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 cavalryPrussian 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 rangeReposition general
Move square to protect gunners
Fifth – V French corps
Orders – Engage farm
6 command points
Infantry form column of attack from column of marchArtillery advance and unlimber
Reposition general
Deploy infantry
Sixth – 1 Prussian corps
Orders – Move to Colbitz
7 command points
Withdraw cavalry out of canister rangeDeploy 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 cavalryDeploy 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
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
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