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Author Topic: Battle of Scharding - France Vs Austria - 28mm - Black Powder  (Read 557 times)

Offline Midpoint

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  • Posts: 46
This is a report on our game of the fictional Battle of Scharding in Bohemia.



Napoleonic, 28mm, Black Powder rules and 6 players controlling about a 1,000 little lads between them.

French Briefing:

Spring, 1809.

Your division is marching on the flank of the Grande Armee. If the Austrian force can be swept away from key lines of communication then the chances of a strategic envelopment will be improved.

Scouts report that the Austrians have dug in in front of Schärding and are moving to secure key communications points. Take these, clear the redoubt and if you can secure the town itself. The Farm on your right is able to provide useful supplies.

Above all, avoid having your own line of communication severed.

The Redoubt is constructed to allow cannon to fire over without penalty – either way.

Your Reserves:

You have two brigades of reserves. Bringing them on incurs a VP penalty.

The infantry is available from Turn 4. You will be asked at the end of Turn 2 if you are committing them. If you say no, you will be asked once more at the end of Turn 4. If you say yes, they will appear in Turn 6.

The Cuirassiers are available from Turn 7. You will be asked at the end of Turn 5 if you are committing them. If you say no, you will be asked once more at the end of Turn 7. If you say yes, they will appear in Turn 9.




Austrian Briefing:

Your division is guarding the flank of the Main Army. If you can hold your position around key lines of communication then the chances of a strategic envelopment will be much reduced.

Scouts report that the Feench are advancing on your position around Schärding and are moving to secure key communications points. Hold these, keep hold of the redoubt and you secure the town. The Farm on your left is able to provide useful supplies – if you can, deny them to an over-extended enemy.

The Redoubt is constructed to allow cannon to fire over without penalty – either way.

Your Reserves:

You have two brigades of reserves. Bringing them on incurs a VP penalty.

The infantry is available from Turn 3. You will be asked at the end of Turn 1 if you are committing them. If you say no, you will be asked once more at the end of Turn 3. If you say yes, they will appear in Turn 5.

The Cuirassiers are available from Turn 6. You will be asked at the end of Turn 4 if you are committing them. If you say no, you will be asked once more at the end of Turn 6. If you say yes, they will appear in Turn 8.




Victory conditions were focussed around taking and holding objectives, with penalties for committing reserves - especially heavy cavalry reserves.

How the game played out:

In the centre the French attack on the redoubt was hesitant. I've not used defensive positions in many games, but this and the same effect in the AWI game commented on elsewhere has shown me a lot of the impact is psychological. The French hung back and the Austrians pounded them until almost in desperation the French went in bloodily.





On their right the French fond themselves outnumbered and played for time, in this they were aided by an Austrian general who didn't press home his numerical advantage.

No such hesitancy on the right as opposing cavalry commands clashed in support of infantry brigades getting into it. The net result was the French taking the bridge and roads.

Both sides committed all their reserves, taking a victory point penalty [randomised]. In the end the capture of the bridge and roads by the left flank won it for the French, despite heavy casualties. If the rolls for the VP penalties had gone against them they might have lost though.




 

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