78 10 Teaser-Oct78
78 10 Teaser-Oct78
Attack
French cavalry (Dragoons rather than
Cuirassiers in this case) charge
into the camp taking the
Prussians by surprise.
Introduction
"The grey dawn is breaking. The
horn of the hunter isheard on the
hill".
Dawn is indeed the time of the hunter. Hoping to catch his quarry still half asleep, he stalks through the early hours of
the day, surprise one of his strongest weapons. Surprise is not only the prerogative of the hunter. The military
commander, too, is well aware of the benefits of the "art of the unexpected" expounded by Sir Basil Liddell Hart in the
"Indirect Approach". Surprise can be used to deceive the enemy, catch him off balance and often compensate for the
enemies' superior numbers. It may be achieved in many ways and come in many forms; ambush, deception,
unexpected or un¬characteristic tactics are but a few. This month our Teaser deals with the use of night to gain
surprise and thus deliver a "dawn attack".
Period
This battle is suitable for almost any period of the wargamer's choosing and the use of the horse and musket period
armies in this account is only for simplicity. With a little imagination, one can envisage a Macedonian army surprising
an Indian camp or perhaps a US Army assaulting a Red Indian village at dawn. The choice is legion and some of the
possibilities quite exciting.
Terrain
The map depicts a river plane surrounded by rising woody ground. The river is im¬passable except by the bridge.
The hills provide the normal terrain obstacles to movement as do the woods.
Forces
Red Army
5 infantry regiments
2 heavy cavalry regiments (In camp
2 light infantry regiments (diagram2).
2 batteries of artillery (4 guns)
1 light cavalry regiment (In the outposts)
Blue Army
3 infantry regiments.
1 light infantry regiment.
1 light cavalry regiment.
1 heavy cavalry regiment.
2 batteries of artillery (4 guns).
General Situation
Red force has camped for the night on the south side of the river on the open plane. Blue has previously suffered a
severe reverse and is believed to have withdrawn from the area. For this reason. Red has been rather casual and
has not set out his camp with his customary good sense. He has crammed too many men into a small area with little
thought of defence and has only a token cavalry screen for protection and early warning. Red has, however, been
deceived by Blue who, despite his withdrawal, has left a strike force within reach of Red with the intention of making a
surprise assault. Sympathisers have informed Blue of Red's indiscretion and Blue has determined to attack Red's
camp at dawn thus taking him by surprise before he can deploy his superior forces to advantage.
Opening Narrative
Red's forces are concentrated in the camp, unaware of the approach of the foe. Blue has divided his force into two
approximately equal halves of his choice and has moved through the night to execute a two pronged dawn attack on
Red's camp. The game begins with Blue's arrival on the table before first light. Darkness means that Red is ignorant
of Blue's presence and may take no action until dawn. As dawn breaks to reveal the advancing Blue armies. Red
moves sluggishly into action, the cavalry outposts racing to the camp to wake and warn the army.
Dawn
Blue's force moves onto the table from both A and B in period one. His movement is at half move distance only,
because of the darkness. Dawn is about to break. Blue throws one dice for each half of his force to determine in
which period (1 to 6) the nearest cavalry outpost sees him. Once an outpost sees the enemy approaching it may be
considered to be light enough for all units to move at normal speed. The light cavalry outpost must reach the camp
area before any movement may begin in the camp. From the point at which the cavalry reach the camp, the warning
spreads inwards through the camp at the rate of six inches per period (see diagram 3).
We have now started to alert the camp-better late than never. However, the light is poor, weapons and horses are
scattered and the overcrowded troops are hard to organise. The Red forces have the manpower to defeat Blue's
assault but much will depend upon their steadiness and speed of deployment out of the camp.
All in all, the situation is a far from enviable one. The following charts (at the end) are designed to embody these
factors on the table and to provide a range of actions for each unit. Each unit in turn, on being roused, throws two
dice which will decide its action as shown in the 3 tables below.
The result of each unit's actions reached from these charts should only be known to Red and the umpire unless the
result is clearly visible. After all, Blue is unlikely to know what is happening in the tumult of the camp.
Well, we have plenty of scope for a hectic game and no doubt a few fraught periods for Red until he is able to
organise some defence and deploy his troops. Despite Red's superior numbers, the game is quite balanced with the
great imponderable being determined by the dice. However, as we said earlier, it is also possible to add a degree of
confusion to Blue's forces. This may be done by simulating the problems of the night march. This is done by dicing for
the entry points of the two Blue forces, determining whether they arrive as intended at A and B or to the left or right.
Points are designated A or B 1, 2 or 3 as shown in diagram 3. One die is thrown to indicate the point of arrival (1 or 2
being A1, 3 or 4 being A2 and so on). Once on the table the destination is still concealed behind a cloak of darkness
and the direction in which the troops march may again be diced for as shown in the diagram. The resultant direction
is maintained until dawn arrives and the Red camp may be seen.
Conclusion
We have now ensured that units of both sides are going in ail directions with all the resulting confusion and disorder.
Our worthy third party, the umpire, will be a busy man and indispensable. (If chaos and disorder should spread to his
domain all will be lost). All we need to consider now is the yardstick by which we will determine the winner and loser.
For once, I feel simplicity can be our keyword. The Red force will have won if it rebuffs Blue and defeats him causing
him to withdraw, while Blue will win if Red is decimated or driven from the table.
The table is set, the sun begins to rise -Good Luck and keep your head!
C. S. GRANT
Tables: