Tuesday, 2 June 2009

Demo Game - Move 10


Taken from Prussian right. The French left flank has broken and the Prussian cavalry reserve are moving towards the centre. The rest of the Prussian army are deploying into column of attack to join the advance.


THE BATTLE SO FAR

Prussian situation greatly improved due to cavalry melee on right

French halt and take defensive position


THE PRUSSIAN PLAN

Right – 1 corps and cavalry will engage enemy

Centre - 2 and 3 corps will engage enemy

Left - 4 corps will engage enemy

His intention is to make one final push to defeat the French



PHOTOGRAPHS TAKEN FROM THE PRUSSIAN SIDE OF TABLE

Left. 4 corps is clearing the broken ground and advancing towards the French. The CinC has joined them to ensure that they presss home the attack.


Centre left. 2 corps have formed column of attack and are advancing towards Helmstedt


Centre right. 3 corps have formed column of attack and are advancing towards Helmstedt.

Right. The French left flank is in rout. The Prussian cavalry reserve and 1 corps are advancing into the gap left by the rout.


BATTLE REPORT


Move 1 – Prussian – CinC (chip 7)

Change 3 corps orders to Engage

Move to 4 corps

Move 2 – French – 4 corps (chip 2)

Orders: Engage

Change orders to Halt

Fire at square, roll 8, 1 hit

Prussian infantry make morale

Move 3 – Prussian – 4 corps (11)

Orders: Engage

Fire on infantry, roll 8, 1 hit

French Infantry make morale

All infantry move forward

Move 4 – French – 6 corps (chip 6)

Orders: Engage

Fire on infantry, roll 6, miss

Change orders to Halt

Move cavalry to left flank

Move 5 – French – 13 corps (chip 5)

Orders: Engage

Change orders to Halt

Infantry form line

Move 6 – Prussian – reserve (chip 12)

Orders: Engage

Canister infantry, roll 10, 2 hits

French Infantry fail morale, are Shaken

Cavalry charge and rout same square

2 French infantry and 1 gun test morale

1 French infantry rout, 1 infantry Shaken, Gun OK

Move 7 – Prussian – 1 corps (chip 8)

Orders: Engage

Infantry form column and advance

Artillery limber and advance

Move 8 – Poor Card

Move 9 – French – reserve (chip 6)

Orders: Withdraw

Fire on Shaken square, 1 hit, rout

3 Prussian infantry and 1 gun test morale

2 Prussian infantry and gun all Shaken

Artillery limber and withdraw

Move 10 – Prussian – 2 corps (chip 9)

Orders: Engage

Infantry form column and advance

Move 11 – Prussian – 3 corps (chip 10)

Orders: Engage

Fire on infantry, 1 hit, make morale

Rally infantry

Gun still shaken

Infantry rout continues

Move 12 – French – CinC (chip 1)

Move to reserve change orders to Hold

Move 13 – French – 5 corps (chip 3)

Orders: Hold

1 infantry and gun Rout

1 infantry and cavalry Shaken



PHOTOGRAPHS TAKEN FROM FRENCH SIDE OF TABLE


Left. most of 5 corps is in rout and the left flank is broken


Centre left. The cavalry reserve has retreated to the road. the left hand brigade has turned to face the broken left flank.

Right centre. 13 Corps have reached the road and are taking up a defensive position.

Right. 6 corps are deployed either side of the T junction and waiting for the Prussian attack



SUMMARY OF MOVE 10

Prussians now in strong position and all advance

3 corps Shaken due to 1 infantry rout

French have all halted

Left flank has broken and is in rout

Desperately need night fall to save them



Rule 15 - Cavalry v Infantry

Prussian hussars are about to charge French infantry in column of attack. If the cavalry start their charge less than half a move away, the infantry are unable to react. If more they must test to react


Background
Only cavalry on appropriate orders may initiate a combat
Infantry can never charge cavalry
Cavalry can not charge a formed square
Note that the player with the higher combat factor can still lose the combat


RULE 15 - COMBAT CAVALRY V INFANTRY



General

Only cavalry and must Attack orders or Opportunity Charge

One brigade per side

Infantry may not charge cavalry,

Cavalry may not charge a formed square

If infantry advance cavalry must retreat to maintain 4” zone of control


Combat Factors

Plus 1 - Class A

Plus 3 - Lancers in line

Plus 3 - Heavy cavalry in line

Plus 2 - Medium cavalry in line

Plus 1 - Light cavalry in line

Plus 4 - Infantry in square

Plus 1 - Infantry in COA

Plus 1 - Infantry Fire A in line

Minus 1 - Class C

Minus 1 - Each casualty
Minus 1 - Disordered
Minus 2 - Shaken

Result

Winner roll 2 d6 dice

Plus difference in Combat Factors


Cavalry Win


Total 2-3

Cavalry halt 8" from infantry

Both disordered

No casualties


Total 4-5

Cavalry halt 8" from infantry

Both Shaken

Both lose 1 casaualty


Total 6+

Infantry Rout

Cavalry Disordered

Cavalry lose 1 casualty

Infantry lose 3 casualties


Infantry Win


Total 2-3

Infantry Rout

Cavalry Disordered

Cavalry no casualties

Infantry lose 3 casualties


Total 4-5
Infantry retreat 4"
Both Shaken
Cavalry no casualties
Infantry 2 casualties

Total 6-7
Cavalry retire 8"
Both Disordered
Both lose 1 casualty

Total 8-9
Cavalry retire 8" Shaken
Infantry Disordered
Both lose 1 casualty


Total 10+

Cavalry Rout

Infantry Disordered

Cavalry lose 2 casualties

Infantry lose 1 casualty








Rule 14 - Cavalry v Cavalry




Background
Cavalry must have appropriate orders or Opportunity Charge
Only one brigade per side may take part
Note that the player with the higher combat factor can still lose the combat


RULE 14 - COMBAT CAVALRY V CAVALRY


General

Only cavalry and must have Engage, Hold or Attack orders

Only one brigade per side can take part

Both advance to contact


Combat Factors

Plus 2 - Line v Column

Plus 2 - Heavy Cavalry

Plus 1 - Medium Cavalr

Plus 1 - A Class

Minus 1 - Class C
Minus 1 - Each casualty

Minus 1 - Disordered

Minus 2 - Shaken

Minus 2 - Stationery Cavalry


Result
Winner roll 2 d6
plus difference in Combat Factors

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

Total 4-5
Winner: retires 8” Shaken
Winner: 2 casualties
Loser: 1 casualty

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

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

Total 10 +
Loser: Routs
Winner: 1 casualty
Loser: 2 casualty






Monday, 1 June 2009

Rule 13 - Combat Infantry v Infantry

If infantry are on attack orders their only option would be hand to hand fighting



Background
If the infantry are on Attack orders they can only hand to hand
Attack orders do not allow skirmish or fire fight
Note that the player with the higher combat factor can still lose the combat


RULE 13 - COMBAT INFANTRY V INFANTRY


General

Only infantry and must have Attack orders

Against infantry in the open

Attackers advance to contact


Combat Factors

Plus 2 - Line v Column

Plus 1 - Class A

Plus 1 - Better Skirmishers

Plus 1 - Better Firepower

Minus 2 - Outnumbered 2 to 1
Minus 1 - Each casualty

Minus 1 - Class C

Minus 1 - Disordered

Minus 2 - Shaken


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 12 - Combat Infantry Firefight

The infantry may decide to initiate a firefight. If they do so their target may fire back.


Background
Not allowed if they have already skirmished this move
Note that the player with the higher combat factor can still lose the combat



RULE 12 - COMBAT INFANTRY FIREFIGHT



General

Only infantry and must have Engage or Hold orders

Against infantry in the open

Attackers must half at 2”

Both exchange fire


Combat Factors

Plus 1 - Fire A

Plus 1 - Better Skirmishers

Plus 2 - Line v Column

Minus 2 - Outnumbered 2 to 1

Minus 2 - Square

Minus 1 - Fire C

Minus 1 - Each casualty

Minus 1 - Disordered

Minus 2 - Shaken

Minus 1 - Square


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 11 - Combat Infantry Skirmish

Infantry may initiate skirmish during their turn if they wish. If they do so enemy may skirmish back.



Background

Only initiate skirmish combat if you have better skirmishers

If enemy skirmish defenders can also skirmish


RULE 11 - COMBAT INFANTRY SKIRMISH


General

Only infantry and must have Hold or Engage orders

Against infantry in the open, BUA or woods

Attackers halt at 4” and both skirmish


Combat

Both roll 1 d6. Require 6 to kill


Plus 3 - Skirmish A

Plus 2 - Skirmish B

Plus 1 - Skirmish C

Minus 2 - Shaken

Minus 1 - Disordered

Minus 1 - Each casualty

Minus 1 - Infantry in square

Minus 1 - Outnumbered 2 to 1

Minus 1 - Enemy deployed artillery
Minus 1 - Enemy in BUA or wood


Result

Any brigade with casualties must make morale



Rule 10 - Combat inside BUA

French defenders (top) have lost first melee and withdrawn Shaken with two casualties. Prussians are disordered with one casualty. Note buildings have been removed to resolve combat inside farm. The base represents the area covered by the farm, not the building placed on top of it.


Background
Combat inside BUA may be when two brigades meet inside
Or it may be when the defenders have been pushed back, but not routed
A scenery base is recommended as it is necessary to measure within BUA
Only one brigade per side is allowed inside BUA
Note that the player with the higher combat factor can still lose the combat


RULE 10 - COMBAT INSIDE BUA
OR WOODS

General

Only infantry and must have Attack or Engage orders

One brigade each side

When infantry meet inside, or garrison forced to retire from edge


Combat Factors
Plus 1 - Class A
Plus 1 - Skirmish A
Minus 1 - Class C
Minus 1 - Skirmish C
Minus 1 - Each casualty
Minus 1 - Disordered
Minus 2 - Shaken


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