Ulm
Campaign - Design Notes & Battle Guide
24-25 October 1805
Document Revision 1
This document provides a guide to the
scenario Battleground Expansion: Ulm
Campaign. The goal of this document is to help gamers maximize
enjoyment and improve understanding of the scenario and its design.
I.
SCENARIO DESIGN CONSIDERATIONS
Battle Overview
Gentlemen, this scenario was many months of work and thought in the
making. If deep thinking is why you play these games, this one is
highly
recommended. The nature of this battle is a mixture of Borodino,
Waterloo, and a river defense -- with a subtle twist. It presents a
complex and difficult tactical
situation to both French and Austrian player and is
recommended for advanced players. It is similar to Borodino in that the
Allied player is in a fortified defensive position in which the French
attack. It is similar to Waterloo in that the Allied player receives
reinforcements on the flank of the French later in the day. The river
defense has five bridges, two of which can be "blown" during the game.
The starting conditions of corps at start of the battle
are shown in Figure 1 by rectangles, while reforcements are represented
by circles.
Figure
1. Ulm Campaign Battle Overview
This scenario represents the battle that should have been fought by the
Austrians if FML
Mack was not so massively incompetent! In this alternate
history, the Austrians remain concentrated near Ulm throughout October
and decline
fighting premature minor engagements, instead preserving their
strength and morale while improving the fortifications in and around
Ulm. Given this situation, around 10:00 AM on 24 October 1805 the
French II, V, VI,
Cavalry Reserve, and Imperial Guard
Corps (70,000) under direct command of Napoleon arrive a few miles east
of Ulm and south of the Danube. Napoleon's intent is to force the
Austrians to battle. The
French 1st
Dv of the VI Corps under Dupont is north of the Danube. The Imperial Gd
and Artillery Park are several miles east of the mapboard, represented
by the interior of the land bridge. FML Mack has
-- perhaps surprisingly given that he botched this in actuality --
arranged his army (70,000) into four well-organized,
combined-arms columns under commands of FMLs Wernek, Riesch, Klenau,
and Jellachich, respectively. The Russian army (31,000) under Kutuzov
aggressively force marches from the southeast and successfully eludes
the French IV Corps,
reaching Ulm a week earlier than historical (Mack surrenders a few days
later). The Russians arrive on the
southeast map edge in the afternoon of the first day of battle, closely
followed by the pursuing
French IV Corps (27,000) which arrives a few hours later "marching to
the sound
of cannons." These dispositions are close to historical positions and
force strengths. These account for no earlier battles to weaken the
Austrians and additional attrition (5%) on Kutozov's force due to the
increased marching pace.
The reader can acquire a better 'feel' of this battle by watching a 2D
map (overhead view) movie of an actual game (click on Figure 2).
[gif animated movie in progress ... to
be added later]
Figure
2. Ulm Campaign Battle Animation
.
Objective Hexes, Scenario Duration,
and Victory Conditions
There is a split in opinion among gamers as to the appropriateness of
objective hexes possessing victory points. The argument goes something
like, "The value of a hex is the value the player places on it in its
relative importance to the outcome of the battle; battle victory should
be awarded to destruction of units only." To honor this opinion, this
scenario is offered in two versions: (i) with objective hexes, and (ii)
without objective hexes. There is merit in either opinion. However, the
value of a hex sometimes has greater significance than just its
battlefield worth: for example the national pride of losing one's
capital is an obvious example.
As another example, in this Ulm Campaign the value of Ulm is more than
just its battlefield worth because FML Mack had bragged to his military
peers that the defense of southern Austria hinged on the defense of
this city. Further he stated that Ulm had always been successfully
defended in prior eras and was an easy place to defend. (This was
actually demonstrated just a few years before in the year 1800.)
Therefore, Ulm
must be given significance beyond its battlefield worth, which is the
four objective hexes within its walls collectively worth 1000 VP.
Moreover, the concept of 'lines of communication' in this period of
battle was strongly held by all commanders, including Napoleon. Because
of this the three western map edge objective hexes are collectively
given a worth to the Austrians of 1000 VPs, and the two eastern map
edge objective hexes a worth to the French of 1000 VPs. The
fortification and eastern village hexes total another 1000 and 500 VPs,
respectively, to the Austrian player. By gaining all the objective
hexes to the south of the Danube and outside the Ulm city walls, the
French player acquires sufficient points for a
draw result. To win, the French player will need a net total of 3000
VPs, which requires him to get north of the Danube in force, and
ideally before the Russians arrive. This produces a more aggressive
style in the French player, which better reflects historical accuracy.
The scenario duration is set at 98 game turns. Why this number? Given
the time of day and night in this scenario, a
complete 24 hour cycle is 66 turns. This can be deduced as
follows. Dawn is at 5:00 AM and dusk is at 5:00 PM. Night turns
are 1 hour in length while day turns are 15 minutes in length. Dawn and
dusk last 2 hours and similar to day turns have 15 minute durations.
Thus there are 14 hours of 15 minute game turns (14 x 4 = 56) and 10
hours of night turns lasting 1 hour each (10 x 1 = 10) for a total of
66 turns per day. Since the scenario begins on the first day at 10:00
AM, the second day of battle at 10:00 AM is the 67th turn, leaving 32
additional turns after completion of the first day or 8 more hours of
combat, which ends
the game at 6:00 PM, which is well into dusk. While plenty, 98 turns is
not overly intimidating as say for example a multi-day battle lasting
200 or more. This game length gives plenty of time for both sides to
determine the
outcome and still allow ample time for the land bridge representing the
eastern bridges to be used by the French player if he choses.
River Defense
Blowing Bridges
This scenario is designed for the Austrian to blow the two eastern map
bridges if so desired. This simulates the probability that the
Austrians, having been better led, would prepare these bridges for
destruction should the need arise. The caveat here is that it takes a
bit of time to prepare to either burn or blow up a bridge. This is an
uncertain duration, which is simulated in the scenario by having the
bridge detonator appear on the board on an adjacent hex to the bridge
with a 16% probability starting with the 10:30 AM turn. This means the
Austrian will have to defend the bridge area -- and most likely the southern
side of the bridge too -- until the detonator arrives otherwise the
French will destroy it in their defensive fire phase once the bridge
detonator arrives during the movement phase of the Austrian. The
detonator is only 1 SP but has sufficient firepower in one shot to
destroy the bridge. This delay before arrival represents the time it
takes the engineers to either rig the bridge for destruction or to tear
up planks or whatever to make the bridge impassable in game terms and
duration (roughtly 1 1/2 days). This also requires that the bridge be
defended for some period unless the French can destroy the detonator
unit and thus any chance for the Austrian to easily destroy the bridge.
The probability of a detonator arriving by a given turn is shown in
Figure 3, showing that it should arrive 40% of the time by 11:00 AM,
70% of the time by Noon, and 85% of the time by 1:00 PM (i.e., 3 hours
after game start).
Figure
3. Probability detonator arrives by indicated time
How to blow the bridges? Use the
fixed Austrian 'detonator' situated adjacent to each bridge (in the
river hex) with sufficient
firepower to blow the bridge in one shot. In game mechanics, just
highlight the unit and aim it at the bridge (left mouse click). The hit
will be sufficient
to destroy the bridge.
Once the detonator arrives on the mapboard, be careful of waiting too
long before blowing a bridge: (i)
there is a 1 in 12 chance for a 'misfire' which means the bridge will
not blow on the phase in which it is fired, and (ii) the unit strength
of the detenator is 1 SP and therefore if it takes a casualty from
French fire (or Austrian for that matter), it is gone for the duration
of the game. This latter occurence represents the French defusing the
demolition
charges rigged to the bridge or putting out any fire. Therefore the
Austrian should not wait
too long to blow the bridge if he has chosen to do this. NOTE: if French fire at the Austrian
detonator unit misses -- releasing the fixed unit, the Austrian should
nevertheless NOT move
the unit, which would give him the equivalent of a mobile nuclear
device with range one hex! This special unit is to be used only
for blowing the bridge ONCE and then should be ignored. (Ideally the
Austrian would destroy it after detonation by firing his own unit into
it.)
Whether the Austrian should or should not blow a bridge is a game
tactical question and one which completely changes the nature of the
battle. It is not a simple decision because blowing the bridges
effectively isolates the Russian reinforcements which arrive on the
southeastern mapboard edge later the first day of the battle. The loss
of the bridges further reduces the Austrian player game tactical
mobility later in the battle since the French can bottle them up in Ulm
and keep them away from the land bridge. Further, the hex grain
construction and wooded river-line of the two 'blow-able' bridges allow
them to be quite effectively defended by a vigorous Austrian player.
Finally, the two bridges in Ulm with strength 999 can not be easily
destroyed during the game, and therefore always exist, prompting
additional reflection on the worth of the other two bridges -- to wit,
if the French successfully force Ulm's eastern city walls, the bridges
in Ulm are more easily assaulted given their placement in the hex grain
of the map.
If the Austrian wishes to blow the bridge, he will have to defend the
southern bank of the Danube for at least a few hours, which should make
for some interesting simulation. In addition, the threat of arrival
of Dupont's 1st Dv on the north side gives some threat in their
rear, which is quite different from the typical bridge defense where
once on 'your' side, a player feels safe placing artillery and defense
anywhere to defend the bridge.
Eastern Off-board Bridges
There were several other bridges to the east of those depicted on the
map which are represented in this scenario by a land-bridge 100 hexes
long. A typical infantry unit can traverse this at 5 hexes per turn,
which means the round trip from southern opening to northern is about 4
hours (i.e., 2 hours to the off-board bridge and another 2 hours on the
return trip). This land bridge to the east is controlled by the French
player and makes the bridges on-board less valuable in game terms,
particularly because the scenario is a two day affair allowing
sufficient time to shuffle
French forces from south of Danube to the north if faced with blown
bridges or stiff bridge defense. This increases historical accuracy and
reduces the long-term effectiveness of a stiff bridge defense.
Land Bridge -- Compromised River
Defense
Ney's isolated deployment of Dupont's 1st Dv north of the Danube has
been questioned by historians. However this is a great example of
benefit-risk analysis: the benefit of this division north of the Danube
is that it greatly complicates the Austrian defense of the bridges
across the Danube, while the risk is that the isolated division could
be out-numbered and destroyed. (Historically, the Austrians did try
this at Haslach-Jungingen, albeit with a miserable battle plan, and
were defeated by this elite French division.) This feature also
complicates the French position as it needs to keep control of the
mouths of this land bridge. This represents the line of communication
between forces north and south of the Danube.
Artillery Classification, Range, and
Ammunition Values
The original Battleground design used four classifications of artillery
A, B, C, and D, which are described in Table 1.
Table
1. Battleground Expansion Artillery Classifications
|
Classification
Letter
|
Typical
Artillery Caliber
|
Range
|
|
|
A
|
12 pdrs
|
11
|
|
|
B
|
6 & 8 pdrs
|
10
|
|
|
C
|
3 & 4 pdrs
|
9
|
|
|
D
|
Howitzers
|
9
|
|
|
X
|
Bridge Demolition
|
1
|
|
The Battleground Expansion philosophy is that these classifications are
better than the myriad of types adopted by the Napoleon in Russia
Project. One primary reason is that rarely were batteries cleanly
composed of only one type of gun caliber, so representation of a 6 or 8
gun battery is something of an average. Further, the ranges of the
artillery are restricted to effective range rather than maximum range.
This produces more realistic firing patterns by the player since
historically artillery officers usually would NEVER fire at targets
beyond effective range even when
instructed to do so by higher ranking infantry officers. Most
gamers when presented with a long-range target and plentiful ammunition
fire at targets near a mile away! That didn't happen too frequently so
the ranges are adjusted accordingly. Because of the effective range
restriction and similarity of national weapon effectiveness of the era,
the worth in game terms of finely resolving artillery classifications
by exact gun caliber and nationality as done in NiRP modules has
questionable value.
This brings up another topic: ammunition values for a battle. It has
generally been agreed by veteran BG gamers that the ammo values in most
BG (and HPS for that matter) scenarios are way too high. The amount of
battlefield casualties by artillery is over-represented when large ammo
values are used. Therefore the number of artillery shots is restricted
to a smaller value than many other scenarios a gamer may be used to
playing. This makes tactical movement as important as fire results
which gives a more historical and interesting gaming experience.
It should also be noted that the original BG fire table is used but
with slightly reduced effectiveness. This reflects veteran gamers
experience that the casualty rates are usually a little too high in the
battles. What occurs in games due to these changes is that small
firepower shots are less effective -- reducing the effect of skirmish
companies -- and more fatigue results are applied rather than strength
point reductions. This reflects the historical outcome of units that
usually routed away from fire long before taking large numbers of
casualties. (This is also another reason why unit quality levels are
kept lower than those found in equivalent NiRP modules. A unit with
quality 7 or 8 will stand in withering fire, which is completely
ridiculous! Even the top units like the French Guard withdrew at
Waterloo when faced with murderous fire. A top quality unit should be
considered a quality 6 and higher values should be reserved for rare
instances. All these adjustments tend to make units fatigue and rout
faster than being destroyed by fire or melee.)
Reinforcements & Safe Boundary
Early Russian reinforcement groups have a 40% chance of arriving
beginning at 2:00 PM the first day. Table 2 shows the probability at
each successive turn of arrival. Russian units that slated for arrival
after 2:00 PM have successively higher probabilities to reduce the
chance of creating small detachments from the main body late in the
afternoon.
Table
2. Early Russian Group Arrival Probabilities
|
Turn
|
Time
|
Chance
Arrival By This Turn, %
|
|
|
17
|
2:00 PM
|
40
|
|
|
21
|
3:00 PM
|
87
|
|
|
25
|
4:00 PM
|
98
|
|
|
29
|
5:00 PM
|
99.8
|
|
Note that the early Russians arriving on the southeastern map edge have
a safety boundary of 15 hexes around them. This is to prevent 'dirty
pool' by the French player setting up close ambushes in the lightly
forested area. Remember that any enemy unit found within this safety
region automatically becomes routed the moment the Russian units arrive
on the mapboard edge. Russian units arriving later use the standard 5
hex boundary.
Also note that Dupont's 1st Dv arrives on the northeast mapboard edge
staggered out over a 3 hour period every 15 minutes beginning
at 10:00 AM. All these units have a safety margin of 15 hexes, so this
protects the French land bridge for the first three hours from a
Austrian attack. (Recall that any enemy unit in a safety zone
automatically immediately routs when the replacement unit arrives.) By
1:00 PM it assumed the French will have properly defended this area if
they desire to keep it under French control. After this the Austrian
can safely move east to assault the 1st Dv if it so desires.
II.
AUSTRO-RUSSIAN BATTLE GUIDELINES
Basically it probably is in the best interest of the Austrian player to
blow the Thalfingen bridge. The bridge over Elchingen is more
difficult, but once Dupont's Dv arrives, the Austrian should probably
blow that if he is under pressure from both the east and south of the
Danube. However, blowing these bridges allows the French to bottle you
into Ulm and isolated the Russians scheduled to arrive later that
afternoon. Therefore the Austrian player must think long and hard about
whether to blow all the bridges and how hard of a fight he should put
up to defend them.
III.
FRENCH PLAYER BATTLE GUIDELINES
You as French should aggressively move toward the bridges at Elchingen
and Thalfingen. These control your later options of attack. If these
are blown or you can not force passage, you will have two options: (i)
use the slower land bridge to the east, or (ii) attack the fortified
area of Ulm.