by Mike Bowen
Before getting down to some suggestions for new scenarios, I offer a few comments on an existing rule and scenario. Regarding supply, I feel that there should be a length restriction on off-road supply lines. I would suggest that 4 hexes can be off road and that the rest must be via road, track, or clear terrain. The 4 hex radius can not cross unbridged major rivers. I think that this will be a little more realistic and mean that the road net will be more important. Scenario 4, in my view, loses something without the units on the southern map. I have tried the following, which seems to work quite well. Deploy all units on both maps. All units on the south map can move as the player wishes after Turn 1. On Turn 1 the following restrictions apply: III, I, and the Cavalry Corps units may not move unless the move nearer to Naumburg. The reinforcing cavalry must move towards Neustadt. Bessieres and Jerome may move only towards Schleiz. VI Corps moves to Gera and VII to Jena. Other Prussian Plans The Prussians had 3 plans (later 4, with a further modification to the 4th plan) that they could have used. Massenbach's applied to an area off of the game map, so we can ignore that. Brunswick's advance via Fulda is also off map. In the end they opted for part of Hohenlohe's and part of Brunswick's and got well and truly beaten. These are the three plans that could have been used which we can cover with the map area we have. If you use the alternative French deployments you get 9 new scenarios! In all scenarios set up VI Prussian Corps within a radius of from Madeburg determined by the sum of two 6-sided dice. Scharnhorst's Plan The Army would form at Erfurt and then fall back via Halle avoiding the French and giving the Russians time to arrive. Set up the entire army within 5 + one 6-sided die hexes of Erfurt but not north of the Erfurt-Gotha road or the Erfurt-Weimar road. The Prussians win if they can exit all their corps off of the map at a North map edge exit area undemoralized. The game starts with the first turn a French unit enters the map. This can be great fun and very different each time you play. I have seen the Prussians exit without a fight. I have seen them fail to move in time due to bad die rolls and get badly beaten. I have even seen one French corps destroyed and then the Prussians retreat off map away from harm. Hohenlohe Plan 1 Half the army would mass at Erfurt and half at Hof. The French would oblige by advancing in the middle and then the two flanks would turn in and crush the French. Deploy I, Res, IV and V at Erfurt as above and the rest within 5 + one 6-sided die hexes of Hof but not east of the Schleiz road or north of hex row xx11. The Prussians may not move within 5 hexes of a French entry area until a French division has entered via that area. Start on the first turn that a French unit could enter the map. Normal victory conditions apply. This is normally a recipe for disaster, as neither wing is strong enough to damage the French on their own and the French in the central position can destroy one wing then the other. You can add more force to one wing to create a hammer and anvil situation if you wish. Hohenlohe plan 2 All the army deploys at Hof as above and sweeps northwest after the French advance to cut them off. Same start and victory terms as above. This is about the best the Prussians can do. If you get good die rolls to set up the attack, you can cause the French a lot of pain and defeat them in detail before they can concentrate. You do need to watch the left at Hof, though, as the French can do an end run here, roll up the line, and undo all your good work. I hope that these ideas will be of interest and give you many hours of happy gaming. Back to Table of Contents -- Operations #37 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 2000 by The Gamers. 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 |