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.