Showing posts with label Solo. Show all posts
Showing posts with label Solo. Show all posts

Thursday, November 2, 2023

The Price of Overconfidence - St. Ulrich - Part 2

 Phase 2:  "That fateful charge" and the Infantry Firefight

The CiC of the attacking force (to the left in the following photo) has observed the limbering up and movement of the enemy gun section on the hill (top right of photo). He deliberately kept his cavalry out of range of those guns. Now is the right time to charge before the gun section has repositioned [click pictures to enlarge]:

The cavalry charge is lauched (top left)


Below, the first Rodenburg squadron clashes with the Reichsbund cuirassiers. But what is the second squadron doing? Instead of backing up the first squadron and ensure, that the melee is won, they gallop right past, aiming for the bridge:

1st squadron in melee, 2nd squadron aims for the bridge

  

First Volleys are exchanged

 

Phase 3:  "The Undoing"

 

Top left: 1st squadron lost the melee and retires, canister
fire at 2nd squadron on the bridge with no effect!

 

Top center, on the bridge: Desaster and Devastation!
The first volley of the Croats wipes out the 2nd squadron

Also in the above photo at the top:  The victorious cuirassiers rally but come under fire from light infantry (Freischar Dreyer) while these themselves are under canister fire. Both take casualties. The limbered up gun tries to seek shelter with the infantry and hastens forward.

Top left: Desaster again! The cuirassiers charge and
overwelm the gun section. The infatry firefight intensifies.


Top left: The cuirassiers regroup once more. They receive new orders
from their ADC: "Charge the enemy infantry in the rear. Now!"

  

Unable to respond in time, the enemy infantry regiment is routed.

Also in the above photo at the top right:  The Reichsbund Sacher regiment has routed, too. Though overstrength, it could not withstand the continous musketry fire of two enemy units.

With the bridge still guarded by good-order infantry and a
gun section, the attacker breaks off the action and retreats


Conclusions:

A fantastic game. The light infantry firefight, the high "Price of Overconfidence" due to "That fateful charge" and its bitter consequences. That hero cuirassier squadron. Winning a melee, riding down a gun section and tipping the enemy infantry attack into the abyss.
The rules are fun to play with oders and ADC's moving about. All good stuff.

What is next?

Scouts have reported that Reichsbund reinforcements are on the way to St. Ulrich. A possible Reichsbund counteroffensive?

Wednesday, November 1, 2023

The Action at St. Ulrich - AAR Part 1

Having rebased  three units of infantry and added a few figures, it is time for a game. The scenario is straight out of the Honours of War rulebook named „The Combat of St. Ulrich“ [click pictures to enlarge]:

At-Start Deployment

 St. Ulrich is to the right (east) of the river Blauwasser, the ruins of Muhlhausen to the left (west).

Table Size:  5' x 4'
Figures: 28mm
Rules: The War Game (2012) plus addenda from Refighting History books (Vol. 6 and Vol. 9), at 2/3 movement and ranges
Unit size: 24+5 for infantry, 6+1 for companies and squadrons. Regiment Sacher at 32+5.

Attacker: Duchy of Rodenburg (based on Prussia). CiC: Ferdinand von Sturmschuh
Defender: Reichsbund (based on Austria). CiC: Baron Goldegg

Attacker Mission:  Secure a crossing over the river Blauwasser

The Rodenburg force advances

Attacker's Plan: Infantry forms line to the right and advances. Artillery moves forward, unlimbers and opens fire. Cavalry kept back out of enemy artillery range.

Defender's Plan:  Baron von Goldegg has discussed his options with his staff (my daughter and son) what he should do if his confident „show of force“ with his back to the river should fail to deter an attacker.
His staff, after evaluating alternatives, unanimously advocated the following course of action:

(a)  Immediately withdraw behind the river. The unit next to the bridge (Regiment Sacher, 32+5) first. Cavalry last as it covers the retreat.
(b)  First regiment to cross takes up position south of the bridge (bottom of photo), the other (Plekdy-Gladz Infantry, 18+3, loose order) in front of the village.
(c) Gun section is to reposition IMMEDIATELY next to and to the north side of the bridge. (No one remembered who placed them that far from the action !)

[Game Mechanics:  The order for the infantry to withdraw is considered given at game start, i.e. Move 0. The gun section does require an order to be delivered by the ADC.]

The view from the Reichsbund gun section


Phase 1:  The attacker approach and the Light Infantry firefight

Approach and first blood

The attacker (Rodenberg) is in the process of forming line. The cacavalry is kept out of enemy artillery range. The light infantry (Freischar Dreyer) successfully engages the enemy croats (2 to1 casualties).
The defender is seen starting the withdrawl. The Reichsbund ADC, a certain Graf Kinsky, is seen on his way to the gun section to deliver the new orders to reposition.

Reichsbund Plekzy-Gladz lights („Croats“) retire !

Freischar Dreyer wins the firefight. the Croats retire. The Reichsbund gun section on the hill fired on the two enemy Dragoons squadrons with no effect. The ADC has just arrived there with new orders. The wirhdrawl makes good progress as the attacker gun section is still on the move.

The Rodenburg gun section finally unlimbers.
Freischar Dreyer now engages the withdrawing enemy.


This could hurt …


[Part 2 to follow]

Monday, November 21, 2022

An „Overfilled Mind“

I came across this excellent blog post (and comments section): “Too much stuff” that helped me understand why I might not have made any real progress regarding hobby projects and gaming lately. It dawned on me, that in order to move forward, I have to do some „mental downsizing“ and readjust my hobby philosophy.

Besides the SYW, there are, of course, other wargaming projects. But what has kept me continuing is exactly the reason so aptly described in this blog entry: It is an „overfilled mind“ caused by contemplating, knowing and moving between multiple rulesets and not the „overfilled shelves“ with projects and “stuff”.

I therefore decided on a more focussed approach. To get to more gaming, I will use and stick to:

    2 „Pocket Armies“ (6 x Infantry, 2 x cavalry, 1 x Artillery)
+  a table 4' x 3'
+  ONE ruleset (Valour & Fortitude by J. Johnson, A. & M. Perry)
+  „scenario inventiveness“

The first battle has already happened: The Action at Lockwitz. The Duke of Rodenburg has ordered his army to cross the border and take a nearby town to secure a bridgehead and continue the advance (click picture to enlarge) …

Hülsen's Brigade crosses the river, executing the planned concetric attack on the town, which is garded by the Croat Regiment Plekzy-Gladz. Enemy reinforcements appear in the distance ...

Saturday, April 18, 2020

Piquet Field of Battle II Solo – The Combat of Thomasberg


An Infantry Brigade on a strategic hill, too far forward and without support [click pictures to enlarge]:


The enemy sizes the opportunity and advances with two brigades and cavalry:
 

This will be over in a minute. Or not?

The Field of Battle II rules are „tight“ when it comes to army morale. Blue, the attacker rolled poorly: only seven „Army Morale Points“. He looses one point (and never can get it back) each time one of his units looses one point of „Unit Integrity“ (UI). Infantry have 4 UI, cavalry 3 UI an artillery 2 UI.
Blue has a total of 6 infantry battalions, one cavalry unit and one artillery battery, therefore a total of 29 UI. If he looses theses seven Army Morale Points, i.e. short over 25% of his UI total, he has to start rolling an Army Morale Test each time he draws an Army Morale card. In his case, that means he has to win a roll-off of two d12 to pass.

White, the force on the hill, has eleven Army Morale Points available. The forces are equal, so this amounts to roughly 38% of possible damage/UI, which could be taken.

This is one of the aspects, why the Field of Battle II rules are so appealing to me. It is a card driven game with some die rolls required before the game to determine leadership quality, the composition of the two Sequence Decks and army morale.

Scenario
In addition to army morale, the scenario (#4 „Take the High Ground“ from Neil Thomas' One Hour Wargames; on a 4'x3' table) also became even more interesting as both army commanders were not „up to their game“.
General von Plankenheim (Blue, „Prussian“) is rated as „exceptional“ but his sequence deck became „Average“. His counterpart, Grimmberg (White, „Austria“) is rated as „Average“, but he has to use a „Poor“ deck.

Narrative Aspect
Immediately, a narrative is created. If army command is not at its best, blunders occur and an infantry brigade is pushed too far forward. The opponent wants to size the opportunity, but his Army Morale is brittle and at the command level, some „friction“ seems to exist.
A decisive and energetic attack is called for; a prolonged battle must be avoided! But can this be executed? Let's see …

The Blue Force has advanced its right wing brigade to outflank the hill and to cut off enemy reinforcements. The left wing brigade has brought its 12-pdr into position and routs one of the two battalions on the hill. Cavalry outflanks the hill on the left:

First fire exchange and Blue outflanks the defenders
White retaliates with cannister fire from its 8-pdr battery and an infantry volley.

Hard hit Blues left brigade is stopped in its tracks. The loss in Army Morale is severe. Caution begins to prevail. The brigade commander hesitates to send in his third battalion. Why not leave this to the cavalry?

And indeed, the Dragoons attack the hill from behind, routing the last battalion. But watch out! Enemy Cuirassiers enter the fray, albeit in march column. They first have to regroup to be able to attack:


The Blue cavalry commander is unable to bring his Dragoons under control again while the enemy 8-pdr battery, lead by its brigade commander, still pours cannister fire into their infantry brethren. Something must be done!

Command Confusion and Flank Attack

The fellow commander of the Blue right wing brigade, on his own initiative, dispatches one of his battalions to attack the flank and destroys the 8-pdrs.

Meanwhile, the White Cuirassiers get shelled by the 12-pdrs and quit the field:

Cuirassiers quit the field
Reinforcements arrive

The White reinforcements arrive, a full Four-batallion brigade. They march bravely forward, its leading veteran battalion exchanging volleys with the enemy and then overrunning and destroying the 12pdr battery. Afterwards the brigade retired from the field in good order.

[Sadly, the photos of this valiant action were inadvertently deleted].

Conclusion
The battle is over. Nobody won. A draw. The Blue CiC had to take three, yes three, Army Morale Tests and passed all of them. Each of them a d12 roll-off. Call him lucky!

The game was highly entertaining and engaging, its narrative compelling and it provided lots of character to the armies and personalities. The Field of Battle II rules are a keeper.

Monday, September 11, 2017

Charge! + Stuart Asquith modifications + One Hour Wargames = Fun


Time, space and the number of miniatures – three things I struggled with recently.

One solution: Use the classic Charge! rules, add some neat rules modifications Stuart Asquith used in his games with Keith Flint (Old School Napoleonics, The Action At Annie's Farm) on a 6' x 3' foot dining table and combine them with one of the scenarios from Neil Thomas' book „One Hour Wargames“ which uses a 3' x 3' board and six units per side.

The resulting layout for Scenario 4: Take the High Ground, One Hour Wargames, p. 72, (click pictures to enlarge):

Austrians have set up two units on the hill.
Prussians entered along the southern board edge.

Austrians (Defender)
CiC (1 Figure)
4 x Infantry (10 Figures each)
1 x Light Infantry (8 Figures)
1x Artillery (4 Figures)

Prussians (Attacker)
CiC (1 Figure)
3 x Infantry (10 Figures each)
1 x Light Infantry (8 Figures)
1 x Cavalry (5 Figures)
1x Artillery (4 Figures)

Total number of miniatures: 101

The mission for both sides is two be in possession of the hill at games end (after 15 turns).

Austrian reinforcements arrive


First blood – Frei-Infanterie engages from a distance


Close range artillery fire - More casualties for the Austrians


The Prussian cavalry charges ...


and is repulsed !

The Prussian infantry storms the hill – The Light Infantry
of both sides fight it out in the woods


The big melee on the hill – Prussian Frei-Infanterie has been
dispersed and the croats assault the Prussian gun


The Austrians concede and retreat
(in fact, I used the kitchen table and dinner had to be served)

Conclusion: An entertaining little solo game. I was pleased with „the look of the thing“. The Charge! rules with Stuart Asquith' modifications worked well. I still have to take a deeper look at them and create my own play-sheet.

Gaming with small-sized units, i.e. 10 figures for infantry, 5 for cavalry allows for quicker progress along my work-up schedule to larger battles/units. I´m thinking about playing Honours of War scenarios with 10-figure infantry battalions and 4-trooper cavalry now that I´m comfortable with the look.

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?