Corunna (Breakthrough) - 16 January 1809
Though Sir John Moore had orders to assist the Spanish army in 1808, he soon realized that the Spanish were beaten and ordered a retreat to evacuate his forces. He managed to keep ahead of the pursuing French, but was forced to turn and give battle at the port of Corunna when his transport vessels were late in arriving.
As day broke on 16 January, Moore had formed a series of defensive lines with the key position being the small village of Elvina.
The French were in position on the opposite heights. Napoleon had returned to France when it was clear that he would not trap Moore and Soult was now in command. His plan was to move against the British infantry on the left and center with most of his army, while the infantry division of Mermet attacked Elvina.
Mermet’s infantry fought tenaciously for Elvina. The village changed hands several times in fierce fighting before the French infantry were thrown back. Moore remained in the area to direct the battle and was struck by a cannonball, falling mortally wounded.
Further to the west, the French cavalry were hampered by the rough terrain and were eventually driven back. Night brought an end to the fighting and the British finished successfully evacuating their troops.
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: Sir John Moore
• 5 Command Cards
• Commander: Soult
• 5 Command Cards
• Move First
Sudden Death: If a French unit occupies any town hex of Corunna hex at the start of the French player’s turn, the French player wins immediately
• All Sea and Sea/Costal hexes are impassable.
• All streams are fordable.