First – VI French corps
Orders – Engage Colbitz
6 command points
Artillery fire and hit the Prussian brigade on the rightPrussians test, and pass, morale for casualty
On the left 21 brigade enter the woods
Gunners manhandle guns towards the enemy
General repositions himself in the middle of the corps
Second - IV French corps
Orders – Hold
7 command points
Artillery move into position and unlimber facing approaching enemy
Reserve infantry move forward between the guns and the square
Third – 1 Prussian corps
Orders – Engage Farm
5 command points
Artillery fire on farm and cause casualtiesGarrison test, and pass, morale for casualties
On the left a landwehr and line brigade skirmish with farm
General moves to centre of corps
Fourth– 4 Prussian corps
Orders – Halt
3 command points
On the right 14 brigade garrison ColbitzThe landwehr brigade are still unable to clear the town
Due to previous Poor Card the infantry are unable to deploy properly
Fifth – V French corps
Orders – Engage enemy south of Colbitz
7 command points
On the right the cuirassier brigade move forward to pin enemy infantryThe infantry group to the right of the artillery and move towards Colbitz
17 Brigade are Shaken but pass morale test and become Disordered
Sixth - Poor Card
Seventh – Prussian CinC
7 command points
Moves to join 2 corps but can not help with the Poor Card
When 2 corps turn comes they will have to miss it due to Poor Card
Had they missed their turn already, the CinC could have passed 4 CP
Eight - French CinC
8 command points
No action required
Nothing for CinC to do as all corps are on appropriate orders
Ninth– 2 Prussian corps
Orders – Hold
5 command points
Unable to issue orders due to Poor Card still in play
Rule Notes
1 Prussian corps have sent two infantry brigades to skirmish with the farm. Each time they fire the garrison can reply without use of CP. If the attackers are on Engage orders they can only skirmish or musket fire. Were they on Attack orders they could storm the farm. Skirmish fire is likely to be ineffective as each side require a total of 6 for a hit. On Attack orders a decisive result is much more likely, but also more risky.
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