Friday, January 24, 2020

Fontenoy Test Game 1 till first contact

The first time test game we will run with the rules out of the box as regards command, combat and victory conditions just to see if the rules end up providing a reasonable approximation of what transpired historically or even if the result makes sense given the situation.

The Allied side with a 'Good' General (Cumberland) only gets 2 command dice per turn but given the largish commands (all the British/Hanoverian foot is in one command for example).  They are able to get BOTH the Anglo/Hanoverian and the Dutch contingents to advance at the same time so as to make a concerted attack on the French position.

Here are some shots as they close the gap and into close musket range:





The effects of long range artillery are minimal as an occasional hit here and there do not slow down either of the main lines closing.  In fact once they get within long range musketry range (2 base widths per the rules) they are able to shoot and then assault the exposed artillery and force it to make an emergency evade roll.  This resulted in 2 French batteries being destroyed, one in front of the French Guards line and one in the fortified village of Fontenoy itself.  Surprisingly there is no benefit to the artillery to being behind works when taking this check that we could find.  It also is typical of what we have seen in M&R games, nobody even attempts to re-deploy their guns when the enemy line approaches so the guns are going to be lost but they are left in place in the hopes of causing close range hits.

If you place your guns in your line of troops it is almost a guarantee of opening an exploitable gap  when the guns run away.  If you place them in front (as was the almost universal practice during the period) they are simply removed via the artillery reaction check or pass through the line in an evade and are lost to you for a few turns.

In our test game 1 the French ended up with the initiative on the turn after the British and Dutch had advanced into long range musketry fire distance (2 BW) and promptly fired all along their line with scant results.  The Dutch troops assaulting Fontenoy took a few hits the British line hardly any so when they in turn fired they were replying with one die per every 2 strength points PLUS another 2 dice for the British/Hanoverian volley rule.  Fortunately for the French their shooting was equally bad causing only a few total casualties.

In the next turn the Anglo/Dutch troops climbed the slope and into close range musketry range (1 BW) and fired first with similar effect.  The French returned fire with equal ineffectiveness.  So unlike the reported battle results where the first French line was almost destroyed in the allied initial volleys, here both sides were shooting into the air for all intents and purposes.

In the following pulse the allies tried a direct assault across the front.  This was a mistake and it seems they should have spent another turn at volleying since none of the French units opposite them had suffered more than a random hit or two.  By going in with the assault the British especially squandered their volley extra dice and got nothing for 'charging in' that might lead them to double the scores on the awaiting French.

I should also point out that the troops in Fontenoy were getting a saving throw on a 4,5,or 6 for any hits made by the Dutch as they were protected by the works there.  In the turn the allies charged in the Dutch lost four units by being doubled by the French and only got one unit over the works when they charged the French battery and destroyed it on the artillery reaction roll.

Here is the cluttered view of the situation at Fontenoy.


The one Dutch unit that made it over the works is in the center of the right of the picture and they are already stopped by the French reserves stationed in the town.  They will also count as flanked if the French attack to drive them out.  But, they also will count as flanking the French foot on either side on them if the Dutch have the strength to charge in again with the remains of their first line.

I should point out that we did not allow units in the second line to advance into gaps in the first line as units were removed.  While this is the common action most wargamers would take, it runs counter to the principal that the commander of the second line was there to ensure his troops were kept in hand and serve as a reserve for the first line (and in M&R to keep them from possibly becoming 'flanked' by the enemy).  It is another example of what we expect to do as gamers that dosen't have a lot of historical justification in our opinion...

Next posting will see the further exchange of fire and combat as the Allies try to force their way into the French position on the slopes and in the town.




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