| Blenheim
- 13th August 1704
This scenario was developed by Andy Green. Orders of Battle: ALLIED ARMY, ANGLO-DUTCH WING. Duke of Marlborough AC Army Artillery, Col Blood DC, Ex=nil
Churchill's Corps. Lord Churchill CC Von Hompesch's Column. Lt Genl v. Hompesch DC, Ex=6
Orkney's Column. Lord Orkney DC, Ex=5
Holstein Beck's Column. Holstein Beck DC, Ex=5
Lumley's Column. Lord Lumley DC, Ex=5
Von Bulow's Column. Lt Genl v. Bulow DC, Ex=5
Cutt's Wing. Lord John Cutts CC, Ex=14
ALLIED ARMY, IMPERIAL WING. Prince Eugene AC Army Artillery
Imperial Infantry Corps. Prince of Anhalt-Dessau CC, Ex=9
Imperial Cavalry Corps. Lt Genl v.Natzmer CC, Ex=9
Allied Army Notes 1) The Imperial Army Artillery may be commanded by either Prince Eugene or the Prince of Anhalt-Dessau. FRANCO-BAVARIA, TALLARD'S ARMY. Marshal Tallard AC Reserve Column. Ex=4
Infantry Wing. Marquis de Clerambault CC, Ex=15
Cavalry Wing, 1st Line. Genl Zerlauben DC, Ex=4
Cavalry Wing, 2nd Line. Marquis Merode-Westerloo DC, Ex=3
FRANCO-BAVARIA, MARSIN'S ARMY. Marshal Marsin AC Reserve Column. Ex=6
Infantry Column. Genl de Blainville DC, Ex=7
Cavalry Column. Comte de Bourg DC, Ex=5
Bavarian Wing. His Grace Max Emanuel, Elector of Bavaria CC, Ex=10
Franco-Bavarian Notes 1) Marshal Tallard's Reserve Column may be commanded by either Tallard or Clerambault. 2) Marshal Marsin's Reserve Column may be comanded by either Marsin or Blainville. 3) Light Arty Bns have range of 4"/8". 4) Note this was two separate armies. The ACs may only command and rally troops of their own army. Scenario Notes: 1) All Anglo-Imperial Allied infantry regiment stands (but not dismounted dragoons or grenadiers) have battalion guns. 2) The battle begins soon after dawn, about 6:00am and ends at dusk, at the end of the 8:00pm turn for a total of 15 turns. The Anglo-Imperialists are the attackers. 3) The Nabel stream is marshy banked. 4) Key to codes: c = civilian artillery drivers (such arty bns may not limber up once unlimbered). All arty count as PDR also. cm = cadenced marching (all non cm infantry and dismounted dragoons count as poorly drilled regulars). d = may dismount (as a poorly drilled infantry regiment stand with a -1 on morale). eds = English, Dutch or Swedish Cavalry (count as a weight class heavier). f = firearm cavalry (count as a weight class lighter). g = grenadiers present. m = militia (permanently disorganised poorly drilled regulars). ns = no shock effect (all but the best mounted dragoons never achieve breakthrough). pf = platoon firing infantry (all others fire 3 dice when stationary). sk = skirmisher * = shock troops. Note these notations are for the unofficial Marlburian add on rules written by Joe Collins and myself. Frank has not endorsed them so use them at your peril. We have played the game using the ordinary V&B Ancient Regime rules but if you do that I would then strongly recommend that all artillery be treated as Poorly Drilled Regulars as should be the 5 M4 regts of Tallard's Reserve Column. To win the Anglo-Imperial Army must destroy or severely damage the Franco-Bavarian Army or cut the road to Hochstete in the Franco-Bavarian rear by dark. This OOB is as close as our group have been able to get. While the Anglo-Imperial Army OOB is known, the Franco-Bavarian is not, nor is it's strength. The only strength returns for the F-B Army is for a few days prior to the battle and that just gives a long list of regiments with no clue as to who commanded what. We have laid the commands out as sensibly as we could. I think the F-B Army was some 8,000-10,000 men more than the A-I Army. I think we have fought this 3 or 4 times and the F-Bs have only won it once. The Map:
The Battlefield: The river Nabel is a marshy banked stream. Troops ignore all effects of the stream passing through Blenheim as it is assumed there are several bridges. Game Length: The battle begins at the noon turn and ends at the 10pm turn for a total of 10 turns. The Allied player is the attacker. Victory Conditions: Each command exhausted = 1 point. Each command collapsed or destroyed = 2 points. Because of it's importance Clerambaults corps is 2 and 4 respectively. To win the Allies must have inflicted at least 4 points of damage and more in total than their opponents have inflicted on them. For example if the Allies exhaust 4 French/Bavarian commands and the French/Bavarians exhaust 3 Allied commands, the Allies win. Or the Allies must be the last to occupy the exit on the Hochstadt road E4 with unexhausted, in-command infantry. The French win by inflicting 4 points of damage on their opponents. If both sides tie, the French win. French troops withdrawn via the board edges at E1 or E4 do not count as destroyed for game purposes. Period Rules: Only Allied regts with btn gun models count as having btn guns (this applies to the armies we used in the game and IIRC was about 50% of the Allied infantry). All French cavalry are "firearm cavalry". All Allied cavalry except British, Dutch and Danish are "firearm cavalry". All guard, Irish and grenadier stands are shock troops. All infantry have grenadiers/elites present. Tallard's reserve infantry division and all artillery (of both sides) count as PT. Footnote: By Martin Soilleux-Cardwell The R. Maulmeyer in Andy's scenario is ignored by all units except artillery - inf with btn guns may cross it. It was a minor watercourse. I however having played the game a couple of times think it should be in as the French have too much freedom of movement without it. There is also a French bridge of boats across the Danube at Sonderheim although it played no real role except to attract zillions of routing Frenchmen as they ran and drowned lots of them. |