Heretical Gaming is my blog about my gaming life, featuring small skirmishes and big battles from many historical periods (and some in the mythic past or the far future too). The focus is on battle reports using a wide variety of rules, with the occasional rules review, book review and odd musing about the gaming and history. Most of the battles use 6mm-sized figures and vehicles, but occasionally 15mm and 28mm figures appear too.

Monday, 21 March 2016

Polemos: English Civil War Rules Review

Polemos English Civil War (2nd Edition)



PolemosECW is published by Baccus 6mm and is co-authored by its owner, Peter Berry. It is aimed at re-creating the larger battles of the English Civil War / Wars of the Three Kingdoms. The basic element of the game is the base, where one base represents a battalia of foot (c.500 men), a squadron of horse (c.125 men), a detachment of dragoons (c.250 men) or two cannon. Any number of figures can be on a base. Due to the number of cavalry in ECW armies, this system can require a very large number of cavalry bases to recreate the larger battles (50+ per side) whereas it is unusual to need more than 20 bases of infantry, and quite often only half of that. All movement distances are expressed in Base Widths (i.e. The width of a single infantry or cavalry unit). A base width represents 80 paces and the suggested size is 60mm - but any size of base should work.  There is no time scale, the authors preferring to think of a turn as a "focus of action", but infantry march movement is approximately consistent with a 5-minute turn.

Troops are rated as veteran, trained or raw and may also additionally be "elite" (so raw/elite is possible). Generals are rated as good, average or poor. Artillery is rated per weight/size of gun. Additionally, horse is described as Dutch Trained (i.e. Trained using the Dutch system) or Swedish Trained; meanwhile, foot is described as shot, shot-heavy, mixed, pike-heavy or pike, dependent on the ratio of musketeers to pikemen within the unit.

Polemos ECW's command and control mechanic is the one common to the Polemos family of rules, the use of tempo points. Tempo points are a derivation of the PIPs used in Phil Barker's Dbx series of games but are also used to model initiative and decision cycles too. Each force has a certain number of tempo points, generated by the size of the army and the quality of its generals. The player then bids a certain number of those points to try and "gain the tempo" (i.e. have the initiative for the turn). The remainder of those points are used to issue orders to and thus move the player's forces. However, the player who has gained the tempo is able to move his or her troops at reduced cost. A player who loses the tempo in one turn then gains it in the next will be able to move and/or fire twice without reply, so sometimes it can be useful to lose the tempo.

After this tempo bidding phase has been completed, both sides complete the movement for units retreating or routing or pursuing. This section is much better than others I have read in the Polemos series. After this, the tempo player moves their forces. The movement rates appear quite slow but they should be doubled if the unit is farther than 4BW from any known enemy unit. Units can also use march column which doubles the movement rate again. So an infantry unit near the enemy will only move 1BW, an infantry unit moving in march column away from the enemy will move at 4BW. Formation changes and such-like is slow and difficult and it is not easy to correct mistakes in the initial deployment. I can't find out in the rules whether interpenetration of formed troops is permitted or not. Using march column effectively requires a bit of practice (everything is done from the right and to the right).  There is a minor mistake on the quick reference sheet: the movement rates for mounted dragoons should be the same as for horse but the rates on the sheet are those for foot.

There are two types of combat: ranged and close. And within ranged, their are two sub-types, one being the firing of muskets and artillery and the other being "charging", which represents the intimidation of charging, not the close combat aspect.  Only Swedish trained horse and (optionally) Highlanders and Irish can "charge". Other troops advance into combat in a more stately fashion. Combat is resolved by an opposed dice roll (i.e. each side rolls a D6) and adds or subtracts various modifiers. The results are then read off a table. Incidentally, there is a value given for Dutch-trained horse for ranged combat on the QRS, but I am unsure when this would be permitted (there is no value in the rulebook itself).
 
As in other rules in the Polemos series, attrition is not recorded. Instead units become progressively disordered from suffering casualties, being defeated, moving through rough terrain and so on. This disorder, described as levels of "shaken", can be rallied by generals or the use of tempo points.

Overall army morale is tracked rather than by wing or by brigade. This is done by comparing a D20 roll to the army's base morale, which is reduced by losses. If the die roll exceeds this base morale, there will be progressively harsher effects on the army, limiting the activities of its troops (Some troops may refuse to advance, for instance).

There is also coverage of terrain effects and a good terrain generation system. There are some optional rules for unusual units (Highlanders / Cuirassiers / Irish / Scottish Horse / Frame Guns). There are some quite detailed army generators for various armies within the whole "War of the Three Kingdoms", so there are army generators and sample armies for the Covenanters, the Confederates, the Ulster Protestants, the New Model Army and so on. The rules come with two scenarios, a small battle (the Battle of Shieldfield) and a larger battle (Naseby). There are some reasonably extenisve notes on the troop types, uniforms, design decisions and so on.

Overall, the rules work well. Once you get used to how the tempo process works it is very easy and quick to administer: I find my games rattling on quite quickly. I haven't played a truly big battle with these rules yet (a Marston Moor or a Worcester or similar) but I would guess they would work alright given the speed of the key mechanics. They would need a lot of space to fit in all of those cavalry bases though! There appear to be numerous combat modifiers but I found myself learning them very quickly. Fire combat is rarely decisive quickly – which is as it should be in this era – but it can halt attacks and then slowly demoralize the enemy. Ranges are realistically short! Artillery is difficult to use effectively and requires immense effort to re-deploy once unlimbered and ready. Using single infantry bases and eliminating the use of separate pike and shot within each unit is a key positive for me, as it removes both the possibility of and incentive for excessive player micro-management of individual combats.

The potential shortcomings for a gamer are similar to others in the Polemos series: Tempo points (i.e. PIPs) are annoying if you don't like them, especially if you dislike having to give tempo points to keep movements going; there are a decent number of factors to remember/finger through; bases can interact with each other and the terrain in confusing ways (although I have so far found this less prevalent than in other rules in the series); and the army-level morale rules can be quirky. I also think there is an opportunity cost in that the rules-writers aren't always quite as brutally simple as they could be: I tend to think that rules such as "movement is doubled further than 4BW from a the nearest enemy; bases which suffer a recoil result in two consecutive phases automatically rout; units travelling through x terrain-type add a level of shaken and will retain one in the move following their exit (but cannot be routed solely through such a terrain effect)" and suchlike are the hardest to remember in the course of a game and could easily be eliminated or simplified.

Links to a few battle reports to see the rules in action:





There is a Yahoo! Group but it seems a little quiet as of late: https://groups.yahoo.com/neo/groups/polemos/info

Polemos ECW Battle: Battle of Braddock Down 19th January 1643

I had a go at re-fighting the Battle of Braddock Down today, based on a scenario at the Too Much Lead blog (see link to the battle report here).  It was relatively simple to convert the order of battle given for use with the Polemos rules, thus:

The King's Army

Commander: Hopton (Good)

The Infantry:
2 bases Veteran Foot (mixed)
6 bases Trained Foot (mixed)
1 base Trained Foot (shot)

The Cavalry:
1 base Veteran Horse (S)
1 base Trained Horse (S)
1 base Trained Dragoons

The Artillery:
1 base Artillery

Parliament's Army

Commander: Ruthven (Average)

The Infantry:
5 bases Trained Foot (SH)
2 bases Raw Foot (SH)

The Cavalry:
2 bases Trained Horse (D)
2 bases Raw Horse (D)

The Artillery:
2 bases Artillery
1 base Trained Dismounted Dragoons (the artillery guards)

The Parliamentary artillery was to roll a die each turn to see if it arrived, needing a '6'.

The Set-Up:

The battlfield: Fields to the left, marshes to the top, a house and enclosure to the bottom, woods to the right.  I ignored the slight rises to left and right since they had no effect on the battle.  The Parliamentary Army is arrayed to the left, that of the King is to the right.


A view of the Parliamentary Army from the Royalists:  the Trained Horse to the Left, the Trained Infantry to the left and rear (red flags), the Raw Infantry to the right (yellow flags), Raw Horse to the extreme right.

The Royalist Army, as seen from the Parliamentary lines: From the left - Trained Horse, Veteran Infantry (white flags), Trained Infantry (Blue and Green flags), the commanded shot in the enclosure, the Veteran Horse, with the Dragoons and Artillery behind on the road.
 The Battle:

There was a few turns of advancing and manouevring, but this was the position when the Royalist Infantry got into musket range.

On the Parliamentary right, Ruthven launches a squadron of cavalry to try and capture the Royalist artillery.  Luckily for Hopton, they are halted by the fire of the commanded shot.

Hopton attacks at the head of his veteran horsemen: somewhat against the odds, the Parliamentary troopers repulse this attack with loss!

A wider contextual shot of the situation just before the main infantry combat.

The first Royalist assault is quite devastating: one battalia surrenders en masse and another two are heavily shaken.  Surprisingly, the Royalist veterans (the white flags at the top) have been repulsed

A few turns of to-and-fro took place and it looked briefly as if the Royalist attack would grind to a halt, but then the Parliamentary foot panicked and fled as one...

The Parliamentary horse made a last ditch effort to gain an unlikely victory on this flank but although at one point they came close, a bloody stalemate resulted before the collapse of the Parliamentary centre.
 Result and Game Notes:
A slightly predictable Royalist victory although the roundheads did hold on perhaps a little better than might have been expected.  They were unlucky in that their artillery never reached the battlefield at all.  Gameplay was quite smooth, I don't remember encountering problems except to wonder if interpenetration of units was allowed or not.
The key to the Royalist Infantry's success is a feature of the rules: it is possible to get two moves in a row by being the non-tempo player in one turn then the tempo player in the next turn.  The Royalists took advantage of this to get into close combat without facing any defensive fire.  A 1:1 pike:shot unit has a basic +2 advantage against a 1:2 pike:shot unit un close combat under these rules; so given a three battalia vs three battalia match up, there is a strong chance that at least one defending unit will be routed instantly, which pretty much guarantees the eventual victory of the attackers (they will start to get the overlap bonus as well).  Obviously there is a counter to this, but it does make defending a position quite difficult and can create some very difficult/impossible situations for a player.
The figures and the house are from Baccus 6mm.  The table is 4' x 3' and the game took about an hour of playing time.

Solo Play Notes:
The system I use for solo play with Polemos ECW is as follows:
I generate tempo points as per the rules, except I do not roll a D6.  Instead, each commander is assumed to roll the same score every turn.  This score is dependent upon their ability in the scenario.  So, a good commander is considered to get a '6' every turn, a poor commander to get a '4' and so on.  Then, at the beginning of each turn, each side rolls a D6 - this number is the bid for each side.   Play then proceeds as normal.  In other Polemos sets I use different dice to reflect the greater chance of a side with more tempo points bidding higher, but as tempo bids are limited to a maximum of 6 in Polemos ECW I just use a D6,

Many thanks to Dean Heathcote for creating and sharing his scenario.

Sunday, 20 March 2016

Peninsular War Campaign Battle 20: The Battle of Amposta, early March 1809

The Battle of Amposta, early March 1809

General Situation: Continuing his pursuit of the ragged survivors of the Army of Catalonia, General Junot has manouvred to the south of the city of Tortosa and is now marching northwards upon the city.  Fortunately for the Spanish, Cuesta's Army of the Centre has reached the Army of Catalonia boefore the arrival of Junot and the combined Spanish armies are an approximate numerical match for the oncoming French.  But there is a strategic dn:ilemma: given the equality of the arimes, should the Spaniards take refuge in the city: saving it for the moment and perhaps delaying the French, but ceding the initiative in North-East Spain to the invader and bottling up troops?  Or should they offer battle and attempt to defeat Junot? Or combine the too options?
In the end the two Spanish generals have agreed to stand and fight...

Orders of Battle:

Imperial Forces:

VIII Corps: C-in-C Gen Junot (Capable)
Delaborde's Division: 5000 Infantry
Travot's Division: 6000 Infantry
Kellermann's Division: 1000 Cavalry
Artillery: 24 guns

Totals: 11000 Infantry, 1000 Cavalry, 24 guns

Spanish Forces:

Army of the Centre: C-in-C Cuesta (Capable)
Zayas' Division: 3000 Infantry, 2000 Cavalry
Morretti's Division: 3000 Infantry
Artillery: 12 guns

Army of Catalonia: C-in-C Palacio (Plodding)
Caldagues' Division: 2000 Infantry
Jacome's Division: 2000 Infantry

Totals: 10000 Infantry, 2000 Cavalry, 12 guns

The Deployment:

The terrain and deployment: Spanish to the North (top), French approaching from the South (bottom).  The position consists of some farms and a hill (between the sets of farms in the Spanish centre) and a hill occupied by the French left (bottom left of shot)
 
The French left flank: Travot's Division faces off againstMoretti's Division of the Army of the Centre

The opposing centres: a brigade from Travot's Division with Kellermann's Dragoon Division behind. Zayas' Division and Caldagues' Division for the Spanish oppose them

View from behind Caldagues' troops on the central hill, overlooking Travot (top right), the French artillery (top-centre) and elements of Delaborde's Division (top left)
From the same hill, but this time looking towards the other hill
From the hill behind the French left-flank brigade
The battle begins!  Travot and Delaborde both send infantry forward - but massed Spanish artillery on the central hill drive back the two rightmost of Travot's Battalions.
View of the advance of Travot's French infantry from behind Kellermann's Dragoons
Delaborde leads two brigades forward into a small gap in the Spanish lines
Same position as previous
Same position - but showing the wider context: Delaborde tries to push through a potential gap in the Spanish lines between Caldagues' brigades
Delaborde's final brigade tries to pin Jacome's Division; meanwhile Delaborde tries to punch a hole in the Spanish line at the rearmost farm to try and cut-off Jacome's troops
Massed French columns from Delaborde's Division try to turn the Spanish central position: Caldagues' Division braces itself for the impact
A wider contextual shot of this position: Palacio has asked Cuesta for two battalions to support Caldagues' brigade
A superb moment for the Spanish! Caldagues' raw infantry (farm, top-right, with confusingly General Jacome nearby!) throw back Delaborde's veteran infantry with some aplomb, which wouldn't disgrace the Foot Guards!  Delaborde's left-hand brigade throws a couple of Spanish battalions back slightly, despite facing almost as heavy resistance
Morretti's conscripts throw back Travot's fusiliers, again with heavy loss...
...but Travot himself has led a textbook assault at the head of his light infantry battalions to take the position at the first farm, routing one Spanish infantry battalion and pushing back another
"An Act of Rare Boldness" - in the words of the British Liaison Officer to Catalonia: Jacome shows hitherto unsuspected aggression and actually attacks Delaborde's pinning brigade, throwing the majority of it back with heavy casualties!!!  Only Delaborde's left-hand battalion resists, driving back its opponent with equally severe losses.
A wider contextual shot: the French are attacking the Spanish around the two farmhouses whilst merely demonstrating against the Spanish centre; Spanish field guns continuously thwart all French attempts to close the distance
Travot's light infantry complete their clearance of the first farm
Stalemate on the French right-wing.  Gen Palacio is mortally wounded at a crucial moment and his divisions, without orders, merely continue to fire away at the French at long range
"A most untoward event!" - The Spanish militiamen proceed to decimate and rout the veteran French light infantry as they attempt a second assault!  Caldagues, Sarsfield (the replacement for Palacio as C-in-C Army of Catalonia) and Cuesta stabilize the situation in the Spanish centre
Same position, close-up of the successful Spanish defence
"They fled at the point of the bayonet" - Jacome's troops break two battalions of Delaborde's right-hand brigade...
"A most glorious charge!" - The Spanish Guard Cavalry charges Delaborde's other brigade which had just in its turn broken one of the Spanish battalions opposing it.  It is soon in full retreat, leaving Delaborde himself dead on the field.
Delaborde's Division in full retreat!
Same position, wider view
However, Caldagues' Division is also shattered from the intensity of the combat and retreats from the field too!
The Spanish centre being restored after the defeat of Delaborde's Division
Refusing to panic despite the collapse of his entire right-wing, General Junot orders Travot to continue his assault on the Spanish position facing the French left-flank: two further Spanish battalions are routed and the ramainder are in headlong retreat
Meanwhile Cuesta is repairing the Spanish centre in preparation for launching a direct assault on the French centre
General Junot withdraws his centre into a thick defensive line, hoping his left-flanking attack will succeed before the Spanish can exploit the weakness on his right and centre...
...like so!  Junot's only confort is that it will take Jacome a little while to re-organise his victorious troops
At this moment, Cuesta learned of the defeat of Moretti...and decided to withdraw!  The old man appeared to have lost his confidence, or perhaps considered that Junot's Corps had suffered so heavily that it was no longer worth risking the loss of Catalonia which a more sever defeat would incur
Position at the end of the battle
The Outcome: A tense and sanguinary struggle, finally decided in favour of the French!This one could really have gone either way and (more) credit must go to General Junot for having the nerve to continue his assault with Travot's Division alone.  Casualties on both sides were high: the French lost around 1900 men, the vast majority in Delaborde's Division, who was killed leading his troops.

General Delaborde, French divisional commander in Junot's Corps killed in the battle at the head of his troops


Spanish casualties in the battle were similar: around 1375 dead, wounded and prisoners on the field, but Kellermann's dragoons were able to capture a further 2000 in the pursuit following the battle.  The commander of the Army of the Valencia, Palacio, was also killed in the fighting and was replaced on the field by General Sarsfield.

Game Notes: As ever in the Polemos General de Division rules, the key dice rolls are the formation morale rolls: although both sides made some unlikely saves, the Spanish lost a couple of key ones.  It sometimes throws up some strange outcomes but it keeps the game very interesting and makes it harder to crack the game.  It also helps to (generally) keep the casualty rates realistic and the games tend to finish. In terms of the orders of battle, one may notice significantly fewer guns than I have previously used.  This is because I have decided that artillery strengths were sometimes approaching double the historical strengths.  This was because I allotted a battery to every division rather than only using the "artillery points" in the rules.  I think that I changed the rule orignially because the Spanish force limits unrealistically punished the Spanish player by limiting too tightly how much and where the Spanish can have artillery.  This problem still remains, so I will have to examine the options to see if I can find something which works better.
I'm not sure how long the game took in playing time as I played the game over a few short sittings (I'm not very well at the minute - poor me!).  It was played on a 5' x 3' table with Baccus 6mm miniatures.  The buildings are from Total Battle Miniatures.

Thursday, 10 March 2016

The Battle of Zereira March 1809: Peninsular War Campaign Battle #19

Battle of Zereira, early March 1809

General Situation: The French have continued their remorseless pursuit of the British and Spanish armies into Portugal.  The Spanish Armies of Andalusia and Valencia have not yet recovered from their losses in the previous battle and in the movement westwards after this.  There has been little time to stop and no opportunity to forage and their weary troops have not been able to outdistance the French, whose Marshals, scenting the decisive victory, have driven the Imperial soldiery on unsparingly, thousands have fallen out of the ranks but these men are not Marshals of France for nothing and they have caught the Spaniards near the small hamlet of Zereira.  The Spanish commanders, Castanos and Cervellon have pleaded for Wellington to retrace his steps and help them before they are overwhelmed.  He has replied that he will do everything within his power to assistance them, but the miles are long.  Can the Spanish hold out against the Imperial forces for long enough for Wellington to bring them his aid...and maybe inflict a decisive defeat on the invaders instead?

The French have managed to concentrate four Army Corps (III, IV, V and VI) against the Spanish, and General Suchet (newly-promoted and appointed as Marchand's replacement as the commander of I Corps) is marching with all speed to reinforce his brother Marshals...

Order of Battle:

Spain:

Army of Andalusia
C-in-C: Castanos (Capable)
Venegas' Div: 1500 Infantry
Coupigny's Div: 6000 Infantry
Espana's Div: 1500 Infantry, 1000 Cavalry, 24 Guns

Army of Valencia
C-in-C: Cervellon (Plodding) 
Adorno's Div: 4500 Infantry
Freire's Div: 3000 Infantry
La Serna's Div: 3000 Infantry, 24 Guns
Llamas' Div: 1500 Infantry, 1000 Cavalry, 24 Guns 
La Pena's Div: 3000 Infantry

Imperial Forces:

V Corps 
C-in-C: Mortier (Capable)
Rey's Div: 7500 Infantry
Gazan's Div: 4500 Infantry
Artillery: 36 Guns

VI Corps
C-in-C: Ney (Decisive)
Bisson's Div: 6000 Infantry
Maransin's Div: 6000 Infantry
Mermet's Div: 6000 Infantry
Artillery: 36 Guns

III Corps
C-in-C: Moncey (Decisive)
Gobert's Div: 3000 Infantry
Morlot's Div: 3000 Infantry
Musnier's Div: 3000 Infantry
Artillery: 36 Guns

IV Corps
C-in-C: Lefebvre (Capable)
Sebastiani's Div: 3000 Infantry
Leval's Div: 1500 Infantry
Artillery: 24 Guns

V Corps (arrived late as reinforcements)
C-in-C: Suchet (Decisive)
Ruffin's Div: 6000 Infantry
Gazan's Div: 4500 Infantry
Treillard's Div: 3000 Cavalry
Artillery: 36 Guns 

The Terrain & Deployment:

 
Deployment, looking from above and North to South.  Spanish to the left (right), French to the east (left)


Deployment as follows, from top-to-bottom: Left (French): Mortier's V Corps, Moncey's III Corps, Ney's VI Corps (around the woods), LEfebvre's VI Corps (nearest); Right (Spanish) Army of Valencia top, Army of Andalusia (bottom)

View from behind Sebastian's Division of IV Corps.  Leval's Germans to the right, Ney's right-hand division (B) to the left.  The remainder of Ney's Corps is in the woods.  Venegas' small division occupies the hill to the right, Coupigny's Division the hill to the left.

Picture from behind the woods: Ney's VI Corps prepare to assault Coupigny's Division from under the cover of the woods, from the left: Bisson's Div, Maransin's Div and Mermet's Division

View from behind VI Corps' Artillery onto massed Spanish batteries: the Spanish Army commanders have amassed a grand battery in the weak centre of their position

View from behind Moncey's Division towards Freire's Division

A wider shot of the French left flank

A wider shot of the right flank

Another shot from behind Moncey's Corps

View towards Adorno's Divison (on the hill to the left) and Freire's Division (on the hill to the right); La Pena's Division can be seen towards in the rear

Another view of the centre from behind Moncey's guns, looking on to the Spanish guns

A view from within the forest where Ney's infantry are sheltering

A view of the battle lines from the South (French to the right, Spanish to the left)



The Initial Moves:

Lefebvre's Corps (here Sebastiani's Division and IV Corps' Artillery) prepare to advance

Same postion, different angle

Lefebvre's other division: a single German brigade in Leval's Division.  I think this is a unit of Wurzburg Infantry (IIRC)

Sebastian's attack is crowned with success!  Venegas' Division is forced to retreat to the next ridgeline (top-right)
 Another shot from behind Ney's Corps: his artillery are in position to fire

 Lefebvre's Success and the French Left-Hand Attack


Lefebvre consolidates his position on the captured hill.


Mortier moves his Corps into the attack on the opposite (left) flank


Cervellon defends with unexpected vigour!! Quickly calling forward La Pena, the Spanish troops overwhelm much of the French artillery!

A wider shot of the same position


The subsequent French infantry assault is beaten off in the same style!  And to add insult to injury, Mortier was slightly injured!  Cervellon was unhorsed too.  This added a delay to all the action on this flank, as both sides had to re-cordinate their attacks (in game turns, generate sufficent tempo to get going again)

Moncey puts in a quick attack to save V Corps before the Spanish put them into real trouble.  Moncey leads the assault in person and both Freire's and La Pena's Divisions are broken!

Same position, different angle

The Assault on the Right

The French have renewed their assault on the right flank: Venegas has been forced off the hills, one of Coupigny's brigades has been routed.  Some of Coupigny's Division remain strong on the hill in the foreground

Venegas has retired shaken (top right), facing two brigades from IV Corps; a shaken brigade from Coupigny's division tries to rally (top left)

French infantry preparing to assault, pursuing routed Spanish infantry

Maransin's Division has retreated back into the woods, having been pushed back with heavy casualties by Coupigny's infantry

The French infantry (from Mermet's Division) have seen off Espana's Dragoons and are now preparing to attack the rear of Coupigny's remaining infantry

 Destruction of Coupigny's Division and Triumph of the French Right

Cervellon brings up infantry and cavalry to oppose Gobert's and Musnier's Divisions of III Corps

Simultaneously, Ney's troops, assisted by a brigade from IV Corps, attack Coupigny's remaining infantry

Lefebvre's other infantry attacks and routs Venegas' Division

Same situation, different shot

The attack is completely successful and Coupigny's troops are fleeing to the rear.  There is very little to stop the French now...

The Spanish try and reform around their grand battery in the centre

Lefebvre pursuing routing Spanish infantry (one of the Swiss regiments)
 The Coup de Grace

The remaining troops in the Spanish centre


Moncey's Corps has been defeated, Mortier's Corps (left-centre) prepares to renew the attack

Closer view, from behind Gazan's Division looking at Llamas' Division

Same, but further back behind the shattered troops from Gobert's and Morlot's Divisions

And finally, the wider view

Units from Ney, Lefebvre and Suchet prepare to complete the victory.  Suchet's troops arrived about an hour into the battle...but there is still no sign of Wellington


Units from Ney and Lefebvre and Suchet attack and capture two batteries of artillery: the Army of Andalusia's morale collapsed here and defeat was inevitable for the Spanish

Mortier throws Adorno's troops off the ridge - Cervellon's command is exahusted too.  With still no sign of the arrival of Wellington, the Spaniards must retreat.   The lack of fresh French Cavalry is the only good sign for the Spanish...
 
 Outcome: The French lost around 3900 men and 24 guns in this encounter, but the Spanish suffered far more heavily, losing just over 7000 men and 12 guns.  In addition, the losses leading up to the encounter were horrendous as both sides ignored supply considerations, the Spanish desperately attempting to evade and the French in their determination to catch them.  More than 4000 fell out of the Spanish ranks during the marches, then another 8000 were caught in skirmishes, deserted or capitulated just before the battle.  More than 7000 Frenchmen (and Germans) died or were hospitalized in the pursuit.  Both Spanish armies are now utterly exhausted and without a period of rest, they must surrender.  This is likely to mean that Wellington must turn and fight one more battle, this time against a superior French Army, otherwise the remains of the Spanish armies must fall into French hands. But dare he risk such a battle against the odds?

Postscript: (from the correspondence of General Castanos)

General Wellesley,
I regret to inform you that today, in the absence of our esteemed allies, the English, we were forced to battle a much superior force and despite holding our own for a period of over three hours, in which time we inflicted serious losses upon our mutual enemies, we were not able to prevail, nor able to maintain our positions, in the absence of your anticipated help.
My soldiers are famished, exhausted and defeated and without your aid we must starve, die or surrender.  It will truly be said in days to come, that the old Spanish Army stood and died for its King, its land and people on these hills outside Zereira.  The help of our allies did not arrive in time to save the cause of Spain today, let us hope that we do not have to expend twice the quantity of blood of our countrymen to achieve the victory of freedom in the future.

Yours Aye

Game Notes:  There were quite a few points of interest in this game, and in the lead up to it.  This is the first occassion where caution over supply has been thrown to the winds by both sides on a large scale in the campaign so far and the results in these rules (from the Tomb For An Empire boardgame) were not pretty.  In addition, this is the first time that a mainly shattered army (the Army of Valencia) has been forced into battle, at which point it automatically loses a third of its strength!
In order to march to the guns, commanders in the adjacent area must pass an initiative test.  Both Wellington and Suchet were successful here.  Then, starting on game turn two, each side rolls to arrive, needing a '6'.  Suchet arrived after 4o minutes, Wellington never arrived at all!  I am reasonably happy with this mechanism, removing certainty and there are shades of this in several Peninsular battles: Baylen, Talavera, Vimiero, Vitoria, Tudela, to name a few examples off the top of my head. 
The game was played on a 5'x3' dining room table and took a couple of hours of gaming to complete. It took slightly longer than normal for a 12-turn came because there were effectively seven (!) independent commanders present.  The French C-in-C, King Joseph, was absent and there is no Spanish C-in-C superior to Cervellon and Castanos.  In game terms, this means a slightly wilder pattern of tempo bids and distribution than normal, although it didn't have a massive effect, except perhaps Mortier's Corps took a while to get going after it stalled when he was injured.
As ever, figures are from Baccus 6mm and the rules used were Polemos Napoleonics.  Anyone who has seen one of my write-ups before may have noticed that I tried using skirmisher figures rather than brightly-coloured tiddly-winks as shaken and tempo point markers.  I think it did make the game look rather better.