By Jon Southard
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Editor's Note: This is the fourth installment of Jon's very fine series describing wargame scenarios that are illustrative of tactical problems germane to the SYW. See Vol. 1 Nos, 3 and 4 for three previous battle problems. Envelopment By Two WingsSeven Years War armies usually fought as unitary bodies. In attacking strong defensive positions, there were potential advantages to splitting up the army into two or more forces and striking from opposite sides. But, the difficulty of coordination meant that as often as not, such a division would give the defender a chance to beat the separate forces one by one. This occurred at Liegnitz and very nearly at Torgau. The scenario to be described next, based on such a situation, allows the attacker to attempt envelopment with several forces, but guarantees that they will be imperfectly coordinated. Can the defender grasp the opportunity to beat the attack in detail? ORDERS OF BATTLEAttacker: 14 line battalions, 1 light battalion, 4 grenadier battalions, 15 cuirassier squadrons, 10 dragoon squadrons, 10 hussar squadrons, 30 battalion guns and 12 heavy guns. Defender: 12 line battalions, 1 light battalion, 2 grenadier battalions, 6 cuirassier squadrons, 12 dragoon squadrons, 10 hussar squadrons, 24 battalion guns and 12 light guns. TROOP QUALITIESThe infantry of each side should be of equal quality, perhaps with a few superior units for the attacker; the attacking cavalry should be somewhat better than the defending. Prussians of 1760 attacking Austrians works reasonably well, if Austrian mobility is improved to be about equal to the Prussian. DEPLOYMENTThe defender deploys all forces anywhere north of the lower stream. Without seeing the defending setup, the attnckers split their forces into groups. There may beat most three separate groups, one of which must contain at least 40% of the attacking manpower, the others not more than 33% each. The attackers write down an intended turn of entry, board edge and sector for each force (see map). The turn of entry must fall within the limits given below according to force size and entry sector. Each group may be plotted to enter at any edge and sector no matter where the others enter. For purposes of computing manpower, use the strengths of the units with which you normally play or figure a battalion and squadron to have 650 or 160 men respectively; artillery counts nothing. Permissible Turns of Plotted Entry
The actual turn of arrival is equal to the plotted turn plus a random delay. Forces arriving on the south map edge are never delayed; always arriving on the turn intended. Two turns before the planned entry of a force scheduled to arrive at East A or West A, and three turns before planned entry of a force scheduled for East B or West B, the commander of that force rolls one die and consults the "Turns of Delay" table below. The table indicates how many turns entry is delayed. The force must then enter on the adjusted entry turn (scheduled turn + delay); it can not voluntarily be delayed. The results of the die roll should be kept secret from the defenders and ideally from the other attacking players also. Two turns before the actual arrival of an attacking force scheduled for East A or West A and three turns before arrival at East B or West B, the attackers must give notice of the impending arrival of each force; its actual turn of entry and the map edge to be used (but not the sector letter of A or B). This does not apply to forces entering from the South.
GAME LENGTHTwenty-four ten minute turns (4 hours). If your rules time scale is substantially different, then the tables above for turn of entry and delay will need to be converted to your different scale. GAME VARIATIONMore uncertainty can be added for the defenders by letting the attackers vary their OB slightly. A grenadier battalion can be exchanged for a light battalion or vice versa; up to five cuirassier squadrons can be exchanged for dragoons or vice versa and similarly for dragoons and hussars. Additionally, two line battalions may be traded for one new cavalry unit or vice versa. (Suggestions for other variations are welcome; the idea is to mess up the defender's knowledge of the attacker without greatly changing the combat power of the attacker.)
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