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Tuesday, June 17, 2025

Battle of Salamanca, July 22, 1812: set up for Historicon

 

At Historicon, on Saturday evening  from 6 Pm to 11 PM,  I will be running the Battle of  Salamanca, perhaps one of Wellington's most decisive battles. This is an Eagle's eye overview of the field. 


Marshal Marmont's army had become fragmented; seeing this, Wellington swiftly seized the advantage and attacked! Here we see the most exposed French formation as it is about to receive the surprise attack by British infantry and cavalry. 

Center of the Battlefield from behind the French lines. The last hill section needs more flock - I ran out and had to order more!

Eastern end of the field, with the Greater and Lesser Arapiles hills. 



Note the LARGE gap between the French Left and the rest of the army!

The numbers are much more even in the Center!

French may have the advantage on their right... but one of their formations will be late to the action!

View from the British Right. 

and the British Right Center

Left Center from the British position, including the village of Los Arapiles. 

Finally, the Britiash left from their positions. 

Overview of the table form the East... 

and the West.

The scenario I have pretty much adapted (stollen) from that by James Roach. Rules will be Field of Battle, 3rd edition, with Jared's MOVE card variant and a few other small tweaks. 


Battle of Salamanca, July 22, 1812


Allied Army: Wellesley (Exceptional LD 12+1)  31 units


7 - Cavalry Division: Stapleton Cotton/Anson (Skilled LD 12)

Two  Dragoon units (DD 8, CD 12) #

One Light Dragoon unit (DD 6,  CD 12) #


11 - D’Urban: (Average LD 10)

One Portuguese Cavalry unit (DD 6,  LD 10)

One  Hussar unit (DD 6,  CD 12) #


10 - 3rd Division: Packenham (Skilled LD 12)

Two British infantry units (DD 8,  CD 12)

One  Portuguese infantry unit (DD 6,  CD 10)

One Horse Artillery battery (DD 8,  CD 12)


3 - 4th Division: Lowry Cole (Poor LD 8)

One  British infantry unit (DD 6,  CD 10)

One British infantry units (DD 6,  CD 10)  (at 1)

One Portuguese infantry unit (DD 6,  CD 10)

One Foot battery (DD 6,  CD 12)  (at 1)

Note: 4th Division had taken heavy casualties at the assault upon the Trinidad breach at Badajos in April).


5 - 5th Division: Leith (Skilled LD 12)

Three British infantry units (DD 8,  CD 10)

One Portuguese infantry unit (DD6,  CD 10)

One Foot battery (DD6,  CD 12)


4 - 6th Division: Clinton (Skilled  LD 12)

Two British infantry units (DD 8,  CD 10)

One Portuguese infantry unit (DD 6,  CD 10)

One Foot battery (DD 6,  CD 12)


6 - 7th Division: Hope (Skilled  LD 12)

One British infantry unit (DD 8,  CD 10)

One Brunswick Oels infantry unit (DD6  CD 10 Light Infantry)

One Chasseurs Britannique infantry unit (DD 6  CD 10)

One Foot battery (DD 6,  CD 12)


9 - Spanish Division: Espagnac (Skilled LD 12)

Two Spanish infantry (DD 6,  CD 10)


2 -  Pack’s Brigade: (Skilled LD 12)

One Portuguese infantry unit (DD 6,  CD 10)

One Portuguese Cacadores SK infantry unit (DD 6,  CD 10 Light Infantry, Rifles)

8 - Bradford’s Brigade: (Average LD 10)

One Portuguese infantry unit (DD 6  CD 10)



# These British Cavalry units are subject to “pursuit”; if they win a Melee on an Odd roll, they lose UI equal to 
the loser’s, BUT this does not cost them Army Morale Points, and they otherwise carry on as usual - there is 
no pursuit movement.

French Army: Marmont (Average LD 10)  31 units

Note: Marmont was seriously wounded on the Greater Arapiles sometime after 3pm and was replaced by

Bonnet when Clausel couldn't be found. Bonnet was seriously wounded soon after and replaced by Clausel

who had reappeared after going to get an injured heel dressed. In effect, command of the army changed

three times in an hour and confusion reigned in this vital period immediately prior to Wellington's attack.


F - Heavy Cavalry Division: Boyer (Average LD 10)

Two Dragoon units (DD 6,  CD 12)

One Horse battery (DD 8,  CD 12)


D - Light Cavalry Division: Curto (Reliable, 4 DMP)

Two   Chasseurs a Cheval units (DD6,  CD 10)


C - 2nd Division: Clausel (Average  LD 10)

One French Leger unit (DD 8,  CD 12 Light Infantry)

Three French Line unit (DD 6,  CD 10)

One Foot  battery (DD 6,  CD 12)


G - 4th Division: Bonnet (Average, LD 10)

One French Leger unit (DD 8,  CD 12  Light Infantry)

Three French Line units (DD 6,  CD 10)

One Foot battery (DD 6,  CD 12)


B - 5th Division: Maucune (Average, LD 10)

One French Leger unit (DD 8,  CD 12 Light Infantry)

Two French Line units (DD 8,  CD 10)

Two Foot batteries (DD 6,  CD 12)


E - 6th Division: Brennier ((Average, LD 10)

One French Leger unit (DD 8,  CD 12  Light Infantry)

Two French Line units (DD 6,  CD 10)

One FootI battery (DD 6,  CD 12)


A - 7th Division: Thomieres (Average,  LD 10)

One French Leger unit (DD 8,  CD 12)

Two 4UI French Line unit (DD 6,  CD 10)

One Foot battery (DD 6,  CD 12)

Note: The French Line unit closest to the British is surprised, and probably in panic. This is represented by a

disordered column of attack.


H - 8th Division: Sarrut ((Reliable, DMP)

One French Leger unit (DD 8,  CD 12)

Two French Line units (DD 6,  CD 10

One Foot battery (DD 6,  CD 12)

Note: This division starts the game off table. It cannot arrive before the second MOVE card.

See Time and Arrivals.


TERRAIN

Lesser Apariles: At the eastern end of the field, and in British possession, is the Lesser [or Southern] Arapiles.

This is a cone that rises out of the plain and is rocky and steep on its northern facing slopes (Class III  terrain) but

much less so on its southern facing slopes (Class II terrain).

Greater Arapiles: Opposite the Lesser Arapiles, and in French possession, is the longer, Greater Arapiles. This hill is steep and

rocky on every side topped by a natural terrace supported on a 1m to 2m high vertical cliff face (Class II terrain).

Infantry (line deployment only) and artillery on the terrace can fire down from a superior position, count as

obscured to fire from below the rim, and will count as defending a fortification if charged. 

Note: Artillery on the terrace had insufficient gun depression to fire on any troops climbing the hill’s slopes.

Los Arapiles: Directly west of the Lesser Arapiles, and centrally placed within the British deployment, is the

village of Los Arapiles. This linear village runs east to west and comprises stone buildings (Class II terrain and cover).

The Monte de Azan: Is a low, undulating, three mile long plateau; described as ‘ideal for marching’. The bulk of the French army is

presently deployed on it, or making its way westward on or behind it. It obscures units 3" beyond the facing contour

but does not provide a superior position for fire or defense. Troops marching on top of it gain the 3" rate bonus

for road movement - it's 'The Monte de Azan Superhighway'.

Other terrain features: These include the small village of Miranda de Azan (class III terrain)which stands at the north western end of the

Monte de Azan; two pieces of gently rolling high ground (Class II terrain), one between the Greater Arapiles and the

Monte de Azan, the other extending from the northern edge of the battlefield to the western end of the Monte de Azan)

which provide dead ground to troops behind them; and several areas of open, cork tree woodland that dot the battlefield’s

edges, especially south of the French position (class II Terrain). Lastly, there are four roads radiating from Los Arapiles.

The Los Arapiles to Miranda de Azan road is important in game terms because it serves as a delineating feature for

British victory objectives (see below).


TIME AND ARRIVALS



The game will commence with the armies deployed as they were at about 4.00pm.

Marmont and Bonnet have already been wounded and carried from the field and French command has devolved 
to Clausel.

Bonnet with 8th Division is holding the Greater Arapiles, Clausel's 2nd Division and Maucune's 5th Division have
 taken up position on the Monte de Azan, and Boyer is holding the gap between the two positions with his heavy cavalry supported by a French regiment of 8th Division. Thomiere's 7th division is marching westward along the top of the 
Monte de Azan and has become separated from the rest of the army and is now out on a limb: Brennier's 6th Division and Curto's light cavalry are marching in Thomiere's support.

Packenham and D'Urban with orders to 'sweep all before them' on the Monte de Azan and are about to assault 
Thomieres 7th Division (see Surprise Attack below). Leith's 5th Division, supported by Hope's 7th Division, Cotton's 
cavalry, Bradford's Brigade and the Spanish Division, have been ordered to assault the French position to their front, 
and Leith's division is presently filtering through Los Arapiles in compliance with those orders. Other units have not yet 
received orders to attack (see Victory Conditions below).


Surprise Attack:

The game starts with the British getting an unopposed pre-turn one initiative phase of 4 initiative points. This phase can
only be used to activate D'Urban and Packenham in an effort to take full advantage of their successful 'ambush'
of Thomieres column. As soon as this phase is over any surprise has been lost: The British deck is shuffled - the game
begins with turn one.

Tardy Sarrut:

From the second French MOVE, the French player can start dicing for arrival: On the second card roll D8 Vs D8;
on the third MOVE card roll D12 Vs D8 and if 4th Division rolls higher it can arrive then. It will arrive on the fourth
MOVE card (historical arrival) in any event. Sarrut arrives over the southern table edge between the south eastern corner
and the start of the Monte de Azan.


Game Duration:

The game will last five MOVE cards by both sides, after which the light will be deemed to poor for the fighting to continue.

VICTORY CONDITIONS: 

Each side must bring its opponents Army Morale Points (AMP) to zero - at which point victory is achieved. 
If neither side has done so before nightfall (end of the 5th MOVE for both sides) the game is drawn.


French objectives:

Holding the Lesser Arapiles is a victory objective for the French: It is worth 4 British AMP. Holding the greater Arapiles
is a victory objective for the French: It is worth 4 British AMP.

British Objectives:

Holding the Greater Arapiles is a victory objective for the British: It is worth 4 French AMP. If an attempt is not
made to storm (charge) the terrace of the Greater Arapiles by the fourth British MOVE card (historically made by
Pack's Brigade), the British will lose 4 AMP. Holding the Monte de Azan (by having more units on top of it, east of
the Los Arapiles to Miranda de Azan road, than the French) at the end of the 4th British MOVE is a victory objective
for the British: It is worth 6 French AMP.



Saturday, June 7, 2025

"And his Chariots were gleaming in Purple and Gold"


With apologies to Lord Byron...

I needed some more 2 horse Assyrian chariots for the earlier years of the Empire.


These are from Old Glory, and fit the bill nicely!

Once again assembly issues arose. the triangular piece above the pole is clearly designed to go the other way around (pointing down), but it just didn't fit!

So, I just went with it as it did fit!

We saw the Purple, so here's the Gold!

I di glue on the extr quivers on the side of the cab. 

The reigns were once again made from painted dental tape. 

In To the Strongest terms, these would be more "Chariots" than Light Chariots or Heavy Chariots. 

I used epoxy to fix the crew into the cab - always a challenge!

Here's the third and last Chariot. 

If you are in the US, it's hard to beat the value of Old Glory!

Chariots are a pain, but they always look super on the tabletop!




Rebasing project for my 45 year old Minifigs Assyrian army underway; the chariots are staying on their original bases - way to difficult to re-do them! Also seen are some new Foundry Assyrians from Richard to add to the army; it seems unlikely that I will get to them until after Historicon!

Rebasing done - nothing fancy, green bases, green turf blend flocking. Have I mentioned that I hate rebasing? 





Wednesday, June 4, 2025

Sphinx hijinks!

I finished this sextuplet of Sphinxes that I obtained from Acheson Creations earlier this year. 

We are all familiar with the Great Sphinx at Giza, but they were common symbols through the history of Ancient Egypt; notably the 1.5 mile long road connecting Luxor and Karnak, "The Avenuie of the Sphinxes, estimated to have had over 900 of the staues!

The Sphinxes will be appearing on the table at my Egypt vs Sea Peoples game at Historicon. I am often amazed how few people now days are familiar with the famous "Riddle of the Sphinx"... even if that is more Greek in origin!

 




Sunday, June 1, 2025

Renewed shall be the chariots that were broken...

Quite a number of years ago, my freind, Ken Baggaley gave me a bunch of old figures, mostly ancients. These became the bulk of my Canaanite Army. In with the assorted figures were a couple of rather battered chariots and a surplus of Sea Peoples crew figures. I have no idea of the manufacturer. 

With the Sea Peoples due back on the table for Hstoricon 2025, I decided to try to resurrect them for service. Unfortunately, when I epoxied the Pole to the cab, I put in on backwards. After I realized my error, I was loathe to risk cutting it of and reattaching it, so I just went with it (green). The second chariot had no remaining pole at all, so I fashioned one from soft wire and a spare  white metal piece from a different chariot set (orange).   
The cabs and horses pretty much needed a full repaint as well, and the crew were unpainted. 
As I have done with my other chariots, I made "reins" out of dental tape painted the appropriate color(s), and glued them in place.
With most chariot models fitting the crew into the cab can be challenging. These smallish figures made it easier than usual.

The chariots got my "desert" basing with fine sand, fine talus, and tufts.