The Viereckstal Campaign. Chapter 8 (Part 3)

 // The Battle of Marschfurt //

// Turns 3, 4 and 5 //


I am using up the last day of my annual leave for the year, today so managed to find time to duck into the garage and play through a few more turns.

Before starting I gave some thought to wnat each commander might be trying to achieve and what they might prioritise. We know from the initial roll-up that the Tattemberg approach was focused on a frontal attack along the post-road. The village of Marschfurt was identified as of relevance but not a major focus for activity. As a result, General Kurzerpilz would allow his subordinates to react to enemy movements around the village but the main effirt would remain directly forwards.

The Gallian approach was a little different. The same roll-up when setting up the game showed they would be quite active defenders, open to isolated counterpunches when necessary, but not to a major counterattack. They would place a higher priority on the village as being tactically important. The first few turns had seen their left (south) flank coming under some pressure from Tattemberg light infantry and it was clear that the centre of the battlefield could become quite attritional, even with the advantage of the high ground. Holding the cavalry in reserve did maintain some flexibility, but with the likelihood of becoming outnumbered, could the army justify not having all of its units playing an active role? Croqaumerde and d'Bonbon issued instructions to Cheri on the left to permit the Chasseurs in the forest to give ground if pressurised, rather than becoming isolated, worn down and exposing the southern flank of the army. At the same time, Boudin was instructed to leave one squadron of reserve cavalry with Croqaumerde and take the other two reserve squadrons around the right flank to reinforce Marschfurt and threaten the Tattemberg left. 

After two turns of manoeuvring  and exchanging fire we can see the position of the armies at the close of turn 4 in the overhead photo below:


From the Tattemberg persepective, on the far left Boudin's reserve cavalry are trotting down the river road towards Marschfurt:



Major Vipernoir had meanwhile pushed his troops forward from the village to maintain pressure on the Tattemberg left flank, drawing units away from the frontal attack. This had compelled Kodenchypz to send the Falkensteyn Musketeers to bolster the light infantry and hussars of Von Stumpf's advance guard:



To the north of the road Kurzerpilz took personal command of the artillery, ordering them to unlimber and target the visible battalion of Cheri's Clafoutis Regiment. The jager were used to screen the Tattemberg artillery from Gallian counter-battery fire. To the south of the road, Kodenchypz's two fusilier units formed up and advanced towards the Clafoutis adding to the threat against the Gallian right, with the light infantry Hahnchinabun continuing to exchange volleys with the Chasseurs du Poulet in the southern forest. With both light units being in skirmish formation, this shooting was not particularly effective:

The Tattemberg left-centre, artillery and light troops - feels a bit flimsy?

Tattemberg fusiliers advance uphill towards Major Cheri and the Clafoutis Regiment, while light infantry skirmish on the flank and the artillery provides support

The Tattemberg centre at the end of turn 4

Looking along the Gallian main position from the southern end

Tattemberg field guns deploy and commence bombardment

The southern flank seen from the Gallian side. The lead Clafoutis battalion is being pummeled by artillery, while the second battalion remains in a supporting position.


The final act of turn 4 saw Kodenchypz attempt to activate the Fleischkucken Grenadier Regiment. These chaps had taken some disorder from Gallian artillery, despite the screening position of the jager. The disorder combined with an unfortunate dice roll saw a failure to activate and a consequent morale check, which resulted in the grenadiers routing away from the enemy with Kodenchypz in hot pursuit!

// Turn 5 //

The opening action of this turn saw Vipernoir and Croqaumerde activating in unison. This allowed both commanders to order infantry to fire upon the enemy, causing disorder and provifing an opportunity for Vipernoir's dragoon squadron the charge the half-battalion of Hahnchinabun light infantry:


The dragoons charged successfully and did win the melee, but would have hoped for a more decisive outcome. The fortunate light infantry took losses but their morale held well enough to only see them fall back 6 inches. The pursuit roll by the dragoons (D5 + d12) came up with a very disappointing "4", leaving the cavlry short of their target and blown:


The rest of the turn saw more marching and shooting. The fusiliers on the right would really have wanted to charge the Clafoutis battalion to their front, but the limited command capacity of Kodenchypz and Kurzerpilz was rather taken up with other priorities, not least the routing grenadiers.


Boudin's cavalry have reached the village and are coming up to reinforce Major Vipernoir

Vipernoir meanwhile continues to keep the Tattemberg left flank fully occupied

On the opposite flank, the fusiliers, light infantry and artillery have made life very uncomfortable for the Clafoutis Regiment who have been forced to deploy their second battalion into line astride the road.


The Gallians have withdrawn their guns further uphill and now have three battalions formed into a line to defend the road. 

Behind the front line, von Stumpf attempts to bring his hussar squadrons back into a reserve position to be ready for whatever comes next

Tattemberg field guns screened by jager

The thin white line...



The high point of the turn for Tattemberg was Kodenchypz's successful rallying of the Fleischkuchen grenadiers...Hurrah!


Here is a final overhead shot of the battlefield as turn 5 draws to a close:


Both armies are feeling pressure on their left flank, but can anyone grab the upper hand?

There are Tattemberg dragoons on their way, but the dice gods decided that these can't even be rolled for until the end of turn 6!


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