Project: Plancenoit

Terrain, Rules Modifications,
and Scenario Parameters

by Chris J. Hahn

Terrain

The title of the article by Mr. Hofschroer makes it very clear: Plancenoit and the Prussian possession of same, was the key to the battle. Though it may appear at points in this narrative that I dispute the significance of Plancenoit and the merit of this argument, my true intent is to determine how best to reconstruct the contest for this "nondescript village" on the wargame table.

One part of that equation for reconstruction is the proper representation of the troops present on the field. I believe I have followed the Featherstone "rules" with regard to force composition. The other, equally important part in the equation, is the depiction of realistic terrain.

In the sources consulted, I could find only four schematics of the village of Plancenoit and the surrounding area. The map in the Hamilton-Williams text was deemed too simple. (Found amidst period maps and modern battle diagrams between text pages 64 and 65.) The 3-dimensional spread in the Osprey Campaign book was better, as it revealed the nature of the ground in that area of the battlefield. That the map was in color and showed the location of Plancenoit with respect to other key points of the field, helped tremendously. The map in the Rayner article was truly a wargamer's map in that it showed a surface divided into squares measuring 1 foot by 1 foot. There were a few roads, a few builidngs - one representative of the church - and a rather large gentle hill, which occupied the center third of the table. In a very brief section on the terrain for the wargame, he states:

    The exact location of buildings is not crucial, neither is there exact number, although the church is a necessity. Try to get the ground area of the village right: too big and there would not be enough room to manoeuvre around it; too small and the village would become insignificant. (40)

While I did find the diagram in Rayner's piece unsatisfactory, I could appreciate the counsel with resepct to "getting the ground area of the village right." Three of the four maps being eliminated, I was left with the small diagram found in the Hofschroer narrative. This schematic showed terrain features, troop deployments and axis of advance/attack, as well as the location of the church within the complex of buildings that comprised Plancenoit. The most important feature of the Hofschroer map, however, was the bar scale.

Using this as a reference tool, Plancenoit was determined to be a village of these dimensions: along an east-west line, approximately three-quarters of a mile; along a north-south line, approximately half a mile. Counting the "pieces" of Plancenoit drawn on this map, I find seven. The church, I would suggest, is a "piece" or to use the SHAKO term - sector - in and of itself.

    How then, to best (realistically) depict the village / town of Plancenoit on the wargame table?

In Section 13.6 of the SHAKO rules, Mr. Conliffe allows: "In scenario play, towns may be any number of sectors large and conform to any shape." [A town sector represents a "block" of buildings ... Towns are composed of a number of squared-up, contiguous 3" sectors for any figure scale (larger or smaller if you desire).]

Before proceeding with the representation of the town, I think it necessary to stop for a moment and consider the question of scale. If Plancenoit is to occupy some 3/4 of a mile by 1/2 a mile of the wargame table, then how much table, exactly, is that?

For the purposes of this solo wargame, infantry battalions are represented by a 3-inch by 1-inch movement tray/stand. This representation seems well within the parameters established in Section 1.1, where it is explained that "scales are flexible approximations: one infantry battalion or cavalry regiment represent 400-800 soldiers for a unit on campaign." (1) And given the combat strength of units listed on the orders of battle, this approximation seems entirely acceptable.

A very complete description of French Infantry Regiment formations and the space occupied by these formations is found in Napoleon at War: Selected Writings of F. Loraine Petre, edited by Albert A. Nofi. On page 47 of the text, one finds:

    The regiment deploys in one line on a front of approximately 420 to 500 meters. (...) Line companies deployed in three ranks of approximately 35 men each, on a frontage of 35 meters with a depth of three, for a battalion front of about 150 meters with 450 men. (...) Variants: Grenadier companies could take their place in the line, raising battalion frontage to about 185 meteres and strength to about 565, with regimental frontage rising to about 600 meters. (Based on a regiment of three battalions.)

Using the French Line Battalions as the "gold standard" then, I think one can arrive at and accept a "working" scale of 1 inch is the equivalent of 33 yards. Granted, this scale does not work with regard to the depth of the battalion in line, nor for a regiment of horse in the same formation. (Then again, if one considers a 6 squadron regiment to have four in line and two posted as reserve, would 30 yards be too far away to lend support?) The scale does come a little closer to reality when the deployment of cannon is considered. Although, even in this instance, 33 yards might be too close for limber and horse team to the firing line. Representation of batteries is by a stand/tray with a 2-inch frontage, which gives each gun in a six piece battery about 10 yards of ground.

So, with a working scale of 1 inch represents 33 yards, the eight sectors of Plancenoit should cover an area roughly 39 inches by some 26 inches.

As the reader might well imagine, the result of these calculations gave me pause - not to mention a headache. Reviewing the Hofschroer schematic yet again, if one determines the "area of action" to be bordered on the west by the road through La Belle Alliance; on the east by a line just in front of Panjeau and Hanotelet; in the south by, well ... the edge of the map in the article; and in the north, by a line just before Papelotte and Fichermont, then one arrives at a battlefield area of 1.25 miles by 1.5 miles. In the selected ground scale, this works out to a wargame "surface" of 66.5 inches across (5.5 feet, roughly) and 79.8 inches deep (6.5 feet, approximately).

The scale of Plancenoit still seems "impressive." Even if placed a mere quarter of a mile from the French side of the field, it would still extend nearly three feet toward the east edge of the board. The church would sit just over half a mile from the French as they entered the table. (At a distance of 26 inches, it would take French infantry - moving in cloumn formation at nine inches a turn - some 3 turns to "secure" the church. At the low end time scale posited in the SHAKO rules, these three turns would constitute a full hour. I do apologize, it seems I get ahead of myself with questions of movement rates and of whether strict adherence to scale will ultimately benefit this solo scenario.) Looking at things from the Prussian side, the outskirts of Plancenoit are just one half mile from their edge of the field (table). It would seem then, that with the French having so much more ground to cover, at least one part - sector - of Plancenoit will be in Prussian hands before the opposing battalions "come to grips."

If the reader is of the opinion that I've spent far too much time (text) on the mathematics of terrain representation, then again, I apologize. I am fairly certain that the same reader would agree that Plancenoit cannot be properly reperesented with just a few buildings, a church model, hedgerow and stonewall. At the same time, the current scale of Plancenoit seems rather daunting. I am reminded of Rayner's counsel, "... too big and there would not be enough room to manoeuvre around it. .." (40)

After considerable deliberation, I decided to stay with the current representation of Plancenoit, based on the 1:33 ground scale. And the village would consist of seven sectors, not including the church and cemetery. The church and cemetery would be modeled on a 4 x 4 inch base. Other sectors of the village would measure 5 x 5 inches, up to 9 x 4 inches. These large sectors would have have a couple of sub-sectors and so, require occupation of both in order to count as completely under French or Prussian control. (Please see Map 1 for arrangement of sectors of Placenoit.) As for other terrain considerations, the rest of the field is unremarkable. The Lasne Brook and copse running along with it, did not hinder the advance of the Prussian forces significantly. It appears that the majority of the advance and assaults took place in a line north of the "river" and woods. North of the town itself, where Lobau staged the a goodly part of his defense, it is "basic" 19th century European countryside: rolling fields; a basic road network; perhaps a small hill or ridge and an equally small stand of trees. The Hofschroer narrative points to several clashes of cavalry on this north side of Plancenoit, so one might conclude that the ground was open; was conducive to cavalry combat.

RULE AMENDMENTS

As much as the representation of Plancenoit is integral to the "look" and play of this soloscenario, so too, are the rules for combat in and around the village. Section 13.6 (Towns) of the SHAKO rulebook deals very completely with the subject. However, based on my admittedly limited reading, I would suggest the following revision(s) to the standing rules:

1. The town/village sectors marked with an asterisk ( * ), may hold two (2) formed battalions; two (2) skirmisher stands; a combination of fromed infantry and skirmisher stand or, a combination of infantry unit with artillery battery.

    a. All enemy forces within a sector must be defeated (eliminated or pushed out) in order for the sector to count as occupied by friendly forces.

2. Placement of defending units in the sector is integral to defensive and offensive actions available to the commanding/controlling player. The facing of the unit is also critical. For example, a French Line Battalion may orient itself on the outer edge of one town sector, protecting the east approach. In this fashion, the battalion may engage enemy units within musket range and not just those units advancing in for a close assault.

    a. Units that are not aligned with the outer edge of the town sector are treated as per the rules.

3. As artillery units may be deployed within sectors, so then may they issue their fire from these same sectors. Here again, the orientation of the battery is key: a battery facing in a westerly direction cannot fire upon any enemy attacking from the opposite compass point.

    b. Artillery units deployed inside of a town sector cannot withdraw if under direct attack.

4. Units that are marked as `staggered" as a result of a repulsed advance, are moved back 4 inches from the sector border.

I should next like to reconsider the movement allowances as set forth in these same rules.

The historical narrative points to the first Prussian advance commencing at 4 in the afternoon; given that by the preivous math and terrain depiction, the church of Plancenoit is over half a mile from the Prussian start line, and given that by the SHAKO movement allowances, an infantry battalion in column formation may move up to 9 inches per turn, it would take that infantry unit 3 game turns (scale time 60 minutes) to negotiate that distance. Therefore, first contact and musketry may well not commence until the hour of 5 p.m. or shortly thereafter. While the historical narrative also points to the first assault of the village taking place around the hour of 6 p.m., I still find the movement allowances to be somewhat restricting. And so, I propose the following adjustments.

    1. Infantry in line formation may move up to 10 inches per turn.
      a. The line may move straight backward - still facing the enemy - at a rate of 4 inches per turn.

    2. Infantry in column formation may move up to 14 inches per turn.

    3. Infantry may adopt a "moving square' formation. This formation moves at a rate of 4 inches per turn.

    4. Skirmishers may move 12 inches per turn.

      a. When moving backward (still facing the enemy), skirmishers may move 9 inches per turn.
      b. Skirmishing Light Infantry or Fusilier Battalions may reform and reorganize if out of musketry range.

    5. Movement rates for artillery remain unchanged. (Section 8.5, SHAKO)

    6. All cavalry types may move up to 24 inches per turn.

      a. Cavalry units moving 9 inches or less per turn, are considered to be "at a walk" or stationary.
        1. Cavalry units engaed in melee while at this movement rate will subtract 1 from their combat roll.

Note: Movement rates are revised. The ranges of musketry and cannon are not.

As previously expressed, the Fields of Glory orders of battle provide a wealth of detail, one aspect of this being the names of commanding officers for almost every unit involved. In addition to the name of the officer at brigade level and on up the chain of command, his leadership attributes are listed. How to work these characteristics into the wargame? What of command casualties? And what of the divisional zone of control, detailed on page 9 of the SHAKO booklet?

    1. Commanders are rated on a graded scale for the impact (positive or negative) they have on units under their control.
      a. Using the Fields of Glory order of battle as a reference, commander of brigades / divisions and or corps may modify combat and morale rolls by factors of +2 through -2. These commanders may also have an impact on the receipt and understanding of orders, as suggested in SHAKO (page 28).

    2. Higher-echelon officers may attach and detach themselves to units within their commands. This is done during the Movement Phase.

      a. Commanders may not attach and then detach in the same movement phase.

    3. Prussian Brigades are treated as "divisions" and therefore, are subject to the morale rules outlined under 12.2, 12.3 and 12.4. They are also subject to the command and control rules established in 7.9.

      a. The Prussian IV Corps will follow these guidelines as well.

    4. French Brigade commanders may supplant the divisional command restrictions listed in Section 7.9.

      a. Units comprising the brigade must remain within 9 inches of the Brigade Command, however.

With respect to command casualties: Officer casualties were as notable in and around Plancenoit as they were on the larger field of battle. Therefore, the Command Casualties section of the Quatre Bras article are adopted fully for this scenario. (Please see MWAN Issue 107, pages 100101.)

With respect to troop quality, previously, reference was made to the veteran status of the French troops as compared to the Prussian "farm boys." The SHAKO rules do allow for the representation of larger units, like those fielded by the Austrian Empire. (Section 2.3.1, page 3) Aside from the Frontal / Disordered MR Table, there is no "accurate" representation or reflection of veteran units. The categories go from Regulars to Elite and then, to Guard. As the reader has noted in the orders of battle, the majority of the French units are classed as Regulars with an MR of 4 / 1. The majority of the Prussian units are classed as Second Rate, with an MR of 3 / 0. Given the significant disparity in numbers, I am very tempted to create an additional category of troop: Veterans, with an MR of 5 / 1.

This particular amendment I leave "open." That is to remark, for the first gaming of this soloscenario, I am going to see what happens with the MR categories and classifications left as they are.

Another suggestion that I will leave "open" for consideration is that of reorganization and replacement of losses. Section 12.1 of the SHAKO rules detail what is required in order for units that are staggered or in fall back status to rally. A similar process is followed for those units who have seen a lot of time in the line and need to be "spelled" and recover some losses.

    1. A unit may recover one (1) factor of lost MR value if it withdraws for two (2) turns from the line.
      a. The turn count does not start until the unit is withdrawn and "out of immediate danger."

      b. A recovery roll may be made for each turn away from the line.

        1. For example, a Prussian Landwehr Battalion pulls out of the line with 2 losses. The unit is I strength point or MR away from breakpoint. The turn following their withdrawal, the Prussian commander rolls a 1(d)6. If the roll is a 1 or 2, (subject to command modifier) then the Battalion may recover 1 MR "point" and re-enter the fray at 66%
      strength.

      c. The recovery roll may only "return" one (1) MR point to the unit.

        1. Units may not keep rolling recovery until they are back at 100% strength.

Reference was made in the Hofschroer narrative to instances of Prussian skirmishers as well as full battalions running out of ammunition during the contest. It would seem equitable to apply this possibility to the French side as well. The following guidelines are suggested to reflect this occurrence:

    1. During fire combat phases, a roll of 1 on the six-sided die results in a "Low on Ammunition" status marker or notation being placed on or made for that unit.
      a. Participation in subsequent fire combat results in a -1 modifier to die rolls.
      b. On a second, un-modified roll of I in fire combat, the unit is "Out of Ammunition" and cannot participate in further exchanges until resupplied.

    2. In order to secure a resupply of ammunition, the marked unit must withdraw two (2) full line moves from the firing line and spend one full turn refilling ammunition pouches or restocking the caissons.

At the other end of this unfortunate occasion, one might "apply" a rule covering the effect of initial volleys by formed units. And so:

    1. Infantry battalions, regardless of class of troop, or formation (excepting column) will add a +1 modifier to the die roll when they fire their first volley. his modifier is intended to reflect the time and care taken in loading that first musket ball.

    Note: See Chapter 12, "Small Arms Fire" of With Musket. Cannon and Sword: Battle Tactics of Napoleon and His Enemies, by Brent Nosworthy.

My last "issue" with respect to revising sections of SHAKO, invloves unit interpentration. In Section 8.10, Mr. Conliffe advances that "cavalry may not move through skirmishers or vice versa." He then states that "formed units or guns may not interpenetrate each other except when cavalry are in Recall ..." (13) It seems to me that formed cavalry - whether friendly or not - would have no trouble at all in making their way through dispersed infantrymen. Indeed, this is partially addressed in Section 8.2.1, wherein enemy skirmishers contacted by cavalry are broken. (11) It seems to me as well, that friendly skirmishers should have "room to manuever" in and around friendly squadrons. The second part - about formed units and guns - is a little more complicated. The following then, are presented for consideration as alternatives to the current rule of Section 8.10:

    1. Friendly cavalry may move through friendly skirmishers at no penalty.
      a. Friendly skirmishers may move through (around) friendly cavalry.

    2. Formed (non-Staggered) units may interpenetrate one another at a cost of half their movement rate.

      a. Staggered units falling back into or through formed units will force those formed units to roll against current MR level to remain formed.
      b. Formed units failing this "contact" roll will become Staggered as well.

In brief recap, these rule revisions are suggested in order to better reflect the history of the engagement at Plancenoit and, to realistically represent what I believe happened on the field of battle during the last years of the Napoleonic era. The narrative record being clear with respect to what happened on the French right flank during that afternoon of June 18, 1815, it is only sensible then, that the scenario parameters match that record.

SCENARIO PARAMETERS

In contrast to the my previous experiments with SHAKO, this scenario presents a rather one-sided contest. Furthermore, this wargame constitutes a more traditional attacker-defender arrangement. The best that the French commander can hope to do is "bleed" the Prussians in and around the village. The best he can do is hold on in the face of over-whleming numbers in order that the Emperor might succeed with The Old Guard against Wellington, or, simply prevent a retreating army from being encircled.

Phrased more succinctly: The French commander/player cannot possibly win the wargame. The only thing he can do - attempt to do - is limit the extent of the Prussian victory. If the Prussian commander/player is only able to achieve a "marginal" victory as opposed to a `decisive" victory, then the French have been commanded well.

The Hofschroer article relates the Prussian advance starting around the hour of 4 in the afternoon. (Military History, 28) Adopting the lesser time scale used in SHAKO (20 minutes per game turn) and exercising some historical license in order to allow the French a move before the Prussians descend, the scenario will commence at 3:40 pm, with the French having a "free" move. The following time / troop arrival table is adapted from the Rayner article.

    3:40 p.m. French VI Corps under Lobau; Cavalry in support (between A and B)
    4:00 p.m. Prussian 15th & 16th Brigades; Reserve Artillery(between C and D)
    4:20 p.m. Prussian IV Corps Cavalry(between C and D)
    4:40 p.m.
    5:00 p.m. Prussian 13th & 14th Brigades (between C and D) 5:20 p.m.
    5:40 p.m. The Young Guard (between E and F) 6:00 p.m.
    6:20 p.m.
    6:40 p.m. Prussian elements of II Corps; French Old Guard Battalions (Prussians between G and H; French at I)
    7:00 p.m.
    7:20 p.m.
    7:40 p.m.
    8:00 p.m.
    8:20 p.m. End of Scenario

This arrangement provides for a wargame of 15 game turns, which falls exactly between Mr. Rayner's suggested game lengths of 12 and 18 turns. He remarks that the Prussians are in a "race against time," but too, the 18 game turn would allow perhaps the historical number of assaults to be made on the village. (40) With the increase in movement allowance, I think the game length of 15 turns should be sufficient.

Initially, it was thought that victory in this wargame re-fight should go to the side scoring the most points. Subsequently, a victory point table was drafted. For example, points would be awarded for each enemy MR point eliminated. Additional points would be earned through the elimination or capture of high-ranking officers, like the commander of the 15th Brigade. Finally, each side would gather points by holding sectors and sub-sectors of the village of Plancenoit. The church being a piece of ground with especially high value.

Well, it looked promising on paper, anyhow. But after thinking about it again and re-reading the Rayner effort, I decided to utilize his "bare bones" and simpler approach to the problem. If I may quote directly: "The objective for the French is to hold the village at the end of the game, whilst the Prussians need to capture it; and for total victory to exit at least five (5) units from the western edge of the table." (40)

Given my planned representation of Plancenoit, one can imagine that this might lead to some debate, as there are a number of sectors making up the village. Do the Prussians then, have to control (have a unit occupying) every single sector? What if the Prussian commander decides to demonstrate in front of the village and send a full brigade - perhaps one from Pirch's Corps - on an "end around run" to the south of the village? In answer to both, I would state that this is a judgment call. Though I have not played through the wargame at this point, it seems that if, at the end of the re-fight, the French hold 2 sectors and the Prussians hold 4 and the rest are uncontested, the Prussians have the advantage. Historically, the Purssians broke through the French lines north of Plancenoit. There was no attempt to bypass Lobau's Corps, either on the left or right. In retrospect, it certainly seems as though the Prussians had enough men to do the job. In that same vein, one can be fairly certain that the Emperor would have seen or been informed of this development and rushed reserves - scraped together from somewhere - to meet this new threat. We must remind ourselves then, of the purpose behind the wargame reconstruction of Plancenoit. And we must leave the "what ifs" for another day ... for another wargame.

SUMMARY

Accepting the argument that Plancenoit was key to the French right or right-rear and therefore, key to the outcome of the battle, one might also accept the opinion that possession of the church and walled cemetery was key to securing Plancenoit. In some respects, one could draw similarities between the contest for the church and for Plancenoit itself, to the contest for the Chateau of Hougomont. Keegan explains that the fight for the Chateau became "a battle within a battle, which continued to rage until the French attackers were forced to break it off by the general retreat of their army from the field."(126) If I've read Hofschroer and Keegan correctly, it would appear that the fight for Plancenoit was also a "battle with a battle," if a little larger in scope and one that would continue while the French were in full retreat. Comments, questions and constructive criticism are invited. e-mail address: HahchCopar@aol.com Mailing address: Chris Hahn 245 North Cass Avenue, Apartment I Westmont, IL 60559

SOURCES

Military History, June 2002, "Key to Waterloo: Prussian Assault on Plancenoit" pages 26-32, by Peter Hofschroer. SWORDS AROUND A THRONE: NAPOLEON'S GRANDE ARMEE, by John R. Elting.
Miniature Wargames No. 86 from July 1990, "WATERLOO, (PART 2): The Hundred Days Campaign, Part 8, by Michael Rayner (pages 22-27 and 40-42). WATERLOO 1815: THE BIRTH OF MODERN EUROPE, by Geoffrey Wootten Osprey Military, Campaign Series 15
Fields of Glory: The Battlefield Action and Leadership Game, Spectrum Holobyte.
THE FACE OF BATTLE: A STUDY OF AGINCOURT, WATERLOO & THE SOMME, by John Keegan.
NAPOLEON AT WAR, Selected Writings of F. Loraine Petre, edited by Albert A. Nofi.
WATERLOO. NEW PERSEPCTIVES: The Great Battle Reappraised, by david Hamilton Williams.
MWAN, Issue 107, September/October 2000: "Quatre Bras Considered: The Research and Development of a SHAKO Solo Wargame, pages 82-104.
Blueprints, "tweaking" and "refighting large battles" - short articles on SHAKO modifications and revisions by Steve Matheringham, downloaded from the Internet on January 29, 2001.

Project: Plancenoit The Research and Development of Another SHAKO Solo Wargame

Wargaming the Prussian Advance of June 18, 1815 [MW126]


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