509 Lindenau (16 October 1813)
Lindenau - 16 October 1813
Gyulai’s Austrians were on the left bank of the Pleisse River, to the west of Leipzig. Although ordered to attack, the main intent of his demonstration was to take pressure off the fighting on the right bank and possibly draw off some French reserves. For Napoleon, Lindenau was the only plausible withdrawal route for his entire army, yet the Allies did not grasp the obvious, and chose not to reinforce Gyulai. At 5AM the Austrians moved against Bertrand’s prepared French IV Corps. This corps had been in action since August and had been much weakened, but the soldiers now fought like veterans. A short cavalry clash sent the French cavalry screen back, but the Austrian cavalry could not overrun the French earthworks. Around 10AM Austrian artillery was moved into position on the heights and began to bombard the French earthworks, but with little effect. The Austrian infantry, by this time, had pushed the French back to Plagwitz and Lindenau, and for a short time had even gained part of the villages.
A renewed French counter attack, supported by reinforcements, expelled the Austrians and drove them back to almost where they had started the battle.
The stage is set. The battle lines are drawn and you are in command. Can you change history?
• Commander: Gyulai
• 4 Command Cards
• 3 Tactician Cards
• Move First
• Commander: Bertrand
• 5 Command Cards
• 4 Tactician Cards
• The Allied player gains 1 Temporary Victory Banner at the start of the turn for occupying Lindenau and the bridge (Temporary Victory Banner Turn Start)
• At the start of each turn prior to playing a Command card, the French player will make a reinforcement roll. Reinforcement roll is with 3 dice. The symbols and number rolled will determine the reinforcement unit that may be placed onto the bridge hex. The bridge hex must not have a unit on it for the reinforcement unit to be placed.
Three dice Reinforcement roll:
2 Infantry symbols = one Line Infantry unit
3 Infantry symbols = one Light Infantry unit
2 Cavalry symbols = one Light Cavalry unit
3 Cavalry symbols = one Heavy Cavalry unit
2 Artillery symbols = one Foot Artillery unit
3 Artillery symbols = one Horse Artillery unit
Any other die roll symbol combination yields no reinforcing unit
• The Stream and Pleisse River are fordable.
Tags: Expansion 5, Banners: 6, Army: Austrian, Army: French, Army: Russian, Special Rule: Reinforcements, Special Rule: Temporary VB (Turn Start)
In the second game, the French receieved 6 or 7 reinforcements. 2 x FA and 4 or 5 x INF. Longer game and well-fought by both, but the Austrians won 6-4 this time.
We both felt the tactician cards added too much randomness in this 6 banner battle and I had the same experience in the Vauchamps game the other day. We both agreed that Lindenau would be fun to try with the old deck instead.
exp. 5 scenarios, i played so far.
The french must try to survive and delay an Austrian victory, until the french
get enough (i think at least 3) reserves and one of it should be a CAV.
The Advantage of the austrian is for sure the 2 CAV
and the 2 ART, which should general try to built a "grande battery".
In 2 of my games here, such a grande battery caused heavy looses in the french lines and at last they won the game for Austria.
The disadvantage on Austrian side is for sure the slow movement of the LN.