3rd Cazadores Battalion, 1811

In 1811, the number of Light Infantry (Cazadores) battalions in the Portuguese army was doubled, from 6 to 12. 

While the brown jackets and pants were retained, the other details of their uniforms changed significantly. 

The yellow lace on the jackets was replaced by black, and many facing colors became in part black; those that were not black were now piped black. 

The shako changed from the Barentina to one more like the British “stovepipe shako”. 

Each Cazadores battalions had 5 companies; one of these were sharpshooter or “Atiradores”, and usually had black plumes as opposed the green plumes of the other four companies. The Atiradores were at least theoretically armed with Rifles, and some other men of the battalion might have riles as well, as available. 

This unit is the 3rd Battalion of Cazadores. It had black collars and cuffs. 
It was based in Beira province, at Aguiar de Beira. 

Portuguese Cavalry Regiment # 6

 

The 6th Cavalry Regiment was designated as “Braganza”, after the ruling house of Portugal. 

The Portuguese cavalry had buff belts. This unit carries Carbines The Portuguese Cavalry was generally considered fairly poor. Portugal has very rugged and mountainous terrain, and was not good horse country. Most regiments were chronically understrength and had insufficient mounts even for the men who were on hand. 
My original, sole regiment of Portuguese Cavalry were Minifigs (with the correct uniform details for the Portuguese  cavalry, such as the red plumes on the helmets. They were absurdly overstrength at 12 figures (instead of my standard 8 figures). The officers from the Foundry command sets for the British Light Dragoons were wearing bicornes, which I didn’t like at all, so they were dispatched to the “Command” ranks. Thus a couple of the Minifigs (who were also equipped with Carbines)lightly updated and added to the ranks, one serving as the standard bearer. 
This regiment had red collars and cuffs with yellow piping and turnbacks. 
It seems the natural leather horse furniture was also customary for the Portuguese cavalry. 

Square Eagles: Encounter Battle, 1813, Conclusion

 We pick up the action with Turn 11:

French retain the initiative; With Victor down, his command gets only 2 orders; blue assigns one to the  Infantry unit that entered last turn but could not advance due to lack of orders. Soult gets but three orders himself. Joining the underperformance, Kleist gets 3 orders,. as does Bluchjer. 

Soult maneuvers to counter the threat of the Prussian cavalry to his Left, and Blue brings up the last opf his reinforcements.
Prussian moves; note the Cavalry to Soult’s derriere! 
French infantry fire is relatively effective, with skirmish fire eliminating the 1 hit Prussian Dragoons!!
The Prussian artillery bombarded the French to its front, scoring a hit. Prussian musketry is only fair. Frederick the Great would be appalled!
Situation at the end of Turn 11
Turn 12
French maintain the initiative; The revived Victor gets 3 orders, and Soult gets 4. Blucher gets 3 orders and Kleist does as well 

Soult and Victor both flub their Rally orders this time, with matching rolls of “1”!
Prussian Orders; a shot by the artillery knocks down some more frogs,  but an Assault upon the ridge by the Prussian infantry is repulsed!
Soult’s troops fire to mediocre effect at best. 
The Prussians get back their musket mojo, as nearly every shot tells, with an especially crushing volley  eliminating one of Victor’s regiments! 
End of turn 12, sees Victor kissing the earth yet again. His men nickname him “le Chat“, as he clearly has 9 lives!
Turn13:
Even without their General, blue gets 4 orders, and Soult (red) only 3; Kleist and Blucher each get enough orders for all of their troops, with the last of the Prussian reinforcements arriving, a tardy battery to support Kleist’s men!
With the clock ticking down, the French consolidate their position on the ridgeline. One of Victor’s regiments rallies without his help. 
Prussians move up to contest the ridge position, as the Prussian artillery picks off some more Frenchmen. Blucher’s men are unmoved by his Rally efforts, though. The Prussian Landwehr Cavalry has shot the gap onto the ridge. The French must have sole control of the ridge to claim victory!
The French do reasonably well with their shooting; importantly, 2 out of 3 skirmish shots hit home on the Prussian horsemen. 
Prussian return fire is slightly subpar this turn!
Situation at the end of Turn 13; note that the the arriving 2nd Prussian battery has moved up. 
Turn 14:
The Prussians seize the initiative! Both Prussian batteries bombard the ridgeline, and  Kleist’s remaining infantry regiment moves onto the ridge; The Prussian Cavalry charges the flank of Soult’s infantry that holds the rear of the ridge; having an unused order, they take a single skirmish shot at the charging bosches, and… miss!  Sound the trumpets!!!
Von Seydlitz turns over in his grave, as the Cavalry fail to score a single hit on their 4 dice (they have 2 SP left, but get an extra die for charging and another for attacking a flank; as they were already on the hill they don’t lose a die for charging up hill; they only needed a 3+; “Schreklichkeit!” The French manage a hit on their single die; the charge is repulsed! Meanwhile, the Prussian infantry all close on the ridgeline. 

A French flank assault also underperforms, and is repulsed. 
More French rallying; note the repulsed Landwehr cavalry. Note the position of the repulsed Landwehr Cavalry. 
Prussian musketry fails to impress!
The French shoot a little better this turn; the unit caught in a “croque monsieur“, has, well, croaked!! 

Situation at the end of Turn 14. 
Turn 15:

The French reclaim the initiative, and roll enough orders for all of their units. At this juncture, Victor’s infantry have  5, 2, and 1 SP’s remaining, with 2 SP’s for his Light Infantry. Soult’s troops have 6 (his far left regiment),1, 4, and 3 SP remaining, with 5 SP for his guns (which have been playing cat and mouse with the Prussian Cavalry). Kleist has 5 SP’s left on each of his 2 batteries, and 3 hits on his sole remaining infantry regiment. Blucher’s boys have 3 SP (middle infantry), 1 SP (his far right infantry), and 1 SP (the cavalry). Time has run out for the Prussians. After the coming French moves, a Prussian victory will be impossible. As dusk descends, they concede the hill to the hated French, and withdraw! 
Auf Morgen!“, they mutter. 

Square Eagles: Encounter Battle, 1813, Turns 6 -10

Picking up the action, here was the situation at the end of Turn 5:

 

Turn 6:
The French retain the initiative.
Soult (red)  rolls up Cavalry as reinforcements, but gets a total of 3 orders for 6 units; he chooses to leave the newly arrived Cavalry and the two infantry units on his flank unordered. Victor ’s (blue) reinforcement roll results in no new troops this turn, but gets 4 orders, enough for all of his units. Blucher (white) also rolls up some cavalry as reinforcements, and gets enough orders for all 4 of his units. Kleist (black) gets a much needed infantry unit as reinforcements, but only gets 2 orders. “Where are my aides?!  Get my orders to my troops, you laggards!”

Sensing their opportunity (the opposing Cavalry have no Orders to use!), the French Lancers turn 90 degrees and charge the flank of the Prussian infantry. Although they only have 2 (out of a starting 5) Strength Points, they add a die for charging and another for hitting a flank; hitting on a 3+, they score 3 hits; the outflanked infantry suffer no penalty, but still only manage 1 hit, needing a 4+. 

The Prussians have 0 SP now and are eliminated! Situation after the charge; the Lancers occupy the box, and have taken their free change of facing after their victory. 

Both Soult and Victor attempt Rally Orders; Soult’s unit has 4 SP left, and even with the +1 for Soult’s presence, the roll of 1 fails (1,2 no effect, 3,4,5 1 SP regained, 6+ 2 SP, regained, BUT the last SP lost cannot be rallied off). As can be seen, Victor does much better, the French infantry regaining 2 badly needed SP!  “I feel much better!” The remaining French orders are used for various moves and maneuvers.

Von Kleist orders a fresh (7 SP) Brandenburg Reserve Regiment to Assault the newly rallied French, leading the attack himself (which has no effect upon the combat – Ney and a few others might give a 1d6 bonus as a special rule). They lose 1d6 for Assaulting uphill. The French unit had an order, but used it to rally, so cannot fire at the attackers (a factor in Kleist’s decision, along with the big difference in SP’s between the 2 units). Both sides need 4+ top hit, and score 2 hits. Ties go to the defender, so the Prussians are repulsed, although the French unit is back down to just a single SP. “We’re not dead yet!”

Lots of French shooting for Turn 6, most with somewhat lackluster effect, but look at the second unit from the left – it scores 3 hits on its target! As a result, the Silesian Landwehr is pushed back 1 box before they can return fire. Ouch!

Prussian fire: The Brandenburgers score 1 hit, but that’s all that it takes to eliminated the hated French to their front. The Landwehr in the center score a respectable 2 hits, and the repulsed Silesians still manage to get a hit with their Skirmish fire die. 

Overview of the battle at the end of Turn 6. Note that Victor, having been attached to a unit that was eliminated, is lost for Turn 7; a new commander (or one who recovered from his wound or what ever) will reappear at the end of the turn, ready for Turn 8. 
Turn 7:
The French retain the initiative.
Victor gets enough actions for his 4 units, including a new unit of infantry as reinforcements. Soult gets no reinforcements this turn, but does get enough orders for all 5 of his units. Blucher and Kleist both fail to get any reinforcements this turn, but do get enough orders for all of their troops. 

A full strength French infantry  regiment makes a flank assault; the Prussians use their Order to add a d6 in melee; the result is a blood bath, with the French losing 4 SP and the Prussians 5! 

The Prussians are eliminated, and the French regiment occupies the box. 

4 successful French Rally orders!

Facing annihilation from TWO French point blank musket volleys, Blucher pulls his infantry off the ridge. Other units move up in support, trying to create a new battleline. 

French Skirmish fire is on target!

Prussians even the score with their shooting!

Situation at the end of Turn 7; Victor returns now. “I feel much better!”
Turn 8:
French retain the initiative, and stay on a roll, Victor receiving another infantry regiment  and Soult an Artillery battery as reinforcements. Both Victor and Soult roll well, getting enough orders for al of their units. Both Kleist and Blucher are guaranteed reinforcements this turn, having received none last time; both receive another infantry unit. The Prussians also receive enough orders for all of their units. 
2 successful Rally orders by Victor’s men (The “2” only counts because of the bonus for Victor being with the unit).

Another French Rally succeeds, as the Artillery Marches forwards. 
Prussian Dragoons Rally off 1 hit. 
Prussian Hussars charge their French counterparts; both are at full strength, but the Prussians get an extra die for charging. None of the dice miss!  Since each cavalry unit can only take 5 hits, the opposing Hussars are both dispersed!
Exchange of musketry is even on the French right…
and with a slight Prussian edge on the French Left. 
Situation at the end of Turn 8; Blucher is down now, having been attached to a unit that was eliminated!
Turn 9:
The French retain the initiative; Soult has no more remaining reinforcements, and Victor has but a single unit more, which fails to enter this turn. Both French Marshals get just 2 order this turn. Ouch! The Prussians don’t do much batter – no reinforcements and only 2 orders each! Content with his position atop the ridgeline, Soult rallies his men again. 

Battered Prussian Dragoons rally. 

French skirmish fire can’t hit the broad side of a Biergarten!

The Prussians get some badly needed help for the Dice Gods, with every  Skirmish shot finding it’s mark!

Situation at the end of Turn 9; Blucher returns to the field, muttering something about having been impregnated by an elephant! I don’t think that’s what the phrase, “seeing the elephant” is supposed to mean, though!
Turn 10:
French keep their grasp on the Initiative, and Lucky Soult gets 4 orders to but 2 for Victor; a unit of Light Infantry enters to support Victor’s Corps. Kleist gets an artillery battery and Blucher a cavalry regiment as reinforcements. Both Prussian Generals get 4 Orders, enough for all their men. The French battery picks off a few Landwehr cavalrymen, and Soult rallies his men yet again, this time for 2 SP (5+1=6); whilst Victor fails to inspire. Soult’s French infantry line closes range to the opposing Prussians. 

Prussian Dragoons charge, scattering the French Chevau-leger Lanciers. 

Prussian Bombardment scores a hit. 

Ready, aim…

Tirez!  Victor’s men (blue) continue to be plagued by wet powder, but Soult’s men fire to effect, staggering one of the opposing Prussian regiments!

Prussians split the other way, with Kleist’s men pummeling Victor, but Blucher’s boys almost all aiming high and missing!

Situation at the end of Turn 10: Victor goes down yet again; “It’s just a flesh wound!”
To be continued…

Square Eagles: Encounter Battle, 1813, Turns 1-5.

 I wanted to do a solo playtest of  my modification of Steve’s “Eagles Cheaper than Brain Cells”, itself related to Neil Thomas’ One Hour Wargames.  I rolled randomly for a scenario from OHW, and came up with #17, “Encounter”.  I decided to set the battle conceptually in 1813, with the French fighting the Prussians, and decided not to use any optional rules.  I decided to use TWO commands per side, and rolled a D6 for each one, with the condition that none of the 4 forces could be the same; as per Steve’s suggestions, I added 2 infantry units to each force. That resulted in the following: 

Prussia 1st Corps – Von Kleist – Black dice, etc.

1. Infantry

2. Infantry

3. Infantry

4. Infantry

5. Infantry

6. Artillery

7. Artillery

8. Cavalry

Prussia 2nd Corps –  Von Blucher – White dice, etc.

1. Infantry

2. Infantry

3. Infantry

4. Infantry

5. Infantry

6. Light Infantry

7. Cavalry

8. Cavalry

France  I Corps  – Victor –  Blue dice, etc.

1. Infantry

2. Infantry

3. Infantry

4. Infantry

5. Infantry

6. Infantry

7. Light Infantry

8. Cavalry

France II Corps,  Soult – Red dice, etc

1. Infantry

2. Infantry

3. Infantry

4. Infantry

5. Infantry

6. Infantry

7. Artillery

8. Cavalry

As per the OHW scenario, the game lasts 15 turns, and victory is achieved by having undisputed control of the hill. Failing that, if one side suffers obviously higher losses, the other side gains a minor victory. Each command can enter one unit per turn. The unit is determined by roll a D8 for each command at the start of the turn; that unit enters on the baseline anywhere on their half of the board. If they failed to enter a unit the previous turn, keep rolling until a valid unit is rolled that turn.  Commanders enter with the first unit of each command.

I took pictures of turns 1-3, but I didn’t realize that they failed to send, and deleted them. A brief summary of those turns first:
Turn 1:
A random roll determined that the Prussians would start the game with the initiative. On the first 2 turns there was no chance that there would not be enough orders available for all troops, and of course there was no chance that each Corps would fail to have 1 unit each arrive on the field!  Blucher (white) rolled a 6, causing a light infantry unit to arrive, and it moved straight forward 4 boxes on a March move in Column. Kleist (black) rolled a 4, and entered 1 Infantry unit which Marched forward 3 boxes in column. Soult (red) and Victor (blue) both rolled 4’s, and both entered a unit of infantry, both Marching forwards 3 boxes in Column. No combat was possible (out of range). 
Turn 2:
Blucher rolled a 2, and another unit of Infantry entered, and Marched forward 3 boxes in column. His Light Infantry used a Maneuver order to change into line and move onto the Blutsberg hill. Kleist rolled a 2, and another Prussian infantry entered, Marching forwards 3 boxes in Column. His other infantry unit Marched forward another 3 boxes to occupy part of the Blutsberg on the other end of the hill. Soult rolled a  5 and entered another infantry unit which marched forward 3 boxes in column, Victor rolled a 1 and di the same. Soult’s other infantry Maneuvered forwards 1 box and changed into line, while Victor’s infantry continued the advance in column. The Prussian Light infantry took a Skirmish Fire potshot at the French but failed to hit (they needed a 5 or a 6; the French couldn’t shoot because they only get 1 die for skirmish fire, and they lose a die shooting at Light Infantry). 
Turn 3:

The Prussians retained the initiative, and none of the commanders rolled a “1” for Orders, and thus would have sufficient Orders for up to 3 units each, the most they could possibly use at this stage. Blucher rolled a 4 for reinforcements, entering another infantry unit which again Marched forward 3 boxes in column; his other infantry Maneuvered onto the ridge and into line, alongside the Light Infantry, which stood it’s ground (also meaning that it could use the held Order for other things later in the turn). Von Kleist, though, rolled another 2, and thus with unit #2 already having entered, received no reinforcements this tun. Ouch! He maneuvered the unit on the ridge into line and moved his other unit forward 2 boxes in Column (had it moved 3 boxes on a March move, it would have been unable to Fire. Soult rolled a 1 and Victor a 3, resulting in each receiving another infantry unit, each of which again Marched forward 3 boxes in Column. Soult’s other infantry formed into a firing line at the base of the ridge. Victor, though, Maneuvered the most advanced of his units into Line right in front of the advancing Prussians in Column, hoping to take advantage of favorable modifiers I(as well as the potential that his forces would soon outnumber Kleist’s!). His third unit Maneuvered up to the base of the hill and formed line. Some shots were exchanged and damage suffered by both sides. 
Turn 4:
The first picture is also the situation at the end of Turn 3. 

Start of Turn 4; Prussians retain the initiative, Soult rolls 6+1 =7 Orders, but Victor only rolls 1+1 = 2 Orders. “Tough luck, that!” observes Kleist, not meaning a bit of it due to his failure to receive reinforcements last turn, Turnabout is fair play, and all that! Kleist and Blucher both roll sufficient Orders for all of their troops. The colored discs indicate that that unit has received an Order. Soult receives yet another infantry unit as reinforcements (lower left of photo), but Victor rolls a 4, resulting in no additional troops. “Couldn’t happen to a nicer chap”, observes Kleist dryly. Of course, with only 2 Orders, Victor would have been hard pressed to utilize a newly arriving unit anyway. Blucher rolled a 4 resulting in no reinforcements there, but Kleist (who is guaranteed reinforcements this turn, not having gotten any, rolls an 8, and some Prussian Dragoons make their appearance on the field! 

Turn 4, situation after Prussian Orders have been carried out. Kleist’s infantry can turn up to 90 degrees at the start of an Assault move, which they do. This potentially leaves their flank open, but Kleist figures his flank charge will defeat the French, and he will thus occupy their box, keeping his men safe this turn.

Infantry roll 1 die for each remaining SP (both units had suffered losses from prior shooting); the Prussians get an extra die for attacking a flank. Infantry hit on 4,5,6. Thus the French take 2 hits and the Prussians 1. 

Aftermath of the Assault – French, having suffered greater losses are pushed back the difference in hits (1 box); the victorious Prussians can either move forward 1 box or change facing; they do the later!
Situation after the French execute their Orders. 

The Prussians, having the Initiative do their (non-artillery Bombardment) first. Fire is not simultaneous, any losses inflicted buy the Prussians will occur before the French can fire back. However, losses do NOT effect Infantry or Artillery fire, and a unit is not removed from play until the end of the turn, so even “dead” units will get a final shot. Note that Artillery Bombardment, which is an Order, is resolved during the Orders phase (a good way to soften up the target of an Assault!). Finally, if the fire of a single infantry unit causes 3 (or more) losses, the target is immediately forced back 1 box, and that WILL take effect before they can fire back, if applicable. Once again, a 4, 5, or 6 is a hit for Infantry Fire (but only a 5 or a 6 for Light Infantry). Thus, left to right, the Prussian fire inflicted 1 hit (Over 1 box range, so just the single “Skirmish Fire” die), 2 hits, no hits, and 1 hit. The dials track the SP remaining. 

The French return fire, again, left to right, scoring 2 hits (Column loses a die), 2 hits (Line rolls 3 dice, added one for using an otherw2ise unused Order as a bonus, but lost 1 die for shooting at Light Infantry), 1 hit, none  and none (skirmish Fire by the last 2 units). 

Situation at the end of Turn 4; the Prussian Light Infantry, which had suffered losses earlier, and have only 5 SP to begin with, have been eliminated! “Scheiss!” mutters Blucher. 
Turn 5:
The French seize the initiative (D6 vs D6, must win by 2 to flip)! 

Soult gets 4 Orders this turn, and Victor, 3. Soult gets yet another infantry unit as reinforcements, whilst Victor gets a much needed French Cavalry unit (just out of the picture at far left). Kleist again rolls a unit that has already entered, so no reinforcements for him this turn, and adding insult to injury, only 3 Orders for his 4 units on the table. Blucher rolls another infantry unit as reinforcements, but only 2 Orders this turn; a bad moment for the Prussians for sure!

Situation after execution of the French Orders (the French Lancers Marched 4 boxes onto the table, and a French regiment has Maneuvered onto the flank of Blucher and his accompanying Infantry). ). 

French Column Assaults some Silesian Landwehr (count the same as everyone else for this game!). The Prussians use a Order marker to fire back at the attacking French, scoring 1 hit. 

French Assault falters, shaken but the Prussian fire, perhaps? Prussians score 3 hits to the French 2; the French are thus pushed back 1 box… back to where they started! 

Situation after the resolution of the Assault. 

Prussians execute their orders, including a charge (Assault) by the Prussian Dragoons upon the newly arrived French Chevaux-Leger Lanciers! Kleist’s outflanked infantry have Maneuvered their way out of severe danger, and Blucher’s infantry have in turn maneuvered onto the flank of the offending French!

Cavalry hit on a 3, 4, 5, or 6 in Melee; thus the French scored 4 hits (nearly eliminating the Prussians, as cavalry have only 5 SP’s), to a mere 2 for the Dragoons; they are repulsed and pushed back 2 boxes as a result. 

French firing – 2 hits on the Prussian column, and 1 hit (Skirmish Fire bolstered by an unused Order) on Kleist’s infantry.

The French volley mows down 2 Prussian SP. 

Fire by von Kleist’s men – q skirmish fire hit of the French Lancers, and an augmented skirmish fire hit on the French line. 

Blucher’s men fire – they can manage but a single hit on 5 dice. “HimmelHerrGottKreuzMillionenDonnerwetter!” swears “Marshal Vorwarts”! His column manages a respectable 1 hit on 2 dice. 

The unsettled situation at the end of Turn 5.