"On the morning of Thursday last my forces came upon the French who were deployed on the heights above a village named to me as Rolica. I report that at nine in the 'fore noon we commenced operations in a most vigorous manner with General's Hill and Craufurd's brigades attempting to take possession of the heights from the French, whilst General Nightingall and Fane's Brigades made flanking marches to left and right of the French positions respectively. The French immediately retired not wishing, as I conceive it, to be encircled by our men. Whilst this was occurring our Spanish allies were making a wide manoeuvre with the intent of arriving well behind the French in the vicinity of the village of Columbeira a good mile to the rear of the initial French position. I have the honour to inform you that we were eminently successful in these endeavours and defeated the French most wholesomely on the plains betwixt the two villages with only Brenier's artillery and two much battered brigades of foot escaping the field.
Being adverted to the fact that Marshall Junot was to the south and marching with all haste towards us with his entire army and mindful of the fact that the bulk of the army was not yet disembarked from the transports we did not pursue beyond Columbeira village."
Report from Sir Arthur Wellesley to the War Office (well it's what he would have reported if he had been at our roughly Rolica game anyway).
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| 1. An 1875 illustration of the battlefield (via Wikipedia) |
On last Thursday morning I arrived at Gary's house to play a game of Valour and Fortitude. Neither of us had played the rules before and Gary's last figure game was over forty years ago! As a result this was very much a learning game but it did give me the chance to give my new MDF toys an airing. We played thirteen turns between 10.30 in the morning and 6.15 in the evening with time off for lunch and much chatting and debate on aspects of the rules. All in all I'd say we had about seven hours at the game table so an average of around thirty minutes a turn. Gary took the British and I had the French.
All units have a fire power rating, a melee rating and a tenacity rating. The fire power and melee rating show how many dice they roll in that type of combat and tenacity shows how many hits they can take before being at risk of breaking. Lost tenacity points can be recovered by rallying in the action stage but this prevents them from fighting or changing formation. Some units have special rules for their starting factors which I will detail when they come into play.
The Spanish, standing in for Trant's Portuguese, would appear on the road to Columbeira some time after turn five (in keeping with the designer's note we took each turn to be around thirty minutes). I used a dice roll starting on turn six with each following turn giving an increasing chance of them arriving on table until the were guaranteed to appear on turn 11. I deployed four French brigades in line on the hill above Rolica with the Swiss (who are unenthusiastic), artillery and the half regiment of Chasseurs in reserve in the dead ground below. Unenthusiastic troops start with a one point reduction in melee and tenacity rating compared to the statistics they would normally have.
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| 2. The initial deployments French in line British in march column |
The British elected to advance in March columns to close on the French as quickly as possible (white triangles denote the head of the column).
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| 3. The end of turn 1 British columns approaching but still outside musket range |
In the face of the approaching, and overwhelming British forces I faced two choices. Stand and fight here on the hill above Rolica with a near certain risk of my route of retreat being cut, or make a fighting withdrawal. If I withdrew the timing was going to be critical. I decided to retreat but thought I could stand long enough to make the British deploy into line, which would slow their rate of advance, before I started to 'advance to the rear'! However, I did start the Swiss infantry moving straight away while moving the chasseurs and artillery to threaten Nightingall's Brigade around Rolica.
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| 4. After three turns I'm in march column and retiring |
With hindsight I let the British get too close before I started to withdraw forgetting that the hills are classed as rough ground for this scenario! Rough terrain doubles movement costs, essentially negating the speed advantage of being in march columns. At the same time I moved the cavalry out to my left wing to see if Gary would decide to form square with Nightingall's two battalions in response, which would create a nice target for my artillery. He didn't.
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| 5. A turn later and the French have a problem |
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| 6. The end of turn 6 and things are not looking good for the French |
Three game hours in and things are starting to go badly wrong for the French. One of the Infantry Brigades is lagging behind as they failed an activation check. The only saving grace is that the British had an entire column fail as well so three battalions are no further forward either.
Units can always shoot but taking any action requires the passing of an activation test. Actions include movement, rallying of tenacity hits, and assaults. Most units can also change formation at the start or end of their movement.
Worse yet though the Spanish have passed their entry dice roll and will begin arriving next turn! To counter this I send the unenthusiastic Swiss racing for Columbeira village (Bottom left of image 6). If nothing else they can act as a speed bump. The incoming Spanish brigade consist of a Line Infantry battalion which this early in the war counts as 'unpredictable', a Light Infantry battalion which is fairly steady and a Militia battalion who are poorly trained and equipped. The Swiss are going to struggle against them.
Each major nation has it's own army sheet detailing the troops available and any special abilities (or for some nations disabilities) their troops have. Spanish Line Infantry have unpredictability as one trait which means that on first combat they must roll a D6 before fighting. On a roll of one their initial factors are reduced and on a six they are increased. Sometimes they fight like lions but other times, well, not so much! The Militia don't have variability but can't use skirmish fire and their volleys are not as effective as those of line troops.
Elsewhere I dithered about what to do with the artillery and deployed it in the hope that I might get a couple of shots off on Nightingall's troops. The cavalry continue to withdraw and will eventually move to support the Swiss.
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| 7. At the end of turn 7 and things are starting to hot up! |
After three hours (game time) there has not been any significant fighting just move and counter move as the French attempt to slip away from the British. There has been some desultory artillery fire but with no noticeable effect. But this is about to change as one French battalion fails to activate for a second consecutive turn and stays partially in the rough ground. Delaborde (thats me) realises his (my) gamble has failed and he must now fight at a disadvantage. Accordingly I reform from March column into line.
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| 8. Turn 9 at Columbeira. Who will win the race for the village? |
Things are looking increasingly difficult for the French. Although I have changed back into marching columns on the plain, Gary has realised that if he can keep units within 9cm of the French they can't use double movement to escape and that his rifles out range muskets so can harass the slowly retiring French columns. It has become a foot race towards the ridge below Columbeira and even if the French get there first they will be shot to pieces as they climb the rough ground towards the crest. That is of course assuming they get that far as the Spanish seem well placed to brush aside the Swiss and Chasseurs and cut off my line of retreat!
In the image above the red line is the divide between the Anglo-Spanish and French forces, while arrows show marching columns and their direction of travel. It clearly shows one French battalion still marooned at the top of the picture having failed to activate for two consecutive turns. The Swiss and a battered Chasseur unit are still holding off the Spanish flank march and the bulk of the French are beating a hasty retreat.
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| 10. The Swiss proved difficult to evict from the village |
This was the point just after my unenthusiastic Swiss battalion suddenly decided they actually wanted to fight. They watched as the 26th Chasseurs launch a death or glory charge against the Spanish line infantry and in a vicious melee rout them, mainly because they hit them while they were still deployed in line. It was actually a draw but the phasing player wins draws and infantry not in square beaten by cavalry rout! Spurred on by this display of elan they occupy the village and decimate the Spanish light Infantry facing them, reducing them to a tenacity of two. In response Gary rushes the 5/60th Foot (The Royal American's Rifle battalion) towards the village.
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| 11. and just like that it is over. Two very battered French battalions literally head for the hills |
The end came after 13 game turns (Seven and a half game hours) and almost the same real world elapsed time. The British without cavalry cannot close down the retreating French and sunset is approaching allowing them to slip away in the dusk. The French have held out for the same time they did historically but with higher losses. I consider this an Anglo-Spanish Victory with two Spanish Battalions lost v three French plus a cavalry detachment.






















