Showing posts with label State of Play. Show all posts
Showing posts with label State of Play. Show all posts

Monday, 8 June 2026

State of Play: Commands & Colors: Napoleonics - Wagram, 5-6 July, 1809 (Part 2)

 


 

A rare instance of the Austrians forming Battalion Square.

 

Over the last few weeks, my brother-in-law, T, and I have been revisiting The Austrian Army expansion (GMT Games, 2013) for Commands & Colors: Napoleonics (GMT Games, 2010), exploring the multi-scenario battles of Eggmühl (which I wrote about over five posts, collected in their proper sequence here), and Wagram. Aspects if Battle of Wagram is presented over three scenarios. I wrote about our experience playing the first two scenarios – each very different to anything else that had come before among the scenarios presented – in Part 1 of this exploration. In Part 2, we’ll look at the final part of the Wagram triptych, and the last scenario of the set.

 

Wagram – 6 July 1809 (Davout in Markgrafneusiedl)

The third battle of Wagram scenario, dealing with the action around Markgrafneusiedl, is one of the longest scenarios in the whole collection; with a twelve-banner victory threshold, a target it shares with the first Aspern-Essling scenario Day 1 Aspern), but fields 47 martial units across the two sides, as opposed to 38 in Aspern. It’s almost uncomfortably busy, limiting the capacity for manoeuvre, especially for the French.

T saw that neither side experienced supply shortages during the campaign.

Napoleon’s intent was for Davout’s III Corps to strike the Austrian Left and roll up the line. Charles recognised the danger in that quarter and ordered his IV Corps and Advance Guard (who we met in Gross-Enzersdorf) to strike before the attack could be readied. The French were surprised and pushed back, but soon their lines firmed up and the Austrians and lost their momentum. Davout ordered a fierce barrage, then at 10:00am he ordered his infantry forward to engage with the enemy. The French sustained considerable losses but managed to keep up the pressure on the line, and soon were fighting inside the town of Markgrafneusidl. By noon, the Austrian and French cavalry were engaging in massed formations, but this was a sideshow to the weight of French infantry slowly, then more speedily forcing the defenders to give up ground. Davout’s plan proved successful.

End round one.

The scenario starts roughly at the 10:00am mark, with the French lines formed and ready to advance. The French advantage of numbers is conspicuous; twenty-seven units on the board to the Austrians’ twenty-one, and six leaders to five. The French player also begins with a six-card hand, an advantage of two cards over the Austrian player. Generally, hand size isn’t a game-killer. It can cramp your style if you want to order something on the Left flank and you have three Right flank orders and a Leadership – Center. Two extra cards might give you more options, or it might just give you two more Right Sector orders. I’m also much more willing to order a unit to form Square if I’m not going to be reducing my options by 25%.

This is unfortunate, because one of the French player’s greatest strengths is the massed Cavalry far on his Right flank (six squadrons and a battery of Horse Artillery), to a thin horse defence on that flank. As it turned out, I could have been more careful on this flank, but all will be revealed indue course. In spite of the difference in numbers, the Austrians have a good defensive line; nearly all the front-facing units have some cover or the benefit of hilltops (all offering a to hit dice reduction). Overall, it’s a fairly even match.

Early advance on the French Right. T can be little cavalier with the tiles
and the opponent's blocks during set up.

The Austrians begin the match one temporary Banner up for holding the majority of the three Markgrafneusiedl hexes (the two town hexes in the Austrian Right, and the church in the Center) attack on the town. This made the town a target for the French.

T began with an attack Left Flank (my Right). I told him this was s bold move. In our table banter, “bold” falls somewhere between “brash” and ‘For the love of Mike, what were you thinking?!”. French Line are tenacious fighters in close combat (one was firing at range to try to soften the target before the main attack, but not the way T has been rolling lately, and they experienced a two-dice reduction on their attacks into town hexes. The French were pushed back at the cost of a block each from two of the three attacking brigades. I followed up my stout defence with a counterattack on the same flank using a Take Command Any Section. I chose to make good on my early gains, ordering four contiguous units on my right flank – three Infantry and an Artillery battery – for ranged fire. By the end of round one I’d thinned the ranks of three of the French Line units, but no decisive hits. This was going to be a slow churn.

End round four - still nothing to show for it.

In round two, the French ordered another unsuccessful attack on the town, but only succeeded in seizing the bridge running onto the town. I foolishly brought my Cavalry down off the high ground with an Assault Left Flank order. This handed T an opportunity; with a Counterattack order, he was able to use that order against me (and due to the card differential, with 50% higher effectiveness). Over the next two rounds, T’s Cavalry swept up and attacked the ranging Austrian horse with a ferocious charge that cost me three squadrons and reduced a forth, as well as leading to the (ahistorical) capture of the Cavalry division’s commander Nostitz-Rieneck, netting T four Victory Banners in total. Suddenly I was left feeling quite exposed on my Left flank.

End round five - the French eradicate the Austrian Cavalry.

Chipping at the flanks will only gain you so much, so the time had come for the French to make push in the Center. This they did with an Attack Center order, bringing up two Line and one Light unit. Firing for effect, the first Line halved the strength of the Austrian light at the base of the hills. The Light regiment attacked the church, reducing its defenders’ strength and amazingly taking no casualties of their own, but the Austrians would not be shifted.  In another show of martial bravado, the second Line came off their bridge to attack Markgrafneusiedl, causing some casualties, but losing all cohesion under the return fire and was wiped from the board (my first legitimate score). I replied with an Attack Right Flank order, and brought my reserve Cavalry to bear, and attacked the reduced French unit on the Markgrafneusiedl bridge, earning two more Banners and evening up the score.

End round five, Some lucky rolls even the scores.

By the seventh round we were again even, at six banners each. T’s sixth round Force March in the Center had been blunted by a combination of unfortunate dice rolls and steadfast resistance that cost the French as many blocks as they took from the defenders T managed to clear the Tower (Centre section, at the foot of the hills), but couldn’t take it. The Austrians replied with an order to Attack Right Flank that further reduced his frontline infantry threatening that sector, destroying the Line that had tried to punch through the Markgrafneusiedl defences from the Centre earlier in the round.

Things can escalate quickly.

At the top of the seventh round, T followed up with a Probe Right Flank, activating two of his Cavalry squadrons, the Light horse to try to see off my remaining Cavalry in my Left, and Heavy sent to harass the Line under the leadership of Mayer (whose troops had suffered under a two-pronged attack of Line and Light Infantry in the previous round. The Light horse unit was bested by my surviving Light Cavalry, and the Infantry saw off the attack against their high-ground position easily.

A Forced March order of my own allowed me to pull a collapsing Militia unit back to deny the French an easy Victory Banner, and to get some fresh troops back onto the defensive line on the hill. Some fights were engaged along the front, but nothing conclusive. The grind continued.

End round eight. Six-all.

With the French taking possession of the Church in turn eight, and the Austrians only holding one of the two Markgrafneusiedl town hexes, the Austrians lost their possession Banner, returning it to the diminished French banner pool. Technically, the French didn’t earn that right until the beginning of round nine, when their Line began their turn in the church, but I wasn’t going to be able to dislodge them with the cards I held. An Assault Center order allowed the French to move into the church, but being a Line unit, it couldn’t go on to attack the reduced Austrian Light adjacent – which slowed his roll. His attack up the hill on Mayer’s reduced line cost both sides but came to nothing. I managed to vanquish his Light Cavalry through a Probe Left Flank, using the (slightly) superior numbers of my own surviving Light in combined arms with the Foot Artillery battery I hadn’t yet been able to wheel up onto the hill-range.

By round ten, we were again neck-and-neck at nine Banners each. Meyer’s longsuffering brigade had finally succumbed to the onslaught of repeated attacks by French infantry, but Meyer’s command escaped capture and retreated to an adjacent Line unit. Here things got interesting. Twice the French attacked with their Heavy Cavalry, an twice they were thrown back after Meyer ordered the brigade into Battalion Square (not an ideal move when there are infantry within striking range, but needs must).

In round eleven, managed to eliminate another infantry unit on my extreme right with my reserve Cavalry, but at the cost of setting up an easy point for the French. By this point the scores were eleven for the Austrians, ten for the French. If I had instead moved an infantry unit into the vacant, I could have regained the Temporary Majority Banner for holding Markgrafneusiedl and ended the game, but that felt a bit gamey, so I declined.

End round eleven.

Round twelve saw no change on either side, although I didn’t realise at the time T was taking a chance setting up his end-dame gambit. In the end run, T just had a particularly good selection of cards to execute his intentions in detail.

With his thirteenth order, T delivered the final blow. Playing another Leadership card – the last of an exceptional run – he ordered all his units with an attached leader, attacking my remaining Cavalry, and decisively ending the game but picking up the last two Banners. He saved me the indignity of taking the tower, which would have been his right. Overall, a hard-fought game on both sides, but the French were victorious, and T finally seemed to have made his peace with the dice gods and broken the drought.

End state. A hard-won victory for the French.

In all, the game took thirteen full rounds to reach a conclusion (with the usual table banter and a couple of interruptions, this took the best part of two hours). A loss can still mean a satisfying game. I’m happy to have accomplished what I did with what I had to work with. Looking back on it, I don’t think there was anything I would have done significantly differently, except perhaps to roll better results.

 

French orders played.


Austrian orders played.


 


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.


-----

 

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.

End state.

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.



Sunday, 17 May 2026

State of Play: Commands & Colors: Napoleonics – Eggmühl, Day 2 – French Left, 22 April, 1809

 




Over the last few weeks, T and I have been playing twice a week instead of just the usual Monday game. This means I’m struggling to catch up on my AARs for the Eggmuhl cycle of scenarios from the Austrian Army expansion (GMT Games, 2013) for Commands & Colors: Napoleonics (GMT Games, 2010). This post covers the third scenario in the cycle, but our last to play. I will post a short note with links to the five scenarios in the order they appear in the Australian Army scenario book for any who wish to consider them in order.

While it would have been nice to have worked through these in their proper order, it’s fitting that we finish on Day 2, French Left. This is the biggest, busiest battle of the Eggmühl cycle, with the highest Victory Banner count to achieve, well, victory – nine Banners.


Once again, the French player holds an edge in the scenario, with twenty-two fielded units to the Austrians’ twenty-one*, four leaders to three, and a six-card hand-size to their opponent’s four cards. An extra field formation or two is neither here nor there, perhaps, but holding half-again as many order options as your opponent should lend a palpable advantage. T also fielded more leaders – 4-3 – and all of his began the game attached to effectual units. At the end of a four-game winning streak, I felt the chill of failure breathing down the back of my collar.

Initial set-up (neither of us noticed the French being short one Line unit).

The first round was spent by both sides positioning their forces for better advantage. T lead off round two with an order to Attack Center. Three French Line units engaged with the Austrian Line positioned in the town of Unteraiching and the nearby woods. In this scenario, Unteraiching is worth a temporary Banner to the side that hold the town at the beginning of its turn (this is why the Austrians begin the game one Banner up on the French, a small concession against the overall imbalance). The other two towns, Oberlaiching and Obersanding, are each worth a banner to the French if they can take and hold the towns. The French Line struck in melee, losing their advantage to the terrain. At 50% odds of inflicting damage, and the further possibility of causing a rout (rolling a retreat symbol), this should have had a tone-setting impact on the defenders. 

End of round 2.

Instead, the rolls nearly all came up horses and cannons, with only a single block loss to the regiment holding Unterlaising. Return fire saw two of the three units pushed back to lick their wounds. The Austrians replied with a Coordinated Advance, which allowed further fire in the centre, breaking two of the hereto attacking French line (for two banners) and the annihilation of a third that had probed on the French Left into the grange of my Grenzers, hidden in the trees. This would portend the eventual, tragic outcome for the French.




I took the precaution of photographing some of my phenomenally good rolls as proof for
the guys in my Wednesday group, who otherwise wouldn't believe I was capable of such.
These were all melee rolls against French Infantry units.

-----
Note: dear reader, it is at this point that my memory of the proceedings begins to faulter for a couple of rounds. On this particular night I was subject to a nasty headache that while not debilitating, was quite distracting. I remember parts of rounds, but none in full. I remember that the hilltop battery on my Left weathered Cavalry attacks from two sides intent on dislodging the guns from their redoubt, and I think my retaliatory rolls sent both into retreat (I don’t think it was during the last round with the French-played Cavalry Attack order, but I couldn’t swear it wasn’t). Nor did I have the presence of mind to take board-state photos at the  the end of every round, which I’ve got into the habit of doing.

End of round 5. I'm pretty sure.

I took some paracetamol when I first arrived at T’s, but they took a little while to kick in. I must have been feeling more myself by round 6, as my memories of the last two rounds are somewhat clearer – I remember at one point being surprised when I notices I was ahead by a couple of banners. The coffee probably helped as well (I’m a great believer in the restorative benefits of caffeinated beverages, and T always has decent coffee on hand).

To wit, I don’t feel I can take any credit for the win. I think it mostly comes down to T’s poor card-draws – something he again bemoaned throughout the session – and his continuing abysmal dice-rolls. I do remember picking up two more banners but not the situations in which they occurred.

Entering into the sixth round – technically the very end of the fifth, with a lucky card draw, is where we can return to the action at hand with some clarity of memory (and photographic evidence).

-----

End of round 6 (more confident of this one).

A fortuitous draw of a Bayonet Charge order game be the necessary tools to close the battle. A Take Command - Center order allowed me to whittle down one more French Line unit that had bravely/foolishly ventured deep into the Austrian lines. T’s Cavalry Charge lead to some mayhem on the French Right, bagging him two more Banners – one depleted Line and one of my Cavalry – at the cost of few blocks from his own horse. The French had finally found their dice mojo (a technical term – look it up). But this proved to be too little too late.

Unterlaiching (left) and Oberlaiching both remained in Austrian control for
the duration of the game. 
Unterlaiching, only just.

The Bayonet Attack order put four French Line units – two single block, two half-strength units within striking distance of my forces. Playing the order, three of them fell (though the attached Leaders in two cases both escaped to their lines). The battle was over, the Austrians – against all expectations – victorious.

It took just seven rounds for the Austrians to blunt the French advance, with a final score of 9-3 in the Austrians’ favour. The Austrian losses were heavy; among the Infantry overall losses amounted to over four units’ strength, though only two Line and one Light Cavalry unit lost all cohesion. The French seemed incapable of landing a definitive blow, and it cost them the battle in sort order.

End state. Eighteen of twenty-one Austrian units still present
on the field (barely in some cases).

The battle was over much more quickly than either of us anticipated, especially after the previous Attack on Eggmühl taking ten rounds to reach a five-Banner threshold. It should have been a closer game. From the beginning, T conducted his troops admirably as the orders to hand would allow. And the end he became reckless, making Cavalry charges into the trees and ordering troops deep into the enemy lines. But overall, his tactics were solid. Once again, though the dice gods ignored his entreaties, and instead blessed me with rolls of which I have rarely seen the like.

Austrian losses - it wasn't as bad as it looks.

French losses - yeah, it was as bad as it looks.
 

Order cards played, in order played (French to the left).


*The eagle-eyed may have noticed a discrepancy here. T had set up the game before I arrived, and I only gave the board a cursory look -over before we started play, so we both missed it, but the French side was down one Line unit on their back line, just inside the Center on their right. I only noticed this prepping the photos for the post. The way the game played out, with the orders each side drew and committed, I don’t think their presence would have been the pivotal factor tipping victory into French hands.

 







 



Friday, 15 May 2026

State of Play: Commands & Colors: Napoleonics – Eggmühl, Day 2 – Attack on Eggmühl, 22 April, 1809

 


 

Eggmühl, Castle Schloss and the bridge, collective worth two
Victory Banners to the French.

The Attack on Eggmühl is the second scenario in the Eggmühl cycle from the Austrian Army expansion (GMT Games, 2013) for Commands & Colors: Napoleonics (GMT Games, 2010), and marks our fourth game in this disjointed, out-of-sequence play-through. This scenario portrays the heart of the action, though it’s one of the (potentially) shorter scenarios at a win threshold of just five Victory Banners, but gaining all five will take some work for either side. There are only nineteen units on the whole board. The Austrians begin with a temporary banner for holding the majority of the combined Schloss Castle and Eggmühl-town. The French forces need to cross the Grosse Laaber to engage the sparse Austrian forces; the whole length of the Grosse Laaber is fordable, but that still means each unit needs a second movement order to extricate themselves from the river-hex. There is a bridge withing ranged fire distance of Eggmühl; capturing this bridge will earn the French player a permanent Victory Banner.

Napoleon was intent on capturing the town of Eggmühl in order to split Charles’s army in twain, breaking their lines of communication. It was a small but significant part of the battle. This was accomplished, but only after a protracted effort on the part of the French, facing dogged resistance from the outnumbered Austrians. Taking the Bridge on the third attack allowed the French to bring more pressure onto the town.

Opening state. The Austrians are few and far between.

The French seize the moment and move first. With so few units on the board, this situation is one where a bad starting hand can take a toll. Even with a one-card hand-advantage (five to four), T again struggled to get his fellows moving in a coherent manner. From the outset, T wanted to get his Line troops up into workable positions on his Right flank. For the Center, it’s going to come down to a frontal assault; not ideal with just Light troops, but he does have artillery for support. It’s doable because if the lack of Austrian troops generally, and the fact that a full third of my forces are in “Reserve” on the Austrian back-line. For a five-Banner game, I’d anticipate a duration of roughly eight to ten rounds, on average (play Commands and Colors six or seven hundred times and you start to get a feel for these things). If I’m going to use any of my turns to engage the troops proximate to the enemy, I’m probably not going to get the Reserve units into the fight at all.

I began the game with a handful of orders for the Left Flank. Having just three units in the entire flank, I thought this would be sub-optimal, but as it happened, this was where T chose to channel a lot of his effort. The river is fordable, but that means units must stop mid-stream, where they become targets for any enemy unit with a clear line of sight.


The game begins with the Austrians holding one temporary Victory Banner of majority control of the combined Eggmühl village and Schloss Castle (if the French forces took the village, the Austrians would lose the Banner, and if their troops were subsequently pushed out of Castle Schloss, the Banner would go to the French). T’s first move was to take the bridge, earning him a permanent Victory Banner, and evening the game.

T recognised the Austrian Left (French Right) as a potential weak spot. This was where his forces were most strongly concentrated, and my defences were thin (a fact I was only too aware of myself). His opening gambit was an Attack Right Flank order, bringing the bulk of his Line troops up into a position to attack the Austrian guns.

Early thinning on the French Right.

The guns held the advantage of high ground, which would prove crucial when elements of the French Line reached melee positions. Foot Artillery are no slouch in close combat, and I saw off a couple of attacks, gaining a couple of Victory banners in the process.

T’s first (and only) Victory Banner came from taking possession of the bridge in the second round. For this he paid a price. Lacking orders to move that unit into the town, I eventually moved the adjacent Grenzers into Eggmühl and successive rounds of ranged fire took out the bridge-capturing Light regiment (though their Leader escaped unscathed).

Marching into the mouth of fire.

T had a hard time of it herding his remaining Light (Center and Left units) into action, but eventually got them up to the riverbank to lay down fire on my defending Grenzers. An opening arrived when persistent fire reduced my right-most Grenzers, forcing them out of the forest with a retreat result, but again, with the cards available, T was unable to take advantage of this (I should note I was equally unable to rally the Grenzers back into their forest position for the remainder of the game.

The tensest part of the battle, through was the French right (my left). Twice I had some success with the Artillery’s ranged fire, reducing and eventually destroying the right-most Line unit (at the bend of the river), and twice I managed to fend off melee attacks, once eliminating the whole attacking unit with return fire. The Line infantry in the left was almost more of a hinderance than a help, getting pushed back tice with retreats, and taking a block damage each time for its trouble (Austrian Line retreats two spaces for each Flag result – professional, yes; disciplined, not so much).

End of round 8.

By the tenth round, it felt like to exhausted boxers taking wild swings at each other, the French clipping blocks off various Austrian units, and the Austrians wearing down Line and Light units that get to close with effective fire (my rolls were, by and large, conspicuously better than my regular form). The hammer fell at the bottom of the tenth round (though there was every likelihood of it not); T played Elán, which allows the player to roll dice equivalent to his hand size, with the resulting symbols allowing a unit of that type to be ordered, and Flag results giving the player this choice of units to order (sabres result in no orders). He had four Infantry results, which split between his remaining Right Flank units and the Light fighting across the river and the bridge, attacking Eggmühl, and the already depleted Grenzer unit on the riverbank. Some unit reduction followed, but the French couldn’t land a definitive punch.

Discussing tactics with Aide de Camp Claude.

I didn’t hold a lot of hope, or any useful cards. Another good round would give T the opportunity to make good on his attritional gains in the last couple of rounds. I used a Leadership card to order the remaining single block Grenzer unit on the riverbank to attack his reduced Light on the other side. That gave me two shots (number of blocks plus one die in ranged combat) to remove that unit and take the game. I rolled two Infantry symbols and victory (once again) went to the Austrians.

End state. I'm not sure what T was doing straddling two hexes in the Eggmühl  attack.
Some times you only notice these things after the fact.

I spite of the score – 5-1 – had I not scored that last banner, the French were in a good position to snatch victory; pushing me out of Eggmühl and taking the town would have removed a Banner from my lead, and neither of the Grenzers in or adjacent to the woods were likely to survive another attack. But I’m venturing into the territory of what-ifs that tend to bore me after the game is over, so I will demure and take the victory.

Cards played French to the left (inside column then outside).


After another successful action, Claude poses for a portrait commemorating the victory.




Stripped Down for Parts: Cuius Regio: The Thirty Years War, 1618-1648

  I was really in two minds about writing up an unboxing of Cuius Regio: the Thirty Years War, 1618-1648 (GMT Games. 2026), not because I d...