Arquebus Replay: The Battle of Ceresole — Part 1

All is lost, save Honor.

Francis I

Situation

The Battle of Ceresole was an encounter between a French army and the combined forces of Spain and the Holy Roman Empire during the Italian War of 1542–46. The lengthy engagement took place on 11 April 1544, outside the village of Ceresole d’Alba in the Piedmont region of Italy; the French, under François de Bourbon, Count of Enghien, defeated the Spanish-Imperial army of Alfonso d’Avalos d’Aquino, Mar-quis del Vasto. Despite having inflicted substantial casualties on the Imperial troops, the French subsequently failed to exploit their victory by taking Milan.

Enghien and d’Avalos had arranged their armies along two parallel ridges; because of the topography of the battlefield, many of the individual actions of the battle were uncoordinated with one another. The battle opened with several hours of skirmishing between opposing bands of arquebusiers and an ineffectual artillery exchange, after which d’Avalos ordered a general advance. In the center, Imperial Landsknechts clashed with French and Swiss infantry, with both sides suffering terrific casualties. In the southern part of the battlefield, Italian infantry in Imperial service were harried by French cavalry attacks and withdrew after learning that the troops of the Imperial center had been defeated. In the north, meanwhile, the French infantry line crumbled, and Enghien led a series of ineffectual and costly cavalry charges against Spanish and German infantry before the latter were forced to surrender by the arrival of the victorious Swiss and French infantry from the center.

Ceresole was one of the few pitched battles during the latter half of the Italian Wars. Known among military historians chiefly for the “great slaughter” that occurred when columns of intermingled arquebusiers and Pikemen met in the center, it also demonstrates the continuing role of traditional heavy cavalry on a battlefield.

Map:

Game Situation

  1. The Battle is pretty even.
  2. The French leaders are slightly better than the Spanish Leaders.
  3. The Spanish have slightly better troops (especially on the southern side of the battle. The Spanish Green troops under Fernando Salerno are mostly -1 Shock DRM while the French Red troops under Guigues Bouitiers are mostly zeros with a few +1s).
  4. The Artillery is even.
  5. The French have a slight edge in Cavalry.
  6. The Spanish get to move first.
  7. Each side draws 3 Seizure markers at start.

Fret not Mon Amis, Les Nobles are here to save the day..

Heard from some French Nobleman before he fell off his horse due to being completely drunk.

My initial strategy is to use as many army activations as I can. You can only do this until you are within 4 hexes of an enemy unit (or when one gets adjacent. This is what a Line Command is good for). Then once I can no longer do so I will try to keep my wings within helping distance of each other.

When I advance, I will do so at a speed of about 2 hexes per turn. This is so I can keep the artillery mixed in with my infantry and cavalry. Speaking of which, I will not put artillery adjacent to each other and will instead keep my best units adjacent to the Artillery units. This is so when they die the best shock troops will be able to withstand a slight breach in our lines. Plus, I will keep some units directly behind the Artillery in order to plug any breach. Also, I will mix in a few MM units to countercharge when the enemy gets too close to the Artillery. Overall, if I get one good fire from the artillery I should be OK.

I will keep the Light Cavalry on the flanks to slow down and flanking attempts. In the north I will use the LCA units’ ability to hit and run to try and slow down any advance from Cardona’s (Brown) wing.

One of the main tenets I have for this entire series is that you need to attack in shock before the enemy does. Here’s why. When you shock an opponent, you will take Reaction fire when you move adjacent to his units. However, after that you will use your own active fire to missile fire back and then you can shock attack. Basically, you get 2 attacks to his one.

The above is one of the main differences between Arquebus and the other three games in the series. In Arquebus almost every unit can missile fire. You have to plan for that.

My second main tenet is to concentrate attacks on Disordered units. However, you must temper this with the fact that you shouldn’t make reckless shock attacks at -2 or greater if at all possible. Otherwise you may find your own units susceptible to shock combat during the enemies turn.

Lastly, I have played this solo a few times and each time the troops under Boutieres (Red) get slaughtered every time they closed with the Spanish wing under (Salerno (Green). This is because the Spanish units are -1 shock DRM to my units +0 Shock DRM. Hence, the Red Wing will not advance fast.

Ed Note: I agree with most of the French strategy except for his thoughts on the red wing. If they do not engage the Spanish, then he will be able to swing that wing into the middle of the battle and engage the French center.

My cousin Francis and I are in accord. He wants Milan and so do I.

Official Soviet Orders/Propaganda sent to the frontline troops.

I will advance in a straight line and engage the French.

Ed Note: Succinct and to the point.

We decided to use the default VASSAL setup.

Army Activation (Free)

The Spanish activate and move their entire army.

Spanish Comment – Note that you should move artillery first to get their field of fire. Then one wing at a time usually starting at the top or bottom. Move leaders last so you can see where they’ll move to.

Another note: Light Cavalry uses.

  1. It can be used to get close to the enemy and prevent Army Activation.  Remember any unit or leader within 3 hexes of an enemy cannot use Army Activation. This can be vital if the enemy is trying to exit the map. 
  2. Also, if they move adjacent to an enemy, that enemy must use 1 additional movement point to move away from the LC. This can slow down any unit, particularly Pike units who are already quite slow. 
  3. And of course, they can be used to help surround an enemy unit to turn retreats and retires into eliminates.
  4. And they can be used to screen the front line. For example, at Fornovo as troops exit the river they roll to see if they are disordered. LC can be used to shield disordered units from missile and shock attacks while they reform

Here’s the north part of the map after the Spanish activation.

Here’s the Center part of the map after the Spanish Activation. As an aside, in the entire MOI series of games stacking is almost non-existent. Unfortunately, stacking rules are enforced at all times including during movement. This means that you have to be careful of the order in which you move your units. It also means there is a lot of adjusting that takes place after a move as we realize that a unit didn’t make it to the front. It’s easy to do in Vassal, but harder in real life.

Note that the three pike units on the hill to the south went up an elevation so had to spend an extra movement point which is why there is space between the two lines.

Mis amigos, why do we have to go over the hill? Can’t we just walk around it?

Heard from the poor, hill trudging Spanish Troops

Here’s the Southern part of the map after Spanish Activation.

Ed Note: The Spanish move was OK, EXCEPT for the artillery units. They are way too far in front.

Continuity

Spanish will try another army activation.

The OC (Overall Commander) is Alfonso Vasto (Red Stripe) and his activation number is 3. The Spanish player needs to roll a 3 or less.

Roll – 0, Yes.

Because Cardona(Brown) stripe wing commander is not in activation range (which is 4 for Vasto), that wing cannot be activated. Which means just the blue and green stripe wings are activated.

Ed. Note – Please note that in the rules each wing is called a battle. We both have thought this was too confusing, so we refer to them as wings. Also, not placing the brown wing (Ramon Cardona) commander in range of the OC was a mistake. Now the rest of the army will be in front of the Cardona’s wing (brown) and the Spanish will have to use a precious activation to move them alone.

General Vasto?”

“Yes Captain?”

“General Cardona’s wing is not moving with the rest of the army.”

“What? Why not?”

“Well sir, it appears they cannot hear us.”

“Well try yelling louder.”

“We tried that sir and they’re just too far away. Our scientists say it’s somehow related to something they call sound waves and…well they started explaining and my head began to hurt. We ended up shooting the scientists which did not make Cardona’s command move but made everyone feel better.”

Overheard at General Vasto’s Command Tent

Army Activation (Not brown) Continuation

Here’s the north part of the map after the 1st Spanish continuation.

Ed. Note – Note that since artillery units pay 2 MP per open hex, the Falconers and Sakers can move 3 hexes (their movement value is 6) while Culverins can only move 2 hexes (movement value of 5). This means that you can have a situation where your artillery units get strung out with the Culverins lagging behind. This can become especially bad if the regular army units move ahead. This is what is happening to the Spanish here.

Here’s the center part of the map after the 1st Spanish continuation.

Ed. Note – Remember that you don’t HAVE to move your full movement allowance. A lot of times this is better than having a huge gap between your units. Once you start having gaps in your line it’s very easy to put a unit out of command. Of course, this will happen when opposing wings clash in Shock, but you should still try to keep your lines straight with NO Holes at all times.

Here’s the south part of the map after the 1st Spanish continuation.

Continuity

Spanish will try to activate Corana’s Wing (Brown). His activation number is 2. However, this is the 2nd activation so there is a -1 to the roll. The Spanish player needs to roll a 1 or less.

Roll – 9, No.

Flight Point Totals

French – 0

Spanish – 0

Army Activation (Free)

The French activate and move their entire army. Note that since the French got a Free activation they could decide to pass instead of using the activation. Doing that is the only way to advance the Time. It’s a risk as you don’t move but sometimes (especially if you think your side is at a disadvantage) you might need to do it.

French Comment – I will try to put the artillery units in between my best units with a second line behind them.

Here’s the north part of the map after the French Army activation.

Here’s the central part of the map after the French Army activation. Note that I completely forgot to move the French LC.

Lieutenant?”

“Not now, Corporal Laurent.”

“But sir…”

“Dammit Corporal, can’t you see that I’m in the middle of my breakfast? You know I need to start my day out JUST so..”

“Bur sir the army….”

“WHAT about the army!”

“They’ve…uhmmm….left”

“Merde!”

Overheard from the French Light Cavalry troop.

BTW the below MM counter is listed in the notes as about 100 French Courtiers that arrived right before the battle. I picture them as dressed really well but charging into battle with a sword in one hand and a bottle of wine in the other.

Here’s the south part of the map after the French Army activation.

French Comment – Every time I played this scenario Solitaire, the Spanish Green wing wiped out the Red wing. So, I’ll just leave them back a bit.

Ed. Note – What is going on with Boutieres Wing (Red)? Did they not get paid this week? Are they secretly Swiss mercenaries? This was a mistake on the French players part. If he leaves this wing too far back, the Spanish player will be able to use Salerno’s Wing (Green) to attack the French center wing (Enghien, black) in the flank.

Continuity

The French will try to activate the army again. The activation number for the OC (Enghien, black) is 3. The French player needs to roll a 3 or less.

Roll – 6, No.

Flight Point Totals

French – 0

Spanish – 0

Free Activation (Cardona, brown)

Ed. Note – Todays battle is brought to you by “Doritos”. The favorite snacks of Conquistadores since the 1400s.

The Spanish activate Cardona (Brown) and move him up.

Spanish Comment – I guess I should have kept Cardona within the command range of the OC (Vasto). Had I done so I could have moved the entire army with this activation.

Continuity

The Spanish will try to activate Madruzzo (Blue). The activation number for him is 3. The Spanish player needs to roll a 3 or less.

Roll – 3, Yes.

Continuity

The Spanish will try to activate Cardona (Brown) again. Note that you can do this as you have not activated Brown two times in a row. The activation number for him is 3. The Spanish player needs to roll a 3 or less.

Roll – 9, No.

Flight Point Totals

French – 0

Spanish – 0

Army Activation (Free)

The French activate and move their entire army.

French Comment – Again, I am trying to keep everyone in line and not expose my weak southern Wing.

Here’s the north part of the map after the French Army activation. BTW – just to make it easier on the troops we painted the name of the battle, the date as well as a compass on the north-western part of the battlefield. It’s still there today.

Here’s the center part of the map after the French Army activation.

French Comment – Note that we moved the artillery units two hexes apart and put our best units between them. This way, when the Spanish dogs approach, our artillery will chew them up before our infantry finishes them off. Ha!

Here’s the south part of the map after the French Army activation.

Ed. Note – Again, I am baffled by what the French are doing here. They’re basically taking their southern wing out of the battle. They should be in line with the rest of the army.

“Mon Capitan, did our glorious leaders just order us to walk slower?”

Boutieres Troops talking to their commander.

Continuity

The French will try to activate Boutieres (Red). The activation number for him is 3.

The Spanish player plays a Seizure on a 0-6 die roll chit.

Roll – 5, Yes.

Flight Point Totals

French – 0

Spanish – 0


Next Week: Part 2 of The Battle of Ceresole Replay

Brett Dedrick
Author: Brett Dedrick

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