Battle of Pyramids 1798

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Battle of Pyramids 1798 Scenario Notes.doc Wargamerabbit Page 1 6/11/2014 Battle of the Pyramids July 21, 1798 General Bonaparte vs. Murad Bey Start time: French have been advancing towards the western bank of the Nile opposite Cairo. At 1400 hours, after some rest from marching, the French slowly advanced upon the Mukluk positions. French have first movement phase on the tabletop. End time: Scenario ends when either army is destroyed, retires or forced from the battlefield, or nightfall at end of 2040 hours turn. Starting MFP level: French have used 30 MFP (181 total) during the long hot day of marching towards Cairo. Mameluke has slowly collected half their army on the western bank of the Nile River under Murad Bey and has used 14 MFP (151 total). The other half under Ibrahim Bey has no impact on the battle or during this scenario. Special scenario rules: National characteristic rules plus the following scenario specific special or common rule highlights. Since square formations are prudent for this scenario a summary recap is below. Artillery and Square formation summary notes: Square formations: a. Square formations are formed during the Facing and Formation sub phase of the Movement Phase. Place the miniatures as dense as possible with some facing at least two directions, preferably in all directions. b. Joining two different infantry battalions, of same nationality, requires both to be adjacent at start of Movement phase. If either is morale disordered, both become morale disordered if joined into a single square formation. c. Different battalion nationalities cannot form joint square formations unless allowed by special scenario rule. Foreign battalions, like the KGL battalions, French allies in French army service and paid by French government are considered of the same nationality. Nationalities under different army structures or government pay are considered different nationality for the square formation rules. d. Square formations of four or more battalions can only contain battalions from the same command. No mixing of battalions from different commands. e. The largest square formation is Divisional in size and comprises of battalions from the same command (i.e. Division). f. The smallest valid square formation is two infantry miniatures. g. Open order skirmisher light companies (miniatures) can retire to square with no issues, even if morale disordered.

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Transcript of Battle of Pyramids 1798

  • Battle of Pyramids 1798 Scenario Notes.doc

    Wargamerabbit Page 1 6/11/2014

    Battle of the Pyramids

    July 21, 1798 General Bonaparte vs. Murad Bey

    Start time: French have been advancing towards the western bank of the Nile opposite Cairo. At 1400 hours, after some rest from marching, the French slowly advanced upon the Mukluk positions. French have first movement phase on the tabletop. End time: Scenario ends when either army is destroyed, retires or forced from the battlefield, or nightfall at end of 2040 hours turn. Starting MFP level: French have used 30 MFP (181 total) during the long hot day of marching towards Cairo. Mameluke has slowly collected half their army on the western bank of the Nile River under Murad Bey and has used 14 MFP (151 total). The other half under Ibrahim Bey has no impact on the battle or during this scenario. Special scenario rules: National characteristic rules plus the following scenario specific special or common rule highlights. Since square formations are prudent for this scenario a summary recap is below. Artillery and Square formation summary notes: Square formations:

    a. Square formations are formed during the Facing and Formation sub phase of the Movement Phase. Place the miniatures as dense as possible with some facing at least two directions, preferably in all directions.

    b. Joining two different infantry battalions, of same nationality, requires both to be adjacent at start of Movement phase. If either is morale disordered, both become morale disordered if joined into a single square formation.

    c. Different battalion nationalities cannot form joint square formations unless allowed by special scenario rule. Foreign battalions, like the KGL battalions, French allies in French army service and paid by French government are considered of the same nationality. Nationalities under different army structures or government pay are considered different nationality for the square formation rules.

    d. Square formations of four or more battalions can only contain battalions from the same command. No mixing of battalions from different commands.

    e. The largest square formation is Divisional in size and comprises of battalions from the same command (i.e. Division).

    f. The smallest valid square formation is two infantry miniatures. g. Open order skirmisher light companies (miniatures) can retire to square with

    no issues, even if morale disordered.

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    h. Mounted cavalry is not allowed in infantry squares. i. Some infantry nationalities cannot form square formations. See the National

    Characteristics rules. Artillery can be placed in or protected by a square formation if the following apply:

    j. Infantry battalion is 4 miniatures in size at joint formation Movement phase. Can be reduced during following phases but must start with 4 miniatures.

    k. Only one battery of any size can be placed into a single square formation. Remove the artillery base from tabletop if required for space and just place the crew miniature in the square formation.

    l. Artillery can be in morale disorder or good order. Routing artillery crews cannot join square formation.

    m. All artillery types, including rocket batteries, can joint formation, but with possible square movement restrictions caused by the artillery battery.

    n. Pontoon, ammunition, engineering trains or baggage wagons cannot be placed in infantry squares.

    Movement: Square movement is based upon the units CMR morale grade. Elite morale rating moves 6 per movement phase, Line morale grade moves 4, and Militia rating moves 2.

    a. Square and artillery movement is reduced to the slowest units rate. b. Some National Characteristics limit square formations. See the NC rules. c. Positional artillery prevents conjoined square movement since it cannot limber

    and unlimber during the same movement phase. d. All artillery in a square formation is unlimbered artillery at end of each

    Movement phase. No artillery may remain limbered and be in a square formation.

    e. Siege artillery is permitted in square but no square movement like positional artillery above.

    f. Morale disordered artillery or infantry slows the square movement to the movement rate plus 2 unlimbering calculation for artillery. In most cases under the cavalry charge template this prevents square movement. (6 field battery divided by 2 = 3 base movement divided by 2 for charge zone = 1.5 and required 2 unlimber cost = less than 0 distance movement). Horse artillery calculation 14 /2 = 7 which is /2 = 3.5 less 2 unlimber cost = 1.5 movement of square allowed.

    g. [Optional rule] Artillery battery in square prevents square movement. This is due to the inability to move the cannon

    with the limber teams. The limbers teams cannot ride among the infantry to hook up the cannon, ride a short distance, unlimber and somehow the square formation is undisturbed.

    Firing:

    a. Infantry in square fire their 1/3 miniature strength using the square firepower chart line. If morale disordered, use the disordered chart line for firing.

    b. Artillery in good morale order fires 1/3 of the cannon (RU) using the standard artillery firing method.

    c. Regimental artillery adds their +20% firepower adjustment. d. Morale disordered artillery, including regimental artillery, cannot fire from the

    square formation. It is silent till regains good morale status.

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    e. Note that the square musketry firepower chart line tops out at 10+ miniatures firing.

    Firepower effect:

    a. Artillery firing at a square is a massed formation, both infantry and unlimbered artillery battery targets.

    b. Each artillery targeting requires two calculations, target the infantry as a massed target and target the battery as a massed artillery target (2/3 effect*). Roll one firepower % dice roll. Using determined % to hit values, if the % dice roll is equal to or less than the required massed artillery calculation, then both the infantry and the battery take a hit. Remove one infantry miniature and battery takes a cannon loss hit. If above the artillery to hit % but equal to or below the infantry to hit calculation, then just the infantry battalion suffers miniature loss.

    c. Canister firing upon a square may cause two infantry miniature losses and causes two cannon loss if the battery is hit by canister firepower.

    d. Roll all counter-battery effect for each cannon lost and apply to battery. Explosion effect on square if rolled on counter-battery effect table.

    e. Musketry (small arms) upon a square formation targets both the battery and infantry battalion. Determine losses just like a canister firepower result (see c).

    f. [Optional rule] When firing at joint formation of artillery and an infantry square, there is no

    firepower target reduction for the unlimbered artillery battery. Treat as the same as the infantry battalion for targeting purposes. This speeds up the game flow.

    Morale:

    a. Square formation morale tests are taken by the highest rated CMR infantry unit present and effect the entire square formation. Note that artillery batteries dont give the highest CMR rating for the squares morale check.

    b. If any infantry unit is morale disordered within the square, all units are considered morale disordered.

    c. Artillery batteries morale disordered dont effect the infantry portion of the square but they cannot fire till regaining good morale status.

    d. Combined squares with unlimbered artillery take one morale test for any hits upon either the battery or infantry battalion. Use highest unit for CMR base.

    e. If two different infantry battalions with different CMR values are in the same square, the highest infantry CMR unit suffers the miniature loss due to firepower. Units with equal CMR current values at owning players choice.

    Rockets and Squares:

    a. If a rocket battery fires and roll a 1, the rocket launcher loss is one launcher and one infantry miniature from the infantry battalion. Players should think twice about placing rockets in a square formation. Morale check for infantry loss is required.

    If super massed artillery (37+ cannon in 6 radius) no % reduction. Treat like massed formation of infantry.

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    French cavalry in Infantry Square: Normally cavalry is not allowed in an infantry square. For the Battle of Pyramids scenario one regiment of French cavalry (max 5 miniatures) can be sheltered in a square formation of 36+ miniatures. To enter or exit the infantry square formation, the mounted cavalry unit takes its entire movement to join the square (go inside from adjacent position) or exit (placed cavalry just outside the square bayonet perimeter in any formation). Treat as a formation change for the infantry square and possible enemy opportunity firepower if in minimum fire zone. Squares with cavalry inside test morale based upon the infantry battalions CMR. For game play, only one cavalry miniature is required in the miniature square formation as a representative marker. Albanian and Fellaheen movement: All Albanian and Fellaheen infantry must remain near Embabeh (within 1 foot of village perimeter wall) unless a French unit enters the G map row. Once a French unit enter map row G, the Mameluke infantry is released. Positional artillery and Regimental artillery rules: See the general national characteristics rules for use and restrictions. Siege artillery: Siege rated artillery (18lb+ or siege mortars) have no opportunity, passby or final shock combat phase firing. They only fire during the Mutual Artillery Fire phase. Battle Map picture (w/o counters):

    Map scale notes: Map scale above is 600 yards to the map square inch. Each map square converts to 12 by 12 on actual tabletop (game scale is 50 yards to inch). Map legend is at top right of map. North is to right side of map and South to the left. Cairo is off map to east or bottom edge of map. The Pyramids are off map to the upper left corner.

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    Terrain notes: Old river dyke: 2 to cross otherwise no effect on movement. Same as ground fold for reduction in firepower across (-1/4 effect) Irrigation or dry streambed: 2 to cross otherwise no additional effects. Low village wall or ditch: 2 movement cost to cross for CO. Treat as low stonewall defense. No cavalry or artillery crossing except at wall opening. Palm groves: 1 movement cost for CO. 4 or 2 costs for cavalry or artillery. Same as light woods so 6 maximum visibility. Scattered palms: No effect as is only visual terrain during scenario. Nile River: No crossing except at ferry near Giza. Crossing to Cairo side removes one unit from scenario battle per players movement phase. Battle map with command counters:

    Picture of map with all command counter start locations

    Starting positions and Orders (LOC): French are acting under Advance position senior order so no defend orders are allowed. Mameluke have a Hold position senior order so no attack orders are allowed except for the Mameluke cavalry command. Both sides start scenario in Battle or Strategic mode subject to starting orders or players choice. Mameluke cavalry and all French units set up in the rear half of each map square as per normal miniature to tabletop deployment rules or enter tabletop measuring from tabletop edge. Mameluke infantry commands can occupy the entire designated square, including the front half. Definition of command orders covered at Wargamerabbit.wordpress.com.

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    French: French Armee dOrient HQ (Bonaparte) starts at L3 with attached units and army ammo train. Advance Guard Division (Desaix) K6 with March order Right Division (Reynier) K5 with March order Center Division (Dugua) L4 with March order Left Division (Vial) L2 with March order Reserve Division (Bon) L1 with March order Mameluke: Mameluke army headquarters (Murad Bey) starts at F4. Mameluke cavalry command (Bey) H4, H5 and H6 with Reserve order Albanian Infantry (Abu Bakr) I1 and I2 with Defend order Fellaheen Infantry (unknown bey) I1, I2 and H2 with Defend order Arab cavalry (unknown bey) F4 with Reserve order Order of battle: French OOB: French Armee dOrient HQ (Bonaparte) Sapper detachment 1x4 CMR 8 Guides a cheval 1x2 CMR 8 Guides a pied 1x6 CMR 8 Army ammo train 3x1 CMR 4 Advance Guard (Desaix) with March order 21st DB Legere 3x7 CMR 7 61st DB 3x8 CMR 7 +RA (Regimental artillery) 88th DB 3x6 CMR 7 +RA Mixed Foot battery (6) CMR 7 Right Division (Reynier) with March order 9th DB 3x6 CMR 7 +RA 85th DB 3x7 CMR 7 +RA Maltese Legion 2x7 CMR 5 Mixed Foot battery (6) CMR 7 Center Division (Dugua) with March order 2nd DB Legere 3x6 CMR 7 25th DB 3x7 CMR 7 +RA 75th DB 3x7 CMR 7 +RA Mixed Foot battery (6) CMR 7 Left Division (Vial) with March order 22nd DB Legere 3x7 CMR 7 13th DB 3x7 CMR 7 +RA 69th DB 3x6 CMR 7 +RA Mixed Foot battery (6) CMR 7

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    Reserve Division (Bon) with March order 4th DB Legere 2x7 CMR 7 18th DB 3x7 CMR 7 +RA 32nd DB 3x7 CMR 7 +RA Mixed Foot battery (6) CMR 7 Cavalry Division (Dumas) with March order 7th Hussars 1x5 CMR 8 22nd Chasseur a cheval 1x5 CMR 7 3rd Dragoons 1x3 CMR 7 14th Dragoons 1x4 CMR 7 15th Dragoons 1x3 CMR 7 18th Dragoons 1x4 CMR 7 20th Dragoons 1x4 CMR 7 Mixed Horse (Kavalry) battery (6) CMR 8 Mameluke OOB: Mameluke Army HQ (Murad Bey) No attachments to headquarters not even a harem. Mameluke Cavalry command (Mameluke Bey) with Reserve order Mameluke cavalry 1x6 CMR 8 Mameluke cavalry 1x6 CMR 8 Mameluke cavalry 1x6 CMR 8 Mameluke cavalry 1x6 CMR 8 Mameluke cavalry 1x6 CMR 8 Mameluke cavalry 1x6 CMR 8 Mameluke cavalry 1x6 CMR 8 Mameluke cavalry 1x6 CMR 8 Mameluke cavalry 1x6 CMR 8 Mameluke cavalry 1x6 CMR 8 Bedouin cavalry 2x6 CMR 5 Bedouin cavalry 2x6 CMR 5 Turkish Pasha Albanians (Abu Bakr) with Defend order Albanian infantry 3x10 CMR 6 Albanian infantry 3x10 CMR 6 Bedouin Tribal infantry 2x10 CMR 5 Mixed provincial cannon battery (10) CMR 5 (8lb rated Positional artillery) Mixed provincial cannon battery (10) CMR 5 (8lb rated Positional artillery) Fellahin Infantry (Unknown Bey) with Defend order Egyptian Fellaheen infantry 2x10 CMR 4 (50% long barrel musket / 50% other weapon) Egyptian Fellaheen infantry 2x10 CMR 4 (50% long barrel musket / 50% other weapon) Egyptian Fellaheen infantry 2x10 CMR 4 (50% long barrel musket / 50% other weapon) Egyptian Fellaheen infantry 2x10 CMR 4 (50% long barrel musket / 50% other weapon) Egyptian Fellaheen infantry 2x10 CMR 4 (50% long barrel musket / 50% other weapon) Egyptian Fellaheen infantry 2x10 CMR 4 (50% long barrel musket / 50% other weapon) Bedouin Tribal infantry 2x10 CMR 5 (50% long barrel musket / 50% other weapon)

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    Mixed old heavy cannon battery (10) CMR 4 (use 18lb siege and militia rated) Mixed old heavy cannon battery (10) CMR 4 (use 18lb siege and militia rated) Arab Cavalry (Unknown Bey) with Reserve order Arab cavalry 1x8 CMR 5 Arab cavalry 1x8 CMR 5 Arab cavalry 1x8 CMR 5 WR used a rough 1:100 miniature scale for this order of battle. (2x6) = 2 battalions of 6 infantry miniatures each. French cavalry are small regiments. (6) for artillery equals 6 cannon in battery or a train team model miniature. Off map reinforcements: None Line of communications (LOC): French LOC leads back to Alexandria and exits via the map at L6. Mameluke LOC leads back to Giza A1 then across the Nile via local ferryboats to Cairo. Weather: None. Weather is excellent and clear with light breezes in the afternoon heat. Chart 2 then chart 3 once the smoke of battle from artillery fire. Victory conditions: French Major victory: Completely clear the tabletop battlefield of all Mameluke commands and control the town of Giza (ferry crossing at A1). [Historical result] French Minor victory: Seize complete control of the village of Embabeh and cause any two Mameluke commands to exceed 40% losses. Control means no enemy units within village perimeter walls. Draw: Embabeh contested or Mameluke controlled at nightfall. Mameluke Minor victory: Cause two French divisions to have 40% losses and contest or control the village of Embabeh at nightfall. Contesting means having any unit in good morale within the village wall perimeter. Mameluke Major victory: Cause three or more French divisions to have 40% or greater losses and contest or control the village of Embabeh at nightfall. Rules of Play: Wargamerabbit.wordpress.com has a rules section providing files; charts, table and game play example YouTube videos. Special event cards: None