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Pered, 20th-21st June 1849 This Volley & Bayonet scenario has been developed by William Haggart. Background General Görei was frustrated. His June 16th
offensive along the Vág River had begun well, but then sputtered out. His newly
organized armies were not functioning efficiently. He faced many of the same
problems Confederate R.E. Lee would struggle with in July of 1863: Competent
leaders were still learning to command unfamiliar troops in new commands. The
dangers were mounting. Hundreds of thousands of Russians had been reported
crossing the borders of Hungary and Görei knew he had to destroy Haynau and his
Austrian army before the Russians arrived. There was some good news. Rumors were that
the Russians were suffering from the same cholera epidemic that had hit the
Hungarians in the winter. Better yet, the Russian command had insisted that
their infantry wear their great coats, even though the summer heat was well into
the nineties across Hungary. An estimated 7% of all Russian infantry had already
succumbed to heat exhaustion and it wasn't July yet. The Hungarians' first offensive may have
fizzled, but it had driven the Austrians out of the key towns of Zsigárd, Királyrév,
and Pered, a deep wedge into the Austrian positions west of the Vág
River. Nagysándor's I Corps was poised to hit the flank any Austrian
counter-attack south from his position to the east of the Vág. Görei felt
confident that the Honvéd forces could bring superior number to bear on any
Austrian attack that was anticipated. The Imperial-Royal Commander-in-Chief did
not disappoint. On June 20th, Haynau ordered Wohlgemuth's IV Corps to advance
with the intention of capturing Pered, the Királyrév bridge and driving the
impertinent Hungarians back across the Vág. Unknown to the Hungarians, The
newly arrived Russian 9th Division would be supporting the attack. The Scenario Terrain: The table is 9' X 6' with
each square one foot on a side. 1 inch equals 100 yards. Most of the board is fairly open farmland
with a scattering of buildings across the expanse of fields. The top edge
of the table is North, with Zsigárd on the southeast quarter of the board. Towns: These are substantial, all of
stone. Forest: The Kilicserdő is an old
growth forest. This should disorder all arms moving through it except
skirmishers. It should slow all movement with applicable defensive advantages
for V&B forests. LOC only goes to the edge of the forest. The rest of
the tree symbols represent sparse woods or orchards. These should block
LOC but units in them can be seen. Treat as orchards. Rivers: The Holt-vág is a major stream.
Treat as a stream according to the rules. The River at the southwest corner
around Királyrév is a major river, the Dudvág, and only crossable at the
stone bridge. Roads: These are major thoroughfares. For
Hungary in 1849 this meant wide dirt roads. The
Hill: This rise of land was not a hill proper, though it rose about 100
meters above the valley. The slopes were very gradual and easy to ascend.
However, it did provide LOS advantages to those on top and block the LOS of
units down below. A spine for the hill has been drawn. Line-of-sight does
not cross it. Any units sitting on the crest enjoy a four-inch increase in all
artillery ranges except short range. Any units on the hill crest and fired
on by enemy units not on the hillcrest get a saving throw. Plantations:
There were several large farms or plantations on the area between the
towns. They were very much like the Hougoumont at Waterloo. I only know of
one, which is on the map, represented by a small village square and orchard by
Pered. If the players want, they may place two more identical to the one
on the map, anywhere between the three towns. I suggest six pieces of
paper be consecutively numbered 1-6 and then folded. The players randomly take
three pieces each. They each place them in three places they would like to see
the plantations/farms. (The opponents may chose the same place if they want.)
Then two dice are rolled. The numbers rolled indicate where the plantations will
be set up. If the same number is rolled on both dice, roll one die again until
another number comes up. Time: The scenario starts at 5 pm on
June 20th. This day ends at 9 p.m. This will be 4 hour turns. The
Austrians move first. At the end of the day, both armies may have one full
'evening' move, but all units must move at least 4" away from the nearest
enemy unit if they begin the evening within that range. Where enemy units are
within 4" range of each other, a D6 is rolled at the beginning of the turn,
Odd Hungarian, even Austrian. The die roll indicates which side much moves out
of range, the other side's unit may stay where they IF they are 4" apart or
greater at the end of their movement. The second day starts with the 6 am turn and
ends with the 9pm, or when one side has left the field. This is 15 turns. Few
games will last that long. The side that lost the fewest casualties the first
day, moves first the second day. All rules pertaining to two day battles apply
to this scenario. Scenario Rules: Muskets: Both armies had regular units armed
with the 1842M Augustin-type cartridge-fuse smoothbore musket. It had an early
version of the percussion-cap. This should increase the firepower of these
units. The question is "how much?" No calculations of the smoothbore's
effect compared to the flintlock have been found. I give them a 15% increase in
their fire effects, depending on the game rules. For instance, it has been
determined that as many as one in four shots of a musket misfired, so decreasing
that misfire to 1 in 6 or 7 seems reasonable, but just a guess. Rules: The Napoleonic V&B rules are
used, and both armies are on Massed stands. Morale: The morale comparison between the
two armies, man-for-man, favored the Hungarians. If the rules being used have an
elite, veteran, and regular gradation in morale, the Hungarian battalions should
be veterans compared to the Austrian and Russian regulars. In some rules, like
Volley & Bayonet, division exhaustion also represents the morale of an army.
In this case, the Hungarians should have a higher exhaustion level. Neither the
Austrians nor the Russians had the same interest in the outcome of the war that
the Hungarians did. They weren't seasoned veterans like the Hungarians at this
time. On top of this, the Hungarian army had repeatedly embarrassed the
Austrians on the battlefield. Few Austrian or Russian units had the élan and
confidence enjoyed by the Hungarians. Skirmishing: All Hungarian infantry
can skirmish. Only the Austrian Jagers can completely deploy as skirmishers.
Austrian line infantry and Russian Jagers can deploy some SPs as skirmishers.
The Russian line regiments cannot skirmish. The Russian Cossacks can only
skirmish, and may not attack either steady infantry, cavalry or artillery. They
may attack disordered infantry in the flanks and all routed infantry and
cavalry. The Forces: (Both armies use massed stands) The Hungarians: All Hungarian forces
start on the table except Nagysándor's 1st Corps. Up to two brigades total can
be placed at the start in the towns of Pered and/or Királyrév. The
rest of the army can be set up anywhere a foot or more from the north edge
of the table. Nagysándor's 1st Corps: This corps
may appear during the game. A deck of cards is required with the jokers
removed. Each turn of the second day, June 21 starting with the 7am turn,
a card is picked. If an ace is picked, the 1st Corps may enter anywhere on the
east edge of the table the next turn. The Austrian player will know this when
the ace is picked. If no ace is picked, the 1st Corps does not appear. In
the actual battle, Nagysándor didn't bother to find a ford or bridge across the
Vág, though there were several. He had no forces facing him and orders to march
to the guns, but never did. The Austrians: The Austrian IV Corps may
appear anywhere on the north edge of the table EXCEPT in Pered. This means that
the Austrians may split their forces on either side of Pered, which is what they
did historically. The Austrians may hold up to two brigades of infantry
off the table. If the Austrian player decides to do this at the start of the
game, he writes down where they will be appearing. They will appear the next
day, anytime between 6am and 8am. They may appear on the north table edge or
halfway down the west or east board edge from the north edge (three feet down
from the north edge of the table). One of the two brigades can appear at the
southwest corner of the table, on the road to Királyrév. The Russians: The 9th division appears
on the northern edge of the table at 7am on June 21st. A D6 is rolled. On
a 1-2 the division enters in the western three feet of the northern edge. On a
3-4, it enters in the center three feet on either or both sides of Pered. (Where
it actually did appear) and on a roll of 5-6, the division may come on the
eastern three feet of the table's north edge. If all of the division can not
enter at 7am for whatever reason, the rest will enter in the following turns
when possible. The communication between the Allies was poor, and in the
battle Pauntin did not appear with his 9th Division where he had been asked to
deploy. (far right of the line.) During the battle, the Russians played a
very passive role, even though they were ordered to support the attack on Zsigárd.
When the Austrian player wants to move the
Russians forward, the turn after they appear on the table, he rolls a D6 for
each regiment. On a 4-6 they are out of communication. The Artillery
Brigade and Cossacks may always move freely if in communication. The Austrian
may attempt to move the Russian units in any order desired, but once rolled for
they either move normally or they are out of communication. If a unit begins a
turn within musket range of enemy infantry ONLY, they may move normally that
turn. IF Wohlgemuth's stand starts the turn adjacent to Pauntin's, the roll is
decreased so the Russians move on a roll of 2-6. Wohlgemuth may not do anything
else the turn he gives the command bonus to Pauntin's 9th Division. The Austrian
Corps commander can not rally Russian troops. Pauntin can rally one stand a
turn. Victory Conditions: Both players
receive points for controlling territory and causing enemy casualties. Towns: Either player receives five
points for control of Zsigárd, and Pered. Control means that only friendly
units are in the town or were the last to pass through the town bey the end of
the scenario. Control of Királyrév is ten points. It was the only access
to the Puszta-Aszod bridge (off the table). To gain the ten points the
bridge outside Királyrév must also be controlled. Otherwise it is only 5
points. There are no points for controlling the bridge alone. Casualties: Players determine how casualties
will be counted--by unit, stand or strength point. Each side gains one
point for every five casualties, however they are counted. Withdrawal: If either army withdraws
completely of f the table, that side receives ten points. The Austrians must
withdraw off the north edge, the Hungarians anywhere off the southern two feet
of the table. (i.e. Any edge, west, south or east, south of the town of Királyrév.)
Add one point for every two units that the Hungarians exit on the road out of
Királyrév. Victory levels:
Historically, the Austrians barely won a
minor victory, with the Hungarian 3rd Corps retreating south and the 2nd Corps
through Királyrév. Orders
of Battle THE
HONVÉD UPPER DANUBIAN ARMY Total Honvédseg Forces:
17,700 Infantry, 6,000 cavalry, 1,640 artillerists, 120 guns [28 2/3
Btns, 33 sqns, 120 guns.] Major-General Artúr Görei
(AC) I CORPS, Major-General
Nagysándor (CC) (6,200 infantry, 1,800 cavalry 600 artillerists & forty
guns. Total: 8,600 men & 40 guns.)
1st Division, Colonel Horváth (DC), Ex = 4
2nd Division, Colonel
Kazinczy (DC), Ex = 4
Cavalry Division, Colonel Méstzterházy, (DC) Ex= 4
II CORPS, Major-General Kászonyi,
(CC) (6,000 Infantry, 1,800 Cavalry, 440
Artillerists & 42 guns. Total: 8,240 men & 42 guns.)
1st Division, Colonel
Buttler (DC), Ex = 4
2nd Division, Colonel Horváth (DC), Ex = 4
Cavalry Division, Colonel Pikéty (DC), Ex = 3
III CORPS, Major-General
Leiningen (CC) (5,500 infantry, 2,400 cavalry, 600 gunners & 38
guns. Total: 8,500 men & 38 guns)
1st Division, Colonel Poldváry (DC), Ex = 5
2nd Division, Colonel Czillich (DC), Ex = 4
Cavalry Division, Unknown Commander (DC), Ex = 3
RUSSO-AUSTRIAN FORCES: (Total Russo-Austrian forces:
21,090 infantry, 3,200 Cavalry, 1,612 artillerists, 96 guns [28 2/3 btns, 10+
sqns, 96 guns]) IV ARMEE KORPS,
Fedlmarschcall-Lieutenant Wohlgemuth (AC/CC) (11,300 infantry, 2,000
cavalry, 760 artillerists & 48 guns. Total: 14,060 men & 48 guns) Corps Artillery
1st Division, FML
Herzinger (DC), Ex = 5 Grenadier Brigade Theissing
Cavalry Brigade Lederer
2nd Division, FML Schulzig
(DC), Ex = Grenadier Brigade Perin
Brigade Pott
RUSSIAN ARMY, 9th Division
(9,790 infantry (16 btns), 1,200 Cavalry,
852 artillerists & 48 guns. Total: 12,042 and 48 guns.) 9th Division, Lt. General Pauntin (DC), Ex = 14
1st
Brigade, Major-General Semjakin
2nd
Brigade Major-General Kobjakow
9th
Field Artillery Brigade
The Battle The
evening of the 20th saw skirmishing and an Austrian push on Pered. The
Hungarians defended the town till the end of the day. Görei decided to continue
the defense of Pered forming his battle line across the town's southern edge,
but occupying the Kilicserdő, as General Görei expected to link with the
1st Corps on the 21st. This was the Hungarian army positions at the beginning of
the day. The
Austrians had deployed on both sides of Pered and opened the battle on the 21st
by advancing into Pered. The fighting was inconclusive until the Russians
appeared, surprising the Hungarians. Outnumbered, Görei abandon Pered and
reformed a mile south in the Forest and across the front of Zsigárd.
Wohlgemuth's main ambition in the battle was to cut off the Hungarians from
retreating, so as he advanced, he sent Theissing's brigade south to occupy Királyrév.
Part went straight south on the east side of the Vág and half went around,
approaching from the west over the bridge and occupying the town. By
mid-morning the Hungarians had resumed the attack on right flank when Görei
received the news that the Austrian had captured Királyrév. He sent
brigades of the 2nd Corps to re-capture Királyrév. The Honvéd handily turned
Theissing's Grenadiers out. Pressure mounted on the Hungarians from the
north and the 1st Corps still did not appear. Görei decided to sent in his
hammer, his two divisions of Hussars, aimed at breaking the western juncture
between the Austrians and the Russians. The Russians had appeared in the middle
of the Austrian line, splitting them. Görei hoped to take advantage of this
awkwardness. Over
3,000 Hungarian Hussars crashed through the Russians and split them, only to run
head-on into the entire Austrian cavalry, positioned behind them. In a
tense struggle, the Hussars, nearly surrounded by Russians infantry and Austrian
cavalry, fought their way free and returned to their lines. Wolgemuth sensing
that the Hungarians had shot their last bolt, attacked Zsigárd and captured it.
At
this point, Görei, seeing that the 1st Corps would not appear, ordered a
retreat. About 2 pm the Hungarians withdrew, unmolested by the exhausted
Austrian and Russian troops. The Hungarians lost nearly 1,500, while the
Austro-Russian forces reported a total loss of 2,500 for the two days. Görei
later said that the 1st Corps failure to appear was the primary cause for the
failure of the Hungarian June offensive and the ultimate loss of the war. Had he
been able to defeat the Austrians at Pered, Görei felt he could have pushed
them out of Hungary, significantly raising the odds that the Russians to the
east could have been contained. Scenario
Notes This
scenario is multi-faceted. It is also characteristic of many of the battles of
the Hungarian War of Independence. The battle covered a large area, with a great
deal of movement by both sides. The armies can't cover the entire area
represented on the table. Both
sides have a number of unknowns they must deal with. The Hungarians are
outnumbered 18,000 to 26,000, but have an advantage with the unwilling nature of
the Russian support, which represents nearly half of the Allied force. And the
1st Corps just might show up, and with it, the chance to crush the Austrians
with a flank attack. But the Austrians may be able to retreat, as close to the
north table edge as they are, thereby winning by escaping. The
Austrians have a somewhat inferior army compared to the Hungarians. They can
also win the fight and lose the battle if the Hungarians are allowed to escape.
The trick for both sides is to know when the getting is good. Retreat too soon
and you will not have caused enough casualties to win, go too late and you never
get off the table in time. If however, you go for a decisive win, you may
over-extend yourself and be unable to retreat when you need to. There is also
enough cavalry to make any retreat problematical. The Map |
