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Title: Dego AAR — Active defense, artillery pressure, and a near reversal in a Napoleonic battle simulation
This is an AAR from European Warfare / HEW (though this later term is often less used), a Napoleonic RTS/wargame mod based on the old American Conquest engine. I thought people here might appreciate it because the battle produced a very Napoleonic command problem: how does a defender survive artillery pressure, enemy initiative, and a strong attack without simply sitting in place and being destroyed?
The battle was Dego, with me defending against Schooner. This was not a clean victory for me. It was a hard-fought loss, but one of the more instructive battles I have played recently.
The main action developed in the east, where Schooner made his primary advance. He had the initiative and dangerous artillery support, especially once canister became relevant. If I held passively, his guns and infantry pressure would eventually grind me down. So I tried to conduct an active defense: hold where necessary, counterattack exposed formations, shift reserves, and use terrain to break up his momentum.
For much of the battle, the eastern sector was under serious pressure. Schooner’s artillery made it difficult to launch clean counterstrokes, and I had to be careful not to waste reserves too early. Still, the defense did not collapse. I was able to spoil parts of his attack, hit exposed troops, and force him into a more awkward battle than he probably wanted.
The late stage shifted into the town itself, where the fighting became much more chaotic. This was where I came closest to reversing the battle. I managed to lure parts of his force into difficult town fighting and punish them badly. For a while, it looked like his attack might lose coherence entirely.
But the main lesson was simple:
Almost breaking the enemy is not the same as breaking him.
Looking back, I probably needed to concentrate harder at the decisive moment. I had created a real opportunity, but I did not put quite enough force into the blow that might have cracked his army. By the time I realized how close he was to breaking, my own reserves were worn down and his artillery was still too dangerous.
So Dego ended as a loss, but a useful one. It showed how much depth this kind of battle can have: defense is not just holding a line. A good defense has to breathe — shifting reserves, counterattacking, using towns and terrain, and knowing when to risk a decisive stroke. Compared to the historical battle, it went better than expected due to the large French numerical and artillery advantage, but I could have potentially committed an all or nothing assault, even if it risked losing the town, instead of my elastic defense strategy.
This tradeoff between elastic defense, counter attacking, and reorganization under fire is what made the battle feel genuinely Napoleonic to me. It was not just about numbers, but about tempo, artillery, morale, local counterattacks, and the question of when a commander should stop preserving his force and commit everything to the moment.
If anyone is curious about the mod or wants to see more battles like this, feel free to ask or DM me. I can point people toward install instructions, but I mostly wanted to share the AAR because the battle produced an interesting Napoleonic command problem.