Author Topic: The Battle of Pastores  (Read 1826 times)


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The Battle of Pastores
« on: January 16, 2013, 07:20:23 AM »
The battle of Pastores

The Allied army has been caught dispersed in late autumn 1812 somewhere in Spain close to the Portuguese border. The French army is trying to accomplish a flank manoeuvre to cut the Allied lines of communication with Lisbon.

The Allied brigade commander Woodworth has been given the vital role of blocking the French vanguard at all cost to give the rest of the Allied army time to concentrate and confront the French army in more favourable conditions.

The Battlefield:

The North side of the table is the French side, the Allied side is South. A stream runs from the middle of the West side of the table to its center and then in a diagonal direction to the NE corner of the table. It is crossable, but due to its abrupt banks covered with dense thorny bush, two turns are required for a unit to cross it, with the same rules that apply to crossing an obstacle.

A bridge is situated in the center of the table. To the South of it is a large plateau-type hill. A similar hill is located on the North side of the stream, just to the West of the bridge.

A road runs from the SW corner of the table diagonally to the bridge and then from the bridge to the NE corner. Another road goes from the South side of the bridge to the center of the eastern side of the table. The town of Pastores (2 town bases) is situated on both sides of the road, halfway between the SW corner and the bridge. The table size is that of a standard ping-pong table.

Armies and set-up:

French army:

CiC: General de division Gassot

General de brigade Pradelle:

1/ 69th, 2/69th, 3/69th: Rel/Exp/SK2
26th Dragoons:  Rel/Exp/Shock/Pursuit
Div. BTY: Med/Foot/4 can.

General de brigade Hamon:

1/122th, 3/101th, 1/93th: Rel/Ama/SK1
8th Chasseurs: Rel/Exp/Pursuit

Allied army:

CiC: Major General Woodworth

95th Rifles: Valiant/Exp/SK3
5th Cacadores: Rel/Exp/SK3
28th Foot: Rel/Exp/SK2
R.A. BTY: Med/Foot/3 can.

Lieut.General Howard:

5th Foot, 31st Foot: Rel/Exp/SK2
16th Light Dragoons: Rel/Exp/Pursuit

The French set-up anywhere 6 BW from the edge of their side, from the center of the table to the stream in the NE corner.

The Allies are divided into two groups. The first group, under Woodworth places itself on the hill South of the bridge. The second group under Howard, who secretly would like Woodworth to fail in order to take his place, is situated off the board. Before the start of the game, the Allied player rolls a die (1D6), covers it with a cup so as the French player doesn’t see the result and leaves it on the table. The die result corresponds to the turn when the second group enters the board, on the road, on the eastern side of the table, one by one, each unit following each other.

As the French start first, the Allies play on each even numbered turn. Howard’s troops enter the board on game turn 4 with a die result of 1 or 2, on game turn 6 with a die result of 3 or 4, or on turn 8 with a 5 or 6. To confirm the result, the Allied player reveals the die on the turn his troops enter the board.

Special rules:

- Attacking on the bridge: A unit can attack across the bridge in March formation, but then has to halve the total number of its combat dice.

- Art. Fire: Artillery units placed on the hills can fire over their troops if these are in the plain below and there is a space of 2BW or more between the target and any friendly troops in its fire zone.

- Firing squares: If the target is stretched over the fire zone of two sides of a square, calculate fire as usual for two infantry bases. If the target is located in the fire zone of only one side of a square, a +5 result counts as a hit, instead of the normal +4.

- Fog: In the morning of the battle, the stream has created a thick fog which covers the battlefield, making the British troops feel quite at home... At the end of each Allied turn, the Allied player rolls a die to determine if the thickness of the fog lightens or not. On a result of +4, the fog lightens one level from thick to medium, and then from medium to light and finally from light to no fog. It is thus only at the beginning of turn 7 that the fog could, at best, disappear completely.

Thick fog: visibility and movement is reduced to 4 BW

Medium fog: visibility and movement is reduced to 6 BW

Light fog: visibility reduced to 10 BW and movement reduced to 6 BW

Each side starts the game with as many cardboard counters (of the same size as an infantry battalion in March formation) as he has units on the table. Each side is allowed 8 additional counters he uses as lures. On the table-facing side of the counter is written either if the counter is a lure or what unit the counter represents.

When two enemy counters are within their visibility zones, the player(s) whose counter(s) is a lure, must remove it from the table. Only when both enemy counters correspond to real units, are the units placed on the table in place of the counters.

Victory conditions:

The rules regarding army breakpoint conditions are employed. If none of the two armies are broken, then the following victory conditions apply.

At any time during the game, if 3 French infantry battalions are able to leave the table on the road in the SW corner, they have obtained a decisive victory. Gassot will confirm himself as a good vanguard commander hoping to soon be given the title of Count by the Emperor himself and will finally be going back home to see his family which he hasn’t seen in 4 years…

Likewise, if at the end of the game (18+ turns), there are no French units on the south side of the stream, the Allies have won a decisive victory.

The Allied player has the opportunity anytime during the game of attempting to destroy the bridge, if one of his infantry units is in contact it. He may only attempt this once per game. A die roll of 1 or 2 is a failed attempt, 3 or 4 transforms the bridge into Rough Terrain while a 5 or 6 destroys it.

If he his able to concentrate his troops, Wellington would like to employ this bridge for his future offensive movement against the French. If the Allied player chooses to destroy the bridge, he will not obtain a decisive victory but only a marginal one at most, even if all his other victory conditions are met.

The decision of destroying the bridge should therefore not be taken lightly as Woodworth is presently in disgrace with the Duke who has already made known that he may have Woodworth sent to command a far away swampy frontier fort in India if Woodworth obtains anything short of a decisive victory…

If Howard takes too long to arrive, Woodworth could however arguably defend his decision of blowing up the bridge...
« Last Edit: February 15, 2013, 12:07:03 AM by voltigeur1 »