by Ian Turton
On the Sunday of the Duke a hardy band of wargamers (12 in all) gathered to refight the battle of Quatre Bras using Phil Jones new and improved Mark II edition of Élan (Tactical Rules for Napoleonic Warfare). The players included some notable Élan sceptics whilst most only had a passing knowledge of the rules. The following is the match report from this engagement. Jerome’s Legere advance in skirmish order [Figures belonging to Adam Stone] Photography by Dave Duprez The Historical Battle The "100 Days" is one of the most studied periods of history. In the context of this brief article there is little need for me to provide a background to Napoleon's last gamble for power. Suffice to say Napoleon was able to secretly concentrate his army on the Dutch/Belgian frontier of France and attack the Prussian and Allied Armies before they could combine. Wellington's Army in particular was strung out in cantonments. If Napoleon acted decisively it appeared possible that he could defeat each army in detail and obtain a decisive victory over the Coalition before the slow-moving armies of Austria and Russia could concentrate on the French borders. After preliminary skirmishing the evening before, General Perponcher concentrated his division at the crossroads of Quatre Bras where he expected a morning assault from the French. Perponcher held on to the crossroads in disregard of higher orders because unlike the Duke, he recognised the strategic importance of the village. To his surprise, an early morning attack did not eventuate. Ney did not attack until 2.00pm. Initially the assault made good headway against surprisingly (?) strong Dutch opposition (particularly from the Jaegers and Nassau battalions). However, the arrival of Picton's Division followed shortly after by the Brunswick Contingent served to stem the tide. By the end of the day Allied counter-attacks drove the French back towards their start line. The almost total absence of Allied battle cavalry and the nature of the terrain (man high crops and rolling countryside) meant that more than one battalion was ridden down before it had time to form square.
Would things have been different if the French attacked sooner? Perhaps so, but then, it is too easy to criticise the French generals for their caution. Whilst Napoleon under-estimated Wellington, his subordinates did not. Both Reille and Ney had suffered at the hands of the British during the Peninsular War. Unlike Napoleon, they were aware of Wellington's ability to use terrain to conceal his army. If the French had advanced without careful reconnaissance and been surprised by a crushing counter-attack (a la Salamanca), then the whole campaign would have miscarried well before the slopes of Mont St Jean. It is only hindsight that tells us the road was "open" for most of the day. The Game: Our battle commenced at 1.00pm giving the French one more hour than they had historically. Oh how that hour was used! Bachelu's Division supported by the Lancer Brigade from Pire's Division hooked well to the east of the Brussels's Road using operational movement to sweep around the Allied forward positions. Foy's division, supported by a grand battery took to the main road north bumping into the Dutch Belgians defending outlying farm houses, whilst Jerome swept to the west of the road supported by a second grand battery. On the extreme left the Heavy Dragoons of Pire's Division skirted western edge of the woods to the south west of Quatre Bras, seeking to interdict the Brussels's Road.
Jerome's Division swept aside the Dutch Jaegers after a brief firefight. The failure of Perponcher to hold the woods with anything other than light infantry enabled French Dragoons to sweep forward and drive off a Dutch Battery which was attempting to deploy just to the west of the Brussels's Road. The Dragoons retired in the face of Picton's Division. However, allied deployment had been interrupted and they were never to recover their balance as French Cavalry attacks continued to probe the Allied positions for the rest of the day. Bachelu's division cleared the Belgians out of outlying farms and severed the road to Ligny. After a stern struggle Foy's Division opened the Brussels road, overrunning the remnants of a Dutch Artillery Battery, whilst the Nassau Battalions disappeared under the French guns in the face of Jerome's Division. Kellerman's Cavalry Corps reinforced the advance through the woods. In a series of swirling Cavalry charges the Brunswick Cavalry was annihilated whilst van Merle's Light Cavalry was swept from the field. One regiment of van Merle's brigade did succeed in charging a square of the 1 French Light Infantry Regiment. However the attack was rebuffed. By the end of the day most of Perponcher's and van Merle's regiments were either destroyed or had quit the field. The crunch came to the East of Quatre Bras where Bachelu's Division supported by the Lancers and horse artillery pierced the British line and broke into the village of Quatre Bras. The village, which was largely defended by Hanoverians and shaken Dutch Belgians who could not resist the assault and supporting heavy barrage (and here was me thinking that "drum fire" was a feature of WWI). Foy's division advanced up the Brussels Road to reinforce Bachelu's breakthrough whilst Kellerman's Cuirassiers broke the Allied line to the west of Quatre Bras. This attack was supported by elements of Jerome's division. Although the bulk of the allied infantry was intact and the Guards had not entered the field, a French victory was inevitable. Elan in Review: Although Andrew Rouen and Peter Garden were Élan novices at the start of the battle, they took to the rules (and David Osborne's infantry) like ducks to water. In all, ten turns were played in five and a half hours, which is not bad going given the scale of the g ame and the number of players involved. Several amendments to the rules were suggested by participants - much to the joy of Phil! Such is the nature of his system that many of these changes have already been incorporated into the rules which are currently in final preparation for the printers! All in all most players seemed to enjoy the game which stood in pleasant contrast to the somewhat more ponderous grand battle fought out last year using WRG. Some players want to see Élan tried out in a "points competition". With the "Comte" these players will have their chance. End Note:
The order of battle is attached for those who wish to refight this action. Yes, we all know that Lobau spent much of the day marching between the battlefields of Quatre Bras & Ligny without fighting at either. If you wish to include optional rules for his arrival without allowing for additional allied reinforcements then the British Player might as well spend the day in the pub. To this end the inclusion of the Union Brigade, a Brigade of decent light Cavalry & at least one, preferably two batteries of RHA is recommended. The important thing to remember about 'The 100 Days' is that Napoleon started well (he got the strategic jump on the Allies) and finished badly. Wellington did the reverse. French Line Lancers supported by elite Chasseurs [Figures belonging to Adam Stone] Photography by dave Duprez ALLIED ORDER OF BATTLE The Allies deploy anywhere on table within their historic deployment zone. 2 Dutch Division: Maj-Gen. Perponcher 1 Brigade: General Class
7 Belgian Line (14L) 1 5 Dutch Militia (10L) 1 7 Dutch Militia (14L) 1 8 Dutch Militia (11L) 1 Field Battery (3LMG+LMH) 2 Field Battery (3LMG+LMH) 3 2 Brigade: General Class
2/2 Nassau (16L+2S) 3 3/2 Nassau (16L+2S) 3 1/Orange Nassau (16L+2S) 3 2/Orange Nassau (12L+2S) 3 Nassau Jaegers (4R) 3 Reinforcements: The following reinforcement schedule closely corresponds with the arrival time for units on the field of battle. Reinforcement "Groups" have been numbered for convenience by time of arrival. Note the march order for an Allied Division is not pre-determined. However, all units from one brigade must enter the table before those from another arrive. Units entering the table may conduct an operational move at the owning player's discretion during the operational movement phase. If this is not possible then the units enter during the tactical movement phase. [Turn 4] 2.20pm via Brussels Road 5 Division: General Picton** 8 Brigade: Kempt Class
1/32 (10L+2S) 5 1/79 (10L+2S) 5 1/95 (10R) 5 Field Battery: (3 Med Guns) 4 9 Brigade: Pack Class
2/44 (10L+2S) 5 1/42 (10L+2S) 5 1/92 (10L+2S) 5 Field Battery (2 Med+LMH) 4 5 Hanoverian Brigade: General Class
Landwehr (14L) 2 Landwehr (14L) 2 Landwehr (12L) 2 [Turn 4] 2.30pm via Nivelle Road Prince of Orange: (Inept) 2 Dutch Cavalry Division: van Merle 1 Light Cav Brigade: General Class
8 Hussars (9) 1 Horse Battery (2LMG) 2 2 Light Cav Brigade: General
6 Dutch Hussars (12) 1 [ Turn 5 ] 3.00 pm via Brussels Road Brunswick Contingent: Duke of Brunswick Light Brigade: General Class
1/Light Bn (14Lt) 2 2/Light Bn (14Lt) 2 3/Light Bn (14Lt) 2 Advance Guard (8Lt+6R) 5 Field Battery (4LMG) 2 Line Bde: General Class
2 Line (14L) 2 3 Line (14L) 2 Hussars (12) 3 Uhlans (6) 3 Horse Battery (3LMG+LMH) 3 Wellington (eastern edge of table)** [ Turn 6 ] 3.30pm via Brussels Road 3 Division: Alten 1 Hanoverian Brigade: General Class
Jaegers(7R) 2 Field Bn (12L) 2 Field Bn (12L) 2 Field Bn (12L) 2 Field Bn (12L) 2 Field Battery (3 Med Guns) 4 5 British: Halkett Class
33 (10L+2S) 4 2/69 (10L+2S) 4 2 2/73 (10L+2S) 5 Field Battery (2Med Guns+LMH) 4 [ Turn 11 ] 6.00pm via Brussels Road. 1 Division: Cooke 1 Brigade: Askew Class
1/3 Foot Guards (18L+2S) 6 Field Battery (3Med Guns) 4 2 Brigade: Byng Class
2/3 Foot Guards (20L+2S) 6 Field Battery (2Med Guns+LMH) 4 4 Hanoverian Brigade: Best Class
Landwehr (14L) 2 Landwehr (14L) 2 Landwehr (12L) 2 Battery (3Med Guns) 4 Every British and Hanoverian Divisional and Brigade commander may be rated Capable at the British Players choice. Otherwise, roll as per the standard rules for each brigade commander. Note all Divisional and Brigade Officers of the 2nd Dutch Division are rated as capable. Optional: The Prince of Orange always over-rides a capable subordinate commander for the purposes of the first reaction test undertaken by any British, or Dutch unit within his command radius during any and all turns of the game. However, he does not override any unit within Picton's Division, nor does he over-ride a unit whose sub-ordinate general is within the command radius of Wellington, nor does he over-rule the Guards Brigade. Should Wellington die then the battle is lost! The Caste Played by
General van Merle Adrian Williams Duke of Brunswick Mark Hume Duke of Wellington Robert Horton General Alten David Osbourne General Cooke Simon Hughes (incapacitated & did not enter field). FRENCH ORDER OF BATTLEFrench Initial Deployment: The following units may be deployed anywhere on table within the French Deployment zone. Unit strengths have been standardised to some extent to comply with the 1:50 scale of Élan. Note the 3 battalions of some regiments have been incorporated into other battalions to bring units up to strength for game purposes. Commander In Chief: Mareschal Ney (?) II Corps: Reille (Capable)
5 Division: Bachelu (Capable) 1 Brigade: General Class
2/2 Light (12Lt) 3 3/2 Light (10Lt) 3 4/2 Light (10Lt) 3 1/3 Line (10L+2S) 3 2/3 Line (8L+2S) 3 Field Battery (3 MG+MH) 3 2 Brigade: General Class
2/72 (8L+2S) 2 1/108 (8L+2S) 2 2/108 (8L+2S) 2 6 Division: Jerome (Inept) 1 Brigade: General Class
2/1 Light (12Lt) 5 3/1 Light (12Lt) 5 61 Line (14L+2S) 3 Field Battery (3MG+MH) 3
2/1 Line (10L+2S) 5 3/1 Line (10L+2S) 5 1/2 Line (10L+2S) 3 2/2 Line (10L+2S) 3 3/2 Line (10L+2S) 3 9 Division: Foy (Capable) 1 Brigade: General Class
2/92 (8L+2S) 2 1/93 (8L+2S) 2 2/93 (8L+2S) 2 3/93 (8L+2S) 2 Field Battery (3MG+MH) 3
2/100 (8L+2S) 3 1/4 Light (12Lt) 3 2/4 Light (12Lt) 3 3/4 Light (10Lt) 3 2 Cavalry Division: Pire (Capable) 1 Brigade: General Class
6 Chasseurs (12) 3 Horse Battery: (2LMG+LMH) 3 2 Brigade: General Class
6 Lancers (6) 3 French Reinforcements: Roll a die and adds 3 to the total to determine the turn upon which each division enters the field. Note: Kellerman enters the field attached with the first reinforcement division. The Guard Cavalry enters the battle two turns after the arrival of Keller man's second cavalry division. (on the day the French got lucky and Kellerman turned up early). III Cavalry Corps: General Kellerman ** 11 Cavalry Division: L'Heritier 1 Brigade: General Class
7 Dragoons (9) 3 Horse Battery: (2LMG+LMH) 3 2 Brigade: General Class
11 Cuirassiers (6) 4 12 Cavalry Division: d'Hurbal 1 Brigade: General Class
2 Carabiniers (9) 4 Horse Battery: (2LMG+LMH) 5 2 Brigade: General Class
3 Cuirassiers (9) 4 French Guard cavalry: Chasseurs à Cheval & Polish Chevaux Léger (circa 1809) [2] Guard Light Cavalry: Desnouttes Class
All generals roll per the standard rules unless otherwise indicated. Note Ney is not rated exceptional as he had an 'off day'. Roll for him as per the standard rules for a brigade commander, treating "Exceptional" as "Capable". All French Infantry Commanders and Cavalry subordinate commanders must be rolled for as per the standard rules to determine their rating. The French Player may assume that all their cavalry divisional commanders are capable, or roll to determine their ability as per the standard rules The Cast Played By:
Jerome Ian Turton Bachelu Doug Parrish/Robert Harridine Foy Andrew Rouen Pire Michael Aitkinson Kellerman Peter Garden Back to Table of Contents -- Kriegspieler #10 To Kriegspieler List of Issues To MagWeb Master Magazine List © Copyright 2000 by Kriegspieler Publications. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |