French and Austrian Troops begin to deploy |
Dear Reader,
Today, I wanted to offer a wargaming battle report. A few weeks ago, the designer of Et sans résultat!, David Enteness, and I played a short game of his excellent ruleset. Although the game is set in the Napoleonic era, David hopes to someday expand his ruleset and miniatures sales into the Seven Years' War era. I will describe the battle, and then offer a few thoughts on the ruleset. You can find these rules, published by The Wargaming Company, on their website, here.
Battle Report:
A few notes on the scenario. Based on the uniforms and ratings of forces involved, this was a battle between 1 Austrian and 1 French army corps, in 1809. Both forces had around 20,000 men, and entered from opposite sides of the table, as you can see from the map below. Both commanders were trying to make way for larger forces by driving the enemy off the table.
The French (Blue lines) axis of advance was from the west, (top of the map) while the Austrians (White lines) advanced from the east. Both players started with an initial force on the table (an advance guard and infantry division) with one additional element arriving each turn. The French, under Jean-Baptiste Bessières, moved forward in an effort to seize Huelsendorf. The Austrians, under Johann Karl, Freiherr von Hiller, moved their avant garde forward, while trying to seize high ground north-east of Fuerstenwald.
von Hiller hurries an Austrian column towards high ground north of the Fuerstenwald |
State of affairs after one turn of movement. |
French Cavalry crosses a bridge, while the Austrian Avant-Garde struggles to deploy |
Both generals bring more forces towards the fight. |
At this critical junction, von Hiller (yours truly) decided that the moment had come to assault the town. Radetzky's division, formed up alongside the avant-garde, as pictured above, was ordered to attack the town. The Austrian infantry moved up, taking fire from French skirmishers posted in the houses. At this critical juncture, with battalions of Austrian infantry moving to contact, General Radetzky, the Austrian division commander, fell from the saddle, killed by a bad roll, err, Tirailleur's ball. Though inflicting some damage on their French opponents, the Austrian infantry fell back after a brief combat, reforming 1,000 yards away from town.
The Austrian attack on Huelsendorf stalls, while another French division moves forward |
Colonel Vincent charges a partially deployed French Infantry Division |
With Marmond's infantry division reforming, von Hiller decided that the moment to strike had come. A detached force of Austrian Chevaulegers and Grenadiers (pictured above) assaulted across the Kunersbusch, towards the rear of the town. At the same time, a large column of Austrian grenadiers assaulted towards the French left, and von Hiller took personal command of the final fresh Austrian infantry division, marching towards the French center.
By keeping French forces occupied in the town, the Austrian mixed detachment was able to keep some of the French infantry pinned in the town. The French cuirassier brigade, backed away from grenadiers, not wanting to charge fresh infantry while unsupported. Meanwhile, the infantry under von Hiller's personal command slammed into French center. The fighting between the center infantry divisions was heavy, with neither side gaining a clear advantage.
With the cuirassier brigade pushed to the other side of the river in confused retreat, the Austrian grenadiers threatened to cut the French line of withdrawal. Bessières pulled his troops out of Huelsendorf, leaving the Austrians as masters of the field. The two sides had suffered a roughly equal amount of damage up until the later turns, when the disastrous attack by the cuirassiers began. All in all, von Hiller had achieved a solid, though not complete, victory over Bessières. This battle represented around five-six hours combat between two corps and took two players about four hours of play time to complete. For more photos of the game, check out The Wargaming Company's photo gallery. You can also watch my review of the miniatures from the same company on youtube.
Ruleset Review:
These rules provide an interesting window into the Napoleonic era. The turns are broken down into 4 phases: Command (Blue) Movement (Green) Artillery and Skirmish (Purple) Combat (Red). Or, to put it another way, turns are spent planning objectives and performing special actions, moving and deploying forces, and inflicting damage on enemy formations. In this game, you force your enemy to flee by causing him to perform, "assessments," something like a division-wide morale check. The more "fatigue" (combat attrition) a formation suffers, the more likely it is that they would have to perform an assessment. You can find a link to the quick-reference sheet here.
In this game, we used small orange dice to track fatigue |
As I will discuss below, this is very much a game about leaders. A general can perform any number of useful actions at the beginning of a turn (or game) but as the game continues, formations which suffer fatigue will become less responsive to actions. Likewise, as the game continues, it is more and more likely that a general will become bogged down and trapped in a formation which has suffered a great deal of fatigue.
As the rules and The Wargaming Company website repeatedly state, this is a perspective-based wargame. Some wargame rulesets allow you to be Blücher, Ney, Bagration, Beckwith, O'Hare, and Riflemen Harris. That is to say, they allow you to command at the army, corps, division, regiment, company, and individual levels. Et sans résultat! is uncompromising in its commitment to deliver the best experience on one of those levels: that of a high-level commander. Whether you are commanding at the army, corps, or division level, that is scale of play. You are not interested in flanking the enemy's battalion, you are interested in flanking his division or corps.
In that sense, ESR is firmly perspective-based wargame fought on the grand tactical scale. If your favorite part of gaming is wrecking an enemy battalion, this game is probably not for you. On the other hand, if you want a realistic window into the type of decisions which troops commanders actually had to make. As a result, the experience of the game is quite different from other wargames I have played. Practically, what does this mean?
In ESR, generals are concerned with pressing things at their level of responsibility: committing and recalling artillery batteries to the fight, energetically deploying extra units from line into column, weighing the importance of personal intervention at crisis points on the battlefield, and forming new ad-hoc formations in order to plug gaps in the line. Your mileage may vary, but as a military historian focusing on this era, I found ESR to be incredibly compelling and enjoyable as a game system.
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Thanks for Reading,
Alex Burns
think i might pinch the dice idea to track the fatigue
ReplyDeleteWell written, entertaining and informative. I just picked the game and a Core set up this week and am looking forward to giving it a go.
ReplyDeleteI've read a number of negative review of the rules that all speak to it being slow to play, slow to engage etc. but these seem to have been written by folks who prefer games in which you have to worry about whether or not Private Smythe's Brown Bess has misfired or not. It was refreshing to read an assessment of the game based on what it is intended (and clearly advertised) to be rather than what the reviewer wished it was.