Bailen
scenario July 19, 1808. Courtesy of Vincent Tsao.
An account of the campaign and
two maps can be found at
http://www.btinternet.com/~a.jackson/bailen.htm . There are differences
between the OB used there and in this scenario. This scenario is
heavily based on George Nafziger’s OB.

Treat
the Spanish as
disordered if they fight in column against infantry or artillery, due
to linear doctrine. Redding is in command and can change De
Coupigny’s
orders when the 1st division card is drawn. There is no brigade
structure and orders must be given by regiment. Up to four units may be
given a single order is they are within 2 inches of each other and are
all facing the same direction. But they cannot be given more than one
order per turn, so they may not change formation and then move.
The town blocks of Bailen have
a defensive value of 3 because of defensive preparations.
Spanish regular infantry are
treated as C class because they often fought well, despite how many
rules rate them. Likewise the Walloon Guards are rated as B class. The
provincial and militia units are rated as E class because they have
just been formed and have little to no training. Later in the war they
might rate as D class. Spanish artillery are rated C class as they did
a decent job. The cavalry are rated as E class because they never
really were very good. The Spanish will have enough trouble because of
the small number of staff officers. Those few they have are not stellar.
Special rules: Sapper
units may be assigned to infantry units and then will move as part of
that unit. An infantry unit with assigned sappers will add the sapper
unit’s skirmish factor to its own when fighting in. Any second
hit
scored on this unit during a turn will come from the sapper. A sapper
unit that takes 50% casualties is removed from the table. Sappers do
not count as units for victory conditions.
(this is now an "official" rule in the 2nd edition of LFS)
The Reding & Preux Swiss
regiment will immediately surrender – and be removed from the
table –
if the Marines of the Guard are routed, permanently shaken, or wiped
out.
For victory conditions, French
units can escape if they can move directly off the east side of the
table without any formed un-routed enemy troops barring the way.
Wagons must be able to escape off the road that passes through Bailen.
French marginal victory: 13
units or more can escape.
French substantial victory: 19
units can escape.
French major victory: gain a
substantial victory and have all wagons able to escape.
Spanish victory: less than 13
units can escape.
Spanish major victory: less
than 7 units can escape.
Spanish crushing victory: No
French can escape. Do this and you can presume Dupont orders Vedel to
surrender too, for the historical result.
The game lasts 12 or 13 turns.
At the end of turn 12 roll a die, on 4, 5 or 6 Castanos appears and the
game ends. If not, then play turn13 and the game ends. In either case
any French who can’t escape are assumed to be captured.
Cards
needed:
Poor/cautious commander.
French Corps commander
(Dupont)
Spanish 1 division (Reding)
French 1 division
(Barbou)
Spanish 2 division (de Coupigny)
French 3 division
(Frere)
French cavalry division
French cavalry brigade
(optional)
French train
What ifs:
If you have enough figures,
time and a big table you can try the following changes. You will need
to add cards to the deck for each division, and one for Castanos
himself.
Castanos appears on turn 13,
along the same road Dupont has used. Or you can dice for Castanos
starting on turn 9. A 1 on D6 will have him arrive then, a 1 or 2 on
turn 10, etc.
Vedel appears on turn 20 or
dice as above starting on turn 16.
For a smaller, faster
variation assume Vedel was not sent off in the first place. Have his
division off-table in the road column behind Frere, before the wagons.
Roll for appearance like the others. In this case, roll for Castanos to
appear on game turn 9, so the Spanish have a chance.
Play balance: If you find the
French winning too easily, make Barbou cautious.