The Polish Division in Ordre Mixte
Gentlemen:
I thought players a bit less familiar with historical formations might be interested
(at least a little :-) in the following rendition of the French 'Ordre Mixte'
(as discussed in the excellent article on the main site BTW), using (in this
instance) the Polish division structure from V Corps Borodino, as in the 'Never
Too Late' scenario.
Players may not understand all of the tactical reasons for the formation and system.
There is a tendency to reduce the French idea to just 'stay in column'
when more is involved in that. There is also a BG-player tendency (out of ACW
and Frederick-the-Great era thinking, frankly) to put everyone in line - reinforced
by some of common optional rules (unhistorically so, IMHO). I hope this explanation
of how to translate (parts of) the French system into BG terms will show that
a lot more is going on and a lot of it is very sensible and useful, in BG games
no less than in historical reality.
I will first describe the BG deployment of the division (I use the 16th, with
only 3 regiments present as 'Never' gives you). Then discuss its BG usefulness
and some of the reasons to try it out.
Starting on the left, put the 1st and 2nd Battalions of the 3rd Line regiment
in one hex, in column formation. Then detach the 1/3rd Skirmish company and leave
it in the same hex, top of the stack.
Detach the 2/3rd skirmisher and move it on hex to the right.
Next hex over, put the 3rd Battalion of the 3rd Line Regiment in line formation,
plus the Brigade commander. That completes the deployment of the 3rd Line regiment.
Next hex, put one of your two batteries - as is historical, in the interval between
the Regiments.
In the next hex put the whole 15th Line regiment in column formation. Plus the
division commander. But then detach its skirmishers, moving them one hex to the
left, one hex to the right, and leaving one where it is on top of the column stack.
Next, the other battery (you should arrange for it to be on top, though, so move
the 15th skirmish company in the same place out and back).
Next, again one hex to the left, the 3rd Battalion of the 16th Line Regiment,
in line formation.
Next hex will go to the 1/16th's skirmish company.
Last hex, the 1st and 2nd Battalions of the 16th Line, stacked in column formation.
Then detach the 2/16th skirmish company and leave it on top in that hex. And the
Brigade commander (or, optionally, he can be with the line battalion, 3/16th).
Overall, then, from left to right you have a column of 2 battalions, a line, a
column of 3 battalions, another line, then a column of 2 battalions again. With
batteries between the regiments and skirmishers between the formed infantry positions,
and stacked with the columns.
Out of the 3500 men in the division (infantry), 2100 can fire (counting the columns
1/3rd) - 60% of them. From just 2 lines, and all the skirmishers. In addition,
though, 60% of the men are in column formation, and only 22% in line formation
(the remainder are skirmishers, and that 22 can be dropped to 17% by deploying
the skirmish companies of the line-formation battalions).
If you look at the fires the whole will get at range 1, you will find that
the expected results of the 'lots of little' fire attacks is 100 men
dropped if not moving/advancing, and 75 men when moving/advancing, per fire
phase. Plus the batteries, naturally. The actual total firepower is 126, but
rounding items and groupings reduces the effect slightly (while small fp shots
recover some of that, especially with 1/2ed 'moving' fire).
In addition, every hex ahead of the division is threatened by a combined melee
'charge' of the center column *plus* the nearer of the two flanking
columns. With the column bonus, those threats are of 1800+ attacks. The placement
of the columns gives excellent prospects for launching those melees at from flanking
positions. This is especially true of any enemy infantry that attempts to melee-attack
the 2 thin line battalions. 'Entry' into the formation in that manner
invites the counter - 2 columns move one hex and launch 1800+, led, held fire,
flank melee - regardless of the intruder's facing.
If thin lines used ahead by your enemy, then you can melee with the columns in
straight-ahead fashion. If larger columns/stacks (or very large ~600 man battalions,
perhaps) are used, then don't melee with the columns, just fire. (Although the
combined, center-plus-one-flank column charge, remains an option when needed,
even at the larger targets).
The formation has many possible alterations to account for tactical situations.
For instance, in the presence of cavalry, pull in the skirmish companies to the
nearest column. Each is only 1 hex away (2/3 moves 1 left, 1/15 one right, 3/15
one left, 1/16 one right). That also creates intervals for your own horsemen to
charge through. To cover the guns from melee or charge threat, advance the infantry
1 hex, pulling in the interior skirmishers - giving a line of ZOCs ahead but short-range
gaps for the batteries to fire case through, though with limited fields of fire
obviously. To advance without wearing out the men, against light opposition, advance
the skirmishers 1-2 hexes ahead. The lines may accompany them forward, or may
detach their skirmish companies to complete the screen if they don't have targets
to shoot right away.
To relieve disordered units in the line positions, change the whole center regiment
into line formation, send the replacement or replacements needed to the line positions.
Back up the disordered lines. If both need relief simultaneously in this fashion,
leave the last battalion of the center column in line formation (thus giving column,
line, line, line, column across the whole division frontage). If only one does,
change the two battalions remaining in the center regiment, back into column formation,
just with 2 battalions (like the 'wing' columns) rather than 3. When
elements of the columns disorder, let them wait and reorder or back up whole column
1-2 hexes, leaving the skirmish companies to hold that area until the column re-orders.
When the entire division or the majority of it is disordered or badly fatigued,
then relieve the entire division with the other one in the corps - assuming it
is not already 'blown' or committed elsewhere, obviously. If a disordered
division does not have relief, leave lines and skirmishers as best you can to
cover the front, then withdraw the columns 2-3 hexes to try to reorder covered
by them.
If threatened by (non-cossack) cavalry (doesn't happen in 'Never' but can in
Borodino, obviously), form square obviously - and preferably a hex ahead of
the guns to cover them, also obviously. Pull in the skirmishers when/if you
have the chance. The columns when in square should be strong enough to resist
most cavalry attacks (a function of the lower cavalry stacking limit, to a degree).
The lines will be more vunerable even in square. But the formation can handle
that - here is how.
If one of the lines forms square but is charged and beaten nevertheless, then
the neighboring columns (assumed also to have made it to square) will be 4 hexes
apart, and with leaders. You can thus close the gap with ZOCs by moving either
or both squares up next to the intruding cavalry (withdrawing the beaten one,
if it did not rout). In addition, those line positions should be 2-3 hexes from
a battery, which can rotate slightly to bear on the intruding cavalry, sheltered
by the squares. You will thus recover the line of ZOCs, and punish the attackers
with case and musketry (some of the latter from a flank, at the least). Naturally,
the formation will also have intervals through which supporting cavalry can counter-charge
as well, if available.
On the whole, a remarkably flexible formation. It offers strong melee defense
along most of the line, with the few 'weaker' spots having something of the
character of *traps* (inviting flank melee by columns, and caseshot-range artillery
fire). Most of the men can move through any terrain without disorder (and the
2 lines, obviously, can change to column to move through such, then back once
out of it). Maximum melee attacks are threatened over a wide area, with flanking
chances on anyone not closely covered by ZOCs on both sides. And the fire combat
ability of the whole is superior (at 60% muskets 'bearing') to the
1/2ed Russian columns, little below what continuous lines would give, with much
greater melee security than continuous lines would give. In addition, morale
contagion (other than for skirmishers) is avoided, intervals present, etc -
again better than continuous lines. Reliefs are much easier as well, so the
whole handles battle disorder far better than one solid line can.
To see the full strength of this sort of flexible (and historical, for the
French that is) formation, though, turn off 'rout limiting'and 'flank morale
modifier';-) A continuous line of line-formation battalions (Frederick the Great
or US Civil War era, frankly, not Napoleonic) is worse not better in morale
terms with those off. Instead of +1 morale, they get easy spread of disorder,
compared to the columns-with-intervals formation described above.
BTW, the other, 5-battalion regiments in the French army can obviously be used
in a similar fashion, with each in the form - 2 battalion column, line, 2 battalion
column - again with the columns aided by skirmish companies to put more muskets
on-line (and cover the gaps if desired). Again you get 60% of the maximum, all-line
firepower (4 x 1/4 skirmisher x 1 fp, + 1xline, + 3/4 battalions-with-skirmisher-deployed
x 1/3rd column fp x 4 battalions -> 1 + 1 + 1 = 3 battalions worth of firepower).
In other words, the formation is 3 ranks deep in line and skirmishers across the
center, but 9 deep on the column-anchored flanks - for an average of 5 deep overall,
effectively, but with much better melee and movement characteristics than all-lines.
In BG terms, you get intervals, lack of morale contagion, easier relief, and many
other benefits compared to wall-to-wall lines, in return for the modest greater
depth.
I hope this is interesting.
Sincerely,
Jason Cawley
[Written by Jason Cawley. Courtesy of The Napoleonic Wargame Pages.]