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KB01 Quatre Bras - Alternate (16 June 1815)

1 1 1 1 1 1 1 1 1 1 Rating 4.50 (2 Votes)
 70 %
Record a victory for BOTTOM ARMY  30 %
Total plays 10 - Last reported by sharpe1812 on 2017-04-14 05:59:41

Quatre Bras (Alternate) - 1815

Historical Background
Napoleon Bonaparte’s surprise march placed his army squarely between Blucher’s Prussians at Ligny and Wellington’s Anglo-Allied army assembling around Brussels. Napoleon concentrated most of his strength against Blucher, but ordered Ney and the II Corps to capture the vital crossroads of Quatre Bras to deny Wellington the chance to reinforce Blucher. Ney procrastinated and his attack did not get underway until two in the afternoon. The delay allowed Wellington to bring fresh allied troops to support the Dutch-Belgians and the Nassau Brigade that were thinly deployed south of the crossroads.
The initial French advance was greeted with musket volleys, but the outnumbered Allied troops were forced back. The Allied units in the wood, however, managed to hold. Facing three infantry divisions and a cavalry brigade, the Allied situation was fast becoming desperate, but additional troops kept arriving and Wellington, now in command, directed them to key positions on the battlefield.
Ney realized that the numerical balance was shifting in favor of the Anglo-Allies and that he could only capture and hold Quatre Bras by a desperate move. He ordered General Kellermann to lead his cuirassier brigades forward and break through Wellington’s line. The cuirassiers managed to reach the crossroads, but were driven back by close range artillery and musket fire. The arrival of the British Guards Division late in the day gave Wellington sufficient strength to launch a counter-attack that forced the French to give up all of their hard fought territorial gains.
The stage is set. The battle lines are drawn and you are in command. Can you change history?

This scenario has been inspired by William Barnes Wollen's painting of the battle: Black Watch at Bay. Check it out at http://en.wikipedia.org/wiki/File:Wollen,_Battle_of_Quatre_Bras.jpg
To this end the French lancers have been added and one of Picton's units upgraded to GR to represent the highlanders. The crossroads was vital so now the French must capture it in order to win. Kellermann's Cuirassiers and Cooke's Foot Guards are no longer available at the start of the battle.

 

Set-Up Order

Forest 12
Hill 10
River 7
RiverBridge 2
RiverEnd 1
Town 2

 

Battle Notes

British Army (Use brown Portuguese blocks for the Nassau, Hanover and Dutch units. Also use the Portuguese National Unit Reference card for the Allied troops with one exception: line infantry units will retreat 2 hexes for each flag.)
• Commander: Wellington
• 6 Command Cards

Line Infantry Rifle Infantry Grenadier Infantry Foot Artillery General   Line Infantry Light Infantry Militia Infantry Light Cavalry Foot Artillery General  
2 1 1 1 2   5 1 1 2 2 2   2 1

French Army
• Commander: Ney
• 5 Command Cards
• Move First

Line Infantry Light Infantry Light Cavalry Foot Artillery General   General
9 2 1 1 3 2   2 1

 

Victory
9 Banners

Special Rules
Quatre Bras is an objective hex for the French player. If a French unit occupies it at the start of the French player's turn, then the French gain 2 Victory Banners. This applies as long as the unit remains on the objective hex. If it moves off or is eliminated, it no longer counts. The French cannot win unless they occupy Quatre Bras. If the British get 9 Victory Banners after the French have already done so but without holding Quatre Bras then the game is a draw (Temporary Victory Banner Turn Start)

The entire stream is fordable. In addition, a unit or leader's movement is not stopped when moving onto a stream hex.

All reinforcements arrive immediately for both sides when a French unit comes within 5 hexes of the British edge or a British unit (including allies) comes within 3 hexes of the French edge.
The British place 2 x GG and 1 x FA anywhere in the orange hexes.
The French place 2 x CU and General Kellermann anywhere in the green hexes.

 

Tags: Banners: 9, Army: Allies, Army: French, Special Rule: Reinforcements, Special Rule: Temporary VB (Turn Start), Unofficial, Special Rule: Nassau units, Special Rule: Hanoverian units, Special Rule: Dutch units

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sharpe1812's Avatar
sharpe1812 replied the topic: #4637 7 months 4 weeks ago
Updated post:

Hi,

Love this alternative scenario. Definitely adds something with the French need to take QB. The scenario as written is very, very tough for the French to win. I have played it quite a few times.

What I do to add "sauce for the goose."

Give Ney 5 tactical cards to Wellington's 4.

Play reinforcements as follows: Put a FR Cu unit on the 4th space from the edge of the French Right and put the Brit GG 5 spaces from the same right. Starting with the 2nd turn, each player rolls two dice before playing a card. A player may add a die for a total of 3 if he discards one of his tactics cards. The French move the Cu "down the track" each cav symbol they roll. The British for each "red arty" symbol. When the unit drops off the board, immediately add the reinforcements. Neither player may enter the other player's reinforcement area. Players may fire, battle into, or move through but may not end a move, melee, breakthrough, card play, etc., the other player's reinforcement area until the other player has entered his units.

Let me know what you think.
sharpe1812's Avatar
sharpe1812 replied the topic: #4636 7 months 4 weeks ago
Additional note to my modified Alt QB:

Before playing a CC, a player rolls 2 dice to see if he advances his reinforcements. A player may discard one of his tactics cards to add one die for a total of 3.
sharpe1812's Avatar
sharpe1812 replied the topic: #4635 7 months 4 weeks ago
Hi,

Love this alternative scenario. Definitely adds something with the French need to take QB. The scenario as written is very, very tough for the French to win. I have played it quite a few times.

What I do to add "sauce for the goose."

Give Ney 5 tactical cards to Wellington's 4.

Play reinforcements as follows: Put a FR Cu unit on the 4th space from the edge of the French Right and put the Brit GG 5 spaces from the same right. Starting with the 2nd turn, each player rolls two dice before playing a card. The French move the Cu "down the track" each cav symbol they roll. The British for each "red arty" symbol. When the unit drops off the board, immediately add the reinforcements. Neither player may enter the other player's reinforcement area. Players may fire, battle into, or move through but may not end a move, melee, breakthrough, card play, etc. in.

Let me know what you think.
Mark-McG's Avatar
Mark-McG replied the topic: #2772 2 years 5 months ago
As written I would reckon this scenario unwinnable for the French provided the Allies move a GG to Quatre Bras immediately. The French can massacre every other unit on the map, and still draw.

Remove that condition and it seems to play fine.
Achtung-Panzer's Avatar
Achtung-Panzer replied the topic: #1221 4 years 1 month ago
And all that is why IMHO you've strengthened this scenario considerably. I like C&C:N scenarios which require a bit of planning before unleashing your attack(s). Scenario objectives greatly help in this aspect.

I look forward to more of your scenarios Keith - both original and 'alternate'.
keithabarker's Avatar
keithabarker replied the topic: #1220 4 years 1 month ago
I think the thing to remember as the French player is that you should with a bit of luck to be able to control when the reinforcements arrive. Before you cross the river you should try the following. Push forward with light infantry to put pressure on Perponcher. Use artillery to clear the hills. Push forward your infantry and cavalry into but not across the river line. Then do a big push, ideally with the help of an assault or bayonet charge.

The one thing you don’t want to do as the French is move across too soon with just a token force which gives the British good time to deploy Cooke's Foot Guards.

The British counter to this could be to sacrifice Perponcher’s Light Infantry to reach within 3 hexes of the French edge.

At least that's my "take" after playing it quite a few times.
Achtung-Panzer's Avatar
Achtung-Panzer replied the topic: #1216 4 years 1 month ago

keithabarker wrote: Yes it was meant that both reinforcements arrive at the same time.

Do you think I should ask Alessandro to change the text to say:

Reinforcements arrive for both sides immediately when a French unit comes ...

Would that make it clearer?

We didn't see many French units occupying QB originally either. This is why we changed the victory conditions. Note that they now get an extra Victory Banner for doing so. And of course the lancers from Expansion 1 to help them.

Would be intersting to hear how this plays out for other gamers.


We placed all reinforcements at the end of the turn when the French entered the 5th hex row. So the Allies were able to order their reinforcements in their next turn (card permitting).

The game played well with a sense of desperation for the French and the British Grenadier Guards forming and holding square against French Lancers, Cuirassiers and Light Cavalry!

Still a hard scenario for the French to win but very enjoyable.
Achtung-Panzer's Avatar
Achtung-Panzer replied the topic: #1208 4 years 1 month ago
Hi Keith

Perhaps the sentence should read "All reinforcements arrive immediately for both sides when a French unit comes ..."

BTW I really like how your ammended scenario and the new rule for Walled Farmhouses are adding some historical 'realism' to some of the scenarios. Waterloo should be a much more even scenario than the current 80:20 ratio.

Like you I also want to see more use of the French Lancers and wondered about replacing a LC unit with Lancers in the Waterloo scenario. Delighted that the Austrians also have Lancers.

Plesae keep up the good work with C&C:N scenarios. I believe writing good ones is an art form.
keithabarker's Avatar
keithabarker replied the topic: #1207 4 years 1 month ago
Yes it was meant that both reinforcements arrive at the same time.

Do you think I should ask Alessandro to change the text to say:

Reinforcements arrive for both sides immediately when a French unit comes ...

Would that make it clearer?

We didn't see many French units occupying QB originally either. This is why we changed the victory conditions. Note that they now get an extra Victory Banner for doing so. And of course the lancers from Expansion 1 to help them.

Would be intersting to hear how this plays out for other gamers.
Bayernkini's Avatar
Bayernkini replied the topic: #1206 4 years 1 month ago

Reinforcements arrive immediately when a French unit comes within 5 hexes of the British edge or a British unit (including allies) comes within 3 hexes of the French edge. The British place 2 x GG and 1 x FA anywhere in the orange hexes. The French place 2 x CU and General Kellermann anywhere in the green hexes.


Does this mean, that one condition bring both reinforcements (Allies & French), or the Allies need the Allies condition and the French need the French condition?

The French cannot win unless they occupy Quatre Bras.

A tough victory conditon, because i never seen so far a french unit, occupy Quatre Bras, in all of my or other games i watched :whistle:

Nevertheless, i will add the scenario to the next module update with the Austrians :)
and feel free, setup more fanscenarios, with the Austrians now, you have a lot of more possibilities of battles, which are waiting :)

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What my enemies call a general peace is my destruction. What I call peace is merely the disarmament of my enemies. Am I not more moderate than they?~Napoleon