Monday, 1 June 2026

State of Play: Commands & Colors: Napoleonics - Wagram, 4-5 July, 1809 (Part 1)

 

 

French advance repelled (Yay, Team!).

The Austrian Army expansion (GMT Games, 2013) for Commands & Colors: Napoleonics (GMT Games, 2010) offers twenty scenarios, split across two time periods. The first five present battles fought during the War of the Third Coalition (1805-06, although all of the battles presented occurred in ’05), and fifteen scenarios covering the War of the Fifth Coalition. Of these, Half of theme are shared across two battles; five battles make up some of the constituent parts of the Battle of Eggmühl (which I’ve written about recently), and the final three scenarios cover the Battle of Wagram. I this post we’ll look at the first two scenarios in the Wagram triptych.

 

Wagram – 5 July 1809 (Gross-Enzersdorf)

Gross-Enzersdorf is a classic holding/delaying action; Napoleon had pulled a ruse on Archduke Charles, convincing the Austrian leader he intended to cross the Danube at the same point he had on his first incursion into the region, resulting in the Battle of Aspern-Essling (a month after Eggmuhl and about six weeks prior to Wagram, in which the French forces were repulsed and had to withdraw). In fact, Napoleon brought his troops across the river further downstream, transferring 150,000 men under the veil of night, meticulously executed logistical feat for the books.

From the scenario description: 

“When Charles realized he had been outflanked, he rapidly retreated to the Wagram position, leaving the VI Corps and the Advanced Guard to fight a delaying action. Taking up a defensive position around Gross-Enzersdorf, Nordmann’s Advance Guard began fortifying the village.”

While deploying the bulk of his army, Napoleon gave the task of clearing the march ahead to Massena’s IV Corps. It’s here we pick up the action, as the IV Corps light regiments begin there push toward Gross-Enzersdorf.

Set up at start.

I say this every time, but Gross-Enzersdorf is a tough scenario for the Austrians. It’s not a cakewalk for the French either, if they can push the enemy out of the town hexes and infiltrate their own troops, they can potentially nab two-thirds of the Victory Banners necessary for a win. In an earlier go at the scenario, T, again playing the French, lucked out with a Grand Maneuvre, and managed to place two French Light infantry units in the two vacant Gross-Enzersdorf hexes in the very first card play of the game, but that was one of those fluky card-things you get in Commands & Colors games. The town is lightly defended, with the bulk of the defending Austrian forces further back from the board latitude of the town, but the geography works against a coup de force, limiting the avenues for rushing advances.

To be honest, progress was slow and tedious. I tried to recreate a blow by blow of the play, but I nearly dozed off twice. So, dear reader, I will summarise the progress in a few board snaps and captions.

After two full turns of push and pull, the first banner fell to the Austrians. The whole
game would be like Max Weber’s description of the work of politics,
“The slow boring of hard boards.”


By round six the Austrians had taken a convincing lead (4-1; due to a quirk in the scenario
rules, I earned one of those Banners by playing a Scout card – this was the first time either
of us had won a banner by playing a Scut card in probably half-a-dozen plays-through of
Gross-Enzersdorf). Apart from not seriously attempting to take the town-hexes, T’s
overall operational strategy was solid, but whatever he had done to piss off the
dice-gods, they weren’t over it yet.

By round nine, T had nearly evened up the count, partly through grabbing a piece of
Gross-Enzersdorf and its accompanying temporary Banner.


At the end of round eleven it was still anyone’s game; the French had lost their foothold
 in Gross-Enzersdorf, but earned back that banner in the Austrian left, where there were
now dome low-hanging fruit ripe for the picking. One good attack could easily clean up
two banners for a French victory.

In all, the game took twelve full rounds to reach a conclusion. What could have been a swift French victory (assuming better die-roll results) turned into a slow, exhausting grind, coming own to the very last Banner. T should have been able to pull it off with his Assault Right Flank, with two chances at an elimination with his Light Cavalry attacking Mayer’s crippled Line infantry set on the baseline (roll of three dice, one retreat (ignored) and Mayer survived), and his other (leaderless) Cavalry attacking the remnants of an Austrian Foot battery holding the high ground on the Austrian Left (Combined Arms with a Foot Artillery unit for four dice, but no hits, then pushed back a space with a retreat result in the defending roll).

End state.

With my last play, I used an Attack Right Flank to finally put to rout (eliminate) the half-strength and unsupported Line hanging forward on the French Left, ending the battle (until the following day, at least). French progress delayed, the action was won, but the battle only prolonged until a couple of nights later, when we moved on to the McDonald’s Square scenario.

French orders played.


Austrian orders played.


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Wagram – 6 July 1809 (McDonald’s Square)

Some action on the Austrian Left (round three).

On the 6th, Charles knew French superiority of numbers would win the day if something wasn’t done to equate the imbalance. Having repelled small probing attacks in the late afternoon of the 5th, he took the bold step of attempting an envelopment attack on the fielded French army before Napoleon could bring his force up to full strength. Charles was a competent, even gifted military leader, but was let down by the Austrian army’s internal inertia and lack of good staff-work and reliable communications that undid his manoeuvre. The French, recognising the French (with their superior communications), responded with a radical manoeuvre, the mobile mega-square of numerous formations that could move practically as one.

McDonald’s Square gives the French player a potentially insurmountable advantage on the field. So long as the “square” (more of an ellipsis on the board) maintains cohesion, any movement order given to a single unit will activate all eight units.

This session brought out one of the things I really love about C&C Napoleonics; each scenario has a seemingly infinite capacity to surprise. McDonald’s Square has seven-banner victory threshold, not a high bar but a banner higher than Gross-Enzersdorf. Generally, playing the Austrians, there can be a tendency to turtle a little bit, to wait out the French until they come into range and try to thin their ranks with ranged fire before engaging in close combat. This is especially true in the 1809 scenarios, where the French almost always enjoy superiority of Leaders, overall unit numbers, and a larger hand-size. But the Austrians can’t afford to do that in this scenario. While in their (roughly) square formation, McDonald’s infantry command of eight Line units move as one. Any manoeuvre order that is given to move one of them can move all of them until the formation is broken. This manoeuvrability combined with, say, a Give Them Cold Steel order could be devastating for the Austrians, so there is an impetus to try to break up McDonald’s Square if possible, before it gets too close.

 

Set-up at start. McDonald's Square is clearly positioned straddling
the French Center and Left.

T began with an Assault Center order. Normally he would be able to order up to his hand-size in units (in this case, six) to deploy and engage if able. This brought Macdonald’s Square up a space, which put them in musket range of the Center defending line. Some desultory fire reduced two of my line units and ended his turn. I responded with a Recon in Force. This allowed me to bring to bear volleys on two of the frontmost units of McDonald’s Square, thinning their ranks but not breaking their discipline, and to bring my Cuirassiers up off the back-line on the Austrian Left into a position where they may be able to do some good.

No plan survives contact with the enemy, but T stuck to his, ordering a bayonet charge (which, in truth, if he had committed in the first round, would have probably been devastating to the defenders and may have shortened the game even further). The dice didn’t go so well for the French, with hits, but never enough to finish a unit. The Austrian return fire was withering, but just as inconclusive. I played a Bombard, firing into one of the depleted French Line (under the command of Lamarque), but too only a single block (in the confusion of battle, I forgot to manoeuvre my other battery up from the Austrian baseline to the hex between Süssenbrunn and the little copse on the Austrian Right). At the end of the second round, McDonald’s Square was in complete disarray and all four of the Austrian Grenadier units had been reduced – two to a single block – but still no banners had been exchanged. That would be rectified in the next round.

End round two. The Austrian lines are scattered, but so is McDonald's Square.
Still, no banners exchanged.

Round three opened with the French playing a Leadership card. This allows any units attached to a Leader to be activated and to fight with an additional die, either in Ranged Fire or Melee. In the resulting exchanges, the French finished off two of the depleted Grenadier units (though Prochaska escaped capture, retreating to the back-line Artillery battery) and reduced a third to a single block.

My impoverished hand offered only poor options for ordering units. Another Recon in Force served better than I had any right to expect, allowing me to take out two of T’s reduced Line units, and to capture Lamarque for a total of three banners, as well as seeing off an incursion on my left by an advancing French infantry unit, halving its strength and routing it (pushing it back a row with a Retreat result). My next card draw proved fateful, and would decide the game.

T's next – and as it happens, final -command was Forward. This allows two units in each section to advance and engage the enemy. T brought up four of his Cavalry squadrons from the back; none could engage in this turn, but I suspected he had a Cavalry charge in his hand which would have wreaked havoc across all three sectors and probably earned him the game. Two Infantry advanced on the French Right and Center, one of them taking out a third Grenadier unit for a third Austrian Banner.

Austrian Bayonet Charge, Ordered units circled in yellow, target units in red.

I replied with the card I’d picked up at the end of the third Round. Bayonet Charge doesn’t offer additional dice for attacks, but it does allow up to four units – regardless of their sector of origin – to move up to two spaces and still engage in melee combat. I had already made a provisional plan during T’s turn of which units I would bring to play. It may have gone badly, and I certainly didn’t think this one card would be the decider, but I thought O might gain a banner or two so I didn’t feel so embarrassed when the French overran the Austrian remnants in the next two rounds.

Reader, the dice gods smiled down upon the field of battle, and many French were routed that day. I worked across the field, right to left. The intact Austrian Line formation closest to Süssenbrunn attacked Broussier’s reduced Line infantry, clearing them from the field, though Broussier himself evaded capture.


The most brazen attack was committed by the remnants of the Grenadier regiment that had been forced to retreat sell back from the fighting. Keen to earn back their honour, they attacked Lamarque’s reduced regiment, vanquishing their rivals and capturing Lamarque and his staff (for two more banners). The third banner came with another fresh Austrian Line unit pushing up into the mouth of the of the IV Corps combined battery, taking out a half-strength French Line unit that had already been bested once that day. The final move was a bloodied Grenadier regiment under D’Asper, mounting the short rise to face their opponents further along the crest. Blows were exchanged, and the result in that quarter remained undecided, but that was of no consequence.  With the annihilation of three formations and the capture of General Lamarque (who, in this alternate timeline, would not proceed to lead ten thousand troops to put down the Royalist uprising in Vendée), the Austrians carried the day, the French retreating to regroup and contemplate trying their luck elsewhere.

Orders played (French left).

The Commands & Colors system often rewards good tactics and keeping an eye on the prize. T’s tactics were generally solid in this game, but he was too enchanted with McDonald’s oversized formation to realise his other options. He could have used his Cavalry to take all three villages, which would have scored him three easy Victory Banners. He may have had trouble keeping those, but that would have given me more to think about and taken my focus off the Center. But sometimes it just comes down to. Literally, the turn of a card. Even at one Banner ahead, I felt like it would be a clear French victory in sixth or seventh round, until I picked up that Bayonet Charge and saw the possibilities. This is why I’m so fond of this system, and the Napoleonics flavour in particular.



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State of Play: Commands & Colors: Napoleonics - Wagram, 4-5 July, 1809 (Part 1)

    French advance repelled (Yay, Team!). The Austrian Army expansion (GMT Games, 2013) for Commands & Colors: Napoleonics (GMT Ga...