The ongoing Peninsular campaign created another battle, some 15 days in. The forces of Marshal Victor’s I Corps clashing with the Army of Catalonia in Soria. Unfortunately we’ve been waiting for this battle to be resolved for over a week but due to real life pressures I just have not been able to get round to it. Because of this, I wasn’t able to get the players as involved as I’d intended.
I fought the game solo using Blucher rules, and a small scale, so each base represented between 1200 and 2000 infantry or 400-600 cavalry. Several of the smaller units had to be amalgamated together into Blucher units, something I’m not comfortable doing but it’s the only way it makes sense. Both sides had reinforcements arriving during the day and the action didn’t kick off till around midday when those forces had arrived.
I used a variable opposed roll to determine when the reinforcements would arrive and what hour the battle would begin. This left around 18 turns of the day, meaning that the chances of outright destruction were limited but so was the chance of a meaningful victory. Due to the size of the forces, both sides had only 2 MO dice and the number of units routed required was low so some careful thought was needed. I played both sides as evenly as I could.
The battle began with a Spanish advance to occupy a hilltop to their front, while the French light cavalry began a move towards the Spanish right flank. What would continue to plague the French for the rest of the battle became evident, at critical times they would roll sub-average MO dice and be unable to move large portions of their forces.
The Spanish cavalry division moved to counter the French lights, and in the ensuing turns succeeded in driving off the Horse Artillery and one of the Hussar Regiments while crippling the effectiveness of the other, but losing both a Heavy Cavalry regiment and a Light Regiment of their own in the process. The remaining Heavy regiment would continue to tie up and present a threat to the French infantry on the left flank for the rest of the day. (It seems the logical reason for such poor command dice rolling!)
On the French right, the infantry of 3rd Division, attempts to throw the Spanish off the hill, supported by the Dragoons of VII Corps. The Spanish however stand firm, preparing their infantry against the cavalry which deploys to threaten their flanks. In return, a regiment is routed when the Light Cavalry regiment attached to the Spanish 1st Division attacks in the flank of the attack.
The attack is overwhelming, and the Spanish unit disintegrates. Spanish musketry is beginning to have an effect on other supporting units but it’s looking tense on this flank. In the next few turns, Dragoon regiments charge multiple times but fail to break through the resolute Spanish squares. Casualties on both sides are mounting and the Spanish have lost 3 of their 5 break points, the French 3 of their 6. The French are unable to mount a concerted and coordinated assault due to terrible command rolls.
On the French left, finally 1st and 2nd Division infantry begin moving through the town to assault the Spanish right. With no artillery to prepare the way, they advance straight into the teeth of the Spanish regiments, one of which buckles as the troops contact each other, while the French attack falters around it. A musketry duel follows, superior French skirmish skill whittles the defenders down while their attached artillery and volley fire also causes casualties to mount. As darkness falls, a last ditch effort to break the Spanish is thrown back.
Darkness falls with an inconclusive result, both sides only one unit away from breaking, both sides licking their wounds and awaiting their commanders decisions whether to stay or whether to retire.