|Initial dispositions: The British Allies steal the march to the crossroads|
We agreed to dicing 4in6 for our light cavalry (per squadron) to enter on random roads in sequence. If successful, then we diced for the next squadron, and the next and so on until failure or all squadrons of a particular regiment were brought on. After failure, subsequent squadrons of the same regiment may not necessarily join their comrades at the same entry point. We felt this represented swarms of light cavalry scouts roaming the countryside, feeling for each others advancing divisions as our armies endeavored to come to grips. It enabled unforeseen flanking manouvers throughout the game.
|Death of a Leader|
Before too long, what proved to be the first critical moment of the battle occurred. The British got three squadrons of KGL Hussars onto the table and at just the right spot to jeopardize the French plans. At this point the KGL had already seen off the first squadron of the French 7eme Hussars. A superb command roll enabled the French Lancers in march column (never good) to reform into attack column and charge to protect the exposed artillery limber racing for the hill. A swift melee and the unthinkable happened for the KGL - a complete rout together with the loss of the cavalry commander who was attached. This was to have serious consequences for the entire British game and proved to be the first of several tipping points.
|French form up for the first assault.|
|First French Assault|
|Second French Assault|
|Crawling along the track|
|Pushing through the village|
In an unlikely flanking move with only the cover of a hedgerow, a supported infantry assault survived some incredibly ineffective battery fire at close range over two turns, breached the hedge and finished them off with the bayonet! By this time, french infantry and mixed squadrons of French battle cavalry were swarming across the middle ground and harassing the British arrivals.
By this time the best of the British troops were coming on in large numbers. Large battalions of veteran British line, once formed up were likely to arrest the French advance and could even recapture the ground. They would have to do so unsupported; however, as both the rocket troop and the last of their artillery (the 9pdrs) were cut down whist limbered by free roaming cavalry. Just when nothing appeared to be working for the British, disaster struck in what we believe was the final critical point of the game.
- Rifles or skirmishers in building work very, very well.
- Only attach your Commanders to assaulting units as a last resort.
- The more units under one command, the higher the likelihood of failure.
- Cavalry are best sent in for attack in echelons of squadron than as a combined regiment. Note: a single demi-squadron is the worst combination as it lacks the higher melee dice of the entire regiment and lacks the advantage it's squadrons have when they combine in 'support'.