NAPOLEONIC WARGAME ANALYSIS #3
Defending Bridges

Gerald J. Nivison, PhD
gjnivison@yahoo.com
(c)2007

  14 February 2007


crossing the river nieman, 1812
Crossing the River Nieman in 1812





CONTENTS

1 - INTRODUCTION
2 - BACKGROUND
   2.1 Defense Basics
   2.2 ZOC and Hex Grain
   2.3 Types of Bridges
3 - DEFENDING BRIDGES
   3.1 Type 1
   3.2 Type 2
   3.3 Type 3
4 - SPECIAL CONSIDERATIONS
   4.1 Defending Both Sides
   4.2 Defending Artillery Concentrations
   4.3 Not Defending a Bridge
   4.4 Adjustments

REFERENCES









1 - INTRODUCTION

Maxim XXXVI. When the enemy's army is covered by a river, upon which he holds multiple bridges, do not attack in front. This would divide your force and expose you to be turned. Approach the river in echelon of columns, in such a manner that the leading column shall be the only one the enemy can attack, without offering you his flank. In the meantime, let your light troops occupy the bank, and when you have decided on the point of passage, rush upon it and cross the bridge. Observe that the point of passage should be always at a distance from the leading echelon, in order to deceive the enemy.
-- Napoleon [NAP21]


The aim of this article is to help Napoleonic wargamers win more victories in scenarios dealing with defense of bridges.  The typical reader is assumed to be a member of an on-line wargame club like Napoleonic Wargame Club or International Napoleonic Wargame Club.  The reader is also assumed to have available at least one of the Napoleonic game titles from Talonsoft or HPS Simulations. [TS, HPS]  Since this article covers advanced topics, it assumes the reader has mastered the basics of game play.  For articles covering basics see Napoleonic Archive Articles.  This article covers a fair amount of tactics and strategy related to warfare and not just wargaming.  If the cited wargames are reasonably accurate models of warfare, then learning tactics and strategy of warfare should directly influence a player's wargaming ability.



2 - BACKGROUND

Nothing is more difficult, not to say impossible, than to defend the passage of a river, especially when the front of attack be of too great an extent.
-- Frederick the Great [FRE47]


2.1 Defense Basics

It is assumed the reader understands the basics of how to defend in TS and HPS games.  The tactics used in either can be highly dependent upon options chosen.  Suffice it to say that as defender you should never allow "Line Movement Restriction", which the author believes very strongly as unrealistic.  As defender in HPS games never agree to play with options allowing multiple melees and get the attacker in the scenario to play using MOE3 rules.  Further, obviously it is in the defender's interest to play with "hard" ZOC.  Otherwise the tactics described in the article will not work!

However, some of the most important rudimentary basics will be reviewed briefly for benefit of a novice reader.  (1) Keep infantry battalions in line formation to maximize firepower and minimize fire effects.  (2) Keep commanders in C&C; generally this means 2x4 for Allies and 3x6 for French.  Keeping C&C will double your firepower because you'll decrease time your battalions spend in disorder, and reduces the chance of routing when taking a morale check since disordered units get a -1 modifier when checking morale.  (3) Keep artillery and cavalry up-close to your formed infantry battalions.  Artillery and cavalry are psychological threats as much as real ones in game terms.  Up close is where artillery can make a big difference.  (4) Understand that usually killing enemy units is the key, not obtaining or retaining obective hexes.  By destroying the enemy's main force, you can then easily capture whatever objective hexes you want.

2.2 ZOC and Hex Grain
To purists, this topic is annoying.  However it is a fact in these computer wargames:  our soldiers live in a hex-grained world.  So you might as well accept it and use hex grains properly.  In this article we will exploit hex grains and zones of control to their fullest.  Be prepared!  There are really only three hex grains in these games due to the way the hexes are laid out and the LOS rules for ZOC and firing are designed.  These three directions are shown in Figure 1.

hex grain
Figure 1.  The three hex grain directions in computer wargames


2.3 Types of Bridges

Because of the hex grain and terrain considerations, we classify in this article bridges into three types, as illustrated in Figure 2.

three types of bridges
Figure 2. Three types of bridges.

Type 1 bridge is probably the most frequently encountered; it is the second easiest to defend, as we shall explain shortly.  Type 2 is probably the next most commonly encountered.  It can be difficult to defend since ZOC can be exerted on the opposite bank (or bridge span if multi-hex spanned bridge) only from a hex at the end of the bridge -- allowing direct melee assault across the bridge.  Type 3 is uncommon; it is a chateaux or other fortification on the defender's side of the creek.  This is probably the easiest bridge to defend, given plentiful skirmish companies.

Note that all these same concepts apply to multi-hex span bridges.  The concepts used for defense are the same, except the attacker will be on a multi-span bridge hex rather than on the opposite side of the hexside creek.


3 - DEFENDING BRIDGES

Have the course of the river watched by bodies of light troops, without attempting to make a defense at every point.  Concentrate rapidly at the threatened point in order to overwhelm the enemy while a part only of his army has passed across.
-- Baron Antoine de Jomini [JOM38]


This section is a rework of a previous "hidden" article written for a select group of NWC play testers of the NiR Project The Battle of Wavre (which is the ultimate scenario in bridge defense) in the year 2000.  As such, the author decided to include it here to make it available for a wider audience.  Note that is assumed (1) that the river or creek which is spanned by the bridge is impassable in game terms, and (2) that the time frame of the scenario prevents the attacker from moving downstream or upstream of the creek until a fordable place or another bridge is found.  If multiple bridges are present on a mapboard in a scenario, then each bridge must be garrisoned as described in the following for the overall bridge defense to work.  Take heed of Frederick the Great's admonishment in the preceding section's quote; do not try to defend too long of a span of a river with many bridges; each scenario will have to be taken into account in itself.  If a river line is deemed too long or having too many bridges or fords to defend, it is better to withdraw to a better defensible terrain that allows your defensive line to be shorter or at least its natural length given the force composition, size, and terrain.

3.1 Type 1: Bridges That Can NOT Be Melee Assaulted

Some bridges are placed in the map hex grain in a way that if the defenders are correctly positioned, enemy units can neither move nor melee across the bridge.  For bridges spanning creek hexsides or deep water hexes, which are impassible to all units (except with engineers with pontoons in the HPS Campaign series), this means the hexside obstacle can not be traversed until the bridge is captured.  This is very useful when delaying an enemy force.  In this section, how to defend these types of bridges is discussed.  For an abstracted view of how to defend such a bridge, take a look at Figure 3.

Type 1 Bridge
Figure 3. Defending a Type 1 bridge

This figure is an abstraction that minimizes aspects not relevant in a normal map view.  Here the bridge is defended by three infantry battalions, three skirmisher companies, and one artillery battery.  The blackened hexes to the southeast hare hills.  The darkened line on the hexsides is the impassable creek.  The key concept to this setup is the zone of controls of Battalions #1 and #2.  As evident in Figure 3, if a unit moves up to the east-end bridge hex, it is stopped by the ZOC of Battallion #1.  In the next enemy movement phase, the ZOC of Battalion #2 prevents movement across the bridge.  Also note that since no unit lies on the west-end of the bridge, this bridge can not be melee assaulted.  The only way to get across is by causing the defender to give way due to losses sustained from firepower.  Note that the ZOC of Battalion #2 is not needed until an enemy unit moves up to the east bridge hex.  Therefore, keep Battalion #2 out of fire path unitl it is needed to block movement across the bridge.  No need exposing troops until they're needed.  Battalion #3 is used to replace Battlalion #1 or #2 when either becomes fatigued (i.e., fatigue value of more than about 4) or routed.  The skirmisher companies along the river screen the battalions from fire and apply additonal fire to the enemy units on the opposing side.  The skirmisher companies can move up and down the west bank of the river as better targets arise.  The artillery battery is placed in such a way that it can not be hit by musket fire from the east bank of the creek.  It also has enfilade fire on any unit approaching the east-end hex of the bridge.

Two other examples of defending Type 1 bridges are shown in Figures 4 and 5.

example 1
Figure 4. Example of defending a Type 1 bridge

example 2
Figure 5. A second example of defending a Type 1 bridge

A variant of this defense is using a single battalion in the hex occupied by Battalion #1 in Figure 6, but rotated clockwise one hex spine to face southwest.  In this way, this single battalion's ZOC covers both end hexes of the bridge.  The weakness in this defense lies in exposing the battalion's flank to enfilade fire by opponents across the river and perhaps artillery on the ridge.  This variant could be a last ditch effort when only one battalion is available.  This is shown in two ways in Figure 6.

example 3
Figure 6. A third example of defending a Type 1 bridge using a single unit

The key to defending Type 1 bridges is leaving the friendly-end hex of the bridge open.  If a unit is in the friendly-end hex, it can be melee assaulted across the bridge, which unbalances the whole defensive tactic; take care not to do this!  To counter this tactic, the assaulting player will concentrate his fire on either Battalion #1 or #2 or both, and therefore they will eventually rout or become fatigued.  You must rotate your battalions back and forth from positions of protection like Battalion #3 to the defense of the bridge.  Otherwise, your front will melt away.  A defense such as this with 4 or 5 rotating battalions can hold a bridge for a very long time. 


3.2 Bridge Type 2: Bridges That Can Be Melee Assaulted

Defending Type 1 bridges seems very nice if you are the defender.  However there's always a fly in the ointment and a Type 2 bridge is it; it can not be defended in the manner described in Section 3.1.  As shown in Figure 7, some bridges are laid in the hex grain such that there is no way to defend the bridge without being assailable by melee.

Defending a Type 2 bridge
Figure 7. Defending a Type 2 bridge

The best defense for this is to stand back a hex, screen your infantry with skirmishers, and counter-attack mercilessly any enemy battalion that melees across the bridge.  As this is considered road movement, keep in mind that only one unit and its accompanying leaders may move across or melee across a bridge.  Use this disadvantage to the attacker to smash any battalion that melees across the bridge.  You usually can win such a melee and capture the units for lack of retreat hexes. (A unit can not be pushed back from melee across a bridge since that is road movement and is not allowed during melee.)  In Figure 7, Battalions #2 and #3 are sitting out of LOS for just that purpose; to counter-attack and smash any successful melee.  The defense shown in Figure 7 can be used for the other types of bridges too, but the other bridge defense tactic described in Section 3.1 is preferred because it leaves no room for doubt - "the attacker just ain't gettin' across".

Militia or Landwehr are good candidates for these types of jobs.  There is no threat of enemy cavalry charge so they don't have to change to square under large threat values.  They are not that valuable for regular combat, so using a half dozen of these battalions rotated at the front end of the bridge is the real deal.

3.3 Bridge Type 3: Bridges Defended by Fortification or Chateaux

Another type of bridge is one that is has a chateaux or fortification in the hex on the friendly side of the bridge.  This type of bridge is shown in Figure 8.  In that case, stack 250 skirmishers in the chateaux and keep adding more to replace losses below 250 from the friendly side each movement phase.  The bridge defense can be considered nearly impassible.

Defending a Type 3 bridge
Figure 8. Defending a Type 3 bridge



4 - SPECIAL CONSIDERATIONS

When an invading force crosses a river in its onward march, do not advance to meet it in mid-stream. It will be best to let half the army get across, and then deliver your attack.
-- Sun Tzu [TZU]



4.1 Defending Both Sides of a Bridge

There is one more way of defending a bridge across unbroken creek hexsides or water hexes. You can place units on both sides of the bridge.  I've seen this done in The Battle of Ligny (TS) by Prussian players.  This can be a delicate maneuver particularly in face of large numbers of opposing troops on the other side of the bridge.  The main concern is losing a melee with no routes of retreat open; your units are then captured.  KNOW THIS:  You can not retreat from a lost melee across a bridgehead; your unit is lost for no ZOC.  See Figure 9 for an example of this.

No retreat for disordered line
Figure 9. Defending both sides of a bridge

In this figure, a 75 man skirmisher has just lost a melee at the east end of the bridge.  Since is has no available ZOC to retreat through it would only be able to retreat across the bridge.  But, as this figure shows, the game engine does not allow this.  However, placing skirmishers on the opposing side of the river can gain you a few additional turns of delay before the attack begins on the bridge hex.  In the case of the bridge type shown in Figure 9, it's probably best to stay on the friendly side of the river.  However, at defender discretion a skirmisher or two may be placed in a road on the opposite bank inward a few hexes if the enemy does not have LOS to them.  In this way, the attacker's road movement is stopped for a single turn and he won't know ahead of time to surround the defender during his movement phase to cut off your retreat.  In the case of Figure 9 however, it may pay dividends to have an infantry battalion guard the opposite bridge hex.  Make sure to place skirmishers on each flank to prevent being cut off from retreat.  Once the attacker has brought up forces in strength, the defender should get that unit back across to his side.  Personally, this maneuver is not recommended, but is suggested to keep the reader's mind alert for other alternatives.  The main reason to be leery of this tactic:  What do you do when your line unit disorders?  Units in line formation can not cross a bridge.

4.2 Defending Artillery Concentrations

A good assaulting player will realize he doesn't have a good chance of melee success across a bridge.  He'll then revert to the obvious: using artillery concentration.  So when the attacker masses dozens of cannon across one bridge head and begans to blow away the defending battalions, what do you do?  This is a difficult situation, but one you are almost certain to encounter.  So, be emotionally prepared for it.  Let's make a list of things we can try. 
  1. Perhaps, the best answer is to mass your artillery on the opposing side and fire counter-battery fire.  Try to get your batteries on higher elevation to gain the fire modifier.  Just remember that for every cannon you destroy, you get 4 pts, while he, if he maintains fire on your infantry, will get 1 or 2 pts (1 or 2 SP) per shot.
  2. If the assaulting player has brought up his artillery to within musket range of your side of the river bank, place all your skirmishers to fire at his artillery.
  3. Hide your battalions behind all blocking terrain possible.  Only leave the lead battalion in the LOS of artillery; the "lead" battalion is the one that maintains a ZOC to the opposing bank's bridge hex if defending like Section 3.1, or your side bridge hex if defending like Section 3.2.  Rotate this lead battalion so that it doesn't become so fatigued to be useless for many hours.
  4. Use skirmishers to shield your infantry from artillery if on the same elevation as the artillery.
  5. Finally, if it is bad enough, withdraw your infantry battalions to be out of sight and keep a skirmisher at the bridgehead so that the attacker will have to melee across the bridge to get across.  When he does this smash that lead battalion with one of your larger-sized battalions (only one), to regain the bridgehead on your side of the river.  Make sure you have a large enough skirmisher to ensure it is not blown away during the assaulting player's defensive fire phase, otherwise he will move across the bridge with the empty hex on the otherside.  Of course, all this is only if the fire from the artillery becomes so bad that you are losing a great deal of troops to the battery.
  6. Keep in mind the number of shots of artillery allowed to the attacker.  Make sure the attacker uses up a disproportionate amount of ammunition getting across the river, which can be a good tactic for when he confronts you in open battle later.


4.3 Not Defending a Bridge

As stated in the quote opening this section, sometimes it might be better to wait further back from the river and meet the enemy when he has crossed half his army over the bridge.  This strategem is something you'll have to decide on a case-by-case basis.  If there is only one or two bridges, the creek is impassable along the entire mapboard length in question, and  you have sufficient forces, it might be best to defend the bridges quite vigorously.  However, if there are many bridges, few defenders, and long river lines, it might be best to drop back and counterattack once the opponent has crossed a part of his force.

4.4 Adjustments

Of course, against a good assaulting player, you will have to make adjustments.  Do so as needed.  Also, depending upon position the attacker has selected for his main assault, you will have to shuffle troops as well.  So keep a reserve back from the river and equally centered between bridges and move to the bridge that appears to be the main assault.  However, don't be fooled by a ruse and leave a bridge unguarded.  If you've decided on defending the bridges, keep them all plugged all the time!  And, even if it's just a single Landwehr battalion or a skirmisher. 




REFERENCES

[CLA12]  Carl von Clauswitz, Principles of War, 1812.  on-line

[FRE47]  Frederick the Great, Military Instructions for His Generals, 1747. on-line    on-line

[HPS]  HPS Simulation's Napoleonic games:  Napoleon's Russian Campaign (NRC), Wagram, Jena-Auerstadt, and Waterloo.

[JOM38]  Antoine Jomini, The Art of War, 1838.

[MG]  Matrix Games:  soon to re-release the Talonsoft (out of business) company's game titles.  There is disagreement between gamers as to which system is better TS vs HPS.

[NAP21] Napoleon, The Maxims of Napoleon, 1821.  These maxims were not actually written directly by Napoleon but were instead recorded by those around him while at St Helena island.   on-line

[TS]   Talonsoft's Napoleonic Battleground series games:  Napoleon in Russia (NiR), Prelude to Waterloo (PTW), and Battleground Waterloo (BGW).  Alas, the Talonsoft software company is now defunct, though recently Matrix Games has expressed interest in updating and re-releasing these three titles.  You may obtain copies of these CDs through eBay for example.

[TZU]  Sun Tzu, The Art of War, 6th century B.C.  on-line   on-line