Mittwoch, 22. November 2017

Slow Mo Piquet: Preparations for the first game

Note: corrections made after the real game start are marked by striking out the original entries.

Order of Battle


The Oob for the first game consists of the units from the 1759 Zinna combat that I have painted up so far:

Reichsarmee

  • Kurmainz (4 bataillons)
  • I/Hohenlohe (1 bat)
  • II/Kurpfalz Garde zu Fuß (1 bat)
  • Hohenzollern Cuirassiers
They will use three commands: first line (Kurpfalz and two bat. Kurmainz), second line (remaining inf.) and the Cuirassiers.

Prussians

  • Willemey Grenadiere
  • Burgsdorf Grenadiere
  • I/Salmuth
  • II/Hoffmann
  • Malachovsky Hussars
  • Plettenberg Dragoons
They will run the Grenadiers as one command, the Fusiliers as the second and the Cavalry as their third.

Game preparations


1. Army ratings

Instead of dicing up and tracking unit specific BDVs, I'm going to standardize as described in an earlier post. I will treat the Prussians by their unit defaults from the Cartouche army lists, and the Reichsarmee as normal regulars, with two exceptions to add a little spice: I will arbitrarily declare the Kurpfalz guards to be elite (or have a really good day), and my Franconian compatriots of the Hohenlohe bataillon trained militia.

The Reichsarmee commander (treated as a Command Group officer due to the small size of the engagement), with a -2 DRM, rolled a natural 1 and is abysmally bad, adding two "Dress Lines" cards to the Reichsarmee sequence deck. His Prussian counterpart (+2) turned out to be skilled and adds a Brilliant Commander card.

2. Army characteristics

The Reichsarmee draws two three cards (7 units, plus one elite, divided by 4) (the minimum amount): 7+6+6=13 19 morale chips (white) and 2 (red) opportunity chips.

The Prussians draw two three cards, as well (6 units, plus two elites, divided by 3): an 8, plus Combat artillery effect and Combat cavalry effect. They replace the former effect (useless because there's no artillery, anyway) to draw some morale counters and get another 8 (blue) chips for a total of 6, just making the minimum of one per unit. They retain the Combat effect that their two cavalry units melee UP 1, and get 4 red opportunity chips.

On the left: sequence deck and morale chips for the Reichsarmee, on the right for the Prussians.

3. Sequence decks


I will use simple, self printed paper slips sleeved with MtG cards for easier handling, as described in this post


Reichsarmee: Default deck, minus the artillery cards, +2 "Dress Lines" for commander quality

Prussians: Default deck, minus the artillery cards, +1 "Brilliant Commander" for commander quality

I still need to figure out whether the Native Mobility card has any purpose in this game...

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