This was the latest in Mark's set of Peninsular War battles. It's a challenging one to bring to the tabletop, as the Battle of the Pyrenees was less a battle and more a week-long offensive, involving over 100,000 men and encompassing multiple engagements fought across 1,000 square miles or so of very mountainous country. After Vitoria, the French remnants had retreated behind the Pyrenees. Wellington's army formed a screen in the mountains to cover him while he besieged the fortresses of Pamplona and San Sebastian. Soult mustered fresh forces to bring his own army back up to some 80,000 men and launched an attack through the Maya and Roncesvalles passes to relieve Pamplona. The Allies gave ground, suffering some reverses on the way, but finally repulsed Soult at Sorauren.
Mark said his operational-level scenario was initially inspired by the approach I took to the Austro-Prussian War border battles in the Bloody Big European Battles! scenario book - a single scenario covering four different actions (Nachod, Trautenau, Skalitz and Soor) over two days on a 25-mile front - but that it actually owes more to my more recent treatment of Lee's "Seven Days" in 1862.
To enable BBB's elastic scale to stretch that far, Mark limited LOS to 3", dispensed with canister, decreed that there was difficult terrain everywhere, allowed for some strategic movement in two 'Night Intervals', and limited the number of units that could be committed to a single assault. To make it even harder for the French to relieve Pamplona, he included rules for possible fog (stalling movement in the mountains) and possible supply problems (rendering whole French corps low on ammo).
This scenario also had particular appeal for me because it features "the inexperienced General Pringle [who] found himself unexpectedly in command" in the Maya Pass. I had to look him up. Apparently William Henry Pringle was also MP for St Germans in Cornwall at the time and the House of Commons subsequently formally thanked him for his services in this and other battles. Naturally I asked to command the Allied left in our game. Here are eight annotated pics to show how that went. Even if you don't care, you could still scroll to the end to find what thoughts were provoked by the game.
Spanish troops besiege Pamplona. Do they look so large, and the fortress so small, because of the dramatic foreshortening effect of looking down from the Pyrenees? No, it is because they are 6mm
Baccus Napoleonic figures from Mark's collection, while the fortress is TTW01 European Fortified Town from Baccus's new(ish)
Teeny Tiny Terrain range.
Most of General Pringle's command, set up to defend the Maya Pass and the village of Elizondo beyond it (white objective counters). No, it doesn't have a tarmac dual carriageway. The dark grey strips are Level 1 contours, while the green polystyrene hills are Level 2 (the valley in the middle, with the blue stream and light grey road running through it, is Level 0). This looks like a decent position, with flanking units atop steep slopes protecting the central blocking brigade. The orange and green counters note that these are top-quality British units - Veteran, Aggressive, with Skirmishers and the Devastating Volleys attribute.
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Lots of lumpy Pyrenees! Looking south from the French end of the table. Pamplona is just out of shot, top right. Three roads provide the French with three axes of advance towards it (plus the option of a wide flanking maneuver via the top left corner). The chaps with the pink counters, lower left, are French National Guards (Raw, Passive, Fragile - a bit rubbish). Every other unit in view is Allied. You can see how widely dispersed they are, and also how small they are - mostly just two bases strong. White counters are victory locations. Most of these are time-sensitive. The French have until Turn 4 to seize the two passes (counters on roads) and until Turn 6 (as written) to capture the three villages and a hill in a rough row beyond the passes. There are another two in the top right quarter, and one for getting close to Pamplona.
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Turn 1: D'Erlon's French advance towards Campbell's Portuguese in Aldudes, astride the central axis. Admire the French National Guard in their bicornes on the hill on the left. The rocks, lichen, logs etc are to remind us that the mountains are Difficult Terrain.
Reille charges up the Maya Pass. Even with its 3:1 odds, that big 6-base (6,000-man) French division has less than 50% chance of beating these tough Brits in cover on their steep, rocky mountainside ...
... but a bizarre sequence of dice sees the French win on a 6:1 roll that lets them hurtle into and smash the second British brigade as well with a second 6:1 roll. My isolated guns look embarrassed and the road to Elizondo is open.
Things got hectic after that and I didn't take any more photos until Turn 7. On my side of the table, with that hole blown in my line at the start, all I could do was sacrifice yet more units to play for time until Wellington could turn up with reinforcements. I lost Elizondo. Dave, commanding our right against Phil, did better, counterattacking aggressively and preventing the French taking the Roncesvalles Pass in time, though they did capture Aldudes.
Hot fighting on our right. Hard to tell who's who, but Dave has managed to establish a reasonably solid line to hang onto objectives through that crucial Turn 6. (Albeit we were helped by not one but two turns of fog hampering the French advance.)
Panorama of most of the battlefield on Turn 7, with red lines added to show what's going on. Remnants of Pringle's original force are left of the line at top left. Wellington has turned up on our left flank with 6th & 7th Divisions (below line at bottom of pic) to cover the western axis. Dave, reinforced by Picton, is holding the line upper right.
At this point, the scenario as written was effectively over, as it seemed clear that it would be a draw. We discussed tweaks to the victory conditions and played on for another couple of turns, at which point we again called it a draw under the revised conditions.
Reflections
Stinky dice! I know that we roll a lot of dice in BBB, that the luck should even out, and that starting the battle by having a third of my force wiped out immediately by two rolls of one on my British red dice against sixes on Crispin's blue dice may have coloured my view of the matter. Still I will repeat my complaint from after our
Salamanca games that players should all use the same dice pool.
Super-asymmetric = super-interesting. As noted above, this game pitted two very different armies against each other, with very different challenges. The Allied force - small but high-quality units - was fighting a delaying action against an enemy army of much larger divisions that was having to overcome time and terrain as well as armed opposition. Asymmetric games are always fun.
It's not linear warfare! Maybe 'perpendicular warfare'? The terrain presented different tactical problems from the usual. It also made those operational-level decisions about which axis to commit reserves along much more momentous. It gave shape and character to the game.
It's tricky but it works. These operational-level games (multi-day battles across large areas) are radically different from a regular pitched-battle scenario. They are therefore harder to design, particularly when it comes to setting victory conditions, and they generally need some special rules. That said, we've done enough of them now to have a fair idea of what works and to have established some basic principles accordingly. Consequently, although in this first playtest we found we needed to apply some tweaks mid-game, it was impressive that Mark's draft was so close to the mark already.
Ways to skin cats. This was a playtest among experienced and creative players. It generated productive discussion about how to adjust the victory conditions and various special rules to capture the character of the battle and create a good game. People threw ideas into the mix - for instance, there are many different ways you could write a fog rule. This was an evening well spent in helping Mark to refine his scenario to be as clean, elegant and entertaining as possible.
The personal connection. OK, I don't know just how distant a relative General Pringle must have been, but even just sharing the name added an extra element to the game.
Pretty terrain items. The fortress is a nice addition to Mark's growing collection of special terrain items. Even though it sat in a corner of the table and didn't see any action, it was important as the reason for the battle, and enhanced the game as a distinctive and aesthetically pleasing piece. All part of another
High Quality Gaming Experience (TM).