Battle Report Arzobispo 8th Aug 1809 – Shako II rules
The terrain map was put together with brown wrapping paper – 80gsm 750mm x 50m Kraft Wrapping paper. Overlapping in the middle set to size 6’ by 4’ with side edge extra for strength of a few inches – glued with PVA / glue stick. Terrain map basic layout courtesy of Michael Hopper’s - Rise of Albion scenario book. So I sketched out to scale and painted on with Acrylic paints to designate the hills, roads, river / stream, and orchard / vineyards (an adaption I chose from the lovely maps created by Colin in our 20mm campaigns – see Simon’s blog on http://www.servicerationdistributionhobby.blogspot.com ). Found with 15mm figures the 2D maps are the easiest and Michael’s maps and positions of terrain make all the difference in the battle. So cheap, easy to store, and if you are finished with it then environmentally easy to dispose of.
I was playing the Spanish 2 heavy foot batteries in redoubts, 6 Average Infantry (a few on the big side), 1 poor, 1 skirmisher under Basencourt, 6 Poor cavalry and 1 horse artillery under Alburquerque (CinC for this). My opponent was playing the French (CinC Soult) 1 foot artillery / 1 light foot artillery, Lahoussaye 4 medium Cavalry Dragoons, Lorges 2 medium Cavalry Dragoons, Delaage 2 medium (1 Hussar 1 Chasseur), Reserve orders Girard 6 average infantry 2 skirmishers. The deployment restrictions, terrain effect and victory conditions all detailed in Michael Hopper’s - Rise of Albion scenario book. Game plays over 8 turns.
In the pictures we use white small columns of smoke to indicate a unit that has been staggered by infantry volley or artillery fire. Casualty markers are either dials with a picture of a casualty on top or a single casualty printed figure placed next to the unit – usually placed at the back or behind the standard bearer. The dice show the melee the first what the unit starts with the second what they rolled, another dice only for another round of combat. The long rectangular white smoke is placed in front of the cannon for aesthetic purposes to show the artillery at the start of the turn – prevents movement of foot artillery in that turn. Also in melee a failed volley – that did not stop the melee – is shown with a rectangular grey / black smoke marker.
Alberquerque now on 50% but rallies with elan!!
Overall a good afternoon playing through the scenario. Plenty of rethought actions in setup so would consider another go!
The main observation is the Spanish main threat is from the Dragoons. The deployment area prevents them getting to the ford and with the Shako II rules the defender cannot deploy any further from the divisional General (12” for 15mm) who must remain static until the enemy threat is within charge range (12”). So getting the initiative is key for the Spanish. Once the Dragoons over the river the Spanish need to hold on and delay the French cavalry. The Spanish could turn it about using the infantry to form squares horse artillery shooting out and the squares away from the French artillery blocking the French cavalry, using the Spanish cavalry against Girard!! Difficult but would be interesting to try something different.
The French Girard wants to be activated turn 2 but try and ensure the units protected by the built up area and just keep pushing into the redoubt. In our game two battalions in column next to the orchard were almost blown to pieces by the heavy Spanish artillery.
I would recommend this scenario from Michael Hopper’s - Rise of Albion scenario book.