Sunday, 31 May 2009

Rule 9 - Combat at edge of BUA

The garrison of the town are being attacked by two brigades. The attackers are outside the BUA template so Rule 9 will apply. The attackers will get plus 2 for being a garrison, but minus 2 for outnumbered 2 to 1.



Background
This rule applies only when one player is outside and the other inside
If the attacker gains entry rule 10 applies
Note that the player with the higher combat factor can still lose the combat



RULE 9 - COMBAT AT EDGE OF BUA OR WOODS


General
Only infantry and must have attack orders
Garrison must have occupied for a full move and paid 1 Pip
One brigade can attack each side

Combat Factors
Plus 2 - Garrison
Plus 1 - Class A
Minus 1 Class C
Minus 1 Each casualty
Minus 1 Disordered
Minus 2 Shaken
Minus 2 Outnumbered 2 to 1

Result
Winner roll 2 d6
plus difference in Combat Factors

Total 2 -3
Winner: Routs
Winner: 3 casualties
Loser : 1 casualty

Total 4-5
Winner: retires 4” Shaken
Winner: 2 casualties
Loser: 1 casualty

Total 6-7
Draw both Disordered
Winner: 1 casualty
Loser: 1 casualty

Total 8-9
Loser: retires 4” Shaken
Winner: 1 casualty
Loser: 2 casualty

Total 10 +
Loser: Routs
Winner: 1 casualty
Loser: 3 casualty

Rule 8 - Combat Quick Results



The infantry on the left are in square so that the gunners can evade to safety if charged by enemy cavalry.



Background

This rule is to cover those times when a result is so obvious there is no need to wargame it.



RULE 8 - COMBAT QUICK RESULTS


Cavalry can not charge formed square

cavalry must half 4" from square


Infantry can not charge cavalry

If infantry column of march, line or square approach within 4”, cavalry must withdraw to maintain 4” distance.


Infantry Column of March contacted by cavalry

If infantry unable to change formation they will rout and lost 3 casualties


Limbered artillery contacted by cavalry

If artillery unable to evade they will be cut down and lose all guns


Deployed artillery charged by enemy

Gunners will evade if more than half move from enemy and supports within 4”.

The gunners will retreat behind supports or within square

If unable to do so they will be cut down and lose all guns


Routers contacted by enemy

All are lost


Brigade caught in flank or rear

If unable to turn and face enemy will rout and lose 3 casualties


Disordered after hand to hand combat

All troops are disordered after hand to hand combat

if not Shaken or in Rout



Rule 7 - Artillery Fire


These two guns belong to different corps, 1 to cavalry reserve and 1 to first corps. The one attached to cavalry are always horse artillery. They can only fire during their corps move.


Background
Artillery can fire, even if miss move due to Poor Card
Artillery fire before any movement
Only deployed (unlimbered) guns can fire
The figure shown for a hit is for 1 hit
If artillery score double that number they score 2 hits


RULE 7 - ARTILLERY FIRE

General

Artillery must be formed to fire
Fire once per move
Use 45 degree angle to determine if target within angle
May not fire if friendly troops within 1” of line of fire
Overhead fire if on higher ground and 8” behind friends
Roundshot bounce through if 4” or less behind target

Short Ranges
Heavy- 0 to 10”
Medium - 0 to 8”
Light - 0 to 6”

Long Range
Heavy - 10 to 20”
Medium - 8 to 16”
Light - 6 – 14”

Dice for hit
Roll 2 d6

Plus 1 : A class gunners
Minus 1 : C class gunners
Minus 1 : Each gunner casualty
Minus 1 : Bounce through (4" or less behind target)

Total required for a hit at Long Range
Infantry or Cavalry - 8
Woods or Hedge - 9
Buildings or Walls - 10
Artillery - 11

Total required for a hit at Short Range
Infantry or Cavalry - 6
Woods or Hedge - 7
Buildings or Walls - 8
Artillery - 9

Rule 6 - Opportunity Charge

Prussian cavalry on the right can opportunity charge French infantry because they start the move on their flank.


Summary


The purpose of Opportunity Charges is to allow cavalry to charge when they would naturally do so, even if their current orders do not allow a charge.
It is only avalable to formed cavalry who pass a test to do so
It can only be used during the opponents move
The target can react if far enough from cavalry and make morale


RULE 6 - OPPORTUNITY CHARGE

Who can charge

Only allowed during the enemy move
Formed cavalry only
No Pips required

What can be charged
Any Disordered or Shaken enemy
Any enemy in flank or rear
Cavalry in column
Infantry in column of march
Artillery limbered

Test to charge
Roll 1 d6 require 4 or more
Plus 1 A class Minus 1 C Class
Plus 1 Commander within 4” Minus 1 Poor commander
Plus 1 Charging flank or rear

Target Reaction
No reaction if cavalry are within half move
Evade if orders allow
Counter charge if formed cavalry
Change formation if formed and pass test
Turn to face if formed and pass test
Intercept if formed cavalry of the same corps and pass test

Test to react
Roll 1 d6 require 4 or more
Plus 1 A class Minus 1 C class
Plus 1 General within 4” Minus 1 Poor commander
Minus 1 Charged in flank or rear

Saturday, 30 May 2009

Rule 5 - Movement


To move all of his corps the commander would need at least 7 pips. He could move 16", the cavalry could move 16", the infantry 4" and the artillery 8"



Summary

There are two types of movement
First when on blinds
Second when figures on the table
Corps Commander must use pips to move brigades


RULE 5 - MOVEMENT

Blinds

Single blind 8” per Pip

Multiple blind 4” per Pip


Figures on Table

16" - Generals

16" - Light cavalry column

14" - Light cavalry line

14" - Heavy/Medium cavalry column

12" - Heavy/Medium cavalry line

12" - Horse artillery limbered

8" - Foot artillery limbered

8" - Infantry column of march

6" - Infantry column of attack

4" - Infantry line

2" - Infantry Square

2" - Manhandle medium artillery

1" - Manhandle heavy artillery


Multiple Moves

Allowed providing no enemy blinds or figures within

4” for Generals

16” for brigade or blind


Multiple moves allowed within 16" or enemy

Half move and change formation

Artillery two actions of Fire/Limber/Move/Unlimber


Difficult terrain

All brigades half move






Rule 4 - Types of Orders


This corps is probably on Move orders, they are ready to move forward, all are in column and the guns are limbered.



Summary

Each corps must have one of the following orders
Corps Commander can change his own orders to Halt
All other orders can only be issued by CinC
Corps commander must carry out his orders

RULE 4 - TYPE OF ORDERS

Move
All brigades must move towards objective
May not move closer to enemy than 4” in open
May not move closer to enemy than 2” in BUA or difficult terrain
Corps commander may change to Halt

Halt
May not move closer to enemy
Brigades may move to improve defence
Brigades may retreat out of artillery range
Must wait for new orders from CinC

Hold
May not advance beyond the furthest edge of objective, except cavalry to recce
Cavalry may charge any enemy who approach within 8”
Infantry may skirmish or fire on any enemy who approach within 8”

Engage
At least one brigade must move towards the objective
Cavalry may charge any enemy within 8”
Infantry may skirmish or fire on any enemy within 8”

Attack
At least one brigade must attack enemy if possible
All brigades must move towards objective
Cavalry will charge any enemy within range
Infantry will charge any infantry or artillery within range
Shaken or Disordered brigades do not have to attack

Rule 3 - Corps Commander

The corps commander is the mounted figure facing his corps. There are four infantry brigades, one cavalry brigade and corps artillery.




Summary


The corps commander must carry out the orders issued by the CinC
He can however change them to Halt at any time
To change orders he must be within 16" of each brigade
He must then remain at Halt until he receives new orders from the CinC
The main role of the corps commander is to issue orders to his brigades.
To do this he rolls an average dice, plus his command factor.
To issue orders he must be within 8" of the brigade
A Spanish commander must be in base contact to issue orders


RULE 3 - CORPS COMMANDER

Roll for Pips

Roll average dice

Gifted +3

Average +2

Poor +1


Corps Orders

Must use all of his Pips to achieve the corps orders


Actions costing 1 Pip

Move and change face up to 45 degrees

Change formation or change face more than 45 degrees

Artillery fire, limber, move or unlimber

Infantry fire or skirmish

Gifted commander change orders to Halt


Actions costing 2 Pips

Retire half move facing enemy

Half move and change formation

Artillery two actions of fire, limber, move or unlimber

Average commander change orders to Halt


Actions costing 3 Pips

Swop two brigades (both Disordered)

Fresh brigade must be directly behind and within 4”

Poor commander change orders to Halt





Rule 2 - Commander in Chief


The CinC is the two figure base, the remainder on single figure bases are corps commanders. The cavalry figure with his back to the camera is the reserve commander.


Summary

The main role of the CinC is to issue orders to his corps commanders.
To do this he must be in base contact with the corps commander
He rolls an average dice, plus his command factor, for "pips"
He may give his turn to a corps commander if in base contact


RULE 2 - COMMANDER IN CHIEF

Roll for Pips

Roll average dice
Gifted +3
Average +2
Poor +1

Movement
16” move per pip
Multiple move allowed if no enemy blind or figures within 4”

Change Corps Orders
Must be in base contact with corps commander
Gifted 1 pip
Average 2 pips
Poor 3 pips

Give Move to Corps Commander
Must be in base contact with corps commander
Gifted 1 pip
Average 2 pips
Poor 3 pips
The balance of pips may then be used by the Corps Commander that turn




Rule 1 - Movement on Blinds

The two corps on blinds are deployed, because the blinds are both two bases wide. If spotted they must place their figures on the table behind the blinds, they must not overlap the frontage.



Summary

This is a device to prevent the other player knowing what you have where at the start of the game, and in doing so prevent him from reacting to your plan of battle too soon.

I use a strip of skirmish figures as a blind, but it might just as easily be an oblong card.

Each strip has a number placed behind it to indicate which corps it represents.

The strip represents the forward line of the corps.

One strip means the corps are marching in column of march.
Brigades can not fight in this formation.

Two or more strips means the brigades have formed column of march or line, and are ready to fight.

When spotted the figures are placed on the table, one brigade at the forward edge of each blind.
So if there are two blinds, you place your corps on the table, two brigades wide.
The figures are not allowed to overlap the area covered by the blind.
The brigades may be in column of march or line as desired.


Rule 1 - Movement on Blinds

General

Roll average dice for each commander

Plus 1 for Gifted Minus 1 for Poor

Single base move 8” per pip

Multiple base move 4” per pip


Spotting Process

Any blind or brigade, but not generals, can spot

Light cavalry can be detached from blind to spot

Roll 10 sided dice:


Target in line of sight

0 to 16” Automatic spot

16 to 24” Spot 7 to 10


Target behind blind
or deployed troops

0 to 12” Automatic spot

12 to 16” Spot 7 to 10

16 to 24” Spot 9 to 10


Target in woods,

BUA or behind hill

0 to 4” Automatic spot

4 to 8” Spot 7 to 10

8 to 12” Spot 9 to 10



Organisation of Armies


ARMY ORDER OF BATTLE

The rules are designed for use with my campaign, although there is no reason why they should not be used outside the campaign. However the Order of Battle contains a lot of information needed to use the rules.

I have 10 Army Groups in my campaign, and each one has its own Order of Battle. But I will only explain one to explain how it works. I have chosen the Second French Army.


SECOND FRENCH ARMY – MARSHAL DAVOUT

CinC Average +2

4 French Corps Gifted +3
13 Infantry Brigade CA FB SA
14 Infantry Brigade CB FB SA
15 Infantry Brigade CB FC SB
16 Infantry Brigade CC FC SB
11 Cavalry Brigade CA Light
Corps Artillery CB 12 pounder

5 French Corps Average +2
17 Infantry Brigade CA FB SA
18 Infantry Brigade CB FB SA
19 Infantry Brigade CB FC SB
20 Infantry Brigade CC FC SB
3 Cavalry Brigade CB Medium
Corps Artillery CB 9pounder

6 French Corps Average +2
21 Infantry Brigade CA FB SA
22 Infantry Brigade CB FB SA
23 Infantry Brigade CB FC SB
24 Infantry Brigade CC FC SB
5 Cavalry Brigade CC Heavy
Corps Artillery CB 9 pounder

13 Polish Corps Poor +1
1 Infantry Brigade CA FA SA
2 Infantry Brigade CB FB SB
3 Infantry Brigade CB FB SB
4 Infantry Brigade CC FC SC
13 Cavalry Brigade CB Light
Corps Artillery CC 9 pounder

Reserve Commander Average +2

Commanders
I use two figures for CinC and 1 for each corps commander
You can use as many as you like, or any bases you wish
There are 6 commanders.
CinC, four corps commanders and a reserve commander.
Each has a grade; Gifted, Average or Poor.
To issue orders they roll an average dice and add their grade score.

Corps
There are four corps in each army group
CinC issue orders to each corps, and only he can change them
Each corps has 4 infantry brigades, 1 cavalry brigade, and 1 corps artillery
However the fighting capacity of each corps is difference

Infantry Brigades
1 use 8 figures for each brigade, so that I can show line, column of square
You can use as many figures as you like, on any bases you wish.
The fighting ability is decided by the class, firepower and skirmish grade
Class represents training and morale
Firepower represents training and volley effectiveness
Skirmish represents ability to fight in open order
Each is graded A (best), B (average) or C (worse)

Cavalry Brigades
1 use 4 figures for each brigade, so that I can show line or column
You can use as many figures as you like, on any bases you wish.
There are three types of cavalry: heavy, medium and light
Their type and class decide their fighting ability
Class and grading as for infantry

Corps Artillery
I use one gun and 4 crew for corps artillery
You can use as many as you like, on any bases you wish.
There are three types of artillery: 12 pdr, 8/9 pdr and 6pdr
Their fighting ability is decided by their size and class
Class and grading as for infantry

Summary of the Rules



General

This section will try to explain setting up a game and the flow of play, plus some comments on the rules themselves.


PREPARATION FOR THE GAME


Allocate grade to each commander
A commander may be Gifted, Average or Poor
The grade must be allocated before the game starts

Allocate cavalry or artillery to reserve commander
Each army has a spare commander who may be used as a reserve commander if desired. He is allocated cavalry brigades or artillery from the other corps, and he becomes the reserve cavalry or artillery commander. This must be done before the game starts.

CinC write orders
Orders must be written for each corps, and reserve, commander before the game starts. Only CinC can change orders (except for Halt). The only orders allowed are:

Move

all must move towards objective
cavalry can opportunity charge, artillery can fire

Halt

no movement towards the enemy

may move to improve defenc

cavalry can opportunity charge

artillery can fire

Hold

may not advance nor retreat
cavalry can charge enemy within 8”.

infantry may skirmish within 4” or volley fire within 2”

Engage

must move towards objective.
cavalry and infantry as Hold

Attack

must move towards objective

artillery must move to canister range

Cavalry and infantry must attack any enemy within range

Prepare blinds for hidden movement
Each corps enters the table as a “blind”. You may use either a card or a skirmish base. It should be the 6” wide.

Prepare identity cards or chips for each commander
Each commander has a card or chip to indicate who he is. I use playing chips for each commander. They would be numbered 1 to 12 to cover both armies.

Prepare movement cards or chips for each commander
I use a second set of chips, also numbered 1 to 12. One chip is drawn each move, and that commander then takes his move. In addition you need the following chips:

Poor - the next poor commander to have his chip picked has to forego his move

French tactical – one French general, still on a blind, who has not yet moved may do so

Allied gifted – one gifted allied general who has not yet moved may do so

French gifted – one gifted French general who has not yet moved may do so


SEQUENCE OF PLAY

At the start of the turn all chips are placed in a hat or box.
Draw one chip each move until all chips have been drawn
Put chips back in hat or box and repeat sequence
I allow 12 moves per day, but this is optional

1 - Draw chip for movement

2 - Dice for command pips

3 - If CinC chip write orders

4 - Dice to spot enemy blind

5 - Artillery fire

6 - Artillery casualties test morale

7 - Movement

8 - Resolve combats

9 - Test morale




Thursday, 28 May 2009

Demo Game - Move 9



Taken from Prussian right. The advantage is with the Prussians once more. On their right (nearest the camera) the reserve cavalry are on the flank of the French line and, supported by their artillery, ready to attack. The French CinC has halted his advance and changed his ordrs to Hold.



THE BATTLE SO FAR

Prussian situation greatly improved, mainly because they moved first

Left - Engage orders moving into position far edge of broken ground

Centre - Halt orders, but formed square and safe from cavalry

Right - Engage orders and ready to move forward


French still in strong position.

Cavalry arrived too late to attack Prussian centre

Left - orders arrived too late to advance

Centre - Engage orders and moving forward

Right - Engage orders and moving forward


THE PRUSSIAN PLAN

Right – 1 corps and cavalry will engage enemy

Centre - 2 and 3 corps will hold the centre

Left - 4 corps will engage enemy

His intention is to hold his position until nightfall



PHOTOGRAPHS TAKEN FROM PRUSSIAN SIDE OF TABLE


Left - 4 corps have orders to Engage and are advancing towards the enemy. Their forward brigades have cleared the broken ground and the artillery has unlimbered.

Centre left. 2 corps have Halt orders, but the CinC has just joined them to issue fresh orders.

Centre right. 3 corps are on Hold orders. They have been badly shaken and are still in square. Their cavalry have made their morale. The corps will soon be ready for offensive action.


Right. 1 corps is now on Engage orders. They have formed line ready to advance and their artillery has manhandled forward to engage enemey.

Cavalry reserve are also on Engage orders. The cavalry are now fully formed and the gunners have manned their guns.



BATTLE REPORT


Move 1 – French – 4 corps (chip 2)

Orders: Engage

Artillery fire on square (3) miss

Overshoot on limbered artillery (4) miss

Infantry advance out of Helmstedt

Rally Shaken infantry to Disordered

Move 2 – Prussian – 4 corps (chip 11)

Orders: Engage

Artillery fire on cavalry (6) miss

Infantry move forward and form line

Move 3 – French – 5 corps (chip 3)

Orders: Engage

Fire on artillery crew (12) 1 hit

Crew test morale (6) pass

Cavalry move towards Prussian cav

Prussians opportunity charge

Prussians roll 11, French cavalry rout

Support infantry test morale (6 & 6) both ok

Move 4 – Prussian – cavalry reserve (chip 12)

Orders: Engage

Gunners man guns

Cavalry Disordered, but turn to face enemy infantry

Move 5 – Poor card

Move 6 – Prussian – 1 corps (chip 8)

Orders: Engage

Infantry form line

Artillery manhandle forward

Move 7 – Prussian – 2 corps (chip 9)

Orders: Hold centre
Test to rally Shaken cavalry (8) pass and become Disordered

Move 8 – French – 13 corps (chip 5)

Orders: Engage

Miss move as Poor card in play

Move 9 – French – CinC (chip 1)

Too much to do to give move to 13 corps

Move to cavalry reserve change orders Withdraw to road

Move to 5 corps

Move 10 – French - 6 corps (chip 4)

Orders: Engage

Artillery fire on infantry column (4) miss

Commander change orders to Halt

Swop infantry with cavalry

Move 11 – Prussian – 3 corps (chip 11)

Orders: Halt

Move cavalry back to left flank

Unlimber artillery

Move 12 – French – reserve (chip 6)

Orders: Withdraw to road

Fire on square (11) 2 hits.

Square test morale (6) pass

Cavalry retreat half move facing enemy

Move 13 – Prussian – CinC (chip 7)

Move to 2 corps, change orders to Engage

Move to 3 corps, change orders to Engage



PHOTOGRAPHS TAKEN FROM FRENCH SIDE OF TABLE


Left. 5 corps are on Engage orders but in serious trouble. Their cavalry have lost a melee with the Prussian hussars and are in rout. This has left their right flank vunerable to the enemy cavalry and artillery. They urgently need new orders.

Left centre. Cavalry reserve have received Withdraw orders and have moved back to the road, covered by their artillery.

Right centre. 4 corps are on Engage orders and have advanced beyond Helmstedt. With the changed situation they urgently need new orders.

13 corps are also on Engage orders but have missed their turn due to the Poor Card. The French CinC must urgently decide whether he wants to continue this advance.

Right. 6 corps orders have been changed to Hold, and they have withdrawn their cavalry behind the infantry to protect them from artillery fire.


SUMMARY OF MOVE 9

Prussian situation greatly improved due to cavalry melee on right

French halt and take defensive position







Wednesday, 27 May 2009

Demo Game - Move 8


Taken from the Prussian right flank. The Prussian centre has been pushed back, and the infantry are in squares. The Prussian reserve cavalry (nearest camera) have reformed and advanced to cover the guns, the gunners are moving back to man the guns. The French (right in photograph), apart from the reserve cavalry, have not yet received orders to move and engage the Prussians.


THE BATTLE SO FAR

Best described as one of those battles when the French could do no wrong and the Prussians could do no right


Blucher is very concerned, the battle is going badly wrong

On his left his Poor 4 corps has refused to move 4 times

In his centre left 2 corps has halted his advance

In his centre right 3 corps are in disorder

On his right 1 corps is holding

On his far right cav reserve are rallying


His intention is to hold along his whole line

The French counter attack has started and it looks bad for the Prussians


THE PRUSSIAN PLAN

1 corps will hold the right flank

Cavalry reserve will rally behind 1 corps

2 and 3 corps will hold the centre

4 corps will engage enemy on left flank

His intention is to hold his position until nightfall



PHOTOGRAPHS TAKEN FROM THE PRUSSIAN SIDE OF THE TABLE


Left - 4 corps have Engage orders. They are very slow to approach the enemy, partly because of the difficult terrain, partly because they keep missing a move due to their Poor commander.

Centre left - 2 corps have Halt orders due to French cavalry on their right front. They are moving their artillery and lancers to their right to counter this threat.

Centre right - 3 corps have Hold orders. Their infantry are all in square due to the approaching French cavalry. Their cavalry have rallied to Shaken, but are protected by the infantry square until they can rally fully.


BATTLE REPORT


Move 1 – Prussian – 1 corps (chip 8)

Orders: Halt

Move artillery to left to counter enemy cavalry and unlimber

Move 2 – Prussian – 3 corps (chip 10)

Orders: Halt

Infantry form square to counter enemy cavalry

Artillery limber and move behind squares

Move 3 – Prussian – 2 corps (chip 9)

Orders: Hold centre
French lancers declare opportunity charge on Shaken cuirassiers

Test to charge, roll 1, fail

Cuirassiers move back facing enemy

Infantry square moves to protect cuirassiers

Test morale for cuirassiers, roll 1, remain Shaken

Test morale for routing infantry, fail, continue rout

No friendly units within 8”, no morale tests

Move 4 – Prussian – CinC (chip 7)

Move to reserve cavalry and change orders to Engage

Move to 1 corps and change orders to Engage

Move 5 – Prussian right –reserve (chip 12)

Orders: Engage
Dragoons move forward to protect guns

Gunners move forward to man guns

Move 6 – French – 5 corps (chip 3)

Orders: Hold

Unlimber gun to counter enemy cavalry

Right hand infantry form square

Move 7 – French – 13 corps (chip 5)

Orders: Move to road

All infantry move to road

Move 8 – French – 6 corps (chip 4)

Orders: Engage

Artillery fire on guns (roll 5) miss

Infantry form column of attack and advance

Move 9 – French – CinC (chip 1)

Change 5 corps orders to Engage

Move to Shaken infantry brigade from 4 crops

Test morale, roll 2, fail remain Shaken

Move to 13 corps

Move 10 – French – 4 corps (chip 2)

Orders: Engage

Guns unlimber

Infantry move forward

Move 11 – French – reserve (chip 6)

Orders: Engage

All enemy infantry in square

Change orders to Halt

Move forward brigade back to form line

Unlimber artillery

Move 12 – Prussian – 4 corps (chip 11)

Orders: Engage

Artillery fire on cavalry (roll 7) 1 hit

Cavalry test morale (roll 5) pass

Infantry move forward through broken ground

Move 13 – Poor Card

All Poor commanders have already moved, no effect



PHOTOGRAPHS TAKEN FROM THE FRENCH SIDE OF THE TABLE


Left - 5 corps have hold orders. They are expecting orders to advance, and their infantry have formed column of attack, and the artillery are limbered.

Left centre - Cavalry reserve have moved forward to attack the Prussian centre, their artillery are in support. The artillery from 4 corps have joined them, and one infantry brigade is in support of the guns.

Right centre - 4 corps have received Engage orders and are moving through Helmstedt (not the building has been removed to allow move measurements).

13 Corps (on the right) have orders to Move to the road, and are just reaching it. The CinC has arrived to give new orders to their commander.

Right - 6 corps have Engage orders. They are moving forward to engage the Prussians as they exit the broken ground.


SUMMARY OF MOVE 8

Prussian situation greatly improved, mainly because they moved first

Left - Engage orders moving into position far edge of broken ground

Centre - Halt orders, but formed square and safe from cavalry

Right - Engage orders and ready to move forward


French still in strong position.

Cavalry arrived too late to attack Prussian centre

Left - orders arrived too late to advance

Centre - Engage orders and moving forward

Right - Engage orders and moving forward





Tuesday, 26 May 2009

Demo Game - Move 7



Taken from Prussian right flank. The French counter attack has begun. In the centre their reserve cavalry have moved forwarded supported by artillery. The rest of the French corps are waiting for change of orders to advance. The Prussian centre has withdrawn and all of the infantry are in square.



THE BATTLE SO FAR

Prussians are recovering on right flank, but still Shaken

Prussians are retreating in the centre, still awaiting orders

Prussians are advancing on the left and about to Engage

French are slow to react , still waiting for orders

French right flank secure

French right centre in danger due to one rout, could break

French left centre waiting for orders to advance

French left flank waiting for orders to advance


THE PRUSSIAN PLAN

1 corps will hold the right flank

Cavalry reserve will rally behind 1 corps

2 corps will hold the centre

3 and 4 corps will engage enemy on left flank

His intention is to attack with his left

Hold his centre

Hold and really his right



PHOTOGRAPHS TAKEN FROM THE PRUSSIAN SIDE OF TABLE


Left - 4 corps have been given Engage orders and are advancing through the broken ground.

Left centre - 2 corps commander has halted and is awaiting new orders from CinC. They are concerned about the advance of French cavalry reserve on their right front.

Right centre - 3 corps are on Halt orders and awaiting new orders from CinC. They are the target of the advancing French cavalry reserve, and one infantry brigade has already routed.



BATTLE REPORT


Move 1 – French – 6 corps (chip 4)

Orders: Hold right flank
Artillery fire on enemy artillery and miss

Move 2 – French – 13 corps (chip 5)

Orders: Move to road on right of Helmstedt
No artillery with this corps

Move infantry brigades forward through the rout

Test morale for Shaken brigade, roll 5, pass become Disordered

Move 3 – Poor Card

Move 4 – Prussian – 4 corps (chip 11)

Orders: Engage Enemy

Miss another move due to Poor Card

(fourth time this game !)

Move 5 – Prussian – 1 corps (chip 8)

Orders : Halt

Await new orders from CinC

Limber gun and move towards right flank

Move 6 – French – CinC

Change orders of 6 corps

Move to reserve cavalry and change orders

Move to far left and join 5 corps

Move 7 – Prussian – 2 corps (chip 9)

Orders : Halt

Put all infantry in square

Test morale for Shaken 6 brigade, roll 1, Rout

Test morale for all brigades within 8”

Result cavalry Shaken, 3 infantry make morale

Move 8 – Prussian – reserve (chip 12)

Orders : Halt

Move dragoons to right flank

Test Shaken artillery morale (roll 5) pass become Disordered

Move 9 – French – reserve (chip 6)

Orders: Engage
Both brigades move forward within charge move of enemy

Artillery limber and advance in support

Move 10 – Prussian – 3 corps (chip 10)

Orders: Engage
Commander changes orders to Halt

French cavalry reserve is close to his flank

Move 11 – Prussian – CinC (chip 7)

Too much to do to give move to 4 corps

Move to centre right change 6 corps orders to Hold

Move to Prussian right to 1 corps

Move 12 – French – 4 corps (chip Gifted)

Orders: Hold Helmstedt
Rally garrison in preparation to remove them

Move in Shaken brigade

Test morale (roll 6) pass become Disordered

Test morale for Routed brigade (roll 6) pass become Shaken

Move 13 – French – 5 corps (chip 3)

Orders: Hold left flank

Unable to move as still on Hold orders

Form column of attack with all infantry brigades

Limber artillery ready to advance



PHOTOGRAPHS TAKEN FROM FRENCH SIDE OF TABLE

Left - 3 corps are still on Hold orders, but have formed column of attack ready to advance. CinC has arrived to issue new orders

Centre left - Cavalry reserve has received Engage orders and has moved forward supported by their horse artillery. 4 corps artillery is also moving forward to engage the Prussian centre

Centre right - The routing infantry brigade has rallied and is now Shaken. 13 corps have moved through them and are taking up position on the road between Helmstedt and the right flank.

Right - 6 corps is holding the flank and is not at present under any threat from the Prussian army.



SUMMARY OF MOVE 7

One of those moves when the French could do no wrong and the Prussians could do no right


Blucher is very concerned, the battle is going badly wrong

On his left his Poor 4 corps has refused to move 4 times

In his centre left 2 corps has halted his advance

In his centre right 3 corps are in disorder

On his right 1 corps is holding

On his far right cav reserve are rallying

His intention is to hold along his whole line


The French counter attack has started and it looks bad for the Prussians