' Lee and Jenkins - 6 figures, SP2 - a practical option.
Strength point system
As my ACW forces are mounted on strips of three figures, with occasional ones and twos, each multiple of three counts as a strength point (SP). The infantry and cavalry formations are multiples of three plus a remainder.In combat, the number of combat dice is equal to the number of three-figure stands it has: its SPs. So a 14-figure Division has 4 combat dice for the 4 x 3-figure stands.
However, when the formation takes hits, the non-multiple 'remainder' is removed first, before there is any further loss to its SPs. A 14-figure division that takes a damaging hit will lose the 'plus', and the one or two figures that make the plus. It will require a second hit to start reducing its nominal SP value. Hence a 14-figure formation's SP is given as 4+, and not 5. It has the equivalent of 4SP for combat, and 5SP for survivability.
As a formation incurs damage, the losses are removed. As it takes damage, a 14-figure Division will be reduced this way: 14 -> 12 -> 9 -> 6 -> 3 -> 0. In the above pictures, the flags simply signify Divisional command, and is not added to the formations' SPs. They have no SPs of their own, but are merely identifiers. A formation reduced to 0SP will have just the flag remaining, whereat it may be removed from the table.
It is possible, however, that if the action continues into 2 and 3 July, that some losses might be recovered - stragglers and ambulant wounded perhaps returning to the colours overnight. In that case, the flags of formations reduced to 0SP remain on the table where the rallied remnants may be gathered.
Scales:
The figure scales are very (very!) roughly 1 figure to 500 troops, and 1 cannon represents about 40 (41, actually) but, more specifically, 1 gunner to 20 guns.The ground scale is indicated by the map - roughly 6 miles by 5, or just under 10km by 8. This seems to indicate one 4-inch hex grid measures 2/3 km or 5/12 mile. That is a scale of roughly 1:6666
I derive my time scales from the ground scale, taking the square root.
That gives me a time scale of 1:80 approximately. (I do like what I call 'approximate arithmetic': it should be taught in schools).
If we imagine it takes 10 minutes to walk 2/3 km - reasonably brisk, but not exactly scorching shoe leather - then in 80 minutes, one may walk a little under 7km. Without going through the mathematics - something I discussed in this blog just over 9 years ago - I come down to an infantry move of 2 hexes the turn, and each turn an hour and a half (80 minutes, fudged to make the numbers nice). As the battle was fought in early July, we're looking at 16 hours of daylight - 10 or 11 game turns, starting at daybreak. Just because it makes the numbers simpler I'd go for 10 daylight turns, and, optionally, 1 more in the evening's gloaming.
The prep work pretty much done, it remains sometime to play out the battle!
To be continued...
Sunday, December 17, 2023
Shambattle: the Bluvian Invasion.
Why the Red names? It was Bluvia who jumped off first, forcing the crossings and invading Redina territory. But first the deployments.
Redina's infantry were deployed as four 'brigades'. The three 'sepoy' battalions were established in and around Vermilion City, with a Gatling gun company ensconced in the town itself. Two battalions formed 2nd Brigade, defending the centre crossings; two more formed 3rd Brigade, standing in reserve within the capital, Redton. Fourth Brigade garrisoned Redville. Supporting 2nd Brigade stood the artillery and the second Gatling company, and the whole Division of cavalry in a column of 4 regiments.
The rear echelon Mobile Supply and Medical Columns ('hospitals' in Shambattle parlance) waited in readiness in rear of Vermilion City and Redville; and a more fixed medical establishment located itself in the Northwest quarter of the capital.
Marshal Andre Azurena had divided his infantry into three brigades, 1er to 3me at Blueford, 4me to 6me at Cerulean City, and 7me to 9me at Blueburg. Of the cavalry, 4me Lanciers covered the ford west of Blueburg, whilst 2me Hussards stood east of the town. The other two cavalry regiments, 3me Lanciers and 1er Hussards stood ready for action at the central river crossing, with the immediate support of both machinegun companies and the artillery.
The rear echelon units were located in much the same manner as the Redina - the mobile close by the river towns, and the permanent facility in Cerulean City.
It was the Bluvia Army that opened the ball on the fateful morning 1 April 1899. On all three fronts, the lead elements thrust across the river bridges to engage the Redina foes opposite. This narrative will follow the fates of the three sectors in turn: the attacks upon Vermilion City, the Brookbanks Bridge in the centre, and finally the isolated action at Redville.
The Battle of Vermilion City began with a combined thrust by 7me Infantry across the bridge directly against Vermilion City itself, with 4me Lanciers crossing the ford to meet the Redina 1st (Sepoy) Brigade. The Bluvian lancers met with immediate success, and, for several hours drove back the enemy infantry even beyond the 4011th MASH on the north road. This rather precipitate retreat rather saved 1st Brigade, maintaining its cohesion until the Bluvian horse was brought to a halt at about the point at which the road turned off towards Redton.
The assault on the town itself enjoyed rather less success. Throwing back the first assault, the machine gun garrison was then replaced by 2nd (Sepoy) Brigade, with the 3rd in support. The machine gun company redeployed on the road facing westward between the town and 4011th MASH. This placed the machine guns in the right rear of the 4me Lanciers. Apprehending their isolation, the Bluvian horse began to pull back, a retrograde that was halted only by the complete disintegration of the unit.
Early appreciating the likelihood of strong resistance and the difficulty of forcing the border river, Marshal Azuréna had, the moment the action opened, set his Deuxième Brigade, excepting 4me Infantry in motion along the west road from Cerulean City, over the Woody Hill pass and into Blueburg. This march took some time, by which time, Troisième Brigade's attacks had been altogether repulsed.
The Battle of Brookbank's Bridge
Inconclusive opening action at Brookbank's Bridge |
A lull falls over the central front. But sedition has broken out in the 4th Dragoons! (The blue '6') |
(This was decided by a dice roll, as explained in a previous posting. One it was determined that an insurrection would break out, it remained to determine its nature: mutiny, defection, or outright and immediate rebellion. Equal weight was given to the three options; the die roll ordained 'defection'. That meant the unit had, one way or another, to make contact with the enemy before undertaking any aggressive action against their former allegiance. Mutiny would have kept the unit inactive for the duration, except to move away from any approaching enemy. Rebellion would have led them at once to attack the nearest unit. Defection seemed hardest to pull off, and the unit had to wait until the ford was unexpectedly uncovered before the opportunity presented itself.)
'Hello friends...!' |
'...May we join your party?' |
'Faites comme bon vous, notr'amis!' |
Loyalists 0, Turncoats 2 - disaster for Redina! |
Action at Redville
Very surprisingly this was indeed a decisive victory for the invaders. The defection and betrayal by 4th Dragoons - topped off with a resounding victory over their former comrades - did much to push the Redina army well beyond its exhaustion point, even, after a very careful count, to its 'rout' point. But what pushed Redina over the edge was the Bluvian victory at Redville, and the complete collapse on that front. So rapid was the collapse over two-thirds of the front that Redina's two reserve battalions never saw action, and would have been much too late to have restored their army's fortunes.
Not that the battle was any kind of pushover for Bluvia. Their losses (17SP) were such as to leave its army sufficiently exhausted not to pursue farther than they did. But Redina's collapse was decisive for the outcome. The defection of the dragoons (2SP) and the (slight) injury to the General (1SP) was enough to bring Redina's losses to more than 24SP - the army's 'rout' point.
A lancer unit replenishing at the mobile 'hospital' unit. A Bluvian Infantry unit awaits its turn. |
So ended the border war. In the negotiations that followed, Bluvia in effect held Redville as its main bargaining chip, demanding a swingeing ransom for its return. The plenipotentiaries reasoned that, isolated from the rest of Bluvia as Redville was, the ransom was worth more to Bluvia as an accumulation to the state treasury than the town would be as a territorial possession. The demand haggled down to an amount the Redina treasury could just about bear, the neighbouring States settled down to their usual uneasily truculent truce, until the next occasion that the comity of nations might be upset.
Close of the action. Bluvia has carried the town of Redville and thrown the remnants of its garrison back upon Redton. |
Saturday, December 9, 2023
Shambattle on Steroids...
However, the French response to these adverse events has yet to be determined...
The battle narrative will be enlarged upon at some future date...
To be continued... after the Purple River Valley Shambattle story...
Friday, December 8, 2023
Shambattle - Treachery!
As the war trumpets sound and jingoist bombast reverberates throughout the Purple River Valley, little does anyone know of the perfidy, the treachery, the infamy that is about to be unleashed. That is to say: I determined which unit in either army shall be the spy, the turncoat, the shirker.
Redina Horse massed close by the River Purple. The significance of the blue counter will be soon revealed... |
1. Rolled for arm of service, using my standard method: 1 = artillery, 2-3 = cavalry, 4-6 = infantry
Note that neither force employed engineers.
Redina rolled a 2 => cavalry unit
Bluvia rolled a 4 => infantry unit
2. Having rolled for service, then rolled for the unit.
Redina has 4 units of cavalry, so a second roll of 1-4 identified the infidels. A roll of 4 identified the rear-most unit in the column!
Bluvia has 9 infantry units. As they were arranged in 'brigades' within the environs of the towns, it was easy enough to decide that:
1-2 => unit in and around Blueford
3-4 => unit in and around Cerulean City - the capital
5-6 => unit in and around Blueburg.
The roll was a '3' - so treachery lurked within the Capital City itself.
But which of the three?
3. The repetition of the process indicated the central unit to be the one to watch...
What treason lies deep with the Bluvian capital city? What indeed! |
4. As an aide memoire, I placed a blue counter beside the Redina Cavalry and a red counter beside the potentially renegade elements, as indicated in the pictures.
To be continued...
Thursday, December 7, 2023
Shambattle - Square Grid Set-up
The Purple River valley, looking north from behind Cerulean City |
In the year dotteen dotty-dot, the border tensions in the Purple River valley between Redina and Bluvia had reached breaking point. Both sides alleged border violations by the other side - some of those allegations true enough - and both sides flung charges of aggression, perfidy and all manner of undiplomatic epithets. Of course, both sides proved the veracity of such allegations by issuing threats and massing troops along the border. It was merely a matter of time before one side or the other would declare - by direct action if not by ambassadorial note of hand - that a state of war existed between the two countries.
The casus belli has been lost to time, if ever there even was a credible excuse avowed, let alone reasons adduced. On Someday, the umpty-oddth of Cantremember, dotteen dotty-dot, the President of Bluvia (this was decided by dice roll) gave the go-ahead for Marshal Azurena, commanding the troops already assembled, to cross the river, and to take, secure and hold the territories beyond in the name of la patrie. It was probably just the President's shorter temper that determined who would thus disturb the peace of nations. History will aver that the Prime Minister, after a visit to the Palace, had in his hand the Royal go-ahead for an invasion of Bluvia at the time breathless aides-de-camp arrived to announce that border had been breached.
Looking northwest. The pebbly bits of river identify the fords. |
I've finally made a start on my first Shambattle action using my square-grid game surface. We begin with the map table, and the troops deployed. Going a little 'outside' the system, I diced to see whether the river was fordable. On a six the river section in a given section defined by the square widths was fordable. The Bluvians found the river immediately to the left of the centre and the Blueburg bridges could be crossed by all troops (Had sixes been wanting, I was probably going to accept fives. Had I accepted fives and sixes, the whole stretch of river from Blueburg to the centre bridge would have been fordable. To the right (east) of the centre bridge, the only crossing was the bridge at Blueford - not the aptest of names for that settlement!
Looking southwest. Redina hospital wagons wait behind the riverine towns to collect the casualties. Azurian Nordenfelt mitrailleuses cover the centre bridge. |
For the composition of the respective armies, please refer to the previous posting on this topic.
I have yet to determine where the treachery lies within the respective armies, and their nature. I think I'll wait until a move by both sides has been made, before using some random(ish) method of determining wherein perfidy lies.
To be continued...