Sunday, 22 March 2015

Battle report 2nd Nassau surprised at Frasnes Mini muster part 4

I though I would leave the mini muster this time and concentrate on the fighting


what follows is a battle report of one of the first  fictional  skirmishes of the Waterloo solo campaign using my Light Infantry skirmish rules.

The skirmish took place when elements of the 2nd Dutch Belgian division clashed with elements of Reills corp.
The 2nd Dutch Belgian Division was withdrawing along the Charleroi  to Quatre Bras road having reseved orders to concentrate its strength at Quatre Bras.
The 2nd battalion of the 2nd Nassau Regiment was marching towards Frasnes south of Quatre Bras, when it was driven into the village by troops of the 5th lancers, taking refuge in the village, the commander of the 2nd  could see the lead elements of Count Foys 9th Division namely the 4th light infantry appearing on the Charleroi road.
Major.  P. von Normmann  of the 2nd Nassau new that the division was strung out somewhere on the roads north of Frasnes. He quickly decided, he would try to hold the French back as long as he could so the division could reach Quatre Bras unmolested.


Forces involved
Allies
2nd Nassau battalion  3 bases:  3 skirmish strips per base plus command:
classed as line infantry average
Activation        Morale        To Hit
      6                       6                 5

Command  Veteran        Activation              Morale
                                                    8                          8

The 2nd Nassau battalion In Frasnes

French
4th light Regiment 3 bases:     4 skirmish strips per base plus command:
classed as light infantry veteran
Activation              Morale             To Hit
        7                           7                     6

Command Veteran        Activation             Morale
                                                 8                           8

5th Lancers regiment 1 base:  2 skirmish strips per base no command:
classed as light cavalry veteran
Activation               Morale             To Hit
       7                             7                      6

 The 4th light infantry battalion advances down the main Quatre Bras road to the left by the barn you can see the 5th lancers falling back after chasing the Nassau 's into Frasnes.




SCENARIO
the scenario begins with he 2nd Nassau defending the village of Frasnes. The 4th light infantry are advancing down the road leading to Frasnes in column of march, with the 5th lancers returning from the earlier encounter at Frasnes.
The Nassau intend to hold the village for as long as possible. The French intend to clear the village of enemy so the advance can reach the cross roads at Quatre Bras.
For each turn the Nassau can hold the village the allies March one mile towards Quatre Bras. They must hold for 14 turns. If the French drive them out of the village before the end of the 14th turn the allies will be caught before reaching the cross roads, the 2nd Dutch Belgian division will not arrive in time to hold Nay at Quatre Bras.


DEPLOYMENT
At the start of the game the Nassau are in the village of Frasnes they have not deploy any skirmish strips. the command base must be in the centre of the village. the 4th light infantry are deployed on the main road leading to Frasnes in column of march no closer than 120 cm to Frasnes, they too have not deployed skirmishers. the command base must start on the right of the lead unit base on the road.
the 5th lancers are deployed 40cm from the French infantry, they are withdrawing from the village and will continue to do so if the French command dose not stop them. To do this the command base must make contact with the lancers at which point they will join his command.


ORDERS
Major.  P. von Normmann
In an attempt to slow the advance of the French. you have given the orders to your battalion to hold the village for as long as possible. your unit bases must stay in the village at all times, your skirmish bases can move out of the village but only to the edge of the hedged farm land south of the village. they can not deploy out side of this area for fear of being caught in the open by the French lancers.


G de B de Hnault
your battalion the 1st of the 4th light is one of the vanguards of the 9th division. your orders are to clear the area of enemy from the main approach to Quatre Bras. the 5th lancers caught an enemy battalion as it withdrew, the enemy is know holding the village to the north of your position. your orders are to clear this village of enemy.


Each game turn in the battle report will show who won the initiative (INT) and a description of the events on the activation sequence. As described in the rules Light infantry all bases are activated in a strict sequence from 8 through to 1. See rules for further details  (rules can be found in part 3 of Waterloo mini musters)


TURN 1     Nassau win INT
Activations
8. Nassau command attempts to activate the unit bases on his activation. all pass and activate and deploy skirmish strips.
French command base moves to intercept the 5th lancers.
7. French unit bases advance down the road ( no skirmish strips are deployed as the units wanted to move)
6. Nassau unit bases already activated (no action can be taken )


TURN 2    Nassau win INT
Activations
8. Nassau command moves to the front of the village.
French command stops lancers ( the lancers are know in his command)
7. French unit bases deploy two move to the fields to the left of the road the other to the right of the road.
6. Nassau skirmish strips move out to the far hedge line ( this is as far as they are allowed to deploy)



TURN 3  Nassau win INT
Activations
8. Nassau command no action
    French  command moves to rejoin unit bases.
7. French unit bases move closer to Frasnes.
6. Nassau hold hedge line
    French lancers move up to the left flank of the 4th light.

Turn 4  Nassau win INT 
Activations 
8. Nassau command stays put
    French command joins unit bases 1 and 2
7. French deploy skirmish bases 
6. Nassau fire from hedge line at long range no hits.
Turn 5  French win INT 
Activations 
8. French command stays with unit bases.
     Nassau moves to the front of the village 
7. French skirmish bases move forwards 
6. Nassau skirmish bases open fire at long range 1 hit (French skirmish base rolls a 3 on hit out come and will not move next turn.
Turn 6  French win INT
Activations 
8. French command no action 
     Nassau command no action 
7. French skirmish bases fire at Nassau at long range 2 hits ( roll of 3 and 4 both one is driven back from the hedge line)
6. Nassau fire back 1 hit (French roll a 9 no effect )
5. 2 Nassau fire back no hits ( now two of the Nassau skirmish bases are down to a 5 activation )

TURN  7 Nassau win INT 
Activations 
8. Nassau command no action 
    French command no action 
7. French unit bases move forwards 
    French lancers move up to the left of the village 
    French skirmish bases fire on the Nassau 4 hits 
(Nassau roll 1 6 and  8 8 three bases are driven back )
6. Nassau skirmish bases fire back 1 hit
(French roll a 5 one base is forced back)
     2 French skirmish bases down to 6 activation fire no hits.
5. Nassau skirmish bases fire 1 hit 
(French roll a 5 1 base is driven back )
TURN 8 French win INT 
Activations 
8. French command moves up
    Nassau command no action 
7. French unit bases move up
     French skirmish bases fire 3 hits 
(2 Nassau are driven back ) 
      French skirmish bases charge the hedge line.
(All pass there morale test and they charge home )
6. French skirmish bases charge and pass their morale and charge home
    Nassau teat their morale 3 bases brake before contact 2 are cut down 
     Nassau fight back no hits 


Turn 9  French win INT 
Activations 
8. French command move up
    Nassau command no action
7. French unit bases move up
    lancers move up to the left of the village
    French skirmish bases fighting all along the hedge line 6 hits
    ( 4 Nassau bases are pushed back from the hedge line the French follow up
6. other French fight no hits
    Nassau skirmishers fight back 3 hits
    ( 2 French bases are pushed back
5. other Nassau bases fight back 1 hit ( no effect)
4. other Nassau skirmishers fight no hits


Turn 10  Nassau win INT
Activations
8. Nassau command moves to the hedge line
    French command move up
7. French skirmish bases move up into the last of the hedge line being held by the Nassau 5 hits
( all Nassau bases are thrown back to the village other than the ones holding the western hedge line.
6. Nassau fighting the last desperate holding action on the western side of the hedges.
( 1 French skirmish base is thrown back)
    French fight on the hedge line no hits




TURN 11 French win INT
Activations
8. French command moves up
    Nassau command moves back to the village
7. French unit bases move up ready to assault the village
    French skirmish bases move to the flanks
6. French skirmish bases fire on the Nassau's in the village 1 hit ( no effect)
    Last of the Nassau skirmish bases make a run for the village
5. Last of the Nassau skirmish bases dash for the village




TURN 12  Nassau win INT
Activations
8. Nassau command move to the centre of the village
    French command moves to the rear of the unit bases
7. French unit bases charge the village ( all pass their morale test and charge home)
6. Lancers charge the village ( lancers fail their morale test and halt)
    Nassau unit bases test their morale ( all pass and hold the village) fighting all along the edge of the village 3 hits on the Nassau 1 unit base is thrown back
5. no action

TURN 13 Nassau win INT
Activations
8. Nassau command hold
    French command no action
7. French unit bases advance ( 1 unit base is in the village ) 2 hits both no effect
6. Nassau unit bases fight back no hits
    French lancers pass their morale test and charge home no hits
5. no action

TURN 14  Nassau win INT
Activation
8. Nassau command has to role a morale test to hold village as 2 enemy unit bases are in the village test is passed they fight on.
7. French unit bases fight on 2 hits ( roll of 3 one Nassau unit base is close to running.
6 one Nassau unit base fights no hits
5. two unit bases fight on 1 hit ( one French unit base is thrown back) 



TURN 15  
Nassau command rolls for morale to see if the unit bases hold together as they withdraw or brake and are destroyed.
Nassau pass the test and mount a fighting retreat.

Well that's it the Nassau held out JUST I thought it only fare to allow the command base to roll a morale test to hold the remnants of the battalion together, so they could withdraw fighting, and luckily (or justifiably ) they passed.

the French fought a hard battle exposed to enemy fire all the way, then having to fight through to the village over hedges and enclosures.

Man of the match has to go to the Nassau skirmishers holding the western end of the hedge line, surrounded by enemy they held to the last. Bravo.
hope you enjoyed
Till next time



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