Tuesday, January 18, 2011

Second battle of Colbitz - Move 4

1100 to 1200

6 April 1813

Table at the start of Move 4

First - French CinC

6 command points

Pass 4CP to 4 corps

Note – CinC wants 4 corps to act before the two approaching Prussian corps

Second – IV French corps

Orders – Engage Colbitz

4 command points

Cavalry charge enemy cavalry

Prussian cavalry test morale, and pass, to counter charge

Artillery move forward and unlimber

Leading infantry brigade form square in case cavalry lose melee

Cavalry Melee

French roll 2xD6 and score one on each!

French cavalry rout with two casualties

Prussian cavalry test morale to pursue, pass morale no pursuit

Infantry square pass morale for cavalry rout

Note – On Hold orders cavalry can charge any enemy within range.

The Prussian cavalry started the game with one casualty, so it made sense for the French to charge them. Had they won it would have been a severe setback to the Prussians.

Third – Prussian CinC

7 command points

Pass 4CP to 4 corps

Fourth – 4 Prussian corps

Orders – Halt

4 command points

Withdraw cavalry out of canister range

Reposition general

Move square to protect gunners

Fifth – V French corps

Orders – Engage farm

6 command points

Infantry form column of attack from column of march

Artillery advance and unlimber

Reposition general

Deploy infantry

Sixth – 1 Prussian corps

Orders – Move to Colbitz

7 command points

Withdraw cavalry out of canister range

Deploy corps to the east of Colbitz

Seventh - Poor Card

Eighth – VI French corps

Orders – Engage Colbitz

7 command points

Manhandle artillery into range of enemy cavalry

Deploy rest of corps out of charge range of enemy cavalry

Ninth– 2 Prussian corps

Orders – Engage Farm

5 command points

Corps commander unable to issue orders due to Poor Card still in play

Rule Notes

cavalry melee

The combat rules are designed to result in a draw or minor victory/defeat in most combats. However the roll of 2x6 or 2x1 will result in extreme results. The French cuirassiers were stronger in combat points, and rolled their 2xD6 with a plus 1 advantage. By rolling two 1s they had a total of 3. The result was that they lost two casualties and routed. The Prussians had no casualties, and were only Disordered until the end of the move. A harsh result, but one which has been knowingly included in the rules as a possibility. There has to be a chance of a convincing victory or a crushing defeat – even if it only happens very rarely.

Rule 14 covers cavalry v cavalry combat

No comments:

Post a Comment