Saturday, March 5, 2016

Honours of War - St. Ulrich Solo Game - Part 7

Turn 7 (click pictures to enlarge)

1. Move commanding generals:  Both remain where they are.

Turn 7: Last Prussian Batallion standing ...

The hit status of the troops is as follows:
Prussians:  Dragoons 0, II/IR41 3, Composite Btl. Done For, 12pdr 0.
Austrians:  Cuirassiers 0, I/Kaiser 1, II/Kaiser Done For, Salm-Salm 1, 6pdr 1.

2. Movement Initiative:  Prussians win. Roll of 5 +1 = 6 versus Austrians 4 +1 = 5.

3. Movement:
The Prussians decide to move first. They want to move back the remaining infantry batallion, but they fear there is not much hope for survival.

3.1 Prussian Infantry: Dashing, roll of 4 results in 'Steady'. II/IR41 moves backwards 20cm.

3.2 Austrian Infantry: Dithering upgraded to Dependable due to the CiC nearby, roll of 3 results in 'Steady'. Both batallions advance. The gun manhandles forward.

The Prussians move backwards, the Austrians advance

3.3 Prussian Dragoons. Dependable, a roll of 5 results in 'Steady'.

Now what do do? The II/IR41 infantry is about to be shot to pieces. If they only retreat, the Austrians will capture the bridge and win.
They decide to CHARGE the enemy gun, meaning they will be countercharged by the cuirasiers. They will fight at a disadvantage (the cuirassiers are rated superior), but if they can rout the cuirassiers, it will result in a drawn game, even if they themself are routed.

3.4 Austrian Cuirassiers: Countercharge.  

4. Firing Initiative: Prussian roll of 3 +1 = 4 versus roll of 3. Prussians win.

5 Firing Phase:
5.1 The prussian Brummer, nearest target I/Kaiser. Standard artillery, -1 target classed as superior, roll of 3 -2 = 1 results in NO EFFECT.
Prussian II/IR41, standard, nearest target I/Kaiser,  -1 target classed as superior, -1 moved, - 1 Difficult Target (less than half of the btl. is within the firing zone), -1 long range, -1 unit has 3 hits, roll of 4 -5 = -1 results in NO EFFECT.

5.2 Austrian 6pdr is unable to fire. It is blocked by the cavalry melee !
I/Kaiser at II/IR41, superior, -1 moved, -1 long range, - 1 Difficult Target, roll of 2 -3 = -1 results in NO EFFECT.

Wow. II/IR41 held its ground! The gun was unable to fire (which made all the difference) and I/Kaiser missed.

6. Melee:
1st Round:
Austrian Cuirassier, superior, +1 for charging, roll of 4 +1 = 5 results in THREE HITS.
Prussian Dragoons, standard, +1 for charging, -1 target classed as superior, roll of 4 +1-1 = 4 results in TWO HITS.
2nd Round:
Austrian cuirassier, superior, roll of 5 (maximum damage!) results in THREE HITS.
Prussian Dragoons, standard, -1 target classed as superior, -1 unit has 3 hits, roll of 5 -2= 3 results in TWO HITS.
 
Game Over! The Prussian Dragoons are Done For. The Cuirassiers retreat
 
Army Points lost:  Prussians: 2  Austrians: 1. Austrian Victory


Turn Commentary
A frontal charge against cuirssiers, rated superior, is a BAD idea. Not only are they more difficult to hit (modifier -1 for target being rated superior), the cuirssiers themself also can inflict more damage as they have their own line on the Hit Table.

Thursday, March 3, 2016

Honours of War - St. Ulrich Solo Game - Part 6

Turn 6 (click pictures to enlarge)

1. Move commanding generals:
The prussian commanding general, has no game function stays on the bridge.


The Austrian CiC moves to be able to encourage the cavalry as well as his Dithering brigadier
 
The hit status of the troops is as follows:
Prussians:  Dragoons 0, II/IR41 1, Composite Btl. 2, 12pdr 0.
Austrians:  Cuirassiers 0, I/Kaiser 1, II/Kaiser Done For, Salm-Salm 1, 6pdr 1.

2. Movement Initiative:  Prussians win. Roll of 6 +1 = 7 versus Austrians 3 +1 = 4.

3. Movement:
The Prussians decide to move first. They want to move forward, away from the river. The river is classed as impassable and if a unit cannot complete a forced retreat move due to impassable terrain, it is eliminated.

3.1 Prussian Infantry: Dashing, roll of 1 results in 'Steady'. Both infantry batallions march forward and to the left. The 12pdr pivots a bit to the left and forward (counts as moving).

Both prussian infantry batallions march forward

3.2 Austrian Infantry: Dithering upgraded to Dependable due to the CiC nearby, roll of 4 results in 'Steady'. I/Kaiser remains stationary. Salm-Salm moves the full move forward. The gun manhandles forward.

3.3 Prussian Dragoons. Dependable, a roll of 5 results in 'Steady'. They move to protect the flank of the infantry and change formation to single line.

3.4 Austrian Cuirassiers: Dependable, a roll of 2 results in 'Steady'. They change formation to double line and move forward to protect the gun. 


Situation afer Turn 6 movement
 
4. Firing Initiative: Prussian roll of 4 +1 = 5 versus roll of 3. Prussians win.

5 Firing Phase:
5.2 The prussian Brummer, nearest target I/Kaiser. Standard artillery, - 1 moved (it pivoted) , -1 target classed as superior, roll of 3 -2 = 1 results in NO EFFECT.
Prussian composite bataillon, nearest target I/Kaiser, standard, - 1 moved, -1 target classed as superior, -1 long range, roll of 3 -3 = 0 results in NO EFFECT.
Prussian II/IR41, nearest target I/Kaiser BUT Salm-Salm, not being rated superior, is easier to hit and therefore selected as the target. Standard, - 1 moved, - 1 Difficult Target (less than half of the btl. is within the firing zone), -1 long range, roll of 3 -3 = 0 results in NO EFFECT.

Damn! No hits for the prussians this round. Things may start to fall apart ...

The firefight on Turn 6

5.1 Austrian 6pdr fires cannister at II/IR 41, superior, -1 moved, roll of 2 +2-1 = 3, 1 HIT.
Salm-Salm at II/IR41, Standard, - 1 moved, - 1 Difficult Target (less than half of the btl. is within the  firing zone), -1 long range, roll of 5 (maximum!) -3 = 2 results in 1 HIT (II/IR41 now has received a total of 3 hits).
I/Kaiser at Prussian composite batallion, superior, -1 long range, roll of 5 (maximum again!) -1 = 4, 3 HITS !!  The prussian composite batallion goes from 2 hits +3 to 5 hits, DONE FOR !

Command Casualties: Prussian Brigade Commander, roll of 3, no effect. Reactions to Firing: Prussian composite batallion routs towards the bridge.

The situation at the end of turn 6 - the Prussian composite batallion routs towards the bridge

6. Melee: -
7. Rally:  No rallies (the last remaining hit on a unit may never be rallied off).
8. Army Points lost:  Prussians:  1     Austrians:   1

Turn Commentary
The prussian fire was bad, the austrian fire excellent (they rolled a 5 two times).The prussian composite batallion is DONE FOR and II/IR41 now has received a total of 3 hits. Both austrian infantry units have one hit each.
The situation for the prussians looks desperate ...

Tuesday, March 1, 2016

Honours of War - St. Ulrich Solo Game - Part 5

Turn 5 (click pictures to enlarge)

1. Move commanding generals:
The prussian commanding general now represents von Meyernicks replacement, rated as Dithering [who therefore cannot encourage brigadiers and possibly enhance their command performance and who cannot rally of the one additional hit. In addition, command results of 'Amirable' or 'Inspriring' are reduced to 'Steady' on a roll of 1 or 2 (rulebook p.13)].
He is useless, has no game function and moves onto the bridge.

The Austrian CiC moves to his right to continue to encourage his Dithering brigadier.

The hit status of the troops is as follows:
Prussians:  Dragoons 0, II/IR41 2, Composite Btl. 3 (red die, reforming), 12pdr 0.
Austrians:  Cuirassiers 0, I/Kaiser 1, II/Kaiser Done For, Salm-Salm 3, 6pdr 1.

Movement of commanding generals in Turn 5

2. Movement Initiative:  There is a lot at stake now! Who gets it?
Prussians win ! Roll of 2 +1 = 3 versus Austrians 1 +1 = 2.

3. Movement:  The Prussians move first.
3.1 Prussian Infantry: Dashing, roll of 5 results in 'Admirable, a DOUBLE MOVE.

"Wait, my dear friend!", the austrian player intervenes, "Your CiC is a replacement and Dithering. On a 1 or 2 on a d6 'Admirable' or 'Inspiring' is converted to 'Steady'.".

The prussian player rolls ... a 3 ! All is well for him. II/IR 41 is moved back next to the other batallion, which due to 'reforming' has to remain stationary.

 IR 41 is moved back next to the other batallion

3.2 Austrian Infantry: Dithering upgraded to Dependable due to the CiC nearby, roll of 5 results in 'Steady'. Salm-Salm, having 3 hits, is moved back 15 cm to better be able to rally. I/Kaiser moves forward.

I/Kaiser, superior infantry, galantly advances

3.3 Prussian Dragoons. Dependable, a roll of 5 results in 'Steady'. They move to protect the flank of the infantry.

3.4 Austrian Cuirassiers: Dependable, a roll of 1 results in 'Poor'. They are not allowed to move and change facing in place.

Situation after Turn 5 movement

4. Firing Initiative: Prussian roll of 1 +1 = 2 versus roll of 4. Austrians win.

5 Firing Phase:  Only the guns are in range.
5.1 Austrian 6pdr fires cannister at II/IR 41, superior, effective range , -1 moved, roll of 2 -1 = 1, NO EFFECT.
5.2 The prussian Brummer, nearest target I/Kaiser. Standard artillery, - 1 Difficult Target (less half of the btl. are within the guns firing zone), -1 target classed as superior, roll of 3 -2 = 1 results in NO EFFECT.

No hits, no command casualties. There are no Reactions to Firing. 

6. Melee: -
7. Rally
The Prussian composite bataillon at the bridge rallies of 1 hit. With now 2 hits it has comleted reforming and the red die is changed to green. II/IR41 reduced to 1 hit.

Salm-Salm rallies of 1 hit plus 1 additional hit for being within 5 cm of the commanding general and only 1 hit remains.

Turn Commentary
With a double move, the exposed prussian batallion quickly retreated. The austrian Salm-Salm, not as quick, also moved back. Were it not for the prussian double move, I/Kaiser may well have kept the pressure on them could have fired a volley and prevented rallying.
The command rules came into play here, as the prussian player had to "confirm" his double move and wasn't able to rally off one additional hit.
Neither side was willing to to risk or 'blow' the cavalry at this stage. This is especially true for the Austrians as the cuirassiers, albeit rated as superior, might possibly lose the melee and then it would be 'game over' for them, having two units Done For.

Sunday, February 28, 2016

Honours of War - St. Ulrich Solo Game - Part 4

Turn 4 (click pictures to enlarge)

1. Move commanding generals:

Movement of commanding generals in Turn 4

2. Movement Initiative: Austrians win, roll 6 +1 = 7 versus Prussians 3 +1 = 4.

3. Movement
Maquire again does not wish to show his hand at this stage and requires the Prussians to move first because he thinks he can better coordinate his attack that way.

3.1 Meyernick decides to move the dragoons. Dependable, a roll of 1 results in 'Poor'. They are not allowed to move towards the enemy but may move away and can change formation. The dragoons do not move and change formation to double line as the may be required to squeeze through a gap latter on.

3.2 Austrian Cuirassiers: Dependable, a roll of 5 results in 'Steady'. They do not move.

3.3. Prussian Infantry: Dashing, +1 due to CiC proximity roll of 2 +1 results in 'Steady'. Damn! A 50% chance for a double move which had allowed a few interesting options like charging the gun or moving close to the cuirassiers and fire a volley at them. Both batallions move to the left using flank movement (no movement reductions for Prussians here).

Prussian infantry moves to their left
3.4 Austrian Infantry: Dithering upgraded to Dependable due to the CiC nearby, roll of 6 results in 'Admirable' - a DOUBLE MOVE ! The gun double-manhandles to the left. The Salm-Salm infantry moves forward and to the side within 10 cm to be able to fire. II/IR Kaiser charges the Prussians in front of them, "Schlagt Sie! Schlagt Sie!". 

The prussian composite batallion, half Le Noble Frei-Infanterie (in front) and half IR 41 (in the back as "Korsettstange"/corset), fires at he chargers: "Wartet Männer, wartet ... FEUER!" - standard, moved -1, roll of 5 - 1 = 4, a devastating Salvo rips through the air - THREE HITS on II/IR Kaiser.

 II/Kaiser on the right charges - and is hit by a devastating volley

 4. Firing Initiative: Prussians win, roll of 4 +1 versus roll of 3.

5 Firing Phase:
5.1 The prussian Brummer fires at the austrian gun (nearest target, the infantry is too close to friendly troops). Standard artillery, - 1 Difficult Target (deployed guns always count as such), roll of 4 -1 = 3 results in ONE HIT.

II/IR 41 fires at Saln-Salm, standard, -1 moved, roll of 3 -1 = 2, ONE HIT. Salm-Salm now has received a total of 3 hits.

 5.2 Austrian infantry brigade: Gun fires cannister at II/IR 41, superior, Cannister range +2, -1 moved, roll of 3 +2 -1 = 4, ONE HIT.

Salm-Salm returns fire and also fires at II/IR 41, standard, -1 moved, -1 for having 3 hits received, roll of 4 -2 = 0, ONE HIT. II/IR41 now has a total of 2 hits.

Firing Phase Turn 4 - from above

 
 Firing Phase Turn 4 - from the side
(painted by Carl Röchling) 

II/ Kaiser: standard, -1 long range, -1 moved, -1 difficult target (target unit is more than half outside the firing zone), roll of 3 -3 = 0, Miss.

As described in the last post, before you do the 'Reaction to Firing', i.e. retreat or rout moves after all firing of both sides is resolved, you have to check for Command Casualties (rulebook p.13). This can be easily overlooked but has serious game consequences in respect to command performance.

  • Austrian Brigade Commander: Roll of 10. (Another bullethole in wig and tricorne for him!)
  • Austrian Commanding General: Roll of 9. (Unharmed) [Edit: roll was not required a the CiC is more than 5 cm from the unit]
  • Prussian Brigade Commander: Roll of 5. (Unharmed)
  • Prussian Commanding General: Roll of 11. AAARRGGH ! A stray musket ball from Sam-Salm hits von Meyernick! He falls from his horse wounded. Oberst von Schlappstein now takes over.
Von Meyernick has been hit !

Wow, the Prussian CiC as a casualty. As he is an unrated commander his replacement, Oberst von Schlappstein, is rated as Dithering. This is quite a blow as from now on the CiC has no positive impact on his troops anymore. He cannot encourage brigadiers and possibly enhance their command performance and he cannot rally of the one additional hit. In addition, command results of 'Amirable' or 'Inspriring' are reduced to 'Steady' on a roll of 1 or 2 (rulebook p.13).

There are no Reactions to Firing as everyone is below 4 hits. 

6. Melee: II/Kaiser charges the Prussian composite bataillon
II/Kaiser: +1 for support (Salm-Salm to their left), -1 for 3 hits received in total, roll of 3 +1 -1 = 3. TWO HITS. The Prussian composite bataillon now has a total of 4 hits and suffers LOSS OF MORALE.
Prussian composite bataillon: +1 for support (II/IR 41 next to it), roll of 4 +1 = 5. THREE HITS.
II/Kaiser now has a total of 6 hits and is DONE FOR.

Reactions to Melee:
II/Kaiser now has to do a rout move which is equivalent to one normal move to their rear. It is forced to move through I/Kaiser which therefore has to take 1 hit.
Prussian composite bataillon with its Loss of Morale has to conduct a retreat move, i.e. at least one normal move but up to two normal moves. It moves back to the bridge.

Situation at the end of the Melee Phase
II/Kaiser on the right routs, Prussian Btl. retreats

7. Rally
The Prussian composite bataillon at the bridge rallies of 1 hit. With now 3 hits it counts as reforming. All others cannot rally of hits as they are to close to the enemy.
II/Kaiser, which is DONE FOR is now removed from the table. As is suggested on page 35 of the rulebook, I chose to retain them on the table, disordered their bases and faced them away from the enemy.

Situation at the end of Turn 4

 8. Army Points lost:  Prussians:  0     Austrians:   1

 Each side wins the game if the enemy has lost 2 army points. The Austrian are now at a slight disadvantage ... or maybe not?

A FUN game so far. A reckless charge into a devastating volley, the Prussian commander shot from his horse, one Austrian batallion routed from the field, the cavalry ready to charge. Will the horsemen be able to decide the game? Who will press home the attack? Or will both sides regroup?

Thursday, February 25, 2016

Honours of War - St. Ulrich Solo Game - Part 3

Turn 3 (click pictures to enlarge)
The rules require you to move your commanding general first in every game turn, up to 60 cm. It is not specified who has to do it first, though, as movement initiative is diced for in the following step. This therefore creates a dilemma as you may signal your intentions. A clever mechanic.

As an example, if the prussian CiC moves forward ahead of his infantry he discloses a  possible move forward by his troops. Why should Meyernick move forward? If his infantry also moves forward considerably, he will be in aposition to rally of one addtional hit from one of the infantry bataillons if he is within 5 cm of it. He may also remain closer to his brigadier to add his command performance bonus.

1. Move commanding generals
The Austrians make his choice easier by moving their CiC first. They stick to their plan of attack.
Meyernick thinks that a possible double move with the infantry is not a real advantage at this point. The move shown is done with the intention of encouraging his Dragoons.

The movement of the commanding generals

2. Movement Initiative: Austrians roll 5 +1 = 6 versus Prussians 4 +1 = 5 and win.

3. Movement
Maquire does not wish to show his hand at this stage and requires the Prussians to move first. He thinks he can better coordinate his attack that way.

3.1 Meyernick decides to move the dragoons. Dependable, increased to dashing due to CiC proximity. A roll of 5 or 6 allows for a double move and a charge into contact. And ... a roll of 3 results in 'Steady'. They move to the side and keep themselves out of the enemy charge range of 30 cm.

3.2 Austrian Cuirassiers: Dependable, a roll of 3 results in 'Steady'. They do not move.

3.3. Prussian Infantry: Dashing, a roll of 3 results in 'Steady'. They move forward and to the side and are outside of the field of fire of the austrian infantry.

Situation after cavalry units and the prussian infantry have moved

3.4 Austrian Infantry: Dithering upgraded to Dependable due to the CiC nearby, roll of 3 results in 'Steady'. Maquire thanks the Prussians for moving their unit within cannister range and does not move the gun. The Salm-Salm infantry moves forward to be able to fire, its flank covered by II/IR Kaiser.

Turn 3 movement is done

4. Firing Initiative: Prussians win, roll of 1 +1 versus 1.

5 Firing Phase:
5.1 The prussian Brummer fires at the Salm-Salm infantry (nearest target) ..

VAABRUUUUUUUUUUUUUUUUUUM
(hear the growling thunder !!)

Standard artillery, roll of 4 -1 for long range = 3. ONE HIT ! First Blood!

Now the Combined Bataillon (no flag) also fires at Salm-Salm: Standard, moved -1, long range -1, roll of 2 -2 = ONE HIT !
II/IR 41 is out of range.

The Austrians return fire

5.2 Austrian Gun, superior, Cannister range +2, roll of 4 +2 = 6, TWO HITS, Maximum Damage!

Salm-Salm, standard, -1 long range, -1 moved, roll of 2 -2 = 0, Miss.
II/ Kaiser: standard, -1 long range, -1 moved, -1 difficult target (target unit is more than half outside the firing zone), roll of 3 -3 = 0, Miss.

Now befoe you do the 'Reaction to Firing', i.e. retreat or rout moves after all firing of both sides is resolved, you have to check for Command Casualties (rulebook p.13).

A commander within 5 cm [Edit: not 15cm, see the Amendments & Clarifications on the Honours of War website] of a unit that has received a firing hit this turn has to check. Roll 2d6 and on a 11-12 the commander is killed or wounded.
This can be easily overlooked but has serious game consequences in respect to command performance. Here we go:
  • Prussian Brigade Commander: Roll of 9.
  • Prussian Commanding General: Roll of 10. (Wow! That was close. Like Friedrich, at Kunersdorf, Meyernick seems to have a snuffbox.) [Edit: roll was not required as the CiC is more than 5 cm from the unit]
  • Austrian Brigade Commander: Roll of 10. (A bullethole in wig and tricorne for him) [Edit: roll was not required as the brigadier is more than 5 cm from the unit]
There are no Reactions to Firing as everyone is below 3 hits. 

6. Melee
7. Rally
The infantry bataillons are too close, i.e. not more the 30 cm from enemy units and both do not have a commanding general within 5 cm, who can rally of one hit from one unit automatically regardless of distance (except the last one which can never be rallied of). So ...

Two batallions, one per side, have two hits each. They are closing in on each other and the Austrians threaten to attack the Prussians in the flank and envelope them with musket fire. They have another (superior!) bataillon in reserve. The cavalry units attentively watch each other, waiting for the right moment to charge.
 
Three commanders, Meyernick, the Prussian commanding general, among them, are in the thick of the fighting and bullets and cannister whiz around them. Meyernick has to do something decisive or the Eisenfresser has to give his king a good explanation ...

Tuesday, February 23, 2016

Honours of War - St. Ulrich Solo Game - Part 2



Situation after Turn 2 movement (click picture to enlarge)

Turn 2  (turn sequence: see part 1)

Prussian CiC moves up to the brigadier. Austrian CiC does not move.

Austrians win Movement Initiative and choose to move their infantry brigade first to make room to unlimber the gun. The brigadier is upgraded from Dithering to Dependable, rolls a 4 which results in a 'Steady' command performance, receives a full move and is able to execute the maneuver.

The Prussians choose their infantry brigade, rated Dashing, receive a +1 for proximity of CiC and the result is also 'Steady' (one full move). They decide not to move.

Austrian Cuirassiers next, Independent Unit, Dependable, rolls a 'Steady' command performance, only slightly adjusts its position.

Prussians Dragoons next, Independent Unit, Dependable , also rolls a 'Steady' command performance, they stay where they are.

Final positions are shown in the picture above.

Firing Initiative: Prussians receive a +1 to their d6, roll a 4 +1 =5, Austrian roll a 5. The tie is rerolled, 3+1 = 4 versus 5, Austrians win.

Firing:

The Austrian gun is required to fire at its nearest target. In this case, as both enemy bataillons are equidistant, within 10 cm of each other and each at least half within the guns firing zone, the firing is aimed at both and hits are distributed equally or odd hits by dice roll.
Range is 41 cm, just 1 cm outside canister range! Effective range, superior artillery, moved (it unlimbered) -1 modifier, roll of 2 -1 results in no effect.
(By the way, in Honours of War, all rolls on the Firing Table are done using average dice)

The Prussian 12 pdr gun is normally required to fire at the enemy gun as its nearest target. But there is an exception: A target further away can be attacked if modifiers make this target easier to hit (Rulebook, page 26, Target Priorities). In this case, the Salm-Salm infantry is easier to hit then the gun (Difficult Target, -1 modifier) or the Cuirassiers (superior target, -1 modifier), so they are targeted. A roll of 3 -1 for long range is a 2 which results in a miss.

Now the 'Grazing Fire' rule kicks in (Rulepook, page 26). The ball bounces through Salm-Salm and hits Kaiser positioned behind it. In open terrain, if you roll a 3 to 6 on a d6, you may roll to hit this target too. Roll of 4, yes we are allowed to roll for a hit. Another 4, -1 for long range, -1 for superior target results in no effect

Tactical Commentary:

Have the Prussians committed a tactical blunder by not moving forward and pressing the attack?

They could then have concentrated their fire on the Salm-Salm infantry (in the picture above positioned to the right of the austrian gun) and be able to fire again or even charge the gun next turn.
Pushing forward the Dragoons may also have opened up an opportunity.

It seems that my fictional Generalmajor Meyernick was as confused as the historical one. As Chritopher Duffy writes on page 33 of  'By Force of Arms':

"Meyernick took up a good position with his flanks anchored on the Sebnitz and Kirnitzsch streams, but six rounds of cannon were enough to reduce him to panic and evoke the moral-inspiring cry of 'What shall we do now?' "

Tactical Challenge:

To the players who know the rules:  'What shall we do now?'

-  Engage in a firefight with the infantry, relying on your fire initiative?
-  Engage the Austrian Gun with infantry fire?
-  Charge the gun with the Dragoons  (and the Cuirassiers probably countercharging)
-  Engage the Austrian Cuirassiers with infantry fire?

The advantage of solo play: you get all the headaches.

Please tell me what you think.

Monday, February 22, 2016

Honours of War - St. Ulrich Solo Game - Part 1

Finally (!) I have enough painted figures at hand to play the scenario "The Combat of St. Ulrich" from the Honours of War ruleset:

The Combat of St. Ulrich (click picture to enlarge)

I decided on using the optional national differences for my Prussians and Austrians. The scenario section (page 58) tells you to keep the points ratio between the two forces equivalent to the numbers of units per side; in this case 5 to 4. Using the points system provided on page 52, the two forces are:

Austrians
Line Battalion, superior                       120 points
2 x Line Battalion, standard                 200 points
Cuirassier Regiment, superior             120 points
6 pdr Medium Artillery, superior          60 points
---------------------------------------------------------
Total                                                         500 points

Prussians
2 x Line Battalion, standard                 220 points
Dragoon Regiment, standard               110 points
12 pdr Heavy Artillery, standard           65 points
---------------------------------------------------------
Total                                                         395 points

Note that not only do the Austrians field one more Infantry Batallion, which on itself is enough to explain the points difference of 105 points, they also have 3 units of superior quality whereas the Prussians units are all standard.
The things the Prussians have going for them are higher mobility, potentially more reliable/agressive Brigade Commanders and higher Move Initiative and Fire Initiative (shown later).

All we need now is a little bit of evocative (albeit fictional) background to get us going:

In October 1756, after the Battle of Lobositz, Feldmarschall Maximilian Ulysses Graf von Browne has assembled a flying column to march to Pirna. The objective is to relieve the Saxon Army currently blockaded in camp by superior Prussian Forces.
The prussian Generalmajor Dietrich Reichard von Meyernick, who "had the reputation of an
Eisenfresser (man who chews on iron) as the governor of Berlin in peacetime" [Christopher Duffy, By Force of Arms, p. 33], has managed to intercept the austrian advance guard under Feldmarschalllieutenant Johann Sigismund Maquire Count von Inniskillin and taken up position near St. Ulrich to delay the Austrian force, intending to give them 'a bloody nose before retiring across the bridge'.


Before being ready for turn 1, one thing needs to be done: dicing for the rating of the two Commanders of the Infantry Brigades (including the respective Artillery): Dithering, Dependable or Dashing.

The Prussians roll a 5 and Oberst von Schlappstein is rated, in true prussian army spirit, as Dashing.
The Austrians roll a 2, Generalfeldwachtmeister von Krötendorf is rated as Dithering.

The setup for the scenario is shown in the picture above. Let us begin.

[Edit: The rules author, Keith Flint, clarified on the Honours of War Forum (post onn Feb29, titled : 'St. Ulrich scenario'): "See p.12, 'How Many Brigades and Independent Units'. This opening scenario was designed to have just 1 command figure on each side, who is both Commanding General and Brigade Commander at the same time." ]

Turn 1

1. Move Commanding Generals:  Both stay where they are for now. This is the only phase where the generals can be moved, so you need to anticipate where they may be needed.

2. Movement Initiative:  Attacker (Austrians) automatically has first turn initiative. Diced for later (d6 per player) with +1 modifier for the attacker and +1 for Prussians.

3. Movement Phase:  Alternating between players. First one side moves a brigade or independent unit, then the other side. Player with initiative decides who starts.

3a) Austrians decide to move with the Infantry brigade (includes the gun) first. Each brigade commander or independent unit has to dice for command performance using his/its rating, in this case Dithering. Now enter the commanding general. He, the mounted figure, as can be seen in the pictures, is positionend next to the brigadier (the figure on foot). If the commanding general is within 15 cm of a brigade commander or independent unit, the rating is increased one step, i.e. the brigadier counts as Dependable now.
A d6 roll of 5 results in a 'Steady' command performance, i.e. each brigade unit has one full move (execution shown in pictue below).

3b) Prussian decide to move with the Infantry brigade (includes the gun). Dashing brigadier with the commanding general nearby gives a +1 modifier. A roll of 2 +1 modifier results in a 3, i.e. also a 'Steady' command performance, one full move (execution shown in pictue below).

3c) Austrian Cuirassiers (independent unit). Dependable. Rolls a 4, 'Steady' command performance, one full move. Moves forward. Changes formation to line.

3d) Prussian Dragoons (independent unit). Dependable. Rolls a 3, 'Steady' command performance, one full move. Moves forward 20 cm and wheels to the left.


Situation after Turn 1 movement (click to enlarge)


 4. Firing Initiative & 5. Firing Phase: Only the prussian gun can fire. It must fire at the nearset target, the Salm-Salm Bataillon. A roll of 2 and a -1 modifier for long range results in no effect.

6. Melee Phase, 7. Rally Phase, 8. Check Army Breaking Points all do not apply.

Another view of the situation after Turn 1 movement (click to enlarge)

Are the Prussians able to use their superior mobility and fire initiative to obtain an early advantage? Can the austrian gun move into firing position quickly enough to be of any use? Will there be an early cavalry charge?

Things are about to heat up. Watch out for the next post.

Sunday, February 14, 2016

Dreimal Blau und dreimal des Teufels !

Triple blue, and three times damned to the devil ! That is what contemporaries said about the Frei-Infanterie regiments. "Triple blue" refers to the typical Frei-Infanterie uniform, dark blue coat, light blue facings, light blue waistcoat, as for the one shown here, Le Noble (click picture to enlarge):


On this picture they defend a small farm or village against a bunch of Croats (click picture to enlarge):


The image looks good in my oppinion. The interesting thing here is, the buildings are from the 15mm Flames of War range.
I shamelessly stole this idea from Keith Flint, author of the newly publishd "Honours of War" ruleset. See for example his blogpost "Villages and Towns in the SYW".

His ruleset is played with infantry bataillions of 20 figures and a 20 cm felt square can represent one village, as shown in the picture above.

I still have to paint a few more figures before being able to play a small scenario and able to show a complete table layout with troops. Watch this space.