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Border Reivers Wargames Society 2019

Battle of Corunna (Elvina) 16th January 1809


A large scenario for ‘General d’Armee’ (or similar rule-sets).

ORDERS OF BATTLE
The French OOB involves: -
Two divisions of infantry and one of cavalry. Delaborde’s division is not included in this scenario as it did very
little to influence the outcome of the battle on the actual day (even though it fought hard).
This amounts to: -
25 battalions of French Infantry in six brigades.
4 Regiments of French Cavalry (Dragoons) in two brigades.
12 Model Guns (8pdrs & 6pdrs) in three batteries.

The British OOB involves: -


Two divisions of infantry and part of one in reserve.
This amounts to: -
20 Battalions of British Infantry in seven brigades.
2 Model Guns (6 pdrs) in two sections/small batteries.

TERRAIN
Both rivers are Rough Terrain: -
Rough Terrain
Includes woods, shallow rivers, deep streams and steep or rugged slopes.
• Close Order Infantry move at half speed as soon as the unit moves into such terrain, including Fog of War
cards. Close Order Infantry fire using the Inferior volley line when in Rough terrain.
• Squares may not enter Rough terrain.
• Skirmishers and Retiring, Retreating or Routed Infantry units are not affected and move at normal
speeds.
• Formation changes in such terrain require a full Movement phase regardless of troop grading.
• Cavalry may not voluntarily enter Rough terrain. If forced to Retire, Retreat or Rout and they have no other
avenue of withdrawal, a Cavalry unit may pass through such terrain without movement penalty but suffer
one casualty loss.
• Artillery may only pass through while limbered, via a road or track, but may not deploy.

Difficult Terrain
This is a club addition to the rule-set which is classed as something in between open terrain and rough
terrain. The ground on the North West side of the Monelos River is classed as ‘Difficult Terrain’.
‘Difficult Terrain’ Includes open woods, shallow streams and difficult ground.
• Close Order Infantry and all Cavalry either move with no movement penalty (not permitted if in Square)
and take one casualty loss, or take ½ a turn’s Movement allowance to move through such terrain without
loss. If the unit has insufficient Movement left, it must halt and wait until next turn to move into the terrain.
• Squares enter difficult terrain at half movement allowance only.
• Skirmishers and Retiring, Retreating or Routed Infantry units are not affected and move at normal
speeds.
• Formation changes in such terrain require a full Movement phase regardless of troop grading.
• Artillery may pass through while limbered, and can deploy (not in streams!). But all movement rates are
halved and formation changes take a full move regardless of type or troop grading

As well as the terrain difficulties above, the battle was noted as being highly unsuitable for cavalry and
artillery. The French cavalry experienced problems with walls and gulleys in the areas around the villages, so
the table should have a fair number of enclosed spaces with walls and other linear obstacles to represent
this. Also, the cavalry does not get the charge bonus in this battle.
The ’Forwards’ ADC tasking is not permitted in this scenario as the ground was not suitable.

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Artillery on the French side of the battlefield are reported to have had similar problems getting into action
because of the rugged terrain, so all the French artillery must use the ‘difficult terrain’ artillery house-rule
(above) wherever they are on the battlefield.

River Ford
French Cavalry and Horse Artillery can only cross the Monelos River by the bridge. They can, however, try to
find a fording point on the Monelos River by rolling a ‘6’ on 1xD6 while positioned next to the river bank.
One die roll per turn is allowed per regiment. The same section of river may be diced for on succeeding
turns. A ford, once found, becomes ‘Difficult Terrain’ for 6” of riverbank frontage. Only one ford is allowed
on the Monelos River.

Villages
The two villages should be made up of 3 to 5 buildings, each with enclosures large enough to hold one
battalion. Fields and land-plots surround both villages with numerous walls, ditches, clumps, gulleys and
other linear obstacles dividing the fields/plots.

DISMOUNTED CAVALRY
During the battle, the French dragoons are reported to have dismounted and fought as skirmishers. The
French players have the option to do this with the following scenario rules: -

Cavalry mount/dismount: a dismounted cavalry unit must be within 5cm [3"] of its horse-holders before it
can remount.
 Horse Holders – one in four bases are required as horse-holders. The minimum is always one base.
So, a regiment of 12 figs on 6 bases of two needs two bases of horse-holders. If based in threes then
one base can be left on table as horse-holders.
 Mounting and Dismounting is classed as a formation change.
 12 figure cavalry regiment is assumed to dismount 4 skirmish bases and 1 or 2 horse holder bases
(depending on base-sizes).
 Dragoon skirmish musket range is reduced to (15cm) 9” as they were equipped with the shorter
dragoon musket.
 Dismounted cavalry skirmish bases are not removed. They are treated in the same fashion as light
infantry regiments for casualty hits.
 They cannot reinforce a skirmish screen or receive any other skirmisher benefits, but they do move
as normal skirmishing infantry.

SETUP
The table is 16ft x 6ft (for 25mm/28mm figures) and is divided into two ‘zones of operation’, a ‘North West’
(NW) Zone and a ‘South East’ (SE) Zone. See the ‘Zone Divide Line’ on the map. These zones are enacted as
separate games with players participating at their own speed. There are rules for the interaction between
the two zones (expanded later).

British Setup
The British start the battle set up on the high ground on the NE edge of the battlefield. Two brigades, Disney
and Crawford are classed as off-table reserves and will arrive in the positions shown on the map.
The brigades of Baird’s Division (Warde, Manningham and Bentinck) should be positioned NW of the SE edge
of the village of Elvina – this is their ‘NW zone of operation’. The village can be occupied by troops from
Bentink’s or Manningham’s brigades before the battle starts.
The ‘on-table’ brigades of General Hope’s Division (Leith and Hill) should be positioned SE of the SE edge of
Elvina village (in other words to the left of the village) – this is their ‘SE zone of operation’. The village of
Piedealonga can be occupied by troops from Hill’s brigade before the battle starts.

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British Artillery
The British artillery was few in number (most were on-board ships or destroyed). These are represented by 1
artillery section of 2 x 6pdr guns (1 model) per on-table division. They move and deploy as normal foot
artillery.

French Setup
The French Start the battle with a maximum of two brigades per infantry division on the SW table edge
(players choice). Lahoussaye’s cavalry division can be deployed on the table edge in the positions shown on
the map or one or both of its brigades left off-table in reserve. The horse artillery will accompany one of the
cavalry brigades.
Mermet’s brigades occupy the NW ‘zone of operation’ and Merle’s brigades occupy the SE ‘zone of
operation’. The dividing line between the two zones is where the River Palavea leaves the SW edge of the
table.

French Artillery
The French are considered to be positioned on high ground (just off the SW edge of the battlefield). The gun
batteries of Mermet’s Division can be organised as one battery of 8 guns (4 models) and one battery of two
guns (1 model) or anything in between. French players might consider grouping them as 6 guns (3 models)
plus 4 guns (2 models) as a ‘grande battery’ – which Mermet did on the day. The guns will be eight pounders.
These guns can be left off-table and are classed as firing from higher ground but all ranges are long range. Or
they can be moved on-table to fire at closer ranges but lose their high-ground/overhead fire advantage (and
be aware of the slower movement and deployment rates of French artillery in this battle due to the poor
terrain).
A similar set of choices are offered for Merle’s divisional artillery of 8 x 8pdr guns (4 models).
The Horse Artillery are 6pdrs and they do not fire off-board from higher ground.

LENGTH OF GAME
Rather than running for a set number of turns, game time in this scenario is flexible – meaning it ends when
time runs out and everything needs to be packed away. The reason for this is mainly because the actual
battle started in the early afternoon. Soult dithered on the day. It could have started much earlier, so I am
assuming that the players (at least the French players!) will want to grab as many turns as possible. Rather
than assigning an arbitrary number of game-turns, the easiest (and simplest) way is just to let the game run
at the players own speeds and determine victory at the end of the day’s gaming session.

ZONES OF OPERATION - INTERACTION


Units in one ‘zone of operation’ cannot target, attack or charge enemy units in a different zone without
handing control to one of the players in the target zone using the ‘Redeploy’ tasking below.
Redeploy a unit from one zone to the other.
This uses a Redeploy ADC Tasking (2 ADCs) to command a unit currently attached to one brigade and order it
to join another brigade. The new brigade that the unit is to join must be stated or written down. This is
similar to ‘Redeploy a Battery’ on P98 (GdA).
Be aware that the invisible ’Zone Dividing Line’ may move as a result of re-deployment of units.

START OF THE GAME AND OBJECTIVES


On the first turn, both sides roll for ADCs and assign tasks as normal. Remember, ADC’s for brigades in ‘off-
table’ reserve need a 5or 6 to activate (except Disney’s brigade – whose ADC is not included until it arrives
on table – then becomes part of Baird’s Division). The French start the game with the initiative. After the first
turn, the initiative is diced for in the usual fashion.

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OBJECTIVES: -

The French
The French achieve a victory if they capture Elvina at the end of the game (the historical outcome). They
achieve a superior victory if they also capture Piedealonga. This outcome still allows the British to embark on
the transport ships overnight and sail away the next day (as actually happened).
The French achieve a decisive victory if they capture Elvina and completely occupy the high ground behind
the village. This will necessitate destroying or debilitating most of Baird’s Division. Achieving this will prevent
Moore from effectively withdrawing his army overnight thus trapping them in Corunna to be destroyed
piecemeal.
The French achieve an outstanding victory if they capture Elvina and completely occupy the high ground
behind the village (as above) and occupy Piedealonga too.

The British
The British achieve an outstanding victory if they prevent the French from taking Elvina, Piedealonga, and
the high ground behind the village.
They achieve a victory if they prevent the French from taking Elvina and the high ground behind the village.
The British lose the battle but manage to retreat to their transport ships (the historical outcome) if they
prevent the French from taking the high ground behind the village.
The British lose disastrously if they cannot hold the high ground behind the village.

Extra Objectives – Victory Points


If the outcome of the battle remains too close to call then use the following system of Victory Points to
gauge a winner: -
Losses
Each Brigade which becomes ‘Demoralised’ (suffering ½ its strength or more – see club amendments) yields
1VP to the enemy.
Each Retiring or Faltering Brigade yields 2 VPs to the enemy.
Each ‘Sauve Qui Peut’ brigade yields 3 VPs to the enemy.

OFF-TABLE RESERVES
Deploying ‘off-table’ reserves requires 2 ADCs.
British
Disney’s brigade (part of Paget’s reserve division) is allowed to be deployed on table (at the position shown
on the map) on or after any turn in which French troops enter Elvina village or approach within 12” of the
bridge and road over the Monelos River. The ADC in Disney’s brigade is added to Baird’s Divisional command
only when the brigade arrives on table.
Crawford’s Brigade can be deployed on table (at the position shown on the map) on or after any turn in
which French troops enter Piedealonga village or approach the edge of the high ground upon which General
Hope’s Division is deployed.
French
Off-Table French reserve brigades can be deployed on-table at any time the controlling player(s) choose. The
ADC of Lahoussaye’s cavalry brigade is assigned to General Mermet’s Divisional Command.

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OVERALL COMMANDERS (CinCs)


British
General Moore is classed as a ‘Strategist’ Commander.
Strategist
An overall Commander graded as Strategist has two command options:
A) A Strategist has three ADCs and rolls for availability as normal.
Regardless of the roll, a Strategist commander will also receive at least one ADC. He may allocate his ADCs to
his Divisional C-in-Cs as he sees fit, either all to one division or dividing them across several divisions.
B) A Strategist can forfeit all his own ADCs to reroll all the ADC availability for one divisional commander.
This would normally be done when a divisional commander has had a particularly poor ADC availability result
at some vital point in the game. A Strategist reroll result must be accepted – you cannot revert to the
previous results in the event of poor or even worse ADC availability rolls.
A house-rule addition to this is that at strategist commander must be within command distance of the
division he is re-rolling for and must move to the position next to the divisional commander.
A Strategist may choose which option to adopt each turn after divisional C-in-C ADC availability dice rolls.

French
Marshal Soult is classed as a ‘Tactician’ commander (he was more sluggish and indecisive than usual on this
occasion).
Tactician
An overall Commander graded as a Tactician has three ADCs and rolls for availability as normal. He may
allocate his available ADCs to one Divisional C-in-C of his choice.

SCENARIO DESIGN NOTES


Eye-witness accounts from both sides point out the difficulties in movement and changing formation in the
rugged terrain this battlefield is famous for. Apart from the French Cavalry and Artillery, I have not imposed
any other movement restrictions as it would slow the game to a crawl. In any case, judicious placement of
walls, gulleys, outcrops etc on the table should be enough to hinder movement without being too restrictive.
The game needs to be completed within a wargaming day and that is more important than exacting
observation of historical protocol.
Similarly, both sides were likely to be handicapped by shortage of supplies, fatigue and losses from the
arduous retreat/pursuit days beforehand in appalling weather. The British had gained some time to rest and
resupply with new muskets and fresh ammunition but had lost many men in the retreat. The French had no
time to rest and their weapons were worn and ammunition dubious but they were in better condition
casualty-wise than the British.
All in all, (and because reliable casualty returns are almost impossible to come by for this campaign), I have
decided to keep things simple and make every unit ‘standard’ size.
Troop grading has been tweaked for the obviously better-quality troops (based on guidance in the GdA rule-
set and accounts from the actual battle), but most troops have been given ‘Line’ quality. Some of the 3rd and
4th battalions in the French Brigades have been assigned ‘Recruit’ grade.
To speed up play for such a large engagement, we also recommend the ‘reduced casualty’ house rule in the
Border Reivers Club amendments, as well as our other modifications recommended for more rapid play.

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