Tuesday 31 March 2020

A Mutual Surprise

Having been frustrated in their attempt on Tragers Grat, but now  receiving some reinforcements, the Prussian forces of Eric von Kleist have resolved on taking another route into Austrian territory - more directly, straight down the main highway. Von Kleist commands the advance guard in person, determined to drive his troops on at their best speed to achieve surprise.  His vanguard comprises six units, as follows:
Von Kleist : Fusiliers and Frei Korps
                
              Commander : Eric von Kleist (6 Strength Points) - in his favourite Horse Grenadier
                                                                                                    uniform
                   Infantry :  1st and 2nd Battalions, 44th  Line Fusiliers (each 4 SP)
                                   1st and 2nd Battalions, von Kleist Frei Korps (each 4 SP)
                                   'Rifles'  (3 SP)  : actually 'commanded'  fusilier figures.
                                                              Hand-picked sharpshooters, of course
                  Cavalry :   Von Kleist Horse Grenadiers (3 SP)

                  Total :      28 Strength Points, with Exhaustion Level 9 SP.

As previously, strengths are for Bob Cordery's rules for The Portable Napoleonic Wargame, with my home-grown tweaks for 'Portable Seven Years War'. All troops rated Average except the 'Rifles' - Elite.  To save on  book-keepng, each base ( of 2 infantry or cavalry, 1 sharpshooter,  1 gunner  ) is a Strength Point, which can be removed to show losses in an nice 'old school' manner.   A handy little force, unencumbered by slow-moving guns, with decent infantry firepower and a small cavalry strike force.

On the Austrian side, all is hurry and confusion as forces are hastily gathered to meet the Prussian incursion. General Dachs finds himself with six units also:
Dach's doughty defence
             
                Commander :     General Dachs (6 SP)
                      Infantry :     1st and 2nd Battalion 'Wildganse' Jagers (each 4 SP)
                                          Grenze foot (4 SP)  - dismounted Hussars, heroic defenders
                                                                            of Tragers Grat
                      Cavalry :     Grenze Hussars (3 SP)
                     Artillery :     2 Field Guns (each 2 SP)  

                           Total :   25 Strength Points, with Exhaustion Level 8 SP.

All the above rated Average, except the Grenze foot, boosted to Elite by their feats of arms at Tragers Grat. Those guns give Dachs' force some punch and should  powerfully aid his defence.

Dachs knows the importance of a particular crossroads, at a place known as Vier Arme. Von Kleist's force will surely reach the place, but when?  Dachs has been able to dispatch one battalion of his Jagers and one gun to the vicinity.  He personally leads another two units - his Grenzer foot and Hussars - down the road from the North, while the final battalion of Jagers and the second gun are approaching from the West, though they are a little more tardy in their march.

Here we see Von Kleist's column on the march: in his impatience to advance, he seems to have neglected to send his cavalry forward to scout the country up ahead.
Column of route : shouldn't those horse be scouting ahead?

While just South of the fateful crossroads, the Austrian advance party takes up position astride the road, flanks secured (they hope) by a wood and lake.
Austrian Outpost Line : somewhat lonely, perhaps?
 (  I will admit, that 'lake' was almost as hastily improvised as the Austrian defence - from some gift-wrap paper - but it rather grew on me! ).

Keen readers of  'One Hour Wargames' by Neil Thomas may have spotted that this is his Scenario number 11: 'Surprise Attack' (you may also deduce where the name 'Vier Arme' comes from, too).
Forces were chosen using the book's random selection chart, but I confess not entirely random :  I diced for two armies,  then decided which looked most suitable for defence and attack.

The Prussians entire force will appear via the road from the South on turn 1, while two further units of Austrians appear from the North on turn 3, and their final two units on turn 6 ( Neil suggests turn 9, but that seems harsh!). There is a special rule that 'neither side is aware of the other's precise location or strength. Accordingly, no charges may be declared on Turn 1',  which we will follow. Even with that rule, it looks a daunting task for the Austrian outpost  units, outnumbered three to one from the start..

So then, as the morning mists begin to clear, Von Kleist's advance column nears the crossroads, when suddenly a cry goes up :  'The enemy!'   And so,  the combat of Vier Arme begins..



7 comments:

  1. I like the removal of figures as a method of recording unit losses. It does seem ‘old school’ and very much in keeping with period. (It reminds me very much of CHARGE!).

    I look forward to reading your battle report.

    All the best,

    Bob

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  2. Really enjoyed reading this this morning, inspired me to set up my own game today. I look forward to seeing what happens next...

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  3. The improvised terrain works very well indeed. I have used some felt in a similar manner. You do mange a Charge vibe to your games which I also like. Enjoy the rest of the game...

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  4. Good stuff Dave, looking forward to the next instalment. I see you are using your time at home wisely and having a lot of fun into the bargain!

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  5. Surely the Horse Grenadiers deserve some sort of bonus for Sartorial Elegance?

    A tricky scenario. I look forward to seeing how it goes.

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  6. Gents, thank you all for kind comments. I think I have been heavily influenced by reading Charles Grant as an impressionable youth! I did not actually read 'Charge' until fairly recently, but of course liked that, too. The Horse Grenadiers are indeed rather splendid, but all credit for that must go to the late Eric Knowles. Not sure of their make - David Crook thought many of the figures were Minifigs, but not all, and these don't look it.

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  7. Replying to myself: I think they are Hinchcliffe, code SYPC14 for the basic horse grenadier. Hinds figures have them listed with photos on their website. I couldn't afford Hinchcliffe on my pocket money!


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