Dienstag, 8. Januar 2019

Slow Mo Piquet Game 2: all the dice rolls...


This post has the blow-by-blow, dice roll level detail from the rules perspective of Slo-Mo Piquet game 2. A quick narrative with a few photos is here
To be continued with a part two post.

Turn 1, phase 1

Roll 1: Prussians 9, Empire 12 for 1:2 pips
I won't jother mentioning that Prussia doesn't act before any Empire troops enter long fire range of the Wunsch Frei troops.
Empire: turn a dud and a Cav Move

Roll 2: 3:11 for 2:6 pips
Empire
move the Dragoons to just outside fire range, turn two duds, turn heroic moment, and the most appropriate Inf Move in Open to bring up the Grenadiers
Prussia is inactive

Roll 3: 4:4, turn 1 ends

Turn 2, phase 1

Roll 1: 16:13, 2:1 pips
Prussia inactive
Empire turns elite reload

Roll 2: 12:5, 5:2 pips
Empire turns another reload and a cav move

Roll 3: 15:15, turn 2 ends

Turn 3, phase 1

Roll 1: 9:17, 2:6 pips
Empire turn deployment, Cav move and use the it. Draw fire from the skirmishers in the woods: D10 up2 firing at flank, up3 at col. of route for D20+3 vs D6, 14:4, 3 stands (for skirmishers, this means OOC, DO, and lose a morale chip), and the Prussian guard can act now.
Empire then turn Maneuvre. Both units form line.
Prussians turn two useless cards.

Roll 2: 6:20, 2:10 pips (only 12 pips left in initiative)
Empire turn and use inf move, turn two empty cards and officer check. Cav try to rally from DO, D20 d3 (DO, rally, point blank range): D8vsD8, 6:1 ok
Then turn 4 useless cards.
Prussians turn move III/IV and reload.

picture: reformed cav face Wunsch

Phase 2, roll 1: 3:20, 5:12 pips
Prussians turn and use reload, turn another one, fire D10 up1 (point blank) 11:5 for another DO and chip lost, and reload again.
Turn inf move, march out the Salmuth bataillon.
Try to wake Willemey Grenadiers (fail) and HQ (fail).
Turn maneuvre and form line with Salmuth, turn another (now useless) maneuvre.

Empire turn a useless card, then heroic moment for Elites reload - but the Grenadiers field of fire is blocked by the Ansbach Dragoons... turn a melee and a musket reload for no use.

Roll 2: Prussians get the last 3 pips of the phase, turn 3 useless cards.

Phase 3, roll 1: 11:1, 8:2 pips
Empire turn a dud, then Officer Check. Rally the Dragoons D20 d1 DO, d1 rally, d1 point blank D8:D8 8:3.
Turn a dud, then inf move.
Turn and use cav move to retreat thr Dragoons out of the way of the Grenadiers.
Turn a dud.

Prussians turn two duds.

Roll 2: 3:11, 2:6 pips
Prussians turn 3 duds, then inf move to bring the Fusiliers forward to protect their bridge exit, then try to wake HQ again and succeed.
Empire turn two duds.

Roll 3 for two remaining pips: go to Empire who turn 2 dress lines.

Phase 4, roll 1: 1:5 for 1:3 pips
Prussians try to assemble Willemey (fail) and Hoffmann fusiliers (success), turn a dud.
Empire turn cav move.

Roll 2: 3:13 for 2:8 pips
Prussia turn heroic moment for (dud) cav move for no use.
Turn inf move to march out Hoffmann, fail to wake Willemey again, fail to wake the Dragoons.
Turn another inf move.
Empire maneuver and move the Dragoons towards Salmuth. Catch skirmish fire from the woods D10 up2 flank, 4:6 for no effect.

Roll 3 for 6 remaining pips, 7:9 for 2 Prussian pips marching out Hoffmann and failing to wake Willemey again.

Roll 4 for 4 pips: 5:6 for 1 Prussian pip waking the Dragoons.

Roll 5 for 3 pips: 14:17, 1:2 pips
Prussians turn two cards with no current use.
Empire turn cav move and charge into Salmuth. I will let the fusileers fire at short range, D10 up1 for 1st fire, 7:5 for 1 stand loss.
Prussians turn musket reload.

... photos cav charge, Plettenberg in town

Phase 5, roll 1: 14:17, 1:2 pips.
Prussians reload and fire the Wunsch free bat. D10 vs D6, 5:3 for no effect.
Empire turn a dud.

Roll 2: 20:17, 2:1 pips
Empire turn reload and end the turn.

Turn 4
Empire main body becomes available to march on the table as one corps.

Phase 1, roll 1: 19:8, 8:3 pips
Empire turn a dud and Inf move.
Grenadiers attack the Frei bat in the woods.
Main body marches on the field, led by Kurpfalz guards and the Cuirassiers.
Two more duds, then turn cav melee. Dragoons at D8 up1 charging, d1 -1 stand, Salmuth at D8 flat, 2:5, 1 stand cav lost and rout.
Prussians turn two duds and cav move.

Roll 2: 3:3, turn ends

Turn 5, phase 1, roll 1: 16:9, 5:2 pips
Empire turn a dud and a cav move for the routing dragoons, then turn two more duds.
Prussians turn two duds.

Roll 2: 16:8, 6:2 pips.
Empire turn two duds, then inf move, and move their main column.
Then remember to fire their Grenadiers at Wunsch: D10 up 1 1st fire, up 1 point blank, d1 for II light woods. 7:3, 1 stand loss.
Turn one dud.
Prussians turn inf move and bring Hoffmann into the line.

Roll 3 for 5 pips: 8:11, 1:2 pips
Prussians try to wake Willemey, still fail. Then try Burgsdorf, get up immediately.
Empire dress lines.

Roll 4 for 2 pips: 10:17
Prussians turn two duds.

Phase 2, roll 1: 5:10, 1:4 pips
Prussians turn maneuver, form Hoffmann into line.
Turn officer check for no action, then inf move
Empire dress lines.

Roll 2: 19:18, Empire turn a dud.

Roll 3: 20:7, 9:4 pips
Empire turn cav move and rout the Dragoons. Move the Cuirassiers towards the left flank, going ooc.
Turn dud, then officer check. Rallying the Dragoons at D20 d2 formation, d1 ooc, d1 for losses, up 2 for distance to enemy makes it D10 vs D8, 7:2 success. Then move staff forward.
Turn inf move, bring on more troops, starting with the on board Kurpfalz guard.
Prussians try to wake Willemey again, this time it works.
Turn a dud and a reload, reload the Frei bataillon.

Roll 4 for the last pip: 19:3
Empire bring up 1/Kurmainz.

Phase 3, roll 1: 11:2, 6:3 pips
Empire attack Wunsch Freibat in the woods, being on 2/Kurmainz, then turn a dud.
Then a heroic moment for musket reload, and reload the Grenadiers for a fire attack up 1 (next).
Prussians reload Salmuth, replace one opportunity pip, and fire Wunsch at the Grenadiers D10 d1 for stand loss, up1 point blank, D10 vs D6 6:3 for an OOC result.

Roll 2: 10:0, 2:0 pips
Empire Grenadiers fire at Wunsch D10 up1 for heroic moment, up1 point blank, d2 target cover, d2 target formation D6 vs D6, 6:6 for no effect.
Then dress lines.

Roll 3: 12:19, 2:5 pips
Prussians reload Wunsch and fire them at the Grenadiers again, D10 vs D6 1:6 no effect.
turn a dud and a heroic moment for melee resolution (bad news for the Grenadiers?)

Roll 4 for two pips: 6:13, 0:2 pips
Prussians: Wunsch melees the Grenadiers at D8 up1 heroic, up1 charging, d1 stand diff, no up1 for terrain cover for the Frei troops charging the Grenadiers in front of them, d2 skirmishers = D6 vs D8, d1 for opponents terrain (they don't get the bonus but somehow the advantage should tell) = D6, 4:3 for a close Prussian victory disordering the Grenadiers.
... do 1 more thing

then Empire do their two pips forgotten from the previous phase

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