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BH04 Lützen P1 (2 May 1813)

1 1 1 1 1 1 1 1 1 1 Rating 3.50 (1 Vote)
 60 %
Record a victory for BOTTOM ARMY  40 %
Total plays 5 - Last reported by Mark-McG on 2017-03-20 12:20:06

Lützen (Initial Attack) - 2 May 1813

Historical Background
This scenario focuses on the initial actions in the center of the battlefield at Lützen. Ney was ordered to make a fighting withdrawal towards Lützen and to take up a strong defensive position around the villages south of the city with reinforcements. The withdrawal would lure the allies to attack the defending elements while Napoleon would eventually come around the flank and counterattack.
Instead of immediately attacking the French, Blücher ordered up his guns to bombard them, but only engaged with two batteries.  Both of Souham's batteries responded such that several of the Prussian and Russian guns were disabled and had to be withdrawn.  Blücher brought up several more batteries while Klüx's brigade advanced on Gross Görschen.  All told, this bombardment delayed the Prussian assault by forty minutes.
Klüx's brigade eventually slammed into Gross Görschen, which it took by sheer momentum.  Several French and two cannon were captured but the Prussians became so disorganized in the village that they could just barely continue their assault onto Rahna.  They threw out a skirmish line and a single batallion drove into the village but was beaten back.  Blücher now released Ziethen and Pirch, who furiously stormed in to Klein Gorschen.  Souham's men were driven onto Kaja.
The delay in attack however, allowed time for Ney to bring in additional reinforcements to retake the area, which exchanged hands a number of times during the afternoon.
The stage is set. The battle lines are drawn and you are in command. Can you change history?


Set-Up Order

Entrenchments 1
Forest 6
RiverBend 4
Town 2
TownWindmill 1
WalledFarm 1
Church 1
Lake 1
Marsh 2


Battle Notes

Allies Army:
• Commander: Lebrecht von Blücher
• 5 Command Cards
• Optional 5 Tactician Cards
• 2 Iron Will
• Move First

Line Infantry Light Infantry Grenadier Infantry Reserve Infantry Light Cavalry Heavy Cavalry Light Lancer Cavalry Militia Light Lancer Cavalry Foot Artillery Horse Artillery General
4 2 2 3 1 2 1 1 2 1 3

French Army
• Commander: Ney
• 5 Command Cards
• 4 Tactician Cards

Line Infantry Light Infantry Light Cavalry Foot Artillery General
5 2 1 2 3


6 Banners

Special Rules
The 5 marked building hexes represent a temporary majority allied group victory objective worth 1 victory banners if the allies occupy an absolute majority at turn start.   (Temporary Majority Victory Banner)

The Flossgraben is fordable.

Blücher's slow start:  The French player is shown the Prussian's initial command cards and may choose as many as he wishes to be discarded and redrawn (without revealing).

Tags: Banners: 6, Army: French, Army: Prussian, Special Rule: Temporary Majority Group VB


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Tarheel's Avatar
Tarheel replied the topic: #3135 1 year 4 months ago
Here is new setup.
Tarheel's Avatar
Tarheel replied the topic: #3134 1 year 4 months ago
There are also some rather significant changes to the map and forces. I will try to post a picture until map can be updated

Also, I accidently left out the French Infantry rookie rule to be consistent:

French Line Infantry only receive the melee bonus if stacked with or adjacent to a French Leader.
Tarheel's Avatar
Tarheel replied the topic: #2414 2 years 1 month ago
Please adjust the official CCN version herein and in the CCN scenarios VASSAL to reflect the above change noted. I agree that simplification of this scenario makes it more playable.
Tarheel's Avatar
Tarheel replied the topic: #2407 2 years 1 month ago
As I've made more scenarios, the art has improved I think. I don't much like the complication in this one either. I have had thoughts on revision for this one. Try it again this way, its more straight forward:

Allies: General Lebrecht von Blücher - 5 cards - 3 iron will - move first
French: General de Division, le comte Souham - 6 cards

6 victory banners

Special Rules:

The marked locations represent a group majority victory banner objective worth
1 VP to the French and 2 VP for the Prussians if they occupy an absolute majority.

The Flossgraben is fordable.
Mark-McG's Avatar
Mark-McG replied the topic: #2404 2 years 1 month ago
hmm.. I notice in the version, a special rules that was on the VASSAL file has been dropped.

"- French player receives 1 permanent victory banner for each scout card he plays."

That was worth 3 banners to the French, whereas the other Special Rule we screwed up totally, and hence it had no effect;
"- At the start of each French turn, roll 1 die. Keep track of infantry symbols rolled. When
the 7th infantry symbol has been rolled, the game ends with French sudden death
victory if the Prussians do not win by the end of their next turn or end of their 16th
turn, whichever is longer. (play note: this represents the arrival of additional of
Ney's forces)"

FWIW, I prefer the first rule over the second because it is easy to remember and track.
Bayernkini's Avatar
Bayernkini replied the topic: #2403 2 years 1 month ago
Played scenario today with Mark and we got the same mind.
We wouldn´t play it voluntary (on prussian side) ;)

1. I don´t like to much scnenario notes, which i must remember during games,
so we often forgot the "INF" roll and also the complete 16 turns counting notes.
I prefer scenario notes, which i can see direct on map (exit markers, objective markers). And if a scenario have one special note to remember, please only one.

2. The french get a double advantage.
- VP for each scout card
- the sudden death / 16 turn rule

Summary: Scenario designers should not try to simulate/represent all historical actions/facts in a C&C scenario (one basic main fact is enough, if necessary), because then you get more a historical simulation like other boardgames, which represent not the spirit of the simple abstract game mechanism of C&C system.

only my mind, maybe other players have other priorities and love it ;)
Tarheel's Avatar
Tarheel replied the topic: #2260 2 years 3 months ago

I finished this one before the other Lützen scenario, so players can substitute orchard for the forest on the map and use the orchard rules from the other Lützen scenario to be more historically accurate:


cav/art stop battle into 0/-1* : -2 : -1 blocks YES no effect
cav/art stop battle out 0 : -2 : 0 blocks YES no effect

*only ranged fire effected for infantry
**cavalry treats orchards as if it is a forest (important for cossacks

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