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) ..

(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 ...


  1. Very nice report explaining the rules. Suggestion for an edit: per Keith's recent amendments, the range to determine whether an officer has to roll to see if it's a casualty is now 5 cm.


  2. Many thanks for clarifying that, Ivor! I haven't noticed the Amendments & Clarifications on the HoW-website up to now.