AOE(AOV) - Game Report 1

The Battle of Spichern 6th August 1870

Introduction

I had yet to play the Age of Valour variant of Bill Grey’s Age of eagles. Matthew had read a lot about the period and was keen to wargame it, and he liked Age of Eagles so there was a clear community of interest. I suggested a game with my Franco-Prussian war 15mm armies, and after some thought decided on this battle to be played at Entoyment.

The Battle

I bought, many years ago, a Pallas Armata reprint of Von Schell’s “The Operations of the 1st Army to the capitulation of Metz”. It was first published in English in 1873. It provides an excellent summary of the battle of Spichern from the Prussian perspective. An online account which is a good read is at https://battlefieldanomalies.com/the-battle-of-spicheren/

The salient points of the encounter battle at Spichern are that it appeared to the Prussian Advance Guard Commander Lt Gen Von Kameke commanding 14th Division of the 7th Corps that the French were withdrawing. He seized the initiative and launched an attack against the French. The French who were not withdrawing, decided to hold their ground on what was a strong defensive position. The sounds of battle drew forward several different Prussian units from the 1st and 2nd Army throughout the day, while no French units from the nearby French Corps marched to the sound of the guns.

The battlefield is an incredibly string position if the French had seized it earlier enough in the battle and defended it. The position is based around a very steeply and wooded escarpment that faces North to Saarbrucken and West and East. At the top of the escarpment id effectively and open plateau with high ground to the South. In the middle of this plateau is the village of Spichern on a spur that runs West to east to the Saar River valley. The west flank of the battle is heavily wooded, and with high ground. The escarpment is steep and by some British commentators of the period was steeper and more difficult that the Alma in the Crimea.

To portray the battlefield, I decided to make some terrain in relief. The following picture shows what it is like in a trial assembly on my dining room table. 

The underlying contour maps for the battlefield were obtained from German army 1:25000 maps of the area that were captured from the French in 1940 and then preserved for posterity by North American Universities. As any military man knows, battles are always fought on the join of four maps – this is no different!

Scenario Design

In designing the scenario for Age of Valour I based the unit strengths on the scenarios in the Age of Valour expansion pack from Bill Gray. In other words, the French forces were deployed as Brigades to represent the difficulty in mobilising the French forces for the war. While the Prussians are modelled as Regiments.

I also decided to bring in two special rules. One to account for the difficulty in crossing the escarpment, the second was to bring in the “Plunging Fire” rule from the 2nd Edition of Fire and Fury. The latter worked very well and is a good addendum to any Age of Valour or later game.

Additionally for the Prussian reinforcements, shown below, their time of arrival is per the actual battle. However, I decided that at that at that time there was a 50% chance of them arriving (4 or greater on a 6 sided dice that number would decrease each turn by 1). Hence bringing that forward in time there would be a 1 in 6 chance that they could arrive an hour earlier! In the game the Prussian’s certainly needed this element of luck in the early arrival of their reinforcements!

Matthew and I want to conduct further games of this period and instead base the French as small Regiments as well. We both felt that largish French Brigades don’t suffer the same degree of degradation in performance and ability to hold their positions in the battle that the French encountered in the war.

Prussian Forces

French Forces

The Game

The initial deployment, and on balance we might have been better to place more constraints on the French deployment as they were in reality much closer to the centre of a 48” deep table.

Looking towards the Prussian Advance Guard’s initial objective from the Galgenburg.

By 1330 the Prussian Advance Guard was a spent force, and the coup de main had failed. The 39IR had suffered 5 casualties in the first hour of battle and would eventually fall back to Saarbrucken to regroup and take no further part in the Battle. The 59IR which arrived at 1200 was moving to the right to protect the right flank. Meanwhile the rest of the 14th Division had arrived and was advancing on the escarpment. Fortunately for the Prussians, on the French left flank were extremely reticent to move, and the 12th Chasseurs would prove particularly difficult to control and motivate; until it really mattered. Meanwhile the rest of Frossard’s Corps were more than willing to close up nicely to the escarpment. (The red markers indicate damaged batterys, in other words batterys that had been reduced to half strength through fire casualties.)

At 1400 the 74IR charged the 3rd Chasseurs to the right of the gun line, and drove them back out of the wood, the 74Ir then exploited the breakthrough and clashed with the 10th Chasseurs who in turn threw the Prussians back. The 77IR held the flank pouring fire into the artillery causing significant damage and silencing a battery. Later the Prussians would reflect on the missed opportunity that this failure to break the 10th Chasseurs would represent. If they had broken through there would have been little to stop them rolling up the French Line.

By 1430 the French had extricated their artillery and brought forward an Infantry Brigade to the front lie. They remained vulnerable on their right flank and it would all depend on whether the Chasseurs could hold. The Prussians regrouped at the foot of the escarpment and launched another attack against the Chasseurs and though they were locked in battle the Chasseurs would eventually prevail and force the Prussians to the foot of the hill. Meanwhile elsewhere on the Prussian right the arrival of 40IR of 16th Division proved invaluable and held the line in the face of a determined French attack beating back two French brigades. The remainder of the 14th Division’s advanced guard have left to regroup in Saarbrucken.

By 1630 the remaining infantry regiment of the 14th Division lacks the combat power to force a result and it drives instead to move to the East to provide flank support to the 5th Division which is arriving.

The 5th Division’s commanding General has sent the first two infantry regiments to support the right as the one remaining regiment there is significantly outnumbered, and the enemy are now threatening the gun line.

The battlefield at 1630, the outcome for the Prussians would all depend on the arrival of the rest of the 5th Division.

At 1700hrs the first of the final two regiments and batterys from 5th Division arrive. On the right the outcome could depend on how well the attack goes. Although the French managed to withdraw two infantry brigades, the Chasseurs refused the order to withdraw, and instead they decided to fight their ground. They successfully beat of an attack from the 48IR, and then continued their withdrawal.

By 1730 the firepower of the Prussian artillery was in danger of causing the French significant harm, and the commander decided to withdraw from their previous positions where they were exposed to fire.

By 1930 (game turn 16) the French are making an ordered and controlled withdrawal. The Prussians lack the combat power to exploit taking the escarpment and to push forward. They would regroup on the objective.

Outcome

We called this a minor French tactical victory in that they were able to withdraw to the South and West in good order. What is interesting is that the total casualties suffered in this battle of around 5000 men per side was comparable to the actual battle. Both Matthew and I enjoyed the game and we felt that the rules credited themselves well. Neither of us were phased by the results of a 10 side dice, and in the end the overall result was acceptable despite some wild swings in favour, and indeed disfavour, of the Chasseurs.

Further games are needed to try out the suggestion of reducing the French side to weaker regiments.

ADLG - Game Report 79

Ptolemaic (43) vs Later Macedonian (45)

With the large number of Alexandrian Successor units, I now have I do need to work out which Army I like. Paul offered a game and he wanted to deploy a Later Macedonian Army, hence I decided on something similar but different. Ptolemaic also a wide variety of troop types including Imitation Legionaries, perhaps a nice compliment to the Pikes?. As it turned out we had two very evenly matched armies of 23 elements each.

The terrain was relatively sparse, and I was attacking (a rarity). For once I had deployed reasonably well, so there was no need for redeployment!

There was no need for fancy manoeuvring in this battle. Simply to get stuck in. My Light Cavalry went in first and killed one unit which quickly gave me numerical superiority. I held back the Legionaries for a while, as I didn’t want to get hung up on the hill. On the left my Thracians are being bested by Paul’s Thracians.

The Cavalry are winning sufficiently to allow a Heavy cavalry unit to threaten Paul’s flank on the hil. I decided I need to stem the tide against the Paul’s Thracians and (perhaps foolishly) sent a Pike unit into the field to delay them. This they did in the grand style destroying a Thracian unit, who must have been so surprised to see the Pikes there that they lost the combat! Despite the pushing and shoving in the centre the odds were some to go my way!

Outcome

At the end of the combat it was honours even with a MAD result in a very good game!

Lessons Learnt

  • I might not be so lucky taking the Pikes into rough ground in the future, perhaps a slightly different balance in the army is needed
  • Flanking a unit with Light cavalry is not really worth it, one of my two cavalry units could have been better employed by turning Paul’s flank
  • ADLG - Game Report 78

    Early Imperial Roman(85) vs Early Imperial Roman(85)

    I had to spend a couple of days in London and I nicely timed it to be around a Thursday to allow me to get a game in at the CLWC at The Escape. Dave kindly offered a game, and as he had his Romans packed for the week we opted for a Roman Civil war. For my part I based my Army on the previous outing for my Romans against Paul; I employed a larger number of Elite Armoured Medium Auxilia. I tried to pick some difficult terrain for them to play in, but there the luck started to go against me.

    As with our previous Egyptian Civil War game at Warfare, there was certainly no subtlety involved – we were straight at each other. Besides or armies were very evenly matched.

    I wasn’t impressed when I lost a Light cavalry to javelins; I was now outnumbered in Cavalry.

    Contact has been made! And in the first round of combat, I lost all but one of my cavalry elements. Additionally, despite being elite my Auxilia have started to take some punishment. My one success is a single legionary unit that broke the line.

    My cavalry command gas been destroyed, Dave’s cavalry are now on my flank and destroying my Legionaries, and if that all isn’t bad enough I have lost two Auxilia and the Auxilia line has been broken through. Game over in three game turns – again.

    Outcome

    A stunning loss. Again Dave, like Mark in the previous battle, was almost (but not quite) embarrassed by his stunning combat rolls!

    Lessons Learnt

  • Perhaps the eliteness of the Auxilia is misplaced? The army might fare better with these not being elite and free the points for others.
  • Similarly do I need two integrated artillery units?
  • ADLG - Game Report 77

    Thessalian Greeks (60) vs Phyrgian(29)

    Next competition on the horizon is Beachhead 23. The theme for the event being any Army pre 530BC. Back to the drawing board and a hunt through the Army List. I thought I would kick-off by bringing out my Thessalians which had fought well previously. Mark agreed to play as he wanted to try out his Phyrgian army.

    I was the defender and I have clearly mad a misappreciation of the battlefield. I have placed my Peltasts (Javelinmen) in the path of his chariots – not a good match up.

    In light of my mal-deployment I decided to sacrifice two Peltasts to allow my Hoplites to come forward to fill the gap. An adequate response and it might have even worked with better command and control.

    On the left my light cavalry have been bounced by Mark’s ambush. In the centre the lines have met, with results relatively even at this stage. On the right I have partially formed a line of hoplites to face of the chariots.

    Mark’s cavalry has managed to best mine on the left, but in the centre two units are holding their own to support the mainline. I have managed to get behind the rear of the chariots despite losing a hoplite unit.

    My Cavalry have all but been destroyed, less the two units supporting the infantry. In the centre my infantry is starting to achieve some dominance despite their cohesion hits, while on the right things are going from bad to worse. I stupidly evaded the javelins from the chariots charge, only for me to roll down and Mark to roll up. A number of disappointing dice rolls where the odds were stacked in my favour and yet Mark won, caused even more casualties; it says something when your opponent apologies for his good rolls when he was clearly at a disadvantage.

    Outcome

    A loss for the Thessalians 27 to 16.

    Lessons Learnt

  • Try to avoid giving your opponent gifts and easy targets.
  • Equally four Javelinmen without supports can be very vulnerable unless they are operating in difficult terrain.
  • ADLG - Game Report 76

    New Kingdom Egyptians (14) vs New Kingdom Egyptian (14)

    The final game and Dave and I were to fight out an Egyptian Civil War. He outnumbered me in Chariots.

    There were no subtleties in this battle, both sides opting to close to close combat as quickly as possible.

    Battle is joined and already my forces are taking hits despite killing chariots on the left.

    It isn’t getting much better, gaps appearing in my line with hits galore.

    And it is all over on the third round of combat and the game is done and dusted in less than hour and quarter! I call this the case of the disappearing line-of-battle.

    Outcome

    A severe loss where I only inflicted 12 hits on Dave. That having been said I did come away from the weekend with more wins than I did at the last Warfare!

    Lessons Learnt

  • Not much to learn on this one, apart from the need to sacrificially burn these dice.
  • ADLG - Game Report 75

    New Kingdom Egyptians (14) vs Philistines (25)

    So onto day 2, and first up to feel the wrath of Ramesses were the Philistines commanded by Paul. This would be interesting as we fought last year and he won a very tight game with his Teutonic Knights vs my Feudal french. Who would prevail this time?

    I decided to send the chariots of an outflanking manouvere to outnumber his chariots while my main line of infantry tried there very best to hold the Philistines.

    We managed to break through on the left of the centre with the Sherden warriors while the Chariots battle it out on the left flank.

    I have managed to break through although in doing so I have lost 2 chariots. The Sherden have outflanked the Philistine line.

    Meanwhile in my centre and right I am doing much less well. My best troops are again being out-performed by the enemy. As for the right I have already lost a warrior unit and I am about to throw in the Bows for good measure to hold the line.

    My right flank has all but crumbled under Philistine pressure. Both elite Heavy Swordsmen have been destroyed! However the left flank attack is starting to roll up the line, or it would have done so even quicker with better command.

    Outcome

    A victory for the Egyptians, but barely, a win 22 to 23; once again I was one away from being destroyed myself!

    Lessons Learnt

  • The impetuous Sherden Warriors were particularly effective in the centre in this game
  • Going for a parity fight on the left flank against the Philistive Chariots might have free up more to outflank the line.
  • ADLG - Game Report 74

    New Kingdom Egyptians (14) vs Assyrian and Sargonid Empire (9)

    Third game of the day, and on to fight Paul’s Assyrians. A very different deployment for me with my Chariots in the centre. My weaker command was sent out to the right flank to contest the field. Would I fare any better?

    Contact, wait out! Rather than evade his medium horse armed with bows, Paul brought them into contact. Initially this was relatively even, but once again for the third game on a trot my Elite Heavy Infantry, the Guardsmen, are conspicuous in their failure to win engagements!

    Next turn Paul’s right joins the fray, and has blown through my lines and the rest of this command and the infantry have seriously weakened my left. However, my right is looking better the Heavy Infantry finally destroyed something! Am I being too picky with their performance?

    We are clearly at the point of breaking each other’s lines. I have thrown in the Bowmen to cause delay, while in the centre one Medium Cavalryman is defying the odds set against him.

    Even flanked Medium Cavalryman continued to defy the odds. However I no longer have a left flank, equally neither does Paul, the question is who will break first?

    Outcome

    My first win of the tournament 23 to 26, I was one off suffering a MAD. However we hung on for the win.

    Lessons Learnt

  • These biblical battles are brutal, but great fun.
  • ADLG - Game Report 73

    New Kingdom Egyptians (14) vs Hurri-Mitanni (21)

    On to the second battle to see if I could do any better. I was given the privilege of attacking and decide to advance on the right, refusing my left. This battle would be a wheel-to-wheel chariot fest.

    Once Nick saw my movement, he decided to redeploy his troops. When I have tried to do this my command dice have failed me, not so with Nick. My right flank was now going to be opposed by even more chariots. During this battle I had my own cheerleader, my friend Tim visited the show. He gained a first hand view of me rolling 4 ones in sequence in combat rolls!

    As feared Nick’s right wing of chariots blew through my right and swept all before it and well before my own left flanking move could come into contact.

    Outcome

    A win for the Hurri-Mitanni, 24 to 14.

    Lessons Learnt

  • Once again if I am going to eventually move to the left I need to be quicker. If I had done so would I have then fixed his chariots on his right in position?
  • ADLG - Game Report 72

    New Kingdom Egyptians (14) vs Ancient Hebrew (23)

    On to Warfare 2022 at Farnborough; what a great venue. Albeit that us 15mm ADLG players could have all done with side tables for all of our paraphernalia! Some of us improvised by laying down coastlines for that additional 4UD of space.

    So for my first game with Nick I decided that I needed to try and work the his right flank. I left a rather weaker force on my right to hold the coastline.

    Consequently, I refused my right and started my left in motion. I was a little concerned by the Hebrew’s chariots and my ability to hold long enough in the centre to survive before my left could sweep round his rear. What a grand plan!

    However, once my left came into contact, and despite some successful impetuous charges, I am fearful of losing the left flank contact battle.

    I should not have been so fearful, and more concerned for my centre! A successful flank charge has removed the threat to my left. However, the losses in the centre and the thoroughly demoralising performance of my right flank have done for me!

    Outcome

    A win for the Hebrews by 27 to 22 cohesion points; I was 2 off securing a creditable MAD result.

    Lessons Learnt

  • Swordsmen don’t fare well against chariots!
  • Medium troops of the biblical period are fragile, it is win or die!
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