MD02 Vimiero BT (21 August 1808)
Vimiero (Breakthrough) - 21 August 1808
Four days after Wellesley’s initial clash at Rolica, General Jean-Andoche Junot, with an army of 14,000, attacked the Anglo-Portuguese army of 17,000 troops. Junot wanted to defeat the invaders before reinforcements could arrive by sea. The battle of Vimiero began with three brigades of French advancing to take Vimiero hill and the town, while a fourth brigade had swung right to turn the British left flank. Unfortunately for Junot, his frontal attacks were uncoordinated, and failed to pin the British troops in the center. Wellesley was able to redeploy his army to face the threat on his left. The French column attacks in the center were finally forced back by sustained British volleys and soon afterwards the flank attack was also beaten back. Covered by his cavalry, Junot retreated towards Torres Vedras and the British did not pursue. Following the battle, the British senior commanders Generals Dalrymple and Burrard worked out a deal allowing Junot’s army to leave for France on British ships, taking all their guns and equipment. This deal, not surprisingly, caused a massive outcry in Britain.
The stage is set. The battle lines are drawn and you are in command. Can you change history?
This scenario use the new GMT (expansion 5) card deck. Some cards, which has printed "Stars" use the "March Move" action as in the expansion 6 (epic extension) described.
• Commander: Wellesley
• 6 Command Cards
• Commander: Junot
• 5 Command Cards
• Move First
The two town hexes of Vimiero are Victory Banner objective hexes for the French player. If French units occupy both objective hexes at the start of the French player’s turn, the French player gains two Victory Banners. So long as the both hexes are French occupied the French player will retain the two Victory Banners. If one or both hexes are not occupied, the two Victory Banners are immediately lost (Temporary Group Victory Banner)
The Maceiro River is fordable.
We played to 8 banners and had a narrow French victory, 8-7, but were somewhat disappointed as the main armies hadn't really clashed by the time that happened, it having been mainly a cavalry and artillery engagement. So we decided to keep playing to 12 banners, and the French still eventually won 12 - 10 after taking the town.
It did take forever, though, even when we just played to 8 banners, and it felt like 90 percent of gameplay was like the first 20 percent of a regular Napoleonics game, where you're closing the gap, concentrating forces, and jostling for position. It took what seemed like Eons for the French to move their entire line up, and the British, having very little motivation to come off the hills, spent most of their time doing a lot of nothing.
I think Breakthrough rules as written may be better suited for Memoir, where all infantry behave like Light Infantry and so can move 2 spaces when ordered on the move. I may try a simple rule saying that non-light infantry ordered "on the move" may move 2 spaces, and hand-wave it by saying that they're still in column and haven't yet gotten close enough to deploy into line. It would certainly speed up games and add an interesting new dynamic.
I had a line unit in Vimiero for one turn but other then that it never looked threatened.
Great fun and it looked good on the Memoir'44 breakthrough board with my small 3d terrain additions.
This scenario makes use of some modified cards, which have a printed "On the Move" value. When playing such a card the normal number of units are ordered as listed on the Section Card to move and/or battle as normal. These cards also order a number of units "On the Move". Units that are On the Move may be ordered in ANY section of the battlefield. They move as normal, but may not battle this turn.
The above was extracted from Chris Roper's explanation of these cards, found here: www.ccnapoleonics.net/index.php?option=c...id=6&id=65&Itemid=56