Showing posts with label Neil Thomas. Show all posts
Showing posts with label Neil Thomas. Show all posts

Tuesday, 9 December 2025

Risorgimento 1859: Organising the Forces

Having recently  acquired a selection of reinforcements for my 6mm Risorgimento 1859 armies (from Commission Figurines), it's time to make a start on organising and painting.  Let's start with the organisation;  up to now I have simply painted enough figures to make a minimal representative  'army' from the lists provided in Neil Thomas' excellent book Wargaming 19th Century Europe , basing them according to the rules in the same book. Now, I want to expand the forces and put them into reasonably realistic orders of battle.  A very good source of information turned out to be the Osprey Campaign series book no. 207 Solferino 1859 , which gives sufficiently detailed orders of battle for the Austrian, French and Piedmontese forces in that campaign. 

 

Neil Thomas is careful not to specify exactly what a 'unit' in his rules is representing; I think this is to allow the depiction of different-sized engagements with the same rules, so an infantry 'unit' might perhaps represent  a battalion, a regiment or even a brigade on the tabletop.  Having looked at the OOBs, I decided to treat one Neil Thomas Infantry unit as (roughly) a Battalion,  one Artillery unit as a Battery and one Cavalry unit as a Regiment.   Using those parameters, I  am aiming to represent one division each of French and Piedmontese troops and two divisions of  Austrians.  Hence roughly equal but somewhat differently-organised forces, given that each nation's organistion of regiments/brigades/divsions  differed slightly.  I thought I would take actual Division organisations from the OOBs and represent them, with the real names of commanders, brigades and regiments - at the very least that would save having to invent names!  

So without further ado, here is a summary of the OOBs I am aiming at : 

Austrian : these will be (more or less)  two divisions of the VIII Korps, commanded by Graf von Benedek :

 1st Division - commander FML Berger 

    Brigade Watervliet 

        - Kaiserjager Battalion nr. 2    (1 battalion skirmishers) 

        - Line Infantry IR7 Baron Prohaska (4 battalions)

        - 1 Battery Field Artillery 

    Brigade Kuhn 

        - Grenz  IR4 Szluiner, battalion nr. 2  (1 battalion skirmishers)         

        - Line Infantry IR11 Kronprinz Albert von Sachsen (4 battalions) 

        -  1 Battery Field Artillery 

    2nd Division (part) - commander FML Lang 

        Brigade Phillipovic 

            - Kaiserjager Battalion nr. 5   (1 battalion skirmishers)   

            - Line Infantry IR17 Prinz Hohenloe-Langenburg ( 4 battalions ) 

            - 1 Battery Field Artillery

        Brigade Dauber 

            - Jager battalion nr. 3     (1 battalion skirmishers)

            - Line Infantry IR39  Dom Miguel ( 4 battalions ) 

            - 1 Battery Field Artillery 

I have not included the complete 2nd Division, which seems to have  had an extra brigade in its original organisation, plus yet another brigade which had been attached from another corps a few days before the battle - I didn't want to make the Austrians much stronger than  their opponents. You'll notice there there is no cavalry mentioned, this is simply becuase there was no cavalry in the Divisions listed above. There was a regiment of cavalry (4 squadrons ) attached to VIII Korps, so I think I will add one Neil Thomas 'unit' of cavalry to represent them. It's clear from the OOBs in the book that infantry vastly outnumbered cavalry in the actual campaign.  I chose these formations mainly because of their commander - Graf Von Benedek seems to have been about the only senior Austrian commander who really knew what he was doing and acquitted himself well at the battle! 

 

Piedmontese :  3rd Divison, commander. Lieut-Gen. Mollard 

    Brigato Cuneo:  commander Maj-Gen Arnaldi

        - 10th Battalion Bersaglieri   (skirmishers)

        - 7th Regiment di Fanteria  (3 battalions Line Infantry) 

        - 8th  Regiment di Fanteria  (3 battalions)  

    Brigato Pinerolo : commander Maj-Gen Morozzo della Rocca 

       - 2nd Battalion Bersaglieri   (skirmishers)

        -  13th Regiment di Fanteria  (3 battalions)  

        - 14th Regiment di Fanteria  (3 battalions)         

    Divisional Cavalry :  Regiment Cavallegri de Montferrato 

    Divisional Artillery:  3 batteries Field Artillery

The Piedmont/Sardinian 3rd Division was involved in assaulting the hill of San Martino which Benedek's troops were holding, so these seem appropriate opponents for the Austrians. 

 

French :  (from 1st Corps)  1sr Division : General de Division Forey

    Brigade Dieu 

        - 17e Chasseurs a Pied  (1 battalion skirmishers)

        - 74e Ligne  (2 battalions Line Infantry) 

        - 84e Ligne  (2 battalions)  

    Brigade D'Alton

        - 91e Ligne (3 battalions)  

        - 98e Ligne  (2 battalions)  

    Artillery  :  2 batteries Field Artillery  

This was a division from Marechal Baraguey d'Hilliers  1st Corps, which seems to have done well enough in the battle, having 'pushed the Austrian outposts back from one crest to another, until they reached the ridges before Solferino' , then being involved in fierce fighting in the assault on the Monte di Cipressi - Forey himself being wounded.  The division also has a fairly 'bog-standard' composition, with no units of Zouaves, for example - I haven't got any figures for those yet!  

If you also have the book I'm using, you may notice that the numbers of infantry battalions  don't always tally - I have made some adjustments to allow for the different sizes of battalions in the three armies.  French and Piedmontese infantry battalions were about 600-strong, but Austrian battalions seemed to be larger, with almost 800 men each. I pondered how to reflect this - should I simply ignore the differences and  treat all battalions as equal in power? This would seem to treat the Austrians a little harshly, even if their army was hardly a model of efficiency at the time! Should I make the Austrian battalions stronger,  perhaps having 5 bases to the other nation's 4? But this might cause issues with the game rules, and of course would involve buying/painting  25%  more figures for the Austrians! In the end I have (roughly) treated an infantry unit in the game as about 800 men, so that Austrian units remain battalions, but French and Piedmontese need fewer units to make a brigade than the real-life number of battalions ( the French 1st Division actually had 12 battalions of Line Infantry, I have 9 units).  Hopefully that piece of wargamer's license won't cause any problems. 

As a result, the overall strengths of the three forces should be as follows: 

Piedmont    12 units Line Infantry,  2 units skirmishers, 3 batteries artillery,  1 unit cavalry. 

France        9 units Line Infantry,  1 unit Skirmishers,  2 batteries artillery 

Austria:    16 units Line Infantry,  4 units Skirmishers, 4 batteries artillery,  1 unit cavalry 

I think these should give plenty of scope for games large and small, with over 50 available units in total, even at 6mm scale they should fill a table!     

So, that's the proposed organisation, now I need to get them painted.  To keep things organised, I have used cardboard 'templates' to lay out the formations, starting with the units I have already painted - as units are completed they can be temporarily mounted on the cards using blu-tak. For example, here is the incomplete '1st' brigade (Brigato Cuneo) of the Piedmont Division, which is only missing  one of its  6 line infantry units, and the Divisional Artillery ( 3 batteries ) and Cavalry regiment. ( I need to change '1st' Division to '3rd' on the cards - oops!)

 

and here, the Austrian 1st Division, 1st Brigade (Watervliet) which is already complete, from the units I have previously painted. 

 

That all looks good, but the rest of the formations are still in this state:


 So there is a way to go! I'd better get started with the priming, at least... I don't think this will be 'all over by Christmas'.  But at least I have a plan, and it's eminently do-able if I just get on with it! 

Now the 'festive season' is upon us, there are cards to write and send, gifts to buy and wrap, etc, so there may not be quite so much hobby  time available, but I'll try to press on with this, and we'll see how it goes.  Next time, perhaps a progress report?  Until then, keep well everyone. 

Tuesday, 1 July 2025

Risorgimento 1859: Primo Incontro

 In my last-but-one post  I set out the initial deployments for my first game using 6mm scale armies for the Italian war of 1859 - now the game has been completed, and I can report how things went. 

To quickly recap, I used the 'Minigame' scenario fron Neil Thomas' excellent Wargaming Nineteenth Century Europe   - and of course the rules from the same book.  The defending Piedmontese are nearest the camera in the picture below, with attacking Austrians in the entirely fictional village of Primo Incontro and ranged along the road at the top.  


 Unbeknown to the Italians, a flanking force of Austrian cavalry and Jagers would arrive from  the East (right) on turn three.  Whoever controlled the village and the hill after ten turns would be the winner. 

 The attacker always goes first, so on Turn 1 the Austrian 1st Infantry (on the road East of the village) formed column and began to advance on the hill, while their 2nd Infantry deployed for the defence of the  village. Their artillery (on the road between the two infantry units) opened fire on the Piedmontese (2nd) Infantry unit on the hill.  The general idea was to 'pin' the Piedmontese near the hill and keep them busy until the flanking force arrived, while simply holding the village against any attack.  It seems that the Austrian gunners were somewhat  out of practise, missing with their first shot.  

The firing mechanism is simple - assuming in range and line-of-sight, roll a number of D6 dice per firing base (artillery have one base), which in the case of Smoothbore Artillery is 2 dice. The score required to hit depends on the target type - in this case Loose Order Infantry ( i.e. lots of  skirmishers backed by a formed 'main body' )  in Line, among  the hardest to hit. Needing 5 or 6 on each D6, the gunners rolled a 1 and a 3 - better luck next time. 

In response, the Piedmontese  Grenadiers advanced up the road towards the village, with the 1st Infantry unit following them up.  Piedmont's artillery near the hill opened fire on the advancing Austrian 1st Infantry - a slightly easier target as the Austrians were in column formation - and were clearly more practised than their opposite numbers, scoring  2 hits with 2 dice.  If a unit suffers 4 hits, it will lose a base ( infantry have  4 bases ), so no immediate effect, but the Austrian foot were taking casualties..  What's more, their advance had brought them within range of the Piedmontese 2nd Infantry's  rifled muskets - these let loose a volley ( muskets get 1 D6 per base, so the fresh unit rolled 4D6 ) and scored a further two hits.  Thus the Austrian foot had suffered 4 hits and must lose one of its four bases:  this in turn triggered a morale test. 

Morale tests are very simple, triggered by (a) losing a base to fire (b) cavalry fired on by a unit they are charging, or (c) losing a hand-to-hand combat. The procedure is a simple 1D6 roll, with poorer quality troops less likely to pass. If the test is failed, a complete base is removed - simple but quite 'impactful'.  The Austrians rolled - and failed, losing another base, as men presumably dropped out of the formation rather than face the withering fire.  So this Austrian unit was reduced to half-strength by concentrated fire in one turn - clearly these rules lean towards the 'fast and furious'!

With apologies for the strong shadows of a sunny afternoon in Lombardy, above  are the somewhat battered Austrian foot (top)  facing musketry and cannonade at the end of the first turn.

 For Turn Two, the Austrian 1st Infantry came to a shocked halt and formed firing line, rather than trying to advance further.  Their  artillery  and 2nd Infantry (in the village) held position. All three units gave fire:  the artillery and 1st Infantry versus Piedmont 2nd Infantry on the hill, and the 2nd Infantry from the village fired on the Piedmont Grenadiers column. The diminshed 1st Infantry and obviously poorly-trained gunners both missed, but the 2nd Infantry scored two hits on the advancing Grenadiers. In Piedmont's turn these same Grenadiers thought better of advancing under more fire, and formed line to return fire. 1st  Infantry came up on their right in column, to give support. The Grenadiers opened fire on the village - and missed.  On and around the hill, the Piedmontese guns and 2nd Infantry kept pounding Austrian 1st Infantry, between them inficting three more hits. That Austrian unit was looking very ragged by now - the flanking force couldn't arrive too soon!  Piedmont's general may have had some reasons for confidence, having almost shattered one Austrian unit and massing infantry for a possible attack on the village - hopefully his artillery could switch to fire in support. 

End of Turn 2 : Piedmont looking strong

 And so to Turn Three - and things started to happen very quickly!  The Austrian flanking force could appear anywhere on the Eastern (right) edge of the table - of course they chose to arrive near the hill. They were close enough to allow the Austrian cavalry to immediately charge the Piedmont (2nd) Infantry on the hill, taking them in the flank! In these rules, cavalry are pretty vulnerable to fire, and must check morale if fired on during their charge ( even if no bases lost ), so frontal charges look authentically ill-advised : but from the flank, the infantry have no chance to fire..   The accompanying Jagers, in skirmish formation, advanced in support on the cavalry's left (South).   

Before the cavalry attack could be resolved, the remaining Austrian firing must be carried out - and the appearance of support must have raised morale along the line.  The 2nd Infantry in the village inflicted another hit on the Piedmont Grenadiers, the  Austrian gunners finally found their mark, and the battered 1st Infantry also scored a hit - these latter two on Piedmont 2nd Infantry, to add to their woes as the cavalry thundered in! 

Turn 3 : Cavalry charge - to the flank! 

 For Hand-to-Hand combat, each unit rolls a number of dice per base, and for cavalry vs, foot in Line that is 3 dice, plus one dice per base for the flank attack. Which gave the Austrians 16 dice.. needing 4,5 or 6 to hit. This is what 16 dice looked like: 

 

Seven hits, that will be pretty devastating. The Piedmont infantry had a basic one D6 per base, and I generously gave them a couple of extra dice because half the Cavalry unit was downhill of them - 6 dice. They did relatively better -  4 hits - but not well enough to stave off disaster...

Having already taken 2 hits from firing, the Piedmontese foot suffered 9 hits in all, therefore lost 2 bases.  Suffering 7 hits to 4 in the melee, they had lost the hand-to-hand combat round, and had to take two morale tests as a result.  One of these tests was failed, so another base gone, leaving only one base. The shattered remnants of the unit must retreat 12cm, and fell back alongside their artillery (which was now looking very vulnerable!).  The victorious Austrian Cavalry, having taken 4 hits, lost one base, but needed no morale check having won the combat, and might now inflict further mayhem.  A disasterous blow for Piedmont! 

On Piedmont's turn,  frantic re-aligning was needed, the guns swinging around 90 degrees to face the rampaging cavalry - but as a result, could not fire. The threatened attack on the village had to be abandoned,  with 1st Infantry turning East and marching hurriedly to support their comrades on the right.  The Grenadiers pulled back from the village, out of musketry range.  The only firing was from the shattered 2nd Infantry's sole remaining base, which did at least score a hit on their Austrain cavalry nemesis. Small compensation..

End of Turn 3 - quite a change!
 

Turn Four, and  the inevitable happened: the Austrian Cavalry just kept going, charging at the Piedmont guns! Now the procedure is that the defenders fire first, before the chargers move in. So the guns fired at long range, rather than close (canister) range. Which does leave a rules quibble - musket-armed troops , for example, being charged are allowed to fire even if the chargers start out of musket range - but there is no equivalent statement about artillery being able to fire at close range using canister. I wondered about a 'house rule',  perhaps a die roll test to see if the gunners can hold their nerve and wait to fire case-shot?   Anyway, I treated the cannon fire as long range, the guns had 2D6 and scored 1 hit. That was enough to trigger a morale check on the cavalry, who failed the test and lost a base - but two bases still remained to charge home.  

Meanwhile the Jagers (skirmishers)  had the capability to fire and move (or move and fire), firing first at Piedmont 2nd Infantry ( missed) and then moving forward, swinging round to threaten the flank of their target.  At the same time, Piedmont's 1st Infantry was hurrying across the Austrian front, and attracted fire from both the Austrian guns and their 1st Infantry, who needed to turn 45 degrees  - this reduced their fire effect somewhat.  The Piedmontese escaped unscathed - both guns and muskets missed. 

Which brings us to the crucial clash as the Austrian Cavalry charge hit the Piedmont guns.. The cavalry rolled 4D6 per base - so 8 dice in all.  The gunners had only 1D6 in reply, and things went all too predictably - the cavalry rolled no less than 6 hits, and the gunners none.  Six hits of course wiped out the Piedmont artillery - strike two to the Austrian horsemen!   

In all that excitment, I omitted to take a 'before' picture for the cavalry vs artillery melee: all I can show is the 'after', with a gap where the guns used to be.. 


 On their turn,  more frantic re-organisation from the Piedmontese - their 1st Infantry in column was now looking at the still-rampaging enemy cavalry and feeling quite nervous!  They hurriedly formed line, ready to fire. 2nd Infantry's single remaining base formed into column and retreated as fast as they could, taking shelter behind their comrades.  The Grenadiers were summoned to help too, marching to meet the Austrian Jagers and prevent an envelopment. All thoughts of taking the village were forgotten..  In the Firing phase, 1st Infantry loosed off a volley at the enemy cavalry and did well - 4 hits! ( Cavalry are very  vulnerable to fire )  That took another base from the cavalry - they passed the required morale check, but had only one base left. Perhaps their run of luck was ending at last.

Turn 4 End: Piedmont shoring up their flank

 On Turn 5, the Austrian commander wisely pulled his cavalry back, moving the Jagers onto the hill - thus for now,  Austria held one and contested the other battlefield objective. Their 1st Infantry held position, and their 2nd Infantry were emboldened to advance from the village, up the road to threaten the Piemont left.  No less than 3 Austrian units ( artillery, 1st Infantry and Jagers) poured fire onto Piedmont 1st infantry, but only the gunners were accurate, and scored just one hit. Piedmont in their turn formed the Grenadiers into line, turning to face the Austrians coming down the road; the remnants of 2nd infantry supporting them, while 1st infantry held position, giving fire at the Austrian 2nd Infantry, who are within range and a 45 degree firing arc.  Their volley scored 1 hit, but the Austrians had accumulated 3 hits previously, hence lost a base - and then failed their morale check, and lost a second and final base.  Austrian 1st infantry fell apart, some respite for the Italians.  the Austrians still seemed to have the upper hand, but had taken greater losses ( 7 bases to 4 ) and had only one full-strength infantry unit against two Piedmontese.

End of Turn 5 : the hill is contested 
 

The Austrians might still prevail, if they could  hold the objectives, so on Turn 6 their 2nd Infantry halted on the road, the Jagers held position on the hill, and the remaining cavalry base manoeuvered to threaten the flank of the Piedmont 1st infantry.  Their guns and Jagers kept up a steady fre on that same infantry unit, which suffered two more hits. This was worrying for the Piedmontese, but did not stop them wheeling to fire on the enemy cavalry - with good effect, scoring no less than three hits, enough to remove the cavalry's fourth and final  base.  A short but spectacular career for those Austrian horsemen!

By Turn 7,  it was clear to the Austrians that they could no longer win, but hoped they might hold out for a draw. Their 2nd Infantry retired towards the village, intent on holding that objective. The Jagers still held position on the hill, and the gunners kept firing. But the dice weren't with them - firing on Piedmont 1st Infantry, both Jagers and guns missed.  Piedmont's commander was now determined to recover the hill, with 1st Infantry turning their muskets on the enemy Jagers (scoring 1 hit) while the Grenadiers formed column and marched towards the South of the hill - the Jagers now threatened by two full infantry units and at risk of being outflanked.

Turn 7 : Austrian Jagers  (right) under threat

 Turn 8 saw the end of the battle.  The Austrians simply held their positions, and their gunners dealt a blow to 1st Piedmont infantry, scoring a hit which removed a base, with the infantry then failing their morale check and losing a second base. But in their turn, the Piedmont infantry were able to form column and  charge at the Jagers - the latter's fire scored one hit, but to no effect, and the Italians charged home. In the resulting hand-to-hand combat the skirmishing Jagers were no match for an infantry attack column, suffering 2 hits to 1 and losing the combat. Being forced to retire 12cm, the Jagers were dislodged from the hill, with no real chance of retaking it.  

With losses at 8 bases for the Austrians vs. 6 bases for Piedmont, both sides had taken pretty heavy casualties. Each side held one objective; Austria the village, Piedmont the hill. Piedmont could hold the hill with two infantry units while keeping out of artillery range, but did not have the strength to take the village, which was  occupied by infantry and supported by guns. Austria could hold the village, but had nothing available to take the hill.  At which point, I called an end to the fighting, and declared a draw. 

Turn 8 and the end : an honourable draw

 
The butcher's bill: Austrians at front

 I thoroughly enjoyed this game, and really liked the rules - in true Neil Thomas style, simple but subtle, I think!  The action moved quickly, rules were assimilated easily, and felt 'right' for the period. In particular the effects of firepower are becoming more powerful, and cavalry is very vulnerable to musketry, so don't try a frontal charge - but if you can take the enemy in the flank...! Only one rules query came up ( the one about guns using canister when charged ), and I feel a simple 'tweak' should sort that out. One 'classic' tactical scenario did not come up, as no infantry column managed to get within charge range of an enemy infantry line; it would have been nice to work through that situation and see how it worked out - bloodily, I suspect!  I have perhaps given  too much detail  here for some,  given the small size of the game, but I did want to explain some of the basic mechanisms - I think they work pretty well.  Given the quite fast and furious nature of the game, I think these rules should be pretty good for much larger battles, too - better get  painting  some more units! 

I hope this has been interesting and fun for anyone thinking of trying these rules and/or  this period - well worth a go, I'd say!  I am much encouraged and will try a more ambitious setup next time. 

My next hobby event is due this very evening,  as I step up to enter the medieval mincing machine that is Jon Frietag's  WotR  Battle of  Mortimer's Cross!  I look forward to that, and to his report after the game. Next time here, perhaps some more thoughts on the Risorgimento, orders of battle and possible future games.  Until then keep well, everyone.      

  

Monday, 9 June 2025

Risorgimento 1859 : Preparing for Battle

Having painted and based a reasonable  number of figures for my 'Risorgimento' 1859  Italian campaign project, I have recently managed to complete some scenery too, and found I had enough of both for battle to commence. 

This has all been inspired by Neil Thomas' excellent book Wargaming Nineteenth Century Europe 1815-1878, and I took a look at his suggested scenarios for a first game - one thing Mr. Thomas does very well is scenarios.   As I have limited space and not too much 6mm scenery, and have not used the rules before,  I thought a small battle would be the best place to start. It turns out he has just the thing: Scenario 5 - The Minigame.   This is designed for a table only 2 feet ( 60cm ) square, and five units per side - ideal for me. 

The terrain is very simple - a  village at a crossroads, a wooded area and a hill. Using my Hexon terrain and  6mm scenery I was able to create the table layout  quite easily.

The Battlefield: North at the top 
 

The hexes have no bearing on the game - just very easy to use and give a nice look! As you can see I don't have many trees, but there were just enough ( from Heroics and Ros, I think ) to mark out a 'wooded' area.  Buildings are from Timecast and roads MDF from Pendraken, 'surfaced' and painted by me. The village and the hill are objectives for both sides - to win, both must be controlled by the end of  Turn 10. 

Dice were rolled and a table consulted to decide on army composition. The resulting Austrian force was as follows: 

        2 x Line Infantry

        1 x Skirmishers

        1 x Cavalry

        1 x Artillery

   Quite a nice mix of an 'all arms' force. 

Their Piedmontest opponents came up with quite a different army: 

        3 x Infantry

        2 x Artillery 

This could be interesting!   

Next, roll for sides: Piedmont won an opposed die roll, and opted to be 'Defender', which seemed sensible given their lack of fast-moving troops. As Defenders, the Piedmontese now rolled to discover their baseline - the dice determimed this would be the Southern table edge.   

Finally 'Pre-Battle Events', an interesting way to introduce some 'friction'  - quite fun for a solo gamer. Each side rolls a dice and consults another table : the Austrians rolled up 'Flank March', meaning that two of their units will appear on either enemy flank. At least one of these must be Cavalry, and none may be Artillery.     Another die roll will decide upon which of Turn 2, 3 or 4 they arrive. 

Piedmont was less fortunate, rolling up a 'Bogged Down' event -  one Artillery unit is eliminated. Not so good! 

Here are the resulting armies: 

Austrian attackers

   
defending Piedmontese 

Figures are a mix of Baccus metals ( they have a Risorgmento' range for this exact period )  and Commission Figurines MDF ( a  polyglot mix from their ACW and Napoleonic ranges ) 

Working more or less from the suggested  army lists which are also in the book,  the units are organised as follows: 

Austrians:    Line Infantry ( 2 units)  Average Quality, Rifled Musket, Loose Order 

                    Skirmishers  (Feld-Jagers)  : Elite,  Rifled Musket

                    Cavalry  ( Cuirassiers ) :  Average Quality

                    Artillery : Smoothbore 

  Piedmont:   Line Infantry  (2 units) : Average, Rifled Musket, Loose Order 

                     Grenadiers (1 unit ) :  Elite, Rifled Musket, Loose Order 

                      Artillery : Smoothbore. 

Conveniently, both sides get just one Elite unit, and artillery are equally matched - the Austrians just have that one unit advantage owing to the poor quality of Piedmontese roads! 

Now to deployments - Defender first, each side within 15cm of their baseline, omitting the Austrian 'Flank March' units.   Here's how they deployed:

Initial setup - Piedmontese nearest the camera

The defending Piedmont general secured the hill objective with a unit  of infantry and his guns, placed his Grenadiers more centrally by the road,  and  was wary of a possible flank attack through the woods, hence placed his other infantry unit on there.  The Attacking Austrian general was obliged to use his cavalry unit and one other for his Flank March - he chose his next-fastest moving unit, the Feld Jagers. That gave something of a quandry there were only  remaining 3 units - two infantry and one artillery -on the table at the start. How to attack against superior numbers?  He decided to 'demonstrate' at first, placing one infantry unit  on the road through the village, guns in the centre and the other infantry unit  out on his right ( East ) flank.  The 'Flank March' force arrival time  was diced for - they would appear on Turn 3, and on the  East table  edge. The more open flank would allow freedom to the cavalry, and hopefully allow the hill objective to be assaulted promptly.  The Piedmontese may have made a mistake in assuming the woods on their left might be infiltrated..   

Here's an 'aerial view', taken perhaps by an intrepid passing balloonist 

 The scene is set, the forces are about to engage. At the time of writing, the game has not yet been played through, so we will have to wait for the next post here to see the outcome. Let's hope it's an interesting one!  Until then, keep well everyone.