With that in mind, the aim of this post is to present a few turns of a complete Polemos General de Division game. It is deliberately long and long-winded, in order to provide the clearest possible explanation. That said, no doubt I haven't been clear at some point or I have done something not in the rules because I have house-ruled it but played it so often I have forgotten that it is actually a house rule...
All comments and constructive criticism very welcome.
The Scenario
For the scenario I chose the First Battle of Bassano , fought on 8th September 1796 which took place between a French Army under General Bonaparte against an Austrian force led by Field Marshal
Wurmser.
The scenario itself was only slightly adapted from one written by Andrew Sayce back in Miniature Wargames 121.
Adapting the Scenario
The typical difference between a Polemos scenario and a more standard ruleset is that generally a single base represents a single unit, and strength differences between units are ignored: instead the number of bases is calculated at an Army level. Normally this makes absolutely no difference as every army's battalions were roughly the same strength, but not in this scenario: the Austrians had distinctly larger battalions. So the forces ended up as follows:
The French Army:
C-in-C: General Bonaparte
1st Division: Gen Massena (Decisive)
1 x Light brigade: 3 bases of Trained SK2 infantry
2 x Line brigades: 4 bases of Trained SK1 infantry
1 x Line brigade: 3 bases of Trained SK1 infantry
Artillery: 1 x 8lb Foot Bty, 1 x 6lb Foot Bty
2nd Division: Gen Augerau (Capable)
1 x Light brigade: 3 bases of Trained SK2 infantry
2 x Line brigades: 3 bases of Trained SK1 infantry
1 x Line brigade: 4 bases of Trained SK1 infantry
Artillery: 1 x 8lb Foot Bty, 1 x 6lb Foot Bty
Cavalry Division: Gen Murat (Decisive)
1 x Brigade: 3 bases of Trained light cavalry
Artillery: 1 x 4lb Horse Bty
Independent Cavalry Brigade (detached from Murat's Division)
4 bases of Trained light cavalry
The French force will generate tempo as: D6 + 4 (1 for each independent formation in the Army)
Its Army morale will be 10 (2.5 x number of independent formations)
The Austrian Army
C-in-C: FM Wurmser
1st Division: Gen Kheil (Plodding*)
2 x Line brigades: 4 bases of Trained SK0 infantry
1 x Light brigade: 3 bases of Trained SK2 infantry
Artillery: 1 x base of 8lb Foot, 1 x base of 6lb Foot
2nd Division: Gen Reisky (Plodding*)
2 x Line brigades: 4 bases of Trained SK0 infantry
1 x Light brigade: 3 bases of Trained SK2 infantry
Artillery: 1 x base of 8lb Foot, 2 x bases of 6lb Foot
Grenadier Reserve
4 bases of Veteran SKo infantry
Light Cavalry Brigade
3 bases of Trained Light Cavalry
Light Cavalry Brigade
3 bases of Trained Light Cavalry
Uhlan Brigade
3 bases of Trained Lancers
Dragoon Brigade
5 bases of Trained Dragoons
*The actual formations in the Austrian force weren't known to the scenario writer, nor do they appear in the Napoleonic Wars Data Book, so I simply made up a typical structure with a couple of fictitious commanders.
The Austrian Army will generate tempo as follows: D6 + 7
The Austrian Army will have an Army morale of 17.5 (i.e. 2.5 x 7)
Terrain Notes:
The high ground is classed as steep slopes
The watercourse is a river, only passable at the bridge
The built-up area is a town
Scenario Special Rules:
The author suggests a -1 to all Austrian morale rolls to account for their poor morale and tiredness. I will use this on all combat rolls, but not on firing or melee rolls to incorporate this.
Note on modifiers - when I go through the modifiers, I do them all from the perspective of the attacker or firer. This is why you may see a '+' when the rulebook has a '-'. It makes absolutely no difference to the results, I just find it easier to count this way when playing solo.
I normally use individually-based figures now to indicate Tempo Points and Shaken levels but I have used black and red counters respectively in this game in order to make them more obvious (obtrusive?!) to the reader.
The Deployment
The view along the lines, from the French left towards the river. Augerau's Division occupies the high ground looking over the town and river valley |
Both sides rolled for tempo:
French roll 6 + 4 =10.
Austrians roll 5 + 7 =12.
Then both sides bid:
French bid 5. Austrians bid 5. Napoleon has 5 TPs to allocate, Wurmser has 7.
As a tie on the first turn in the game, both sides roll to see who gets the tempo on the first turn. Napoleon wins.
Turn 1 : Tempo Player Bombardment
Augerau's artillery bombards unsuccessfully (rolls 6, +1 for extra base, +1 for extra target base = 8, no effect) |
As does Massena's. |
Napoleon gives two TPs to Massena (foreground), a single TP to the Cav Bde commander. Massena converts this into 10 order points, the Cav Bde commander into 2 order points. |
Napoleon gives one TP each to Murat and Augerau, who generate 5 and 4 TPs respectively. |
(there were no attacks in this turn)
Massena uses an order point to move his light brigade (see the extra skirmishers) forward |
Massena uses two more order points to move an infantry brigade parallel to his light brigade |
Massena uses a fourth order point to move forward half of a reserve brigade towards the French right flank |
He uses a fifth order point to move the other half of the reserve brigade behind the advancing light infantrymen |
And he uses a sixth order point to move his last infantry brigade up towards Napoleon and his artillery. The artillery can't move since they carried out ineffective bombardment fire. |
Augerau uses his first order point to move forward his light brigade. |
He uses his second order point to move forward the supporting brigade |
He uses a third order point to move forward half of his reserve brigade |
And he uses a fourth order point to move the other half of the reserve brigade too |
He doesn't have sufficient points remaining to advance his last brigade |
The independent cavalry brigade moves forward. All turning must be done by wheeling. I use a homemade marker with distances of 1/2BW and 1BW marked on for ease. |
Murat moves forward his division in two groups |
The Austrian artillery bombards the French. Rolls 5, gets cease fire miss next turn's bombardment (indicated by smoke) |
The other Austrian artillery bombards Massena's advancing troops: Rolls 6, +1 for extra base firing, +1 for extra base target, -1 for target moved last turn = 7 (no effect) |
Wurmser gives two TPs to the Uhlan brigade. Because it is further than 6BW from Wurmser, each TP only generates a single order point. |
A TP is given to Kheil (located next to the bridge), generating 3 order points. |
And two TPs are given to the Grenadiers, generating 4 order points. |
Kheil moves his infantry up to support his artillery |
(There were no attacks - the picture above belongs to this section too (formattting issue!)
The Grenadiers move up, some of them along the road to reinforce the town of Bassano. |
Napoleon bid 2 of his 10 Tempo points, Wurmser bid 6 of his 12: The Austrians therefore have the tempo:
Turn 2: Tempo Player Bombardment
Austrian bombardment on the right flank: no effect |
Austrian bombardment on the left forom Kheil's artillery: rolls 10, +1 extra base, +1 target base, -1moved = 11, target must retire or be shaken. The French retire 1BW (see gap in French advance) |
Turn 2: Tempo Player Moving Generals & Issuing TPs
Wurmser gives 2 TPs to one of the groups of Dragoons - because of range, order points havled to 2. |
1 TP given to the Grenadiers for 2 order points |
1 TP given to Kheil, 1 TP given to a Lt Cav Bde |
(no attacks this turn)
Movement - Austrian Dragoons move up to secure the Austrian right flank |
Austrian Grenadiers enter Bassano to support the Grenzers |
Not a great shot here, but Kheil has brought up some of his reserve infantry to give rear support to his artillery; the grenzers and light cavalry on the left both advance slightly forward |
Non-tempo player bombardment: Augerau's artillery bombards without effect (and Massena's artillery doesn't achive anything either) |
Napoleon issues his tempo points: 2 to Massena (10 order points, 1 to each group of the independent Lt Cav Bde (4 order points) |
3 to Augerau (12 order points) and 1 to Murat (5 order points) |
And the Cavalry retire thus. |
Massena advances his 4-base infantry brigade for 4 order points. |
Murat advances each of his groups for 2 order points per group. |
Augerau moves all of his infantry groups (five) for a total of 10 order points. |
Napoleon bids 7 and is left with 3 points, Wurmser bids 10 and is left with 2 points. The Austrians retain the tempo.
Turn 3 - Tempo Player Moves Generals & Issues Tempo Points
(The Austrian bombardment was ineffective this turn)
1 TP to Kheil for 3 order points. Note that he has moved and attached himself to the light cavalry. He had just insufficient movement to attach himself to the Grenzers ahead of them) |
1 more TP to the Grenadiers for 2 order points |
Austrian grenadiers continue their slow (1BW per turn) move through the town. |
Turn 3 - Non-Tempo Player Bombardment
Napoleon gives 2TPs to Massena for a total of 10 order points. |
1 TP to the independent Cav Bde for 2 order points. |
Massena, leading in person, ordersthis brigade to attack (cost 6 order points) |
The Austrian infantry falls back, inflicting a level of shaken into the rear supporting infantry base. |
Turn 3 - Non-Tempo Player Movement
French Light Cavalry advances down the road under the watchful eye of General Bonaparte. |
The French infantry turn, spent. They will move at normal rate towards their own baseline, hors de combat for the remainder of the battle. |
Massena removes 1 shaken level from the infantry unit he is in base contact with. |
Turn 4 - Tempo Bidding
Napoleon bids 2 TPs, leaving him with 8. Wurmser bids 8, leaving him with 4.
Turn 4 - Tempo Player Moves Generals & Issues TPs
Wurmser issues all 4 Tempo points to General Kheil for a total of 12 order points. |
Gen Kheil moves to lead his unshaken right-hand battalions in person and orders them to attack (2 order points) |
The routing Austrian infantry fall back plus move normal move (2BW) for a total of 3BW. Rear supporting base falls back (i.e. takes 1 shaken level, moves back 1BW facing the enemy). |
Austrian general tests for safety, is fine. n.b. I should have moved the victorious French forward at this point, but instead I moved them after the normal Austrian movement. It made no differenc. |
The Austrian artillery moves onto the bridge (1 order point) |
The remaining order points are used to remove shaken levels |
The French infantry is moved forward 1BW. |
Rolls 9, +1 for extra base, +1 for additional target = 11: retire or be shaken |
Austrian infantry retire as a result |
Massena's artillery bombard, but roll 5, +1 for extra base, -1 for target moved = 5. Cease fire for next turn. |
Smoke indicates the cease fire. |
3 TPs given to Massena (15 order points), 2 TPs given to the independent cavalry brigade, which Napoleon joins in person. |
1 TP given to Murat (5 order points) and 2 TPs to Augerau (8 order points) |
French cavalry win, will follow up 1 BW then test to pursue at the end of the round. |
French advance again after breaking enenmy - note Austrian infantry in rear support fell back with shaken level. |
French infantry tried another attack on the Uhlans. This time the cavalry won, so the infantry didn't charge. |
Turn 4 - Non-Tempo Player Movement
Augerau moves forward his two main brigades, plus his flanking brigade and two bases from his reserve. Murat brings his groups back together. |
Summary:
I hope that this long walkthrough may be of some use to players who wish to give Polemos Napoleonics a go but feel that they are struggling to grasp the baasic mechanics. Please feel free to ask me any questions and I will try my best to answer, or I will amend the post to show the answer.
If the author or any of the more veteran players want to correct something, please let me know, I'm not precious about changing stuff that I have misinterpreted. I think that this walkthrough does show the many strengths of Polemos as a ruleset, as well as highlighting the weaknesses - primarily bases interacting in ways not fully described in the rulebook, particularly as outcomes of attacks.
Played on a homemade 5'x3' mat, using Baccus 6mm napoleonic figures and Total Battle Miniatures buildings.
Thank you very much for taking the time to get such a substantial post out for sharing. I enjoy your Polemos reports, but particularly enjoyed seeing the detail of systems in this one.
ReplyDeleteThanks Norm, I'm glad you liked it. My more typical reports are quite fun to write and don't detract from the actual game, but stuff like this is more work.
ReplyDeleteVery nice. All right if I provide a link to this from my site?
ReplyDeleteThank you. Feel free to link to your site.
DeleteWell done! very informative. You have been inspirational!!! I will try and buy a copy of these rules if i can convince m better half.
ReplyDeletehave you tried the modifiers from the point of the defender?
Jonathan Edmans
Inspirational will try get rules (wealth permitting ). It was a brilliant and already set me on the soloist course with polemos. Does the modifiers work when the defender is used.
ReplyDeleteJonathan M Edmans
Inspirational will try to get the rules. Have ideas already as a soloist. Do the modifiers work for the defenders.
ReplyDeleteJonathan
Inspirational will try to get the rules. Have ideas already as a soloist. Do the modifiers work for the defenders.
ReplyDeleteJonathan
Thanks very much Jonathan. I've put an answer to this on the Baccus forum https://www.baccus6mm.com/forum/Rules/PolemosRules/516-1-PolemosGdD-detailedplayexample/
DeleteIwas inspired, very good idea I will try and buy the rules now. Does the Modifiers work with the defenders as well ?
ReplyDeleteJonathan
Very good. Thank you for all the effort.In recent weeks I have been trying to streamline these rules a bit and iron out a few of the wrinkles but I am not sure I have improved them so I might go back to as written. More or less....Why do I always feel the need to tinker?
ReplyDeleteMost gamers are inveterate tinkerers! I have tinkered with these rules myself so I am happier about them: not a criticism of the rules, quite the reverse; if I don't like a set of rules, I don't stick with them long enough to tinker...
DeleteWhat an undertaking! Thanks for such a detailed sequence step by step.
ReplyDeleteYou are very welcome! I hope it was interesting and/or useful for you
DeleteHi can squares be formed using the rules?
ReplyDeleteJonathan
Hello Jonathan,
ReplyDeleteFirstly, apologies for the late reply: I have been away from the internet for quite a while.
And secondly, in answer to your question, yes and no, but mainly no. Forming a square is effectively treated as an outcome, rather than a command choice. But you don't "put a unit into square" like you do in other rules. This makes the infantry's morale state and training the key determinants of the outcome, rather than the formation.