Samstag, 9. Mai 2020

Slow-Mo Piquet game 3: turn 5


Turn 5, phase 1 (14:30)
Sequence decks still unchanged

Roll 1: 10:13, 1:2 pips
Prussians turn diff. move, dud
Empire dress lines

Roll 2: 1:10, 3:6 pips
Prussians turn deployment, deploy Salmuth and the Grenadiers (2 and 10" off table) to line formation, turn inf move and advance the main (the disordered Frei inf can't move).
Empire turn cav move, withdraw the Dragoons, and deploy their Cuirassiers (just off table) into line formation.

Roll 3: 9:8. Empire turn musket reload.

Roll 4: 4:17, the remaining 8 pips go to the Prussians.
They move up their rearguard to a bit more than 2 moves behind the main.
Then turn dud, cav melee, diff. move, officer check. Try to rally Wunsch, D20 d1 for disordered, d1 for rally, d1 for enemy within 1 move for D8:D8, 7:3 fail.
Turn elite reload, native mobility.

Phase 2, roll 1: 5:7, 2 Prussian pips turn dud, musket reload.

Roll 2: 19:11, 6:2 pips
Empire turn melee res., inf move. Move up the main. Turn cav melee, dress lines, mov in III/IV.
Prussians turn maneuver, dud.

Roll 3: 5:3, 2 empire pips turn elites reload, art reload.

Roll 4: 3:18, remaining 8 pips go to the Prussians. Tuen cav move. As the Prussian Frei infantry are already disordered and confused (they even forgot to reload when they had a chance), I will let the Hussars charge through them without further damage (which is my reading of the letter of the rules, anyway).
Next, turn musket reload and this time reload Wunsch. Turn Melee resolution and fight the already disordered Dragoons at D6 u1 charging = D10 vs D8 d1 for 1 stand lost, d1 blown, d2 disordered = D4 (I guess it can't get worse than that). Result 8:2 wipes out the Dragoons.

This ends the battle - the Prussian intention is to keep marching and there is now no way the Empire infantry can stop them from doing that.

The Empire cavalry is gone, and the infantry too far away to bring the Prussians to battle
The biggest tactial learning from this engagement is not very surprizing at all: without artillery it is hard to damage or even pin an opponent who doesn't want to engage. Even more reason to push ahead and paint up some big guns (the first artillery unit is already waiting to be cleaned and primed).

Learnings / rule mistakes noticed while playing:
  • cav units would have counted as two for army size determination
  • cav charging skirmishers does not have to wait for cav move, can happen on an opportunity pip
  • movement in III/IV also allows all units more than 12" from an enemy to move (and all movement cards allow formation changes to such units)

Keine Kommentare:

Kommentar veröffentlichen