Plancenoit 1815 – 2×2 Napoleonics

Almost immediately after playing the Plancenoit scenario from the Bataille Empire rulebook (link), I converted the same scenario to 2×2 Napoleonics. The terrain remained the same but crammed into a 2 foot by 2 foot area. The armies were downscaled a bit without changing the ratios between both forces.

Setup

The Prussian divisions are deployed at the top from left to right: Prinz Wilhelm (cavalry), Losthin, Hiller. The French are similarly arrayed as in the prior report from left to right: with Domon and Subervie (Cavalry), Simmer, Jeanin.

The view from Plancenoit.

Battle

Some turns into the battle the infantry of Simmer and Jeanin try to hold off the Prussians. In the background Prussian divisions of Hacke and Ryssel arrive. French artillery has to keep the center together as a regiment retreats (lower left).

Left of this picture French hussars and lancers have trashed Prinz Wilhelm’s cavalry.

Roughly halftime in the scenario. Not much has changed which is by itself remarkeable. Two French infantry regiments and an artillery battery manage to hold of the bulk of the Prussian forces. Ryssel had to shift his forces to the open flank though to cover the hole left by Prinz Wilhelm.

The Guard arrives at Plancenoit. Other than in my last battle it is needed in this game.

With the last light of the day fading Tippelskirch’s infantry division arrives (upper left). The blue line denotes the imaginary front line. Observant generals will notice how the French position is held together by artillery batteries. Hardly a stable position. To the far right guards have charged the Prussians and stabilized at least the right a bit. Desperately needed as the right road is the only real avenue for the Prussians into Plancenoit.

At the end of the battle the Guard retired to defensive positions in Plancenoit. The two remaining units holding out against the Prussians will soon be surrounded and overrun.

After the battle I removed the French troops that would realistically be surrounded and straightened the Prussian lines. The French have precious little troops left for a defense. A French victory as they still hold the village but only a minor one as Prussians have free range of movement and enough troops to take Plancenoit. Only nightfall prevents them from exploiting the situation.

Thoughts

A very quick and interesting game as always with the 2×2 rules. There were some fortuitous rolls for the French. For example as a Prussian line regiment charged artillery in the open and the French won even with a hefty -3 modifier on their melee roll, keeping the line from buckling. As I classed all Landwehr as militia I finally discovered why they are so cheap. Militia costs half the points of a line regiment with next to no difference. The only difference is a negative rally modifier. This game showed how big the impact of this modifier is, as Disrupted Landwehr is notoriously difficult to rally (6 on 1d6 but only if an HQ is attached). The Landwehr was basically stuck in place and with so many of them needing the attention of both HQ’s.

With a less severe turn limit and a less congested battlefield the scenario seemed more fair than the original one. The French won again but this time it was way closer and there were some lucky rolls for the French.

One thing I noticed again, is the brutal effectiveness of ranged fire against cavalry. This is well balance with infantry and close range artillery fire. The problem is long range artillery fire which makes it easy to protect one’s flanks from cavalry with just an artillery unit.

As with several other modifiers that seem strange in 2×2 Napoleonics at first, there is usually some deeper thought or implication behind it.

Plancenoit 1815 – Bataille Empire

Although I played Warhammer related tabletops in my childhood and adolescence my very first tabletop foray into Napoleonics was pretty late. In 2014 I played a Plancenoit scenario with Field of Glory: Napoleonics and a lot of paper counters and terrain. Here is the link, but be warned, its rather basic stuff.

I played countless battles since then but rarely historical scenarios. Their attention to detail and specific requirements of troops is not that interesting to me but for the sake of good old times I decided to revisit Plancenoit.

Bataille Empire (BE) has a scenario about the battle in the rulebook so I settled for it. This would give BE another chance to win me over.

Set-Up

The scenario begins at 6pm with several reinforcements still on their way. The deployment areas are relatively fixed but I decided that the French try to fend of the Prussians well before Plancenoit. With the reinforcement scheduled, a defense in depth might be possible.

The Prussians decided to lead with their Landwehr on the whole front to soften the enemy up. It would be up to the reinforcements to deliver the final blow. As the Prussians are the attackers the action is mainly depicted from their view.

The Battle

Losthin’s and Hiller’s Assault columns are carefully advancing. French skirmishers and artillery take their toll. Red dice are hits. Infantry can suffer 4, cavalry 3 before they are packed into the box. Green/blue dice are half hits. BE calls these attrition but they are essentially half hits and an added layer of bookkeeping I find mostly unnecessary. I think attrition can be replaced by rolling a die roll. Even causes a hit, odd is ignored. This would add another roll to the procedure but it would declutter bookkeeping from attrition markers. The additional die could be of another color and rolled with the firing dice if attrition is scored which would not take too much time.

Some turns later Prinz Wilhelm’s attack on the Prussian right flank has been checked by far inferior (in numbers) enemy cavalry. Even worse, Jacquinot arrives with more cavalry (upper right) and supports Domon in holding up the Prussians. The two units with skattered base placement at the bottom are disordered Prussian units which retired from melee.

Hacke’s divison arrives on the far left on the march to Plancenoit. I don’t have enough Prussians so Hacke’s troops look suspiciously like Russians. Meanwhile the real Prussians are pushed back on the entire front.

Combined musketry and artillery ripped a hole in the Prussian center. This is not something the French can exploit as Hacke and Ryssel, who arrived with another infantry disivion, have more than enough troops to fill the gaps. But battlefield chaos and retreating troops keep them from doing so for a while. The French are content with redressing their lines and keeping the enemy at bay which is all they need to achieve at the end of this fateful day.

On the French side about halfway through the allotted turns Duhesme’s Young Guard arrives in Plancenoit. The enemy is still far from their objective.

Prinz Wilhelm’s cavalry has been pushed back to the edge of the map and Prussian reinforcements have no space to enter the battlefield. The entire Prussian right flank is up in the air for a turn but shortly after this picture opportunistic French Chasseurs are send packing by solid infantry formations.

It is the beginning of turn 6 of 7 in the scenario. I decided to end the battle here. Prussian losses are high (62% of of cohesion lost) while the French forces are still quite intact (33% of cohesion lost). What’s more is that the Prussians are still far away from Plancenoit, which is worth a big lump of victory points at the end of the game. There is no realistic chance they can win the scenario. This is partly due to the congested battlefield. About half the troops never saw battle and with the tight turn limit it is difficult to change that.

Part of the problem was the abysmal performance of Prinz Wilhelm’s cavalry on the Prussian right flank. They rolled badly turn after turn and a real threat to the French flank never materialized despite superior numbers. Subervie’s cavalry on the French side even stayed in reserve for the entire time as they were not needed.

French Guard reinforcements marching through Plancenoit as the day draws to a close. Waterloo is lost but the French retreat path has been secured.

Thoughts

The battle felt very one sided. Although Simmer and Jeanin had to give ground slowly at the end they still had more than enough fight in them to hold of the Prussians. Not a single Prussian unit ever advanced past their half of the battlefield! I don’t know exactly how much of this is down to scenario design or my unfamiliarity with the rules. In a previous scenario from the book (Jakubowo) I encountered the same problem though. Attacking is difficult and even more so with conscript level troops. This is neither a surprise nor unrealistic, but on both occasions I wondered about the very tight turn limit for the attacking force.

This is not a big issue as I’m not a fan of historical scenarios anyway. The rules are much more of a problem. Well, at least for what I want from them. Some parts are fiddly and long lists of detailed modifiers are time consuming, although they are all quite logical and easy to check. Add to that the reliance of 1d6 for almost every roll. Whether it is firing, melee, morale or maneuver tests. The high variance of 1d6 feels too random even with the ton of modifiers to add or subtract, yet the results are rather predictable as the casualty tables are designed that way.

The results still seem believable and detailed but the system does not feel fun to play for me. Especially as the turn sequence is geared towards individual divisions rather than IGOYOUGO which is more difficult to play solo.

If you like a bit more detailed rules that are still playable and you are not a solo player BE is probably way more interesting for you than it is for me. The very detailed army lists are a nice bonus. They go way deeper than the usual early-late distinction for the major powers and can be used for other rule systems easily.