Friday, October 22, 2021

Snappy Nappy, "Many Roads to Mantua" - The Lusignan Lunge

The Lusignan Lunge: Mantua 1799 Campaign

by Russ Lockwood

A goodly part of the Austrian Army, three divisions strong, concentrated at Trente in preparation to drive the French out of northern Italy and relieve the brave Austrian garrison at Mantua. Alps being alps, the most direct road would be a bottleneck for all three, so two headed directly south on the most direct line to Rivoli and Verona, while I, General Major Lusignan, flared eastward via Bassano and then southward through Vicenza.

Our FZM (Feldzeugmeister) Alvincy orderd two other divisions, one in Bassano and the other in Padua, to head south and west towards Legnago. We weren't sure where the French were, but expected to run into them somewhere north and east of Mantua.

I had expressed concern about our westernmost flank to the west of Lake Garda, but was assured it would be taken care of by one force or another. Why the concern? Supply.

Supply Rules

Umpire Peter adds a simple supply rule that all forces must be able to trace a line of supply back to some point, or else suffer morale checks. Garrisons of towns, cities, and fortresses are exempt, although size limits apply.

So, I wouldn't want a French 'sneaky repo, grab my depot' arrive at Trente and put some of us out of supply. It would consume a French command and the supply line could shift to other routes, but it was possible.

It was taken care of and in any case, I did not hear of French troops taking the gamble and launching a force across many Alpen tables.

Many Tables in Real Time

As we have more than a half-dozen times before, we used the Snappy Nappy rules and the "Campaign in a Day" concept of spreading many players across many tables. That way, as historically, you don't know what's going on elsewhere in the campaign area other than on your specific table. If you want to communicate, you write a note and hand it to the umpire, who passes it along to the recipient after a certain period of time, usually 10 or 15 minutes, depending on the number of tables in between sender and recipient.

So, how can you coordinate the sequence of play?

For the first two turns, every player on every table follows the sequence of play phases. That way, new players get an idea how far a unit can move and no player gains an advantage.

On the third turn, each table controls its own sequence of play. When players arrive on a new table (the umpire walks them across), they adopt the phase on the new table, regardless of where they were in the sequence of play on the old table.

A few "Campaigns" ago, James came up with the brilliant Zone of Deployment. Newly arriving units get placed in the ZoD (the size of the ZoD defines how many units per turn) and cannot attack or be attacked. The opposing player on the new table gets one full turn before the units in the ZoD can enter the new table or bounce back to the old table.

James runs a pre-game briefing about the mechanics to refresh us (and it has been a while since we gamed) and help new players. Snappy Nappy is relatively simple to pick up.

The biggest difference with other rules is when rolling unit saving rolls, player roll until the unit passes its morale check or the unit routs out of the game. Yes, players complain about their elite unit routing from a single hit due to a string of lousy die rolls, but it cuts both ways. And, I love to point out, no one ever complains when their Conscript units withstand shot and shell for multiple turns!

That said, better quality units deal more damage and stick around longer than lesser quality units.

With all that, players started to move units around 11:30 or so and it wasn't long, oh, about a half hour or so including the initial two sequence-coordinating turns, until opposing forces started to bump into each other.

Lusignan Via Vicenza

My troops swung eastwards from Trente through Levico and Borgo, and off the first table. My cavalry arrived at the new table at Bassano, followed by infantry and artillery, in a long march column. I was pleased to see that the town of Vicenza garrisoned by Bajalich (James) and a cavalry unit protecting the road leading to Montebello. A French cavalry unit poked it nose into the ZoD, but thought better about tangling with Bajalich's troops and departed with information that my full force was heading towards Vicenza. Of course, I could turn off on the road to Padua, but if I were the French, I'd figure that force was a heading towards Montebello.

On turn 8, I poked more than cavalry noses onto the ZoD on the Montebello table. Actually, Verona was at the far end of the table, so it should properly be called the Verona Table, but Montebello was near me and where my battle began, so my memoirs call it the Montebello table. I'll let future historians worry about table nomenclature.

I saw a French division arrayed against my arriving two cavalry units, two infantry units, and one artillery unit.

Zone of Deployment (ZoD)

Remember, the Zone of Deployment (ZoD) is only so wide, so only a certain number of units can arrive at once. From a twisty secondary mountain road, the ZoD is usually only one unit wide. For a main road on a flat plan, like my spot, I could bring in five units.

Also remember that my units are strung out in march column, so only a certain number of units can mkae the move off table per turn. My division would take several turns to transition from one table to another.

Also remember that the opposing force gets full movement/fire phases before my units can exit the ZoD. The French player, General de Division Massena (Kevin), used that time well to garrison the town and bring up supporting cavalry and infantry.

Battle of Montebello

Montebello sits close to the ZoD, so I only had limited maneuver room. I used one infantry to screen the town, another infantry and the artillery to hold my left flank, and sent my two cavalry units (Dragoon and Hussar) to face off against Massena's two cavalry units -- one a Cuirassier unit and the other a Hussar.

Battle is joined at Montebello!  

(the grey felt is the Deployment Zone for this road entry/exit). 

Map of Table V, where the Battle of Montebello took place. 

The cavalry battle was short with both my units suffering minor defeats and withdrawing a tad. The other firefights were inconclusive.

That didn't stop us from bringing in reinforcements. I brought in three more infantry units and to my surprise, FZM Alvincy himself arrived to assess the situation. From time to time, he'd head off between the Battle of Montebello and the nearby Battle of Este.

The cavalry clash renewed and my horse was bested again, with the dragoons high-tailing it back to Vicenza and the lights cowering in the ZoD. I headed back to rally them.

Despite the defeat of the Austrian Cavalry, the remainder of Lusignan's Division continues to arrive and deploy. 

At some point in time, FZM Alvincy reappeared and asked "Are those your dragoons hanging around Vicenza in a panic?"

"Why, yes they are."

"Should I rally them?" he asked.

"If the Feldzeugmeister would be so kind and spare the time, I would appreciate it."

Off went the FZM and a couple turns later, he returned and noted they were ready to re-enter to the fight.

Montebello Captured

Massena, scenting blood, formed a line opposing the gap in the center of my line and also pulled the garrison out of Montebello and formed up against my right.

My reinforcing infantry plugged the gap and faced the French cavalry. More infantry countered his advance from the town. Massena did not hesitate -- he charged his cavalry and initiated firefights along the line.

My troops hung on. It wasn't easy or cheap, but after the smoke cleared and the losses tallied, the line held. The French cavalry withdrew and we both moved to rally some lads.

That's when I noticed that the French had left Montebello ungarrisoned. I had an extra infantry unit and so marched into the town and took it. I moved up my infantry to square off against his and started troops heading off my left flank -- although a French infantry unit and later a Cavalry unit countered my flanking efforts.

Lusignan's push captures Montebello!

By this time, I was bringing on most of my force, including the all-important second artillery battery on the open right flank. Mind you, this artillery, although rated veteran, proved to be worse than militia. I rolled two dice on an encroaching French infantry unit and roll two 1s, or a 1 and 2, and the very occasional 6+ that I needed to hit. I screamed at Pierre and Jean to load the powder first and then the cannon ball, but to little effect.

I charged the French line in an infantry vs infantry battle that see-sawed away as die rolls did what die rolls do. The French were slightly better quality wise, but as the battle went on, I kept adding troops because that magic quantity is a quality of its own.

The see-saw battle swirls around Montebello. 

Rey Arrives...Then Napoleon?

Somewhere in this tangle of firefights and melees, French General de Division Rey (Mark) arrived at the far end of the Montebello table at Verona, marching towards Rivoli. He saw the tight battle at Montebello and detached some units towards Montebello to aid Massena.

All of a sudden, my vision about quantity diminished as some of Rey's troops marched towards the sound of the guns. Verdammt!

If that wasn't bad enough, out of a side road popped Napoleon and cavalry marching through Arcole!

No doubt that was just the lead unit of another command of troops and it was close to my left flank. Double Verdammt!

I trembled, thoughts racing about how I was going to defend against two and a half French commands. How? How?

Rey's cannon and cavalry were heading to my right flank at Montebello, although I had a few turns before they arrived. Yet no wonder he only sent four units, because Napoleon was on the field and his cavalry was within two turns of contacting my left flank.

Ah-ha! Austrian Flanking Force

At this point, Austrian troops arrived deep in the French rear near Verona. It was Ocksay (Sean), come to save the day and Lusignan's (that's me) battered command.

Alas, it was only a single Austrian unit in the ZoD, but obviously the first of many.

Rey (Mark) reacted immediately and turned the remaining two thirds of his command to face the oncoming Austrians. Had Rey not been there, the consternation of Massena would be intense, caught between two forces.

Alas, Napoleon (Rob) must have divined something and Rey arrived in plenty of time to counter. That, by the way, is good strategic vision or plain ol' fortuitous timing -- my guess is that Napoleon's Bulletin will extol the former.

Ocksay, seeing the odds and the slow buildup of the small ZoD, withdrew from the table. Yet Ocksay's foray onto the Montebello table also delayed Rey from marching through to Rivoli. Indeed, Rey turned his force to the defensive to cover the main road. There he sat for a couple turns, until finding no Austrian advance, Rey packed up and headed to Rivoli.

Firefight Interrupted

Meanwhile, Massena's line held despite turn after turn of firefights. Then, just to the side of Montebello, a strange situation developed. Both our central infantry forces suffered ever escalating levels of disruption and neither one of us wanted to engage the other from fear of losing firefights and melees and leaving a hole in our line.

I could have charged out of the town in a perfect flank melee, although that would leave me open to a flank melee and leave the town uncovered. As it was, two French infantry units closed in on the town, but the stout walls turned aside all musketry.

By this time, both our reinforcements were a tad on the thin side. The fighting would progress on the flanks and sadly, I was seeing a massing of Rey and Napoleon troops in my future.

I sent a message to Bajalich seeking reinforcements via Vicenza, but the reply came that he could spare no men. It was looking grim.

At about this time, FZM Alvincy returned and helped rally many of my units. If I was not whole, I was as close to it as I could be. (In Snappy Nappy, commanders can rally troops, but the troops cannot rally back to their pristine "Bold" status, only their "Firm" status. The only way to get back to bold is to be Firm and rout a unit in melee).

Rally Ho!  Alvinczy contributes his charisma to the Austrian cause, whilst Massena pulls back for a breather. 

A Fortuitous Reprieve

About this time, John and Adam appeared at tableside. They weren't playing, just stopping by the Portal, the wonderful game store whose tables we were using this day, as we have in all other Snappy Nappy Campaign in a Day events.

I chatted with them, explaining the Campaign in a Day idea, basic SN mechanics, and the situation on the table.

And then my so-so die rolls, including those for that loser of a right flank artillery unit, started to grind out multiple hits. The French started to roll poorly for their morale checks (saving rolls). Many a French infantry fled the line. It convinced Massena to pull back.

It was a bit maddening to see French units run because many only needed one more failed morale check and the unit would be routed off table and out of the game. Yet, that was better than them staying in the line. Oh, my most miserable units, the "Landwehr" (actually FreiKorps, but labeled Landwehr on the base) conscripts usually didn't stick around too long, routing away. Indeed, the French 12-pounder artillery unit on my right flank sent two of 'em packing back to Trente.

But Massena couldn't be everywhere to rally and slowly the French line collapsed and my troops, especially on the left flank, advanced. Napoleon had only brought that one cavalry unit. My fears dissipated with the near rout of Napoleon's cavalry back to Verona.

I curled my left around the French flank, sending infantry, cavalry, and artillery towards Arcole, which had been garrisoned. Massena had been pulling back his infantry to the town of Caldiero, about half way between Montebello and Verona. He and Napoleon tag-teamed rallying the troops just as I and Alvincy had, and spread them out on the hill in defense. That position would be tough to crack in my weakened state.

At about this time, Rey came marching back from Rivoli area, passed through Verona, and headed back to Legnago area.

At about this time, John and Adam left my table for a different table. Oh, no!

In My Finest Hour...

And just as my troops advanced, overran the French infantry rearguard, and my cavalry was poised to head off to the Legnago table, a stray ball from a French horse artillery battery killed my horse from under me. I fell to the ground, wounded. My aides rushed me back to Montebello so a doctor could tend my wounds. I was out of the battle.

GM Lusignan being seriously wounded, a lesser light takes over command of the Austrian  Division. 

Commander Casualties

In Snappy Nappy terms, when a unit with  a Leader attached rolls the d10 for morale and rolls a natural 1, the Leader Loss Table is consulted. Another d10 roll determines the fate of the commander. I rolled "Wounded: Remove," which means the commander is removed from play for a turn and replaced with a commander rated as "0" -- providing no bonus for morale checks and rally rolls.

Alvincy survived a Leader Loss roll with nothing more than a hole in his coat.

Game End

Time was called at 4:30, so call it five hours (11:30 to 4:30) of actual troop pushing and die rolling.

I had no idea what was happening on other tables, which is how it should be -- you never know what's coming on table on your flank. I suspect Ocksay's arrival near Verona came as a surprise to Massena and Rey just as Napoleon's arrival at Arcole came as a surprise to me. I also suspect Ocksay's one peek did more to disrupt the French than Napoleon's one cavalry unit did to me.

I held the field at Montebello and was driving towards Caldiero, so I consider that a narrow Austrian tactical victory. I had lost all three Landwehr (FreiKorps) infantry units (conscripts), one regular infantry unit (Seasoned), and one Hussar cavalry unit (Veteran). Three of the six remaining regular infantry units had rallied, but were one level down (Firm) from their original pristine (Bold) condition.

Oh yeah, and I, Lusignan, was reclining in Montebello, wounded and out of the fight.

From the debrief, the Austrians squirted out a narrow victory, but I will wait upon Umpire Peter's all-encompassing overview of the Campaign in a Day.

I had a blast, gamed with some new gamers, met some new gamers, and as always, was definitely worth the trip.

Thursday, October 21, 2021

Snappy Nappy, "Many Roads to Mantua" - Austrian and French plans

 The Austrian Plan

We will attempt a counter encirclement by first seizing the French's supply hubs then using their cities to apply pressure on the siege force itself.

I envision that Green Group will combine with Blue Group to make an attack on Legnago.
The whole of Pink Group will travel to Bassano then complete the sweeping front by taking Vicenza then Verona.
Pink, Blue, and Green are expected to form a unified front that will keep the French attention and cause fatal attrition. You are to establish a manageable envelopment of the French flank and maintain it until phase 2.
Meanwhile Orange and Red Groups will travel the road directly to Rivoli. The forces may split at the pass between Ala and Rivoli to apply pressure on Verona as Pink Group approaches. 

Orange and Red Groups will take and hold Peschiera, 
We won't know where the French line will collapse, it could be Legano or Verona. 
If the Peschiera cannot be taken or if there is a collapse in the center of the main line (Pink/Green Groups) then Red and Orange will dump their cavalry/artillery at Rivoli and and attempt to move infantry across the mountains to engage the French forces before they encircle Blue group. 

We won't be concerned if Blue collapses while  Pink and Green are holding. In the event that Blue collapses first it will require Pink and Green to quickly press in on the French running Blue down to continue our counter encirclement. 

Phase 3
At any point the French line leaves routes we should not make a straight march to Mantua but instead tighten our encirclement. This will force the French to draw forces from their reserves or better, their stronger flank.
Once the significant shift in French forces occurs then the commander encountering the least resistance should take initiative and punch through the French line and relieve Mantua. 
The strategy is to force the French to break upon our stable lines, fight conservatively and let them open the first gap. 

Steve Tarro C-in-C:  Baron Joszef Alvitzy (Dashing): Trente

Karl Newbauer Provera (Dashing):  Padua1
 Freikorps (Conscript), 8 Line (Seasoned)  2 Medium Foot Batteries (Seasoned), 1 Hussar (Veteran), 1 Chevau-Leger (Elite), 1 Dragoon (Veteran), 

James Sulzen Bajalich (Dashing):  Basano 
2 Grenzer (Seasoned), 7 Line (Seasoned),  1 Medium Battery (Veteran), 1 Hussar (Seasoned)

Russ Lockwood Lusignan/Liptay (Dashing):  Trente
3 Freikorps (Conscript), 7 Line (Seasoned), 2 Medium Foot Batteries (Veteran), 1 Hussar (Veteran), 1 Dragoon (Veteran)

Sean Tarascio Koblos/Ocskay (Dashing):  Trente
1 Light Infantry (Veteran), 1 Grenadier (Elite), 5 Line (Seasoned), 2 Medium Foot Batteries (Veteran), 2 Hussars (Veteran)

Brian Carmody Reuss/Vukassovich (Dashing):  Trente
5 Grenzer (Seasoned), 5 Line (Seasoned), 1 Medium Foot Battery (Veteran), 1 Horse Battery (Veteran), 1 Hussar (veteran),  1 Uhlan (Elite)

Steve Tarro Wurmser (Reliable):  Mantua
6 Line (Seasoned), 3 Invalid Line (Conscript) 2 Fortress Artillery (Veteran - immobile). 

Map of Alvincy's Plan

 The French Plan

General Augerau 
6 Line (Seasoned), 1 Converged Grenadier (Elite), 1 Light (Veteran), 1 Horse Artillery (Elite), 1 Medium Foot Artillery (Veteran), 1 Chasseur (Veteran)

to dispatch his Chasseurs to patrol between Legnago and Este (token), all other forces to remain in Legnago.

General Massena   Verona
7 Line (Seasoned), 1 Light (Veteran), 1 Horse Artillery (Elite), 1 Medium Foot Artillery (Veteran) 1 Dragoon (veteran), 1 Heavy Cavalry (Elite)
to send Dragoons toward Montebello (Token). All other forces to remain in Verona.

General Joubert   Rivoli
5 Line (Seasoned), 4 Light (Veteran), 1 Horse Artillery (Elite) , 1 Foot Artillery (Veteran), 1 Hussar (Elite)
to send his Hussars to cross the Adige at Rivoli and probe toward Ala (token), the rest of his forces to remain at the Rivoli position as Austrian intentions unfold.

General Rey & General Victor   Castiglione
5 Line (Seasoned), 1 Light (Veteran), 1 Horse Artillery (Elite), 1 Foot Artillery (Veteran), 1 Guides (Elite), 2 Dragoon (Veteran), 1 Chasseur (Veteran)

Move with all forces to Peschiera.

General Lannes to continue North to Castel d'Ario.
2 Line (Seasoned)

General Serurier  
9 Line Infantry (Seasoned), 1 Medium Foot Battery (Veteran), 1 Chasseur (Veteran), plus 2 siege guns (Veteran - immobile) . 

Maintain Siege of Mantua, and be prepared to dispatch spare troops to Verona, Peschiera, or Rivoli as needed.

The intent is to create a flexible defensive position along the Adige that allows for the shifting of forces along interior lines. The Austrians must use the roads east of the Adige for their cavalry and artillery- we must only determine where the main thrust is, and maneuver accordingly. If there is no main thrust, and they disperse their attack, we have already won.

Representation of the French Plan



They must immediately transfer to other table OR on their next turn re-enter current table. Players get a free set up of the transferred units in other table’s DZ. 


A) TURN SEQUENCE: Units join table’s current turn sequence, BUT only after opponent has had a full normal move phase. 

B) EXIT! A Unit must exit a DZ as soon as it may move (acts as if in command). It could transfer back to its original table. NO ping ponging between tables! 

C) SAFETY: Units may not be attacked in nor attack from within a DZ. 


Get the GM if you have questions. Above covers 90% of all situations & is all players generally need know. Following are special situations, but there can still be corner cases needing a GM call. The GM should probably keep an eye on situations like below for “ reasonableness”.

One Side Only: Enemy forces may never occupy the same DZ on a tabletop at the same time (exception: See Crowding below). 

Retreats: Units may involuntarily retreat into a DZ (non-enemy occupied!), and must still roll all required MC. Retreat distance is ignored once the unit fully enters the DZ, and the unit(s) must transport to the connected table. 

Simultaneous Opposed Entry (SOE): Enemy forces simultaneously enter connected DZs from opposite ends (Force “ b” moves from table B which is connected to a DZ on Table A where enemy force “ a” is simultaneously trying to in move opposite direction). General Rule: Stronger force pushes weaker force back. If it is not clear which is the stronger, then players dice off. In the case of the push back, the players (or if needed, the GM) should decide on reasonable placement of the pushed back troops — they should not be unduly disadvantaged (however, see Chasing below). 

Chasing: Troops that chase enemy off table (and then want to immediately pursue) have to wait until the enemy clears the far DZ. (If time weighs on the chasing troops, they can well consider pursuing alternative routes.) Chased troops, trying to ping back to their original table follow the stronger/weaker force rule. If unable to return, they are destroyed. If the chased troops do return to their original table, the Crowding rule (below) likely applies (but the GM will likely need to make some sort of adjustments to insure reasonable things happen). 

Crowding a DZ: Players already on a table might unduly crowd the DZ, preventing meaningful tabletop entry from the DZ. In this case, the GM should intervene in one of two ways: - Push back the troops already on the table (preferably not too far, but something reasonable), or - Allow the entering player to remain in and also attack from the DZ. In the second case, the DZ player gets to decide in what phase of the turn sequence he begins the battle (he must pick one). [Players crowding a DZ do so at their own potential peril. The GM might (or might not) give the person on the table some grace to slightly pull back or re-arrange his troops.] Both players may enter and fight in the DZ. The DZ may still be used to transport troops, but not if both sides have units in or touching the DZ. If SOE occurs (see above), the DZ force is likely destroyed (get the GM!!). Note: If the DZ is still too difficult for the entering player to meaningfully exit, he probably best consider another route. (Given the decision, the GM might (or not) give the person on the table some grace to pick up and slightly pull his troops back or slightly re-arrange them.) Both sides may enter the DZ, but no transporting of units if both sides have units in or touching the DZ. If SOE occurs (see above), the DZ force is likely destroyed (get the GM!). [If the DZ is still too difficult for the entering player to meaningfully exit, then maybe it is time to find another route. GMs are advised to warn players before play starts that crowding a DZ can be to their potential peril.] 

Deployment Zone Design Notes

   In game mechanic terms, the DZ concept is a “ safe” area both to enter (and safely scout the other table), and the DZ gives warning of approaching enemy to those already on the table,

 In terms of simulation concept, a DZ is an area “ just far enough away” from the forces already on the table that the entering force can at least partially deploy (and the on-table force be forewarned of approaching enemy). Think of it as if the entering troops are debouching from a defile or bridge and are filing into battle formation and able to at least get a screen together to protect the deployment of the rest of the force. In some sense, while in transit between tables, the troops are in route march, occupying the entire path connecting the two DZs. 

Depth: I like to make DZs sufficiently deep to allow say two infantry columns to deploy one behind the other (say 3-to-4” for 15mm figures, 5-to-6” or so for 25mm). That’s my rule of thumb. 

Width: Generally, DZs should be wide enough that players can fit sufficient troops to provide a meaningful threat to enemy on the table top, but not deploy the entire entering force all at once. For 15mm, I think 8-to-12 inches wide works pretty well (25mm would be 12-to-18 inches). Wider or narrower is also reasonable, especially for particular DZs (e.g., a DZ representing a mountain pass might only be 4” wide, an inter-table connection representing much open ground might in fact allow an entire corps to fully deploy). I like to say 4” (15mm) to either side of a road or town as an easy rule of thumb. 

(Peter's note - I use smaller DZ's, 3" deep by 3 - 12" wide. 3" is a mountain pass, major river crossing, etc. 12" is a major highway across open terrain, with most being 6 or 9" wide. That is mostly because most tables have many DZ's and otherwise they will be too close ton one another on the 4 x 6 foot tables we use at The Portal). 


Tuesday, October 19, 2021

Snappy Nappy, "Many Roads to Mantua", January 1799 Campaign in a Day: The Scenario

We played out the latest Snappy Nappy "Campaign in a Day event this past Saturday, held once again at The Portal gaming space in Manchester, CT. This one was based upon the events of January, 1799, the final attempt of four by the Austrians to relieve the siege of Mantua. 

 Austrian Briefing:

General Baron Alvincy:

  It is January of 1799. That upstart, General Buonaparte, and his ragged French have driven our armies from Northern Italy, with our remaining stronghold being the great fortress of Mantua. The French have had the city under siege since early June of last year. There have been three attempt to break the siege during that time, each defeated by the French by the narrowest of margins, although some provided the garrison a brief respite to collect food and supplies from the surrounding country side. Food is becoming critically short, and it is clear that our brave garrison cannot hold out much longer, being faced with impending starvation and alarming rates of illness amongst the soldiers and populace. The Aulic Council thus tasks you with defeating Buonaparte's army and lifting the siege of Mantua. 

   It will not be easy. You have part of your forces stationed far to the East of the city, but the bulk is stationed in Trente in the Tyrol. This leaves your men the unenviable task of advancing via the Alpine passes which are subject to sudden snowstorms. In addition, only the routes with good roads (those to to Rivoli and Bassano) can accommodate Cavalry and Artillery; any forces using other routes will have to detach their cavalry and artillery to another command. On the other hand, the forces in Trent could conceivably debauch onto the plain of Lombardy by five different routes: Bassano, Vicenza, Rivoli, Salo, and Brescia. This presents the opportunity to catch the French by surprise.  Additionally, a substantial portion of the French forces are potentially tied down maintaining the siege of Mantua, giving you a potential advantage in numbers... if you can exploit it. The Aulic Council has one other requirement: at least one, and up to all three, of the commands at Trente MUST be sent to the West (i.e. towards Rivoli, Salo, and/or Brescia) 

The Garrison may attempt a sortie should the forces investing it (within 12"of its walls) drop to 75% or less of the strength of the garrison (infantry and artillery units only are counted).  Should Austrian forces inside and within 12" of the Fortress ever exceed twice that of any French troops (once again, counting only infantry and artillery units, and including the Garrison of Mantua), the the siege will be broken, and the French armies will have to retreat towards Milan.  

Your forces are as follows :

C-in-C:  Baron Joszef Alvitzy (Dashing): Trente

Provera (Dashing):  Padua1

 Freikorps (Conscript), 8 Line (Seasoned)  2 Medium Foot Batteries (Seasoned), 1 Hussar (Veteran), 1 Chevau-Leger (Elite), 1 Dragoon (Veteran), 

Bajalich (Dashing):  Basano 

2 Grenzer (Seasoned), 7 Line (Seasoned),  1 Medium Battery (Veteran), 1 Hussar (Seasoned)

Lusignan/Liptay (Dashing):  Trente

3 Freikorps (Conscript), 7 Line (Seasoned), 2 Medium Foot Batteries (Veteran), 1 Hussar (Veteran), 1 Dragoon (Veteran)

Koblos/Ocskay (Dashing):  Trente

1 Light Infantry (Veteran), 1 Grenadier (Elite), 5 Line (Seasoned), 2 Medium Foot Batteries (Veteran), 2 Hussars (Veteran)

Reuss/Vukassovich (Dashing):  Trente

5 Grenzer (Seasoned), 5 Line (Seasoned), 1 Medium Foot Battery (Veteran), 1 Horse Battery (Veteran), 1 Hussar (veteran),  1 Uhlan (Elite)

Wurmser (Reliable):  Mantua

6 Line (Seasoned), 3 Invalid Line (Conscript) 2 Fortress Artillery (Veteran - immobile). 

In addition, you can call upon Tyrolian Militias to defend Trente if necessary. They will not leave the Tyrol (table T), however. They will muster (one unit each  of Schutzen and Landsturm at each town on that table) should any French troops appear on that table. The Schutzen companies, being very familiar with the mountains, may enter move across them at 3" per turn, which no other troops may do. . 

3 Schutzen (Conscript, Rifles), 3 Landsturm (Conscript, no firearms). Schutzen shoot +1 and Landsturm melee  +1 from standard Conscript values. 


French Briefing: 

Citizen-General Buonaparte:

  It is January of 1799. The Directory is pleased with how you have driven the Austrians and their lackeys from Northern Italy, but we are concerned that, despite the fresh reinforcements we have recently sent to the Army of Italy, the great fortress of Mantua still remains in Austrian hands, despite having had the city under siege since early June of last year. Although you tell us that the garrison's food is becoming critically short, our intelligence indicates that the Kaiserlicks plan one last offensive to relieve the city. You must not allow this 4th attempt to succeed!

   You are aware that there are Austrian  stationed far to the East of the city, but the new troops have marched through the Tyrol, and are stationed in Trente. As you have pointed out to us in your many dispatches, there are two major (via Bassano and via Rivoli) and multiple minor routes by which the plains of Lombardy can be invaded from the North. Most likely, the Austrians will advance via several routes, as they have in the past  Only the routes with good roads (those to to Rivoli and Bassano) can accommodate Cavalry and Artillery; any forces using other routes will have to detach their cavalry and artillery to approach via another route.  

Additionally, you must keep the Fortress of Mantua under siege. The Garrison may attempt a sortie should the forces investing it (within 12"of its walls) drop to 75% or less of the strength of the garrison (infantry and artillery units only are counted).  Should Austrian forces inside and within 12" of the Fortress ever exceed twice that of any French troops (once again, counting only infantry and artillery units, and including the Garrison of Mantua), the the siege will be broken, and our armies will have to retreat towards Milan.  

Your forces are as follows:

Napoleone Buonaparte (Genius): Mantua

Augereau (Charismatic):  Legnano

6 Line (Seasoned), 1 Converged Grenadier (Elite), 1 Light ()Veteran), 1 Horse Artillery (ERlite), 1 Medium Foot Artillery (Veteran), 1 Chasseur (Veteran)

Massena (Genius):  Verona

7 Line (Seasoned), 1 Light (Veteran), 1 Horse Artillery (Elite), 1 Medium Foot Artillery (Veteran) 1 Dragoon (veteran), 1 Heavy Cavalry (Elite)

Joubert (Charismatic):  Rivoli

5 Line (Seasoned), 4 Light (Veteran), 1 Horse Artillery (Elite) , 1 Foot Artillery (Veteran), 1 Hussar (Elite)

Rey, Victor, Lannes (Charismatic):  Castiglione

7 Line* (Seasoned), 1 Light (Veteran), 1 Horse Artillery (Elite), 1 Foot Artillery (Veteran), 1 Guides (Elite), 2 Dragoon (Veteran), 1 Chasseur (Veteran)

* 2 of the Line (Seasoned) (Lannes) are en route from the South and will join your command later in the game.

Serurier (Dashing):  Mantua

9 Line Infantry (Seasoned), 1 Medium Foot Battery (Veteran), 1 Chasseur (Veteran) , plus 2 siege guns (Veteran - immobile) . 

The Player/Campaign Map

The Players:

Rob Painter - Bonaparte/Serurier
Mark McLaughlin - Rey
Phil Spera - Augereau
Richard Hammer - Joubert
Kevin Carroll - Massena

Steven Tarro - Alvincy/Wurmser
Sean Tarascio - Ocksay
Russ Lockwood - Lusignan
Karl Newbauer - Provera
James Sulzen - Bajalich
Brian Carmody - Vukassovich

Umpires Table Map Key

Table A

Table B

Table C

Table L

Table M

Table P

Table R

Table S

Table T

Table V


1) Supply status will be checked once an hour, on the hour.

2) Any troops actually occupying the buildings of a Major City (star, can hold up to 3 units), ), City (large dot, can hold up to 2 units), or Town (small dot, can hold one unit), or occupying Mantua are always “in supply”

3) Austrian forces must otherwise trace supply to Trente or Padua.

4) French forces must trace supply to Peschiera, Verona, or Legnano (the other fthree fortresses of the "Quadrilateral").

5) Tyrolian forces ignore all supply rules! They are always considered in supply.

6) Supply MUST be traced through the key cities and towns. On any given table, if a side does not control ALL of the key locations on that table, supply may traced into but not THROUGH that table.

7) Any troops that are found to be "Out of Supply" will immediately take one and only one Morale check roll immediately, with results imposed immediately. Additionally, Troops that are out of supply may not advance more than 6” from their present positions; otherwise they may only move towards their base of Operations (Mantua for the garrison, Padua or Trente for the rest of the Austrians; Peschierra, Verona, or Legnano for the French).

On the table maps:
"Mountains" and "Swamps" = Impassable
"Woods" = Rough
"Hills" = Broken
Buildings = Town or City as above.
All rivers are 1" wide (thus NO small arms fire across them), and may only be crossed at bridges, whether permanent or pontoon.

Pontooniers: May not attack or initiate Melee. To Build or take down a pontoon bridge,
once the Pontooniers are in position, check once per turn as per the rules; all nations need
a D10 roll of 7+; if unsuccessful, the next turn they need a 6+, if unsuccessful again then
on the following turn they need a 5+, and so on. Minor rivers (light blue on the table maps)
are bridged with one successful attempt; major rivers (dark blue on the table maps) require
2 pontoon sections each to bridge. Each command has a unit of Pontooniers.

Some difficulty can arise when players leave token garrisons behind to hold critical bridges and bottlenecks, etc. It can unduly penalize opponents encountering such token forces when they have to twiddle their thumbs, unable to move because their opponent keeps running away to do moves in a much bigger battle on another table.  Of course, delaying the enemy (within reason), as well as getting notice of the movement of enemy troops into the area, are the two main reasons for leaving token forces to begin with.

1) A "Token Force" consists of not more than 3 units of infantry, or a single Cavalry or Artillery unit. Combined arms forces are never considered "Token Forces".

2) Wherever possible, the owning player will play their own troops provided that it does not unduly slow play on that table or elsewhere.
3) Another player on the same side, or the GM or their assistant may be assigned to run the force
if necessary to maintain the flow of the game.
4) Failing any of those, or by the consent of the owning player, the Token force may be run by the opposing player following the Default Orders given to the Token Force as follows:

Place a pre-printed card underneath the token force when it is detached, that gives it Default Orders:

- Hold at all costs, always orienting to fire on the nearest enemy

- Withdraw as quickly as possible away from the enemy.

- Withdraw as quickly as possible towards Deployment Zone  _________ (fill in the blank).

In the absence of a Default Order,  "Hold at all costs" is assigned.

On encountering the Token Force, and after suitably informing and getting the OK from the GM, a player could run his own troops and pretty easily and reasonably run the opposing token force. Mostly the token force is not going to move (or will move away as quickly as possible), so one only needs to do trivial movement or roll shooting and morale for it. The Token force will impose a 60 second delay per unit each turn on the cycling of the active player. In other words, a Token Force of 3 Infantry units would impose a 3 minute delay per turn cycle upon the opposing player. The timer on a cell phone or similar can be used to track such delays.