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.