|The map from WSS104, reproduced by permission. © Karwansary Publishers 2019.|
French Forces (attackers)
Light Infantry Demi-Brigade: 3 battalions + horse artillery (all superior)
Infantry Brigade: 6 battalions (regular)
Cavalry Brigade: 2 dragoon regiments (regular)
Artillery Brigade: 3 field batteries (regular)
Independent Cavalry: 1 Hussar regiment (regular)
16 units, Break Point 8 units.
Austrian Forces (defenders)
Infantry Brigade: 2 battalions (regular)
Infantry Brigade: 2 battalions (regular)
Light Infantry Brigade: 2 Grenz battalions (regular)
Cavalry Brigade: 1 cuirassier regiment (superior), 1 hussar regiment (regular)
Independent Artillery: 2 field batteries (regular)
10 units, Break Point 5 units.
The French can deploy up to 12" from their baseline, but may also deploy on hills F and G if they wish. They have to take the bridge in 8 moves or break the Austrians in the same timescale.
The Austrians can deploy anywhere north of the river. They must successfully defend the bridge for at least 8 moves, and try to break their attackers.
The river is only crossable at the bridge. The bridge, hill D and farm C are each worth 1 unit. In my game the farm is represented by a ruined monastery.
As you can see, I only gave the French a 60% advantage in numbers. As with the game in my previous post, they would also have the advantage of the 'French System', and better command. I didn't honestly think greater French numbers would have much effect, as bringing them to bear would be difficult. Some extra artillery might be very useful, but they already had 4 batteries to the Austrian 2. The time limit was intended to give the French a reason to get on with their assault, rather than just pounding the Austrians with artillery until half their units were broken!
How to deploy the Austrians was a bit of a puzzle, but in the end I lined the river near the bridge with the Grenzers, with a field battery supporting them firing straight down the road across the bridge. The line infantry and cavalry were in depth behind, with the other field battery on hill D with a decent field of fire.
The French plan was to shoot their way across the bridge. The field batteries would pound targets near the bridge, and the line infantry would move forward to the river and shoot at anything on the opposite bank. When the time was right the elite light infantry would charge across, supported by their horse battery.
|Deployment. I used my normal 6' x 5' table, and moved the river slightly south in order |
(I hoped) to give more room for a decent battle after the French were over the river.
|The French have moved up, and it's time to try a charge across the bridge.|
This was fairly easily repulsed, with the attacking unit routed. Not enough preparation it seemed.
|The same turn from the Austrian side. Two line battalions had moved up and were|
giving the French a lot of trouble.
|A couple of moves later and the French try again, with the horse battery supporting.|
You can see that the Austrian battery directly covering the bridge has been routed.
|It was desperately close, with every die roll counting, but the French managed to get one light battalion|
in place, causing just enough distraction to allow a regiment of dragoons to cross as well.
This was the end of the 8 moves. The Austrians had lost 4.5 units, the French 6, and the bridge was just about in French hands. A last minute French victory. I couldn't resist another turn to see if they would hang on to their tenuous bridgehead.
|Check on the far side of the Toll House and you'll see an Austrian line battalion has routed and taken a supporting |
Grenz unit with it. The Austrians are now broken and the French victory is confirmed.
Most scenarios try to create a nail-biting finish where both sides are in the game until the final move. This was achieved, but I think the game would be better if some fighting on the far side of the river took place. To this end, it might be good to weaken the Austrians slightly, so I would take away one of their line battalions and form a single brigade of 3 battalions. It might also be an idea to lengthen the game to 9 or even 10 moves.