Operational Studies Group

First Despatches
and a Bit of Chrome

by Kevin Zucker and correspondents


[Ed note: First of all, don't anybody start hollering; "despatch " is a variant spelling of "dispatch." Second, good e-mail discussions of OSG games, like what you read here, are underway both on John Kranz's Virtual Wargamer HQ web site and by e-mail to Kevin. Similar material also appears in OSG's Wargame Design magazine.]

1806: Rossbach Avenged was designed to achieve the operational feel of Napoleon at Bay in one-third the time. This was possible by reducing the ground scale by half and limiting the duration of the game to a single "operation. " Napoleon at Bay has to show how the troops were limited to four days' rations in their knapsacks, and another four in the caissons. Every Napoleonic operation was designed to reach its culmination in a decisive battle in that time. (Of course, it didn't always work that way, but in 1806, it was exactly eight days.)

In between operations, the armies would have to stop, bring up tons of flour, build ovens, and bake for several days. They'd also set up hospitals, establish munitions dumps, and wait for all theirstraggglers to catch up, before beginning a new burst of marching. But by limiting 1806 to only one operation, we can dispense with all the Administrative rules designed to show the "stop and start " of the arrmies, and just go.

Gary Gonzalez

First we played the "Battle of Jena-Auerstadt" scenario (#3). Surprisingly enough the Prussians were able to win. As the Prussian player I refused to stand and get crushed at Jena, using what few vedettes were available to me to screen my withdrawal toward Auerstadt. Soult did not activate (he sets up out of command range of Nappy) on the first turn. This denied the French an opportunity to bring overwhelming odds against me immediately. I only had a total of 13 PEUs (Permanently Eliminated Unit strength points), so I was able to eke out the win.

The second scenario we set up and played halfway through before we called it quits for the night was #4, "Massenbach Overruled." How many games out there can you play two scenarios almost to finish in 4 hours? Playing the Prussian again, I was able to manuever Lannes back across the river. I thought this was a mistake on Bryan's part to surrender the French bridgehead, and I think it will cost him the game. We shall see when we play the October 14th turn this weekend.

Mike Traynor

I just picked up 1806 yesterday. I'm not sure I've ever seen a nicer map, and the counters are lovely too (no surprise with Rodger MacGowan). It is already punched and set up and I'm about to begin the campaign. The range of scenarios and whatif s for the campaign are about the best I've ever seen. To me, the ability to explore the things that might have been is what sets wargaming apart from (and in some respects above) regular history, which tends to ignore the altematives, or not consider them sufficiently. 1806 looks great for that.

Speaking of alternative histories, consider again the whole setup of Hohenlohe's army along the Saale. If Louis hadn't moved down to Saalfeld, they would have been well-positioned there. (I've seen Prussian players cause a lot of harm to Lannes; the down side is that "the" battle takes place there, leaving the French lots of time to swing on around to Naumburg.)

Anyway, the interesting thing about Hohenlohe's setups for the 9th, 10th, 11th is how he moves back in stages along the Saale as he learns of the French advance. Nothing wrong with those movements!

Michael Bowen

It's interesting Blucher was involved at Auerstadt by 8 AM. If we say the front is the 0040 row, then that's a march of 16 hexes, not possible in game terms.

Recall that Blucher rodeforward on his own and took command of the first troops that came to hand. If you look at the troops he commanded at Auerstadt, they nre not the snme as the troops of the "Blucher" units in thegame. An argument could be madeforcreating a Blucher leader that could take command of any available units. This may become part of a freebie countersheet in a future issue of Wargame Design magazine.

Capture of Baggage Trains

The rules specify no effect other than a VP award for the capture of Baggage. At the players option, employ this rule:

If out of supply at the moment of capture, the corps capturing a baggage train is instantly back in supply itself for the next 24 hours; and instantly adds "three" to its demoralization level.

1806 Corrections and Clarifications

Units

Baggage trains have a (4) initiative and 5 movement allowance, like bridge trains.
"filly" refers to Wattier, the French I Corps cavalry.

Map

TEC: The woods hexside terrain effects for cavalry applies both to hexside symbols and full-woods hexsides wi~in a "clump" of woods.
Bridges exist where trails cross rivers.

Rules

3.1: Bridge Trains and Baggage Trains count as infantry for stacking purposes.
Rule 11.31 A should refer toTowns only, notVillages. The Terrain Effects Chart is correct; Villages do not affect combat.
11.45: Delete the paragraph reading from "Enemy vedettes may be . . ." to '' . . . instead of retreating." Retreating units may not displace enemy vedettes.
20.1 Victory Points: In the Introductory Scenario and Scenario Two, subtract 2 points from the award specified in 20.14.
20.11: A unit unfortunate enough to be destroyed, reorganized, and destroyed again does not count twice as losses.
20.12 The phrase "in supply" means "not marked with an out-of-supply marker." That is, the unit does not have to trace back to a baggage train at the moment it occupies the hex.

Setups and Garne Turn Record Track

  • Pelet arrives at N1801 in the evening of October 8th (or evening of October 7th on the Alternate Turn Track).
  • Dupont's setup for the 9th should read S2701. On the 12th Ney's setup should be S2623.
  • In a couple of instances, Bernadotte's set-up hex may be shifted one hex to place him on the road.
  • Where the word "reduced" appears, it denotes that all the units depicted below set- up at reduced strength.

    A few Questions and Answers:

    Q. The set-up chart says that, "Any Corps whose location is identified by a town name rather than a hex # begins off-map," but in scenarios 3 & 4 could you please tell me where Ilmenau is? Do the units from Weimar's V Corps ever enter the game in these scenarios??

    A. They enter, but they are too far away to reach the scene before the end of the day. (You could, however, play the same situation as a "Campaign," extending it until the 18th.) Regarding Ilmenau, it is just off the eastern map edge, on the Ilm. This is shown on the map in the Historical Notes section of the rules folder.

    Q. Are PEUs the only strength points used to figure victory conditions at the end of the scenarios?

    A. No, all units eliminated at the end of the scenario count.

    Q. How is it handled when the setup at the beginning of a scenario has a hex overstacked (eg.- Scenario 4 hex N 1330 has 2 inf & 1 cav with no leader in initial setup)?

    A. Displacement at the owning players choice.


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