The Battle of Pakozd
September 29, 1848

"The Hungarian Valmy"

The Scenario

By Bill Haggart

Note: For those gamers that don't see themselves putting together actual Hungarian and Austian-Croat forces, this scenario works well as a Napoleonic or even Civil War battle. Just translate the unit morale and skill levels and similar cannon ratios to your particular forces.

The Terrain

The game table is 9'X5'; the scale is I " equals 100 yards. North is the top of the map. The forests are woods, not dense forests. The hill slopes are gentle, but provide LOS and defensive benefits, being about 50+ meters high. The towns are wood and stone (Usually the building in the center.) There is a marsh on the south side of the table, and a fordable stream in the corner. The right/east side of the map is the shore of Lake Velence, and is impassible.

Time

The scenario starts at 8 am and ends at 5 pm--early fall. It is assumed that most game rules used will have 20 minute to 30 minute turns. If they have 1-hour turns, the number required for cumulative die rolls is given. The Austro-Croat army moves first.

Special Circumstances

Both armies had regular units (army regiments and Grenz 1st and 2nd battalions) armed with the 1842M Augustin-type cartridge-fuse smoothbore musket. It had an early version of the percussion-cap. This should increase the firepower of these units. The question is "how much?" No calculations of the smoothbore's effect compared to the flintlock have been found. I give them a 15% increase in their fire effects. For instance, it has been determined that as many as one in four shots of a musket misfired, so decreasing that misfire to 1 in 6 or 7 seems reasonable, but just a guess.

Force Setup

Austro-Croat Forces

Kempen's Division arrives on the South side of the table at 8 am on the road through the woods. Schmedl's Division enters the next turn anywhere on the South side within the gray border line (Between Pakozd and Kempen's road)

Hartlieb's Division enters the table on the Pakozd road sometime after fpm. Roll one D6 at the beginning of the Ipm turn and each turn after. When the sum total of all dice rolls equals , 10', Hartlieb may enter that turn. (Example: For the first three turns, the die rolls are 1, 5, and 2. Hartlieb will enter the fourth turn if the Croat player rolls a "2' or better--the total then equal to 10+.) Make the roll total '6' i f the turns are one hour.

Hungarian Forces

Milpokh's Brigade's, except for the Zalai Nat. Gd. Btn., sets up before the game starts within two feet of "B". Holtsch's Brigade sets up within 18" of "A". The rest of the Hungarian army is kept off the table.

1. The Zalai National Guard Battalion: The Hungarian player writes down three different times #1,2, and 3, when he wants the Zalai Nat. Gd. Btn. to enter the table. They can be any turn, but each time may not be within two hours of the other two. (Example: 8:30, 10:30 and 12:30) The Austro-Croat player rolls a D6, 1-2 for the #1 time, 3-4 for the #2 time, and 5-6 for the #3 time. When the time comes, the Zalai National Guard Battalion enters in Patka.

2. Teleki's Brigade: Its entrance is rolled for beginning with the 11 am turn. A D6 die is rolled each turn until a'6' is rolled. The brigade enters that turn on the North side of the table in Sukoro. Teleki's Brigade was the Hungarian army's reserve. With one-hour turns, the roll is 4 or better.

3. Repasy's Brigade: These units may or may not enter the table. The turn after Harlieb's Division arrives, a D6 is rolled for each turn after until '20' is rolled, Repasy's Brigade enters that turn. Roll another D6. A odd number and the brigade enters at Sukoro. An even number and it enters at Pakozd, having marched around the bottom of the Lake. (Repasy's troops were positioned in Gardony, which was directly across the take from Sukoro. Historically Repasy didn't participate in the battle, but finally marched through Pakozd that evening after the Croats had left.) For hour turns, the roll total is 'l2'.

The Austro-Croat Army

Assuming the morale ratings are Elite, Veteran, Regular, and Militia:

  • The 1st and 2nd Grenz battalions were regular army units and should be rated veteran.
  • The 3rd and 4th Battalions, Austrian cavalry and artillery are regular morale
  • The militia units including the Sereshan are militia.
  • The militia, except the Sereshan, was indifferently armed and should have a reduced fire effect. (Many family guns, older flintlocks, etc.)

The Sereshan are irregular forces and only the Sereshan foot units may skirmish. No other units in the Croat army may skirmish. Treat the mounted Sereshan as you would Cossacks in Napoleonic games. The 3rd and 4th battalions will be equipped as the field units, but they will be dressed haphazardly in a variety of uniform and peasant dress. The Croat tri-color, red, white and medium blue on bottom was carried into battle by several militia battalions. The Cuirasssiers are heavy cavalry, the dragoons medium, the Cheavuaxlegers light. The Banerial Croat Hussars were newly raised and should be treated as irregular light cavalry.

Baron Jellacic had some serious command problems with the Croat forces. There were very few officers available. In some battalions, 700 and two thousand men strong, had only five or six officers. The Croat army, particularly the militia, should be harder to control and rally than the Hungarian forces.

Hungarian Forces

  • The regular army regiments and artillery should be treated as veteran, which includes all of the Hussars. The artillery is rated veteran, as artillerists from the 5th Belvado artillery regiment headquartered in Pest manned most guns.
  • The National Guard cavalry should be given a regular rating.
  • Only the Norgradi Rifles may skirmish and they are rated militia.
  • The National Guard infantry is tougher to determine. They were generally better than the Croat militia, and several battalions had experience fighting on the Southern border against the Serbs, but they weren't the equal of the Grenz or Austrian Line. There was a general shortage of muskets, and some militia units were armed with spears, axes, and farm tools(green, white and red striped handles!). Whether some of these poorly armed units were present at the battle is unknown. I have rated the Guard regulars with muskets. You might want to roll for actual morale between regular and militia and their arms: either totally armed with muskets or a mix of firearms and hand weapons.

The better command structure of the Hungarian army can be partially simulation by having brigade commanders with the same command capabilities as the Croat divisional commanders.

Game Rules:

Napoleonic rules sets will work best for this scenario. Both muskets and artillery were smoothbore. I suggest using one of the following: Bill Gray's Fire and Fury variant Age of Eagles, Volley & Bayonet, Piquet, Grande Armee, Republique, Shako, or Principles of War. Depending on the scale you use, Croat and Hungarian forces can be represented by any number of ways. I have brigaded units by type and size in Age of Eagles or Grand Armee. My preference is to organize by battalions, as this is a relatively small battle. Most of the rules mentioned can accommodate that scale.

Victory Conditions:

The Austro-Croat army wins by achieving ten victory points. Victory points are gained by eliminating enemy units or exiting friendly units off the table at either Sukoro or Lovasbereny. The Hungarians win if the Austro-Croats fail to achieve ten points. Each basic unit in the army is worth one point. Basic units are identified by the rules used for infantry, cavalry and artillery. For instance, for Grande Armee, the basic unit is a cavalry or infantry brigade, or artillery battalion. The points are calculated using this formula:

The number of units exited + the number of enemy units destroyed - the number of friendly units destroyed = Victory Points. If the total is ten or more, the Austro-Croat player wins.

Map

The Battle of Pakozd: September 29, 1848 "The Hungarian Valmy"


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© Copyright 2003 Hal Thinglum
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