I want to try and string together a few test games with the first units of my SYW 30mm flats project. The idea is to create mini scenarios that happen in the aftermath of a battle (or maybe just a series of marching and countermarching moves) which forces the Imperial army to retreat away from the Prussians.
The first encounter (report here, animated video here) was a surprisingly successful attempt by a few random Imperial forces in the rear guard role to gain time and repulse the vanguard of the pursuing Prussians.
In the next game I plan to play a slightly larger encounter of the units from the first skirmish, reinforced with some infantry on the Imperial side and by some cavalry for the Prussians (ideally including all the additions from my current painting schedule).
I want to use the forces from the first encounter with some impact of the results, e.g. by allocating some casualties / hit points to the units right from the start or even merging some batallions into one unit if they were badly mauled in the earlier encounter. I wil use the second playthrough of that encounter as baseline, as it was even more dramatic (although historically I only know examples where grenadiers from more than the standard two source units were combined into grenadier batallions, I'm not sure whether the remnants of different regular line units were combined into mixed batallions. But for gaming purposes it seems better to do it like that than to start two batallions with two or three hit points each).
Here's who fought in the first encounter and what kind of losses they took although I'm not sure anymore which grenadier batallion was on which wing):
PrussiansI. Bat. Salmuth Fusiliers: routed towards the end of the battle after taking some very effective volleys from the Franconians
II. Bat. Hoffmann Fusiliers: ridden down and dispersed by the Hohenzollern Cuirassiers
Converged Grenadier bat. Burgsdorff: lost the firefight and ensuing melee on the hill (but barely and very late, so could probably retreat and rally in acceptable order after the encounter)
Converged Grenadier bat. Willemey: held (barely) the left wing
AlliesI. Bat. Hohenlohe: won the battle in the center against the Hoffman fusiliers
I. Bat. Kurpfalz Foot Guards (should be the II. Bat., but I couldn't resist painting the more fun combination of life and company flags): beat the Prussian grenadiers on the hill,
Hohenzollern Cuirassiers: rode down the fusiliers, and then got stuck in melee with the grenadiers.
The resulting OoB for the second fight could be:
Prussiansconverged fusilier bataillon with remainders of I. Bat. Salmuth Fusiliers and II. Bat. Hoffmann Fusiliers
Grenadier bat. Burgsdorff: starts with one casualty (i.e. only five bases)
Grenadier bat. Willemey: starts normally
Malachovsky Hussars: fresh unit, start normally
Dragoons (to be painted): fresh unit, start normally
All of these enter the table from the Prussian side of the table.
AlliesI. Bat. Hohenlohe: start at full strength, rating 3 or 4 to be diced for during the game when first needed
I. Bat. Kurpfalz Foot Guards: start at full strength and rating 4
Hohenzollern Cuirassiers: start with one casualty (3 bases) and rating 5.
These three units start in a tolerably good defensive position in the middle of the table.
Kurmainz infantry regiment: enter the table as reinforcement in turn 2 or 3 (based on 50/50 die roll), start at full strength, rating 3 or 4 to be diced for per batallion when first needed
The goal for the Allies is to decisively repulse the Prussians so they have to gather larger forces for their next attack; the goal for the Prussians is to quickly break through the Prussian line and allow at least the cavalry to push through and keep pressuring the retreating Allies.