Sonntag, 3. März 2019

Slow Mo Piquet: game details 2 continued


This post continues the blow-by-blow report from a Piquet game using a nice Ankerstein city fortification as backdrop. Part 1 of the details can be found here, a photo narrative is here

last Prussian pip: turn maneuver.

Empire turn melee resolution and officer check, ending the phase.

Turn 5, phase 5, roll 1: 12:7, 4:1 pips
Empire don't bother to use the Officer Check (saving their few remaining morale chips rather than rallying the disordered Grenadiers).
Turn elite reload and reload the Grenadiers. I'm not 100% sure that units in melee can reload but will allow it based on my understanding that melee was not a prolonged affair but just a charge and a test which unit would draw back and keep its distance.
Then turn Musket reload, and fire the Grenadiers (to be able to use the reload next roll, I hope that's ok...). Roll D10 up1 point blank, d2 against woods, d2 target skirmishing for D4 vs D6, 3:4 no effect.
Prussians turn the cav move that will let the Dragoons move out of town.

Roll 2: 13:14
The Dragoons move, making way for the Grenadiers behind them.

Roll 3: 14:10, 3:1 pips
Empire reload the Grenadiers, turn two duds.
Prussians turn another cav move.

Roll 4: 16:6, 7:3 pips
Empire turn Cav move, and bring up the Cuirassiers to form line. The reduced Dragoons stay put in the rear.
Turn another cav move, use it per special 7YW march-to-battle house rule to form line.
Turn Musket reload, fire the Grenadiers at the forest again D4:D6, 1:5 for no effect and reload.
Prussians send the Dragoons to the right flank, turn a useless musket reload and another cav move. Compared to their mounted comrades, the Prussian Grenadiers are still acting real sleepily...

Phase 6, roll 1: 14:1, 9:4 pips
Empire (with only two cards left...) turn move in III/IV, and cav melee to end the turn and waste 7 perfectly good pips...

Turn 6
Reset sequence decks by just reshuffling (no cards removed yet)

Phase 1, roll 1: 13:8, 4:1
Empire turn a dud and maneuvre to form line with the Kurpfalz Guard.
Then turn musket reload (but are still out of range).
Prussians turn Maneuvre.

Roll 2: 8:19, 3:6 pips
Prussian Dragoons form line, turn inf move and march out the Burgsdorf Grenadiers (sharing one pip despite all the early morning confusion as they march behind the cavalry other past the Prussion HQ). Then, at long last, the Willemey Grenadiers show up inside of the city gates. The next two cards are duds.
Empire fire the grenadiers at Wunsch in the woods. I assume Wunsch has formed line to fire, so it's now D10 d1 disordered, u1 point blank, d2 woods for D6:D6, 6:1 for one stand and one chip loss. Then reload the Grenadiers and turn a dud.

Roll 3 for 6 remaining pips: 8:20, 0:6 pips
Prussians refill one opportunity pip, turn a dud, a useless reload, maneuver and an inf move. March out Burgsdorf.

Phase 2, roll 1: 1:7, 2:4 pips.
Prussians march out Willemey and form line with Burgsdorf. Turn a cav melee and a move in III/IV.
Empire turn officer check, move up their HQ

Roll 2: 17:11, 4:2 pips
Empire turn two duds and a heroic moment for (not a dud but the next card...)
Prussians withdraw Wunsch into the woods, turn elite reload unlikely to help.

Roll 3: 10:3, 5:2 pips
Empire turn a heroic Cav move, I'll allow the Hohenzollern Cuirassiers to charge home and immediately melee for dramatic effect.
First, Hoffmann vets to fire, though, at medium range for D10 u1 1st fire, d1 range, D10:D6 for 8:3, killing two stands.
Melee is D10 d2 for 2 less stands, u1 charging, vs D8 d1 vs cuirassiers, D8:D6, 1:1 for the narrowest possible win, disordering the Fusiliers in place.
Then Empire turn a terrain move and have the Grenadiers charge Wunsch as he tries to hide in the woods.
Prussians turn inf move to form Willemey into line, completing their infantry deployment long before the bulk of the Empire troops even enters the field.

Roll 4 for the last pip: 12:14
Prussians turn terrain move, maybe allowing Wunsch to fall back to his Jagers.

At this point the Empire calls it a day. With only three morale chips left, the Prussian line fully formed and the Empire main body still marching onto the table there is no way they will be able to brush the Prussians aside and progress quickly.

The army characterization cards made a big difference here, giving the Prussians more morale chips and an extra infantry move (which they desparately needed to wake up their sleeping troups), while the Empire barely got its minimum morale chips, and much less effective extra cards (reload and cav move)

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