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.
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.
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.
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.