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MM11 Jemappes (6 November 1792)

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Record a victory for BOTTOM ARMY  100 %
Total plays 1 - Last reported by Freeloading-Phill on 2018-08-16 16:47:28

Battle of Jemappes (6 November 1792)

Historical Background
General Charles François Dumouriez, in command of an army of French Revolutionary volunteers, faced the Imperial army of Field Marshal Duke Albert of Saxe-Teschen and his second-in-command François de Croix, Count of Clerfayt. The French, who outnumbered their opponents by about three-to-one, launched a series of enthusiastic but uncoordinated attacks against the Austrian position on a ridge. At length, the French seized a portion of the ridge and the Austrian were unable to drive them away. Saxe-Teschen conceded defeat by ordering a withdrawal.
Dumouriez, intent on invading the Austrian Netherlands, advanced late in the season and attacked the Austrians with greatly superior forces. Jemappes was won by costly but effective charges against the Austrians' prepared position. Dumouriez overran the Austrian Netherlands within a month, but lost it at the Battle of Neerwinden in March. The French would not reconquer the Austrian Netherlands until the summer of 1794.
The stage is set. The battle lines are drawn and you are in command. Can you change history?

 

Set-Up Order

Hill - Fieldworks 2 2
Hill 16
Town 2
River End 1
River Bend 1
River Straight 8

 

Battle Notes

Austrian Army
• Commander: Duke Albert of Saxe-Teschen
• 5 Command Cards
• (Optional 3 Tactician Cards)

Line Infantry Light Infantry Light Cavalry Foot Artillery Leader
4 2 2 2 2

French Army
• Commander: General Charles François Dumouriez
• 5 Command Cards
• (Optional 3 Tactician Cards)
• Move First

Line Infantry Militia Infantry Light Infantry Grenadier Infantry Light Cavalry Foot Artillery
7 2 3 1 2 3

Victory
6 Victory Banners

Special Rules
• The two town hexes form a Temporary Group Victory Banner Objective for the side that occupies both town hexes worth 1 Victory Banner at the start of the turn.
• The river fords stop movement, but do not have any battle reduction.
• Republican French have no leaders
• All cavalry has 3 strength maximum
• French Line infantry retreat 2 hexes for each flag they cannot ignore

OPTIONAL
* French player may discard a single Tactics Card at the end of his turn to move a single unit 1 hex.  This unit may not battle

 

Tags: Banners: 6, Army: Austrian, Army: French, Special Rule: Temporary Group VB (Turn Start), Unofficial

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Mark-McG's Avatar
Mark-McG replied the topic: #3422 2 years 8 months ago

Bayernkini wrote: nearly the half of the tactician cards would be useless, if you play without LDR´s,
and this is a big disadvantage (if opponent don´t have such a restriction).


this is rather the point, it dramatically reduces the effectiveness of the French army.
Bayernkini's Avatar
Bayernkini replied the topic: #3421 2 years 8 months ago
As you already said Mark, nearly the half of the tactician cards would be useless, if you play without LDR´s,
and this is a big disadvantage (if opponent don´t have such a restriction).
So i would suggest, play with LDR´s, but limit the number of TC´s, which could hold into french hand at same time (maybe only 2).
Mark-McG's Avatar
Mark-McG replied the topic: #3420 2 years 8 months ago
I wanted to make this scenario for 2 reasons;
1. The lack of scenarios for the 1st Coalition
2. To see the effect on the French Republican Army of having no leaders at all. After the Royalist officers fled, the French Army was about 1/3 old professionals, 2/3 National Guards. The middle order officers mostly had become émigre, and hadn't been replaced. On the whole I think the lack of leaders gives the Republican army the feel of an enthusiastic but amateurish force.

The Optional rule is listed because in playtest, players didn't like that 50% of the Tactics cards were unusable to the French. So this gives them some mild purpose. However, the scenario wasn't playtested this way, so be warned.

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In time of revolution, with perseverance and courage, a soldier should think nothing impossible.~Napoleon