Showing posts with label 16 - Battle of Uelzen. Show all posts
Showing posts with label 16 - Battle of Uelzen. Show all posts

Friday, April 15, 2011

Battle of Uelzen - Move 12

1900-2000 24 July 1813

Table at the start of move 12

Artillery are in close range and firing canister

Infantry are also close range and skirmishing

This degree of combat can not last for long, one side must soon break


General Reynier – 7CP – Engage Orders

Artillery canister 6 Prussian (again), and miss (again)

15 brigade (Shaken) retreat half move facing enemy

16 brigade advance to replace them in the firing line

14 French skirmish – no casualties

5 Prussian skirmish – no casualties

16 French skirmish – no casualties

6 Prussian skirmish – no casualties

13 French skirmish – one hit

7 Prussian skirmish – no casualties

7 Prussian test morale for casualty – pass remain formed

15 French test morale for shaken, pass and become disordered


General Kleist – 6CP – Engage Orders

Artillery fire canister at 16 French – one hit

16 French test morale – fail and rout

14 French test morale as supports – fail and shaken

6 Prussian move forward to skirmish

5 Prussian move forward to firefight

6 Prussian skirmish – one hit

15 French skirmish – no casualties

15 French test morale for casualty – fail become shaken

5 Prussian volley fire 14 French (shaken)

5 Prussian – 1 casualty

14 French – 2 casualty and rout

7 Prussian test morale for shaken – fail and rout


French artillery get a second chance to fire canister on 6 Prussian brigade

Roll another pair of one’s!


Table at the end of move 12

Both sides have lost their cavalry brigades to rout

Although casualties are similar, the French battle line has broken

There are two French brigades in rout and a third shaken

Only one Prussian brigade is in rout


Notes on Game

At nightfall both sides have similar casualties

French – 6 infantry and 3 cavalry

Prussian – 5 infantry and 4 cavalry

However the French battle line has broken, with only the artillery and one brigade still formed to cover the retreat.

The Prussians have three formed infantry brigades as well as their artillery.

2nd Prussian corps has won the battle

IV French corps must spend the next day retreating to the west

Tuesday, April 12, 2011

Battle of Uelzen - Move 11

1800-1900 24 July 1813

Table at the start of move 11

The close quarter battle is about to start

French cavalry in rout, gunners ready to fire

Prussian cavalry in rout, artillery screened by infantry and moving


General Kleist – 5CP – Engage Orders

Move gun and unlimber

Move 7 brigade into skirmish range

5 Prussian skirmish – no casualties

14 French skirmish – no casualties

6 Prussian skirmish – no casualties

15 French skirmish – no casualties


General Reynier – 5CP – Engage Orders

Artillery canister 6 Prussian – no casualties

15 brigade (Shaken) retreat half move facing enemy

Move general to centre of corps

13 brigade form line

14 French skirmish – no casualties

5 Prussian skirmish – no casualties

13 French skirmish – one hit

7 Prussian skirmish – no casualties

7 Prussian test morale for casualty – pass remain Formed

15 French test morale for Shaken – fail remain Shaken

French artillery fire canister on 6 Prussian brigade.

They only need total of 6 with 2d6.

They roll two one’s


Notes on Game

Each side now has three brigades within skirmish range, and are exchanging fire.

When one side is Shaken, the opposing brigade will move closer and engage in volley fire. This is more likely to result in a clear winner than skirmish fire. But they must first weaken the enemy brigade, or risk losing the fire fight themselves.

15 French brigade, which is Shaken, has been withdrawn from the front line to avoid the Prussians engaging in a fire fight and making them rout. The first brigade to rout may well take supporting brigades with them.

Rule 11 deals with skirmish combat and Rule 12 with firefight combat

Battle of Uelzen - Move 10

1700-1800 24 July 1813

Table at the start of move 10

French cavalry in rout, gunners ready to fire

Prussian cavalry in rout, artillery screened by infantry and moving


General Kleist – 4CP – Engage Orders

Move artillery

Move 7 brigade

Move general to centre of corps

5 Prussian skirmish – no casualties

14 French skirmish – one casualty

5 Prussian test morale for casualty – pass


General Reynier – 5CP – Engage Orders

Artillery fire on infantry – miss

Artillery bounce through on artillery – miss

Manhandle guns forward

15 brigade advance

14 French skirmish – miss

5 Prussian skirmish – one hit

14 French test morale for casualty – pass

15 French skirmish – one hit

6 Prussian skirmish – one hit

15 French test morale for casualty – fail and are Shaken

6 Prussian test morale for casualty - pass


Notes on Game

Artillery are allowed a bounce through if there are friends directly behind the target and within 4”. See Rule 7 for details

Both sides are now in close contact and are skirmishing looking for an opportunity to press home the attack. 15 French brigade are the first to be Shaken, and are now very vunerable. The first brigade to Rout may well decide the winner of the game.

Monday, April 11, 2011

Battle of Uelzen - Move 9

1600-1700 24 July 1813

Table at the start of move 9

French cavalry in rout, gunners have rejoined their guns

Prussian cavalry in rout, infantry advancing


General Kleist – 4CP – Engage Orders

Artillery fire on infantry – no casualties

5 brigade advance and deploy into line

Guns screened by infantry, limber ready to move


General Reynier – 5CP – Engage Orders

Deploy 14 brigade in line

Unlimber artillery

Move general to centre of corps

Move 13 brigade forward

14 French skirmish – no casualties

5 Prussian skirmish – no casualties


Notes on Game

On Engage orders infantry may skirmish or volley fire, but not attack and melee.

There is no difference in skirmish effect if the brigade is in column of attack or line. However in a volley fire there is. Both 14 French and 5 Prussian have deployed into line in case the other advances to volley range (2”). However both are at present at skirmish range (4”).

Skirmish combat is often ineffective in these rules. A roll of 6 is required for a hit. 1D6 is rolled, plus 1, 2 or 3 depending on skirmish ability of brigade.

See Rule 11 for full details.

Sunday, April 10, 2011

Battle of Uelzen - Move 8

1500-1600 24 July 1813

Table at the start of move 8

All French infantry brigades in front line

Cavalry melee undecided, gunners in nearby square


General Kleist – 7CP – Engage Orders

Artillery fire on nearest infantry, one casualty

Infantry pass morale for casualties

All Prussian infantry advance towards enemy

Move general within command range of cavalry

Orders cavalry to continue melee

Prussian cavalry lose melee, with two more casualties, automatic rout

French cavalry one more casualty, automatic rout

No supports, either French or Prussian, to test morale


General Reynier – 6CP – Hold Orders


Change orders to Engage

13 brigade form column of attack

Gunners return to guns and limber ready to move

Move general to centre of corps


Notes on Game

The French won the cavalry melee, but received one more casualty, making a total of 3

The Prussians lost, received two more casualties, making a total of 4.

When cavalry receive three casualties they automatically rout

Rule 17 – Morale Test refers

Saturday, April 9, 2011

Battle of Uelzen - Move 7

1400-1500 24 July 1813

Table at the start of move 7

French artillery are limbered ready to move

Prussian cavalry have advanced within charge range of enemy gunners

Table at end of move

General Kleist – 4CP – Engage Orders

Artillery fire on infantry – no casualties

General moves within command range of cavalry

Orders cavalry to charge enemy artillery

Gunners pass morale and evade to nearby square

Cavalry halt 4” from square

General returns to centre of corps

Cavalry melee

General Reynier – 5CP – Hold Orders

Move reserve infantry brigade into front line

General move within command range of cavalry

Orders cuirassiers to charge enemy cavalry

Prussian cavalry fail morale to counter charge – remain at halt

Cavalry melee results in draw, both disordered, both one casualty


Notes on Game

Prussian Move

Prussian cavalry ordered to charge enemy gunners

French cavalry too far away to attempt to counter charge

French gunners pass morale and run to safety of nearby infantry square

Prussian cavalry halt 4” from French square

French Move

French cavalry charge enemy cavalry (who are now in charge range)

Prussian cavalry fail morale to counter charge and remain stationary

French cavalry roll 4 on 2D6, plus 2 for stationary enemy, result draw

Both cavalry brigades lose one man, both are disordered

Next move they will have to fight another round of melee to decide winner

Friday, April 8, 2011

Battle of Uelzen - Move 6

1300-1400 24 July 1813

Table at the start of move 6

French have move their reserve brigade to support left flank

Prussian right wing advance to engage enemy


General Reynier – 6CP – Hold Orders

Artillery fire on infantry – no casualties

Right hand brigade form square to protect gunners

Remaining infantry form column of attack

Limber artillery

Prussian cavalry move forward to charge French guns

General Kleist – 6CP – Engage Orders

Artillery fire on infantry – no casualties

Move general to centre of corps

Cavalry advance within charge range of enemy guns

Landwehr brigade form column of attack

Move general closer to artillery


Notes on Game

The Prussian general has to use CP to move within command range of cavalry, and then back into command range of artillery.

The French guns have limbered to redeploy to cover their left flank.

In doing so they expose themselves to a possible charge from the enemy cavalry.

Thursday, April 7, 2011

Battle of Uelzen – Move 5

1200-1300 24 July 1813

Table at the start of move 5

IV French corps hold their position on the left

2nd Prussian corps are now deployed and ready to advance


General Reynier – 7CP – Hold Orders

Artillery fire on infantry – no casualties

Move 15 brigade from reserve to support left flank


Prussian right wing advance towards French

General Kleist – 6CP – Move Orders

Artillery fire on infantry – no casualties

Change orders to Engage

Manhandle guns towards enemy

Advance 5 and 6 brigades


Notes on Game

Artillery roll 2xD6 for a hit. At long range they require at least 8

Both French and Prussian artillery were unlucky this move.

Tuesday, April 5, 2011

Battle of Uelzen – Move 4

1100-1200 24 July 1813

Table at the start of move 4

IV French corps hold their position on the left

2nd Prussian corps are now in position, and are deploying ready to advance


General Reynier – 8CP – Hold Orders

Prussians still out of artillery range

No movement

French IV corps deployed in front of Uelzen

General Kleist – 7CP – Move Orders

Three infantry brigades turn to their left and form column of attack

Artillery manhandle forward into range of enemy infantry


Notes on Game

Kleist is deploying to the right of the Rosche-Uelzen road because that is furthest from the enemy cavalry.

He is also aware that the French will want to hold their left flank, which leads to Hamburg, and by moving against it he is hoping to disrupt the French defence line by making them reinforce their left.

Monday, April 4, 2011

Battle of Uelzen – Move 3

1000-1100 24 July 1813

Table at the start of move 3

IV French corps hold their position on the left

2nd Prussian corps are deploying to the right of the main road

The Prussians take care to keep out of artillery range of the French.


General Reynier – 6CP – Hold Orders

Prussians still out of artillery range

No movement


Prussians start to deploy


General Kleist – 5CP – Move Orders

Corps has moved into position.

The landwehr brigade on the left has formed square to protect the remainder

The artillery have unlimbered

The remainder of the corps are waiting for orders to turn left and form column


Notes on Game

As he starts to deploy his corps the Prussian commander must use more CP as he wants different elements to perform different tasks.

He must also use CP to position himself in the centre of the corps. He must be within 8” of a brigade to issue orders.

It is rare that a corps commander will ever have sufficient CP to do everything he wants to do.

The cost of CP for different actions is covered in Rule 3

The Wargame Rules can be found at

http://napoleonicwargamerules.blogspot.com/

Sunday, April 3, 2011

Battle of Uelzen – Move 2

0900-1000 24 July 1813

Table at the start of move 2

IV French corps hold their position on the left.

2nd Prussian corps approach on the right, their cavalry near the farm protect the column.


General Reynier – 6CP – Hold Orders

Prussians still out of artillery range

No movement


Prussians start to deploy

General Kleist – 6CP – Move Orders

Prussian corps move three 8” moves in column of march


Notes on Game

The Prussians are moving in column of march because they can move faster in that formation. However they are can not fight in that formation, so their cavalry have been deployed on the left in line to protect them from the enemy cavalry.

Normally a commander must use one CP to move each brigade. However in certain circumstances the whole corps can move for just two CP, one for the corps and one for the commander. Rule 3 applies.

Because there are no enemy nearer than 16” the whole corps has been able to take three moves, each of 8”. Rule 5 applies

The Wargame Rules can be found at

http://napoleonicwargamerules.blogspot.com/