by Fred Vietmeyer
Fort Wayne, Ind.
Editor's Note: I am very pleased to have Fred Vietmeyer, the designer of Column, Line and Square (CLS), submit this article to MWAN. Fred has been active in wargaming for about thirty years and has made a valuable contribution to the hobby of historical wargaming. This article is reminiscent of the battle reports he used to submit to the "old" COURIER. It is being printed in its entirety so as to render an impression of what Fred's "large" games are like. This siege is massive in every imaginable way. An entire city of some 40,000 inhabitants, garrisoned by over 30,000 regulars, and supplemented by many thousands more locally raised troops, under siege by a veteran French Army with superior leadership. Throw in perhaps the largest and most efficient siege train ever seen in all of the Napoleonic Wars, the professionalism of the besiegers, the fanaticism of the defenders, and Saragossa is understandably the most awesome siege in a quarter century of almost constant warfare. For the game, the historical maps have been reproduced on the gaming table in considerable faithfulness, and the siege rules expanded upon and clarified (see following pages) to reduce confusion during play. Finally, the game designer - Rick Vietmeyer - will not play in the game but rather remain available for interpretation of any rule questions which may occur pertaining to siege terrain or procedures. Normal rule questions will of course be handled by the C-in C's in the usual fashion. This will also free up the game's host - Jeff Pickering - to participate in the struggle without other responsibilities. Forces Involved: French-Allied (troops of any nation that fought on France's side in the Peninsula, consist of 1200 points and 42 pds. In addition, the French have one Siege Battery and two Siege Mortar Batteries. The Siege Artillery causes damage to construction equal to five 8 pder hits. Siege Mortar is identical in firepower to British howitzers for damage to constructions. Spanish (only pure Spanish troops allowed) to a total of 1,100 points and 30 pds. Of this force, the Spanish army must include 300 militia (by point count) plus one pair of militia 8 pders. Also, on the Abro River the Spanish have two barges, each manned by four sailor-gunners and six sailors with a 6 pder battery. These forces are in addition to the above mentioned total Spanish army. These barges take three artillery hits to destroy or after each hit, a cast of "6" on one die by the firer will do the same. Also, 12 civilian castings (8 as militia lights and four as militia gunners) are added to the above forces (dismounted only). In addition, the Spanish have the option of purchasing a howitzer battery (captured from the French after the first siege) but the only guards they may buy are one battalion of Walloons. Weather is perfect for the entire game. Game length is six turns; six turns will be played regardless of army CE standings, but no more than six turns. French have total freedom of commitment for their forces and can put as many or as few into any given area as they choose. They may also keep as many troops off board as desired for as long as desired and have them count as "living" for army CE purposes. These off board troops do have to be designated as being behind the northern, southern, or western set on areas, though, and cannot be shifted from one area to another. They may enter on any turn behind their original set on lines in that area so long as their entry point is over a foot from any Spanish soldiers. The Spanish forces also have freedom of deployment anywhere within their set on area shown on map, except to note that no more than 75 castings and one battery can be posted in the castle. Nothing by way of forces, additional constructions, strange contraptions, boats, bridges, balloons, flying dragons or etc., can be introduced to the game above the previously listed forces. Special Game Conditions: 1) Up to 450 points and 12 pds; more French could be available if not for the threat of a Spanish relief force column from the area of Tudela. Thus the French C-in-C must decide before the game (anytime before the game-even six months before if he prefers) how many French to hold off of this force to counter the Spanish relief effort. The following die casts will be made:
If one-half the French force is detailed away, an 8-12 cast allows a Spanish breakthrough. If non of the French are kept away from Saragossa, then the Spanish breakthrough unless a 2-4 is cast (i.e. the clowns didn't even bother to try). If this first die cast gives a Spanish breakthrough, then a second die cast is made. This cast tells the number of French points which will be removed from play in the Saragossa game. The French troops removed must be intact basic units outside the city walls, but otherwise can be any troops as the French C-in-C's option. If this method does not give enough points, he may augment it by adding in any troops west of the city wall and outside the castle (artillery in working order count as 50 points). Removed troops are deducted from the total French army and count neither as living or dead for army CE purposes. If this still does not give enough troops even after the entire western end of the board has been denuded of French forces, then the shortage of points is converted on a one-for-one basis to a Spanish relief column that is placed on the west edge of the table with 6" of the edge of the board. Its CE is added to the total Spanish garrison's CE. If the first die gives a Spanish breakthrough, the arrival of the breaking-through Spaniards is based on a third cast of 5-6 on one die at the end of each game turn, when the above procedure is followed. The second die cast's determination of the number of the French points that are lost from play keys into the following table:
die cast 2 = 400 points; die cast 3-4 = 600 points; die cast 5-6 = 700 points. Note it is possible that even though the first die cast gives a Spanish breakthrough, the second cast(s) may never actually allow the force to arrive in time to affect the battle. The progress of the various die casts shall be known to the Spanish at all time. 2) French mining operations have the capacity to tunnel under and explode a great mine under one or more Spanish positions. The positions which may be attempted to be mined by the French are: the Augustinian Monastery, Trinitarian Monastery, Palafox Bastion, or any wall section of the western city wall or "new fortifications" to the west of the city. The number of positions/sections of wall that can be attempted to be mined by the French is determined by a simple die cast (1-6) sections) made at any time prior to the game. The results of this and all other die casts relating to the French mining attempts remain hidden from the Spanish until such time as the mines detonate and destroy a wall section. A destroyed section is immediately reduced to rubble and the defenders in or on it killed. In order to mine a wall section or position, the French C-in-C must delegate sappers to each digging task (any number of Sappers), prior to turn one. At the start of each turn, a cast of 5-6 (per digging attempt) signals the explosion of the mine. Each sapper then engaged in that particular mining attempt then gives a 1/6 chance of the mine's explosion successfully destroying the attacked position. 3) The Spanish may counter-mine up to two sections or positions in an attempt to forestall French mining attacks by determining before set-on which positions will be protected by counter mines and detailing any number of troops to man these counter-mines. A moot melee would then have to be fought and won by the French before their mine could be detonated. Map
Jumbo Map (Slow 143K)
Victory Conditions: Several options are open to the French as to how to win this battle. Failure by the French to win via one of these ways results in a decisive Spanish victory. There is no chance for draw or minor Spanish win. It is only a choice between various degrees of French victory or a resounding Spanish win. 1) Successful "Coup de Main" - After six turns, if more than 120 French are on and/or within the old Saragossa city walls, the French are decisive (indeed, overwhelming) victors regardless of other considerations. 2) Successful Breach - If after six turns, the French have secured four section (approximately 12") breach in the old Saragossa walls and have 30 or more men within the city, it is a decisive French victory. 3) Successful Besieging - If, after six turns, the French have eliminated every Spaniard north of the Ebro, south of the Huerva, and have even a single man within the old city walls, it is a moderate French victory. 4) Successful Attrition - If after six turns, the Spanish are below 45% army CE and the French are not, it is a minor French victory. Terrain Rules: 1) The entire city of Saragossa, including the wall sections, in one gigantic construction. Aljaferia Castle is also a construction, as are all the individual buildings - houses, monasteries, towers, etc. Note this means that within Saragossa, there is no unit CE, no morale checks caused by units retreating past one another, and no need for infantry units to operate together, although non-skirmishable cavalry squadrons do have to remain in at least squadron sized units. 2) The walls of Saragossa are divided into approximately 4" sections. Each section (counting back-up parapet) can hold 12 infantry or one cannon stand and up to two additional infantry. Cannons on walls must have their ammunition with the gun stand. Each wall section may be attacked by up to 12 infantry per turn using ladders from the outside. An infantry unit must be within 2" of the base of the wall to place a ladder. Placing a ladder counts as an operation, and moving up the ladder is a separate operation. Any ladder in place may, at turn's end, be knocked back down at the option of the troops on that wall section. Cover protection from the outside is -5 for melee and fire. The sections may be climbed from the inside merely by moving troops against the parapet and then, as an operation, climb the stairs on the parapet (no ladder needed) to the wall itself. Troops may also attack enemy forces on a wall from the rear at a -1 penalty for fire and melee. Although only 12 men may assault a section from the outside per turn, their entire basic unit is counted as "involved" fro pre-melee and other morale casts. Twenty artillery hits destroys one section of wall. Troops may move laterally along the wall sections in road column formation - cannon may be hand pushed 2" per turn. Ladders will be provided by the host and need not be carefully distributed among the French battalions. Rather, use them for decorative purposes and to note whenever a ladder actually is in place against a wall section. 3) The "new fortifications" walls on the west side of the city are not so high or so strong as the old walls. The same rules as above apply except the defensive cover protection is only -4 and only 10 cannon hits will remove a section. Guns mounted on these walls have the equivalent of a single contour of elevation for firing purposes. Guns on the higher "old" walls (#2 above) have 3" of elevation. 4) The castle walls are covered by the same rules as the old (#2 above) walls of Saragossa. 5) There are several rather formidable buildings which either form part of the walls or are isolated outside the city. These are treated as essentially being tough houses. They give -5 protection to the defenders and take 20 artillery hits to destroy (solid stone). However they can be assaulted and fire exchanged from any point on their perimeters without ladders. Troops may be placed on top of these buildings for decorative purposes, but they actually must count as part of the interior garrison and be treated as such for all game purposes. The buildings with the special defensive capability and their troop capacities are noted below (no guns or cavalry allowed): Castle Citadel - 36 (2 story); Augustinian Monastery - 12 (2 story); Trinitarian Monastery - 18 (2 story); San Jose Monastery - 12 (1 story); Palafix Bastion - 18 (2 story); San Francisco Monastery - 18 ( 2 story); Cavalry Barracks - 24 ( 1 story) and eastern side only -3 to attacks like a normal house; Bull Ring - 24 ( 2 story) only one entranceway. Other buildings are treated as normal houses in all ways; their capacities, number of stories, and make-up are noted ion the map itself. 6) The interior walls of the ruined Santa Engracia Monastery are loopholed and give -4 protection from fire. They cannot be assaulted by melee. Each 3" section takes five hits to destroy. There are five access ways along the northern face which permit unhindered movement in and out for any troops; three open arches and along each side of the pond, which is itself impassable. 7) The works around the Arrabal Subaurb, Jesus Monastery, and the Pilar Redoubt are just that - normal "works". Their interiors are not considered constructions. 8) Ramps leading to the castle, Ebro Bridge and two southern bridges give no protection, but can only be entered upon from their ends - no jumping on or off them from the sides. Ebro bridge is indestructible, other two are wooded and take five hits from artillery or two sapper charges. The Spanish however, may not start the game with the bridges mined. 9) Ditches or moats around the castle, San Jose Monastery, and along the western city wall are decorative only. Their defensive power was simply added to that of the walls they protect. 10) Narrow passageways between houses and/or walls designated on the map as "alleys" do not hinder combat, but no artillery or cavalry can move down them. Infantry movement is not penalized. 11) Ebro River is impassable, Huerva River only causes a loss of half movement and charge benefits. 12) Gates to the city, and the drawbridge of the castle, may be operated by any infantry touching that section from within only. To open or close a gate or drawbridge counts as an operation. 13) Saragossa is not paved throughout, but rather there are specific roads within the city as without. 14) Occasional single trees are treated as tiny #1 woods. 15) The palisade near the San Jose Monastery, and the side walls on the southeast bridge, give -4 protection to fire or assault. Please note that the non-playing game designer is much primarily so that the game may proceed on an orderly basis in spite of the many unusual game conditions. Make use of him before and during the game to avoid useless confrontations on rules or procedural matters. Appropriate martial music will be provided by the game host before the game to enhance the general atmosphere of the proceedings. To enhance the looks of this game and also speed play, only troops within roofed constructions may be held as being out of visibility. All other troops, inside or outside or on the walls must be placed on board at all times. Orders: To Colonel of Regulars J. Youse: For the up and coming siege of Saragossa, you will be command of the western section of the city. Your primary command will be the old wall sections 34 thru 42 inclusive including the Palafox Bastion, the Cavalry Barracks, houses "A", "B", and "H", and the Bull Ring. You will have one subordinate commander, Brevet Major of Militia J. Pickering. In addition to the above constructions, you will be responsible for the new wall sections "A" thru "J" including the Trinitarian Monastery, the Augustinian Monastery, and Gate "F". It is recommended that Major Pickering be in command of the latter "new wall" sections but the option is yours. Should he not be available for the siege, you will control all of these areas personally; likewise should you be unavailable, he will control all of these areas. Your total command will consist of: two Spanish line regiments (32 x 4); two Irish Regiments in Spanish service (12 + 12); one militia light battalion (48); two batteries of line 8pders with six extra line gunners; and eight civilian militia lights. All of these troops will be provided at the game. It is recommended that your 8pders be placed on wall sections "B" and "H" which have the best fields of fire. The decision of which areas to countermine is yours, but wall section "H" and one monastery is suggested. See game condition #3, on page 4. Consider using the Irish for the countermines and the light infantry for the new wall sections. Some reinforcements, including hussars, may be available once the siege begins. To General of Brigade R. Piepenbrink: You will be in command of the southern section of the city. Your primary command will be the Old Wall Sections 21 thru 33 including the Santa Engracia Courtyard, the Seminary, and houses "I" and "J". You will have one subordinate commander - Hon. Ensign Chris Piepenbrink. In addition to the above constructions, you will be responsible for the Pilar Redoubt and the San Jose Monastery. It is recommended that Ensign Pieenbrink be in command of these but the option is yours. Should either of you not be available for the siege, then the other will command all. Your total command will consist of : Two Spanish line regiments (32 x 4); One Irish Battalion (12); One line light bn (48); One militia light Bn (24); and one line 8pder and four sappers. It is recommended that your artillery be deployed in the Pilar Redoubt, but the option is yours. Consider using the line lights in that redoubt also as well as the San Jose Monastery. Some reinforcements, including cuirassiers, are potentially available once the siege begins. To Lt. Colonel of the Guard W. McLaughlin: You will be in command of the northern sector of the city. Your primary command will be the Old Wall Sections 1 thru 20 plus the E1 Pilar Basilica and Houses "E" and "G". You will have one subordinate CO in Brevet Major of Cavalry C. Warnick. In addition to the above constructions, you will be responsible for the Arrabaz Suburb north of the city proper and the Jesus Monastery plus the two Ebro River barges. It is recommended that Major Warnick be in command of the Arrabaz Suburb, the Jesus Monastery, and the two barges, but the option is yours. Your total command will consist of : Two regiments of line infantry (32 x 4); One small militia line bn (24); Two large militia line bn (36 + 36); One bn militia light infantry (48); one line and one militia 8pder batteries; and two line gunners and four civilian militia gunners. It is recommended that your line battery be deployed on wall sections 8, 9, or 10, and your militia battery on sections 17 or 18. Some reinforcements may become available, including cuirassiers once the siege begins. To Colonel of Dragoons M. Wellington: You will command the central reserve, Aljaferia Castle and the relief column from Tudela. In addition, you may be called upon to replace any commander ailing or dead. The area that the central reserve is to be deployed in is the San Francisco Monastery, Hospital, and houses "C", "D", and "F" plus the open area between them. In this area, you will command: One Bn of Walloon Guard (36); One Bn militia light infantry (24); One regiment line hussars (22); One regiment line cuirassiers (22) and one squadron militia lancers (4). The probabilities are that the cuirassiers will be sent north to counter charge - in column - across the Ebro Bridge or the southern bridges, while the hussars may counterattack westward into the open area between the old west wall and the new west wall. In the Aljaferia Castle, you will command one battalion of militia line (24), one squadron of militia armored cuirassiers (8), two squadrons of militia light horse (6 + 8), one militia 8pders battery and two extra gunners. A real or threatened cavalry sally may threaten the French advance on the Augustinian Monastery enough to cause them loss of time. The composition of the relief column - should it actually arrive on board - will be determined by the game designer. It will be your duty to oversee the die casts made relative to this relief force by the French CO and game designer and report their progress to the Spanish C-in-C.
Priority of troop loss if Spanish relief arrives:
Our plan is quite simple. With the exception of the sappers at work in the mines, all of our troops are behind the French area that faces the Pilar Redoubt and the San Jose Monastery. We are going for victory conditions one or two. Chef Gundt will assault the Pilar redoubt, Chef Baldwin and Lt. Seegers will advance on the Santa Engracia Monastery, staying to the left of the San Jose Monastery and bridge, and Chef Hagerty and Capt. Moser will move past the right side of the San Jose Monastery. Chef Hagerty is to assault the walls (sections 26 & 27) while Capt Moser makes for the gate (which Major Kauffman will have destroyed with his siege artillery. Behind, Chef Fosso Col. Rugenstein and Major Hicks will act like Vince Lombardi running backs and "run for daylight". If the coordination works out, we should load the ruined Santa Engracia Monastery and the area to its right with troops on the decisive turn six. At that point, it will be a matter of winning the ensuing mass melee when the Spanish counter-attack to kick us out or drop us below the required number of castings. Remember to keep out of the way of Tom's siege guns. He has traffic control priority for the first two turns (maybe three). Kevin and Carl can skirmish, but Paul will need room for the cavalry. The Outcome: 1)The Spanish Account: After the glorious repulse of the French at the First Siege of Saragossa, which gave hope to all of Europe that the French are not invincible, the Orge collected a massive horde - including the Imperial Garde and battalions of Elites de Reunis and a huge siege train and launched them at Saragossa again. After a desultory mining operation against the northwest wall - halted by the threatened relief column from Tudela - the French guards and converged elites made a breach and ladder assault on the south and east wall, the former having been pounded by the French siege artillery. General Piepenbrink had requested an Irish Bn to man the walls but the available Irish were involved in counter-mining and the missing battalion did not arrive in time from Tudela. So the French light guard scurried to, up and over the walls, some repulsing, but allowing penetration of the wall defenses by other units. After the first hour, reinforcements from the northern and western sectors were ordered to the east and south respectively and the reserve was directed to prepare to counter-attack south. The outposts of Hon. Lt. of Militia C. Piepenbrink had been swamped and the forces of Gen. Piepenbrink on the walls could only stand and die at best. Then the reserve under Col. Wellington counter-attacked south and his cavalry from Aljaferia Castle made a gallant but unsuccessful sortie on the French near the Pilar Redoubt. Lt. Col. McLaughlin's forces made a spirited attack against the French on the East Wall, Maj. Warwick's barges slowly reacted to go down the Hueuva River, but that was all not quite enough. Col. Wellington's cavalry reserve from inside the city had trouble getting out of the gates south due to the intense French siege mortar bombardment blanketing the area just inside the walls - it was rumored that the French 1805 aerial balloons slated to be used in the invasion of England before Trafalgar were giving the French splendid observation. But never-the-less, a mortar barrage against the vaunted Walloon Guards drifted to hit Frenchmen. Various maledictions were hurled against Major Kauffman - the French artillery commander - and the assault entered the fifth turn. Col. Wellington's counter attack went on and on, finally ending with exhaustion after an eleven hour game! The Spanish army then retreated over the Ebro River, the northern side of the river not being besieged. Saragossa had fallen, a successful French "Coup de Main" for now. 2) The French Account: Emperor, the rumor that the cowardly Spanish have taken refuge in Saragossa and refuse to fight in the field of battle has been confirmed. Just the words that a cavalry commander always waited to hear: SIEGE! Rising early, I directed my troops to graze their horses while I rode off to see if we would be needed. I arrived just in time to see Major Kauffman sitting t a table, eating popcorn and directing artillery fire. During the first hour, two wall sections were weakened, while the San Jose Monastery was cleared of its Spanish tenants by 8 pder and Howitzer fire. One shot was directed at a Spanish 8 pder on wall section 30, which drifted away. In counter battery fire, the Spanish fired right through our siege battery to kill numerous troops. The only strange shot was one which knocked out the bridge next to the San Jose Monastery. Meanwhile, our troops advanced all along the front. The second hour of battle started with counter battery fire with Gen. Piepenbrink shooting right through our siege battery while his own battery was destroyed. Major Kauffman proceeded to knock one wall section out of Santa Engracia Monastery and weakened another section. From my vantage point, I could see Spanish Grenadier and Line Infantry dying like flies on the wall from the massive artillery fire. In the third hour, it was rumored that Major Piepenbrink ordered one of his subordinates to the wall to check on damage from the artillery barrage as he retired to the nearest tavern, not wanting to witness the massive casualties inflicted on his troops. The barrage started by knocking down a second consecutive wall section of the Santa Engracia Monastery. Major Kauffman proceeded to clear wall sections 27 and 28 of Spanish Infidel and other troops in Saragossa, itself. Due to a good maneuver by Col. Rugenstein, his troops were not storming wall sections 22 & 23. Just as the fourth hour of battle started, a rumor arose that a Spanish relief force was in the area. Upon hearing this news, my cavalry force, along with some sappers and guns, decided to go see what they could find. While at the siege, Major Kauffman turned his remaining funs loose on the Light Horse and Cuirassiers just outside Santa Engracia Courtyard. Knowing my cavalry was more than a match for the Spanish dogs, I decided to ride up to the breech and observe the action. A heavy foot guard unit was also moving up and we both arrived in time to watch (and hod them in). The Hess Darmstadt line were charged by the light horse and Cuirassiers along with the Walloon Guard. In the ensuing battle, the line took down the light horse and cuirassiers and inflicted casualties on the Walloons before dying to a man. Our troops now controlled wall sections 23 to 28 and were in Saragossa itself. With the firth hour starting, I decided to see how the cavalry was doing since it was obvious by looking the situation over, that the town would soon be ours because artillery fire was about to begin and massive troops were ready to flood into Saragossa. In a matter of hours, the town was ours. Back to MWAN #19 Table of Contents Back to MWAN List of Issues Back to Master Magazine List © Copyright 1986 Hal Thinglum This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |