Tag Archives: Austrian Napoleonic Cavalry

An Adjustment to Command & Control

Following some testing with the new command and control system I’ve decided to make a number of adjustments. This is mainly because the game was inadvertently slowed down in the earlier rounds of the game.

Therefore, going forwards I’m going to retain the ratings of both Generals and Brigades, however I’m going to reintroduce ADC’s to activate Brigades.

I’ve outline below the principles of activations and ordering. On top of the below I’ll also be introducing some new Division orders which can be carried our by the General of Division, where he can order his entire division to advance, fire, change formation etc.

ACTIVATING OTHER GENERALS AND BRIGADES

  • Players start with 5 chits which represent their Commander-in-Chief’s (CinC) actions.
  • Chits are drawn one at a time from the bag, with the colour chit drawn from the bag denoting whose general may act.
  • A CinC may activate a General of Division (GD) by spending two action points (this would require actions to be saved until the player has enough to use), once they do so, an Aide-de-Camp (ADC) is placed in base-to-base contact with the CinC and may use 5 actions to move towards their target – an ADC moves a 8cm per action.
  • Once the ADC reaches the GD, the player may choose which objective that Division has been assigned by placing a dice marker on the ADC. A maximum of two objectives can be given to any GD, however, another ADC must be sent to the GD to do so.
  • Once the GD is activated, another 5 chits are added to that players hand and are drawn next turn with the other chits. Once again, these chits represent the GD’s actions for the turn.
  • A GD may then also spend two action points (again requiring them to be saved), to activate units within their division. If this is done, the process is that same as for activating a GD aside from there are no chits added to the draw bag for the next turn.

ORDERING BRIGADES TO ACT

  • Activated units can then be “ordered” to act in any turn. This is done by their GD issuing an “order” for one action point to the target unit. A combination of the Generals rating, and the Brigades/units rating determines what score is needed on 2D6 for that unit to act that turn.
  • When rolling the order dice, for each number below the target order score, the Brigade loses an action. (i.e., if the target score is 7 and the roll is 6, then the Brigade loses 1 action and may only use four this turn, if the roll is 5, then the Brigade loses two actions, and so on).
  • A General ordering a unit within their Division that is within 8cm of their base, receives no modifiers to the command roll. So if the target score is 7, the player needs to roll 7+ on 2D6.
  • However, for each full 8cm that the target brigade is away from the General, a modifier of -1 is applied to the dice. For example, a GD is ordering a Brigade within its division which is 18cm away from the General. The required target score is 7, however as the Brigade is over 16cm away (8cm x 2) the command roll will suffer a -2 modifier. So in actual fact a roll of 9 is required on two dice for that Brigade to retain its five actions that turn.
  • A natural roll of 12 on 2D6 for ordering is always a success and also gives the target Brigade an additional action, meaning that it can use six actions that turn instead of five.
  • A natural roll of 2 on 2D6 is classed as a blunder and neither the General or the Brigade can act any further that turn.

All of these changes should speed up the command and control of the game, and the game itself considerably. But as always let me know your thoughts.

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Battle of Elchingen 1805 Scenario

I’ve recently finished the first scenario for Tabletop Simulator which can be used by playtesters.

The Battle of Elchingen was chosen as the battle itself takes place between two fairly small and evenly matched forces of French and Austrians. The battle itself took place three days after the Battle of Haslach-Jungingen where the Austrians were badly mauled by the French. So, although in this scenario the Austrian’s have many more units than the French, a lot of these consist of only 2-3 combat dice each while the French units are roughly double this value.

Austrian forces holding the ridge between Ober-Elchingen and Unter-Elchingen

The battle starts at 8am where the French have to repair a Bridge over the river Danube in order to attack the Austrian forces and then head towards Ulm to block Mack’s retreat and keep him boxed in so that the Austrian’s are forced to surrender.

The Austrians hold the high ground between Ober-Elchingen and Unter-Elchingen while a small force is posted on the northern bank of the river to delay the French crossing.

The Bridge over the River Danube

In this scenario, the French player must first rebuild the bridge (done by rolling construction points each turn), then push forward and assault the ridge. Victory points are awarded for holding the river crossing, Ober-Elchingen and Unter-Elchingen.

Historically Marshal Ney was victorious in this battle by mid-afternoon, and for his performance Napoleon gave him the title of 1st Duke of Elchingen.

BEAT YOUR HISTORIC COUNTERPART

One of the purposes of building this rule set was to enable myself and other like-minded individuals the opportunity to compare their performance to that of the General commanding at the time. Therefore, if you achieve the below conditions you can safely say that you outperformed your historical counterpart.

In this scenario each hit counts as roughly 20 men killed or wounded.

The French
To beat Marshal Ney the bridge must be repaired by 10am and your forces must suffer less than 43 hits. You must also have captured all three objectives by turn 42.

The Austrians
To beat Feldmarschall-leutnant Riesche you must hold Unter-Elchingen and Ober-Elchingen until at least turn 42. You must also suffer less than 300 hits on your forces.

VICTORY

At the end of each turn players count up the number of objectives where only units of their forces are within 10cm of that objective, if any enemy units are also within 10cm then neither side scores the VP.

At the end of the game the player with the most VP wins a Tactical victory. The player with the most hits caused wins a Strategic victory. If a player is lucky enough to have both then they are considered to have won a major victory.

SINGLE-PLAYER
Plans are being drawn to also turn this into a single player game where the player can choose which force they would like to control. The other force will be controlled by the A.I. (by which we mean a pre-determined move or actions depending upon your own movements and actions). This however is a little way off yet.

To try this out download it from the Steam Workshop today.

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Rulebook Re-wording and Fog of War Rules

As part of my journey into writing the rules for my Napoleonic Wargame I stated from the start that I would keep everyone who read these articles up to date on the changes I make while testing and proof reading is carried out.

With the latest version now out both on this website and via the mod for Tabletop Simulator, I thought I would update you to some minor tweaks and changes I’m making that will be reflected in these on Sunday.

Firstly on page 3 under Generals. I don’t believe this covers the role of Divisional Generals or encompass everything either a CinC or a Divisional General does. Therefore I’m rewording this paragraph to read as follows:

Generals – Generals encompass both the Commander-in-Chief (You) and the Generals of Division. All orders for your battle are issued from your Commander-in-Chief (CinC) via Aide-de-Camps (ADC’s), see the orders section for more information on issuing orders and ADC’s. All orders must reach a General of Division (GoD) before being passed on to Brigades.

Both the CinC and the GoD can also contribute to the battle by attempting to rally broken units or by adding a combat dice to a unit’s melee roll, in both these circumstances the CinC and GoD must be in base-to-base contact with the friendly that is fleeing or in melee. These both come with a risk to the General however!

Generals move at a rate of 8cm per action.

Secondly under the section of the same name (Generals) on Page 8. This section will be renamed as Orders and the following paragraph will apply:

ORDERS
Each player will be represented by a single base on the tabletop representing them as Commander-in-Chief (CinC). Players can move their commanders around the field of battle to issue orders to their Generals of Division (GD) or to their Brigadier Generals (BG) if playing in a smaller game.

The CinC can issue ADC’s to send orders to a General of Division or Brigade, when they do so an ADC base leaves the CinC with a dice representing the number of the objective that the Brigade can attack.

An ADC must first make base to base contact with the General of Division for that Brigade (chain of command and all that). Once they have made contact with the General of Division, the ADC remains with them until issued to a Brigade from the General of Division. Generals of Division issue orders in the same manner as Commander-in-Chiefs but must have an ADC present to do so.

The ADC moves at a rate of 8cm per action, once the ADC reaches a Brigade it is activating the Brigade can use any actions remaining for the ADC that turn as their own. For example, should an ADC take three actions to move to a Brigade, the Brigade can use two actions that turn to perform their own offensive or defensive actions.

FIGURE 4 – CHAIN OF COMMAND FOR ORDERS

Generals of Division and the Commander-in-Chief all have 5 command points they can spend each turn. If they’re within 15cm of any friendly Units command points can be used to buff a Brigades command stat to make it easier for them to enact orders that turn. (For Example, a Divisional General may spend two Command Points to buff a nearby Brigade, in which case the Brigade goes from needing 8+ to act that turn to 6+.

If Generals are in base-to-base contact with a friendly unit in melee with the enemy the General can also take part and adds one additional combat dice to the friendly Brigade in combat.”

This in turn had meant a change to the Activated Elements section, which has been renamed to Activated Brigades. This now reads as:

ACTIVATED BRIGADES
Each Brigade can use up to five actions per turn, some actions cost more than others a list of actions is shown later on.


Actions usually revolve around moving, changing formation or attacking the enemy.


Once a Brigade has been activated that Brigade will need to pass a Command Test each turn in order to act. This is done against the Brigades command value of 8+. This value can be modified by nearby Generals of Division or the Commander-in-Chief who can add command points to each roll.

OTHER NOTES

I’m also reducing the number of special rules around impetuous from three to two. These will now be Impetuous (3+) and Impetuous (4+).

NEW ADVANCED RULE

FOG OF WAR
I’m introducing an additional rule into the Advanced Section of the book called ‘Fog of War’.

Fog of War
Players may wish to deploy their units as markers instead of models. These markers must be the same size as the base its replacing with the name of the unit on its face. When players deploy their army these markers are then placed face down on the tabletop.

Markers are revealed in two situations during the course of the battle:

1) If the marker closes to within 30cm of an opposing unit or marker.

2) If the hidden unit fires any weapons.

All of these changes will be reflected on the website and on Tabletop Simulator on Sunday.

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Clausewitz Available on Steam Workshop for Tabletop Simulator

Okay, this is a pretty big deal for me. I’ve spent the last week and a half putting the finishing touches to the Clausewitz Mod for Tabletop Simulator!

This is available to download now from the Steam Workshop.

The mod includes all of the British and French units, and future updates will include other armies and terrain.

Now you too can playtest Clausewitz without the need for miniatures or even a tabletop!

Please try it today and pass any feedback you have to clausewitz.tabletop@gmail.com

Screenshots below:

Vimeiro Battlefield
The French Grande Armee
The British Army
The French attack a British position

Grand Scale Battles
It even includes a copy of the latest draft rules!

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Clausewitz Wargames Intro

As the YouTube channel is going to become busier over the next few months with playtest etc I thought it was time to have a professional looking intro to the videos.

If my IT skills are proficient enough this should also start appearing past videos as of next week.

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Austrian Cavalry Units

Austrian cavalry contained Cuirassiers, Dragoons, Chaveauxlegers (Light Dragoons), Hussars and Uhlans. All were well trained, well mounted and had a good reputation across Europe.

Much like the article I wrote on the Infantry units for Austria, I’ll run through each type of cavalry and then define their attributes and any special rules after doing so.

CUIRASSIERS

Austrian Cuirassiers being ambushed by French Cavalry

Austrian had eight regiments of Cuirassiers, which were fewer than some of the other nations such as France who had between twelve to fifteen and Russia who has ten to twelve.

In 1809 a regiment of Cuirassiers consisted of 975 men across six squadrons, in 1812 this was changed to four squadrons of 144 men each.

The name Cuirassier comes from the name of the breastplate armour that the cavalry wore; the Cuirass. They were also armed with a brace of pistols as well as a straight broadsword. Each squadron of Cuirassiers had eight men armed with rifles and eight with carbines.

Unit Attributes

Austrian Cuirassiers Unit Card

Special Rules

  • Pistols – Cuirassiers are armed with short ranged weaponry. If the player wishes, this unit may fire its pistols once an enemy closes within range. Pistols have a long range of 2cm and short range of 1cm.
  • Cavalry (-1) – Units of this calibre have a fearsome reputation on the battlefield. As such any enemy foot units that are within 10cm of a unit of Uhlans suffer a -2 modifier to any morale checks that the unit makes.
  • Impetuous (3+) – Uhlans occasionally struggle to maintain their composure in the heat of battle. After this unit has fought in melee, during its next action roll a D6; on a roll of 3+ the unit can act normally, if the unit fails this roll it must make its quickest move towards the nearest enemy unit and contact them in melee if possible.

DRAGOONS

The Austrians possessed six regiments of Dragoons and six of Chevaulegers. Dragoons were armed with carbines and the heavy pallasch. Each squadron had sixteen men armed with rifles.

Unit Attributes

Austrian Dragoons Unit Card

Special Rules

  • Pistols – Dragoons are armed with short ranged weaponry. If the player wishes, this unit may fire its pistols once an enemy closes within range. Pistols have a long range of 2cm and short range of 1cm.
  • Cavalry (-1) – Units of this calibre have a fearsome reputation on the battlefield. As such any enemy foot units that are within 10cm of a unit of Dragoons suffer a -1 modifier to any morale checks that the unit makes.
  • Impetuous (4+) – Dragoons occasionally struggle to maintain their composure in the heat of battle. After this unit has fought in melee, during its next action roll a D6; on a roll of 4+ the unit can act normally, if the unit fails this roll it must make its quickest move towards the nearest enemy unit and contact them in melee if possible.
  • Rifles – During an action the unit can choose to fire its rifles instead of performing any other action. If it does so it can use 1 combat dice and fire at the enemy using the rifle weapon profile (long Range 8cm / Effective Range 4cm).

UHLANS

Austrian Uhlan

“I saw a great many French horse carabiniers with lace wounds …”

Dezydery Chlapowski

Austrian has three regiments of Uhlans, and in 1814 formed a fourth regiment. In comparison France had nine lancer regiments and Russia increased the number of their own Uhlan regiments from two to twelve.

Uhlans were armed with pistols, curved sabres and a lance. Each squadron had eight men armed with rifles and eight with carbines. A Uhlan regiment was divided into four divisions, with the central two divisions armed with lances while the flanking divisions were armed with carbines.

Unit Atrributes

Austrian Uhlans Unit Card

Special Rules

  • Pistols – Uhlans are armed with short ranged weaponry. If the player wishes, this unit may fire its pistols once an enemy closes within range. Pistols have a long range of 2cm and short range of 1cm.
  • Cavalry (-1) – Units of this calibre have a fearsome reputation on the battlefield. As such any enemy foot units that are within 10cm of a unit of Uhlans suffer a -1 modifier to any morale checks that the unit makes.
  • Impetuous (4+) – Uhlans occasionally struggle to maintain their composure in the heat of battle. After this unit has fought in melee, during its next action roll a D6; on a roll of 4+ the unit can act normally, if the unit fails this roll it must make its quickest move towards the nearest enemy unit and contact them in melee if possible.
  • Rifles – During an action the unit can choose to fire its rifles instead of performing any other action. If it does so it can use 1 combat dice and fire at the enemy using the rifle weapon profile (long Range 8cm / Effective Range 4cm).

CHEVAULEGERS

“…was of the opinion than, as I am still today, that the Austrian light horse is the best trained in this kind of warfare [skirmish]. The Austrians are always the most skilled at placing outposts to guard their army.”

Chlapowski/Simmons – “Memoirs of a Polish Lancer” P15

As of 1802 there were six regiments of Chevaulegers with a seventh being formed in 1814.

Chevaulegers carried a carbine and a sabre, with each squadron having sixteen men armed with rifles.

The Austrian Chevaulegers formed large regiments and served effectively in pitched battles while also being effective in escort duty, skirmishers and in smaller engagements.

Unit Attributes

Austrian Chevaulegers Unit Card

Special Rules

  • Pistols – Chevaulegers are armed with short ranged weaponry. If the player wishes, this unit may fire its pistols once an enemy closes within range. Pistols have a long range of 2cm and short range of 1cm.
  • Cavalry (-1) – Units of this calibre have a fearsome reputation on the battlefield. As such any enemy foot units that are within 10cm of a unit of Chevaulegers suffer a -1 modifier to any morale checks that the unit makes.
  • Impetuous (5+) – Chevaulegers occasionally struggle to maintain their composure in the heat of battle. After this unit has fought in melee, during its next action roll a D6; on a roll of 4+ the unit can act normally, if the unit fails this roll it must make its quickest move towards the nearest enemy unit and contact them in melee if possible.
  • Rifles – During an action the unit can choose to fire its rifles instead of performing any other action. If it does so it can use 1 combat dice and fire at the enemy using the rifle weapon profile (long Range 8cm / Effective Range 4cm).
  • Deployment Marker – Units of Chevaulegers allows the owning player to use an additional deployment marker in the scouting phase.

HUSSARS

Austria had twelve Hussar regiments, eight from Hungary, two from Transylvania and two from Slovakia. The name ‘Hussar’ derives from the Latin word Cursarius which means raider, and originally was used to refer to marauders from the Northern Balkans. It was later adopted by the Magyar people of Hungary as the name for irregular light cavalry.

Hussars carried a large sabre and a carbine. There were six sharpshooters in each squadron carrying rifles.

Unit Attributes

Austrian Hussars Unit Card

Special Rules

  • Pistols – Hussars are armed with short ranged weaponry. If the player wishes, this unit may fire its carbines once an enemy closes within range. Carbines have a long range of 2cm and short range of 1cm.
  • Cavalry (-1) – Units of this calibre have a fearsome reputation on the battlefield. As such any enemy foot units that are within 10cm of a unit of Hussars suffer a -1 modifier to any morale checks that the unit makes.
  • Impetuous (3+) – Hussars occasionally struggle to maintain their composure in the heat of battle. After this unit has fought in melee, during its next action roll a D6; on a roll of 3+ the unit can act normally, if the unit fails this roll it must make its quickest move towards the nearest enemy unit and contact them in melee if possible.
  • Rifles – During an action the unit can choose to fire its rifles instead of performing any other action. If it does so it can use 1 combat dice and fire at the enemy using the rifle weapon profile (long Range 8cm / Effective Range 4cm).
  • Deployment Marker – Units of Hussars allows the owning player to use an additional deployment marker in the scouting phase.

Austrian Cavalry Unit Card

Below is the full unit card for the Austrian Cavalry. Pistols will be removed from the special rules and have their profiles included elsewhere once the full rules are published.

As always, if you have any suggestions, thoughts or comments please let me know.

Austrian Cavalry Unit Card

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SOURCES

https://www.napoleon-series.org/military-info/organization/Austria/ArmyStudy/c_AustrianArmyCavalry.html#:~:text=The%20Austrian%20cavalry%20consisted%20of,wore%20white%20coats%20and%20breeches.

http://napoleonistyka.atspace.com/Austrian_cavalry.htm#_cuirassiers