Montag, 20. April 2020

Tabletop Workbench: light infantry and general staff


Here's a recent snapshot from my workbench. I'm currently extending the light infantry forces for both sides of my Zinna project: Grenzers for the Austrians, and Wunsch Frei infantry for the Prussians. In addition, the Reichsarmee general staff is now ready to go.

Here you can see minis in the various stages of finishing: cleaned and glued to a stick for basecoating, white basecoat applied (on top of a protective car basecoat to prevent tin disease), and finished with glossy clear varnish and mounted to the bases for the tabletop.

Front: blanks ready for basecoating - Grenzers advancing, and Wunsch infantry in peloton fire. Center: Reichsarmee HQ on a dedicated oval base, with Hadik and another cavalry general based separately as brigade leaders. Right: The first half of Wunsch inf. in peloton fire mode. Background: mixed Empire grenadiers with white basecoat ready for painting.
Click on the picture to see a larger version.

Dienstag, 14. April 2020

Slow-Mo Piquet game 3: turns 1-4


Turn 1, phase 1 (let's say, 12:30)

Roll 1: Empire 12, Pr 1. Empire get 8 pips, Prussians 3.
Empire turns dud, dud (I won't bother to distinguish between dress lines, artillery cards etc. if the cards do nothing), musket reload, native mobility, officer check (no use as their army command moves with the main for now), deployment (I will let the vanguard change from march column to column off table for one pip), and a heroic moment for whatever comes next.
Prussians turn melee, dud, musket reload.

Roll 2: 2:7, 4 Prussian pips and one Empire.
Prussians turn cavalry move (ignored to keep the mixed rearguard as one formation), difficult move, cav melee, native mobility.
Empire turn officer check (useless so far and keeping the heroic moment alive)

Roll 3 for 4 remaining pips: 14:19, all pips go to the Prussians.
They turn musket reload, cav melee, officer check, 2nd cav move.

Phase 2, roll 1: 13:19, 4 Prussian pips vs 2 Empire.
Prussians turn dud, Deployment, use one pip to form column with both units, and turn another irrelevant officer check.
Empire turn melee resolution, wasting their heroic move, and dress lines.

Roll 2: 2:9 for 2:5 pips.
Prussians turn cav move and use it for the hussars, breaking the rearguard formation after all. Turn elites reload, maneuver and use the last pip to bring the hussars into line.
Empire turn dud, dud.

Roll 3: 15:20 for 1:4 pips.
Prussians use the maneuver card to wheel the Frei infantry 90°, turn another maneuver and face the Frei infantry towards the new front. Turn infantry move.
Empire turn dress lines.

Roll 4 for 2 remaining pips (I bet the Empire will win this one...): no, 5:14 and the last two pips go to the Prussians. They march Wunsch ahead and turn another infantry move.

Phase 3, roll 1: 10:4, 4:2 pips.
Empire turn dud, musket reload (twice!), dud
Prussians march Wunsch into contact with the class II rough ground, turn dud.

Roll 2: 16:3, 9:4 pips
Empire turn cav move, march onto the table the leading Dragoons, splitting them off their vanguard.
Turn cav melee, inf move. March their vanguard inf up to the table edge, and their main body to stay within one move distance to the van (but still in march column).
Turn move in diff. terrain, maneuver. Dragoons form line with the last pip.
Prussians turn dud, move in diff. terrain, heroic moment for officer check.

Roll 3 for the last pip: 10:10, ending turn 1.

Turn one stats:
initiative rolls difference was 7 in favor of Prussia, total pips 27-32
infantry moves / maneuvers / deploys turned / used: 2-4

Turn 2: reshuffle unchanged sequence decks. Assume it's about 13:00.

Phase 1, roll 1: 8:1, Empire actions lost from the records, one Prussian pip turns cav move.

Roll 2: 12:2, 7:3 pips
Empire turn inf move, bring up the van and the main keeps up one move behind.
Turn command indecision, losing 3 pips :(
Prussians leave the Hussars where they are, turn diff. move, cav move, dress lines,

Roll 3: 11:15, 1:3 pips
Prussians turn officer check, move their HQ up to the table edge and the vanguard commander to his front.
Empire dress lines.

Roll 4: 19:12, the remaining 5 pips go to the Empire.
Empire turn dud, diff. move, inf move and bring van and main one move forward.

Phase 2, roll 1: 1:7, 2:4 pips
Prussians turn musket reload, diff.move, deployment. Form Wunsch into line and their off table main into column.
Empire turn dud, cav move.

Roll 2: 10:18, 2:6 pips.
Prussians turn dud, maneuver (not needed), another maneuver, cav melee, dud, dud
Empire advance the Dragoons to give the vanguard's infantry space to deploy, turn dud.

Roll 3: 13:14, Prussians turn cav melee

Roll 4: 18:10, last 5 pips go to the Empire.
Empire turn cav melee, 2x musket reload, 2x dud

Phase 3, roll 1: 17:19
2 Prussian pips turn dud, cav move.

Roll 2: 1:1, turn ends.

Both sides are starting to add units to the table.


Decks remain unchanged for 13:30, Turn 3, phase 1, roll 1: 15:2, 9:4 pips.

Empire turn cav melee, 2x dud, officer check, musket reload, dud, cav move (unused to keep shielding the arrival of the van's infantry), melee, inf move.
Prussians turn elite reload, diff. move, inf move and advance the leading unit of their main onto the table.

Roll 2: 14:13, Empire advance their van.

Roll 3: 8:1, 5:1 pips (only 6 pips remain in the phase)
Empire advance their main to within 2" of the table edge, turn dud, inf move, form skirmish line with the Grenzers and prepare a second line with the Grenadiers, and bring up their main onto the table.
Prussians advance their rear to 3 moves distance to the main.

Phase 2, roll 1: 1:3, 2 Prussian pips turn deployment, deploy 1/Hessen-Kassel into line formation.

Roll 2: 3:20, 5:12 pips
Prussians deploy Wunsch into skirmish line, and 2/Hessen-Kassel (still just off table) into line.
Turn dud, native mobility (dud for Prussia as only Grenzers can use that), cav melee, musket reload, melee, heroic moment for (dud) maneuver they don't need, inf. move and advance Wunsch through the light terrain.
Empire turn diff. move, dud x3, deployment.

Roll 3 for the last pip: 4:7, Prussians bring up their main one move, with Salmuth 2" away from the table edge in column.

Phase 3, roll 1: 2:2

Turn 4 (14:00), phase 1, roll 1: 14:4, 7:3 pips
Empire deploy the Kurpfalz guards, the off-board Cuirassiers and the first off-board Kurmainz bataillon to line. Turn Officer check, bring their staff and the commander of the main forward. Turn heroic moment for...
Prussians move the rearguard to stay 3 moves behind the main. Turn Officer check, bring up the main's commander.

Roll 2: 3:7, 1:4 pips
Prussians bring up their HQ staff. Turn dud, cav move, retreat the Hussars towards their skirmishers to gain time.
Empire turn dud, keeping the heroic moment alive.

Roll 3 for 5 remaining pips: 3:9, 1:4 pips
Prussians turn musket reload, dud, cav move, inf move.

Phase 2, roll 1: 12:1, 8:3 pips.
Empire turn diff. move (wasting the heroic move), maneuver, wheel the Guards a bit, turn musket reload, cav melee, musket reload, cav move and advance the Dragoons to threaten the Hussars.
Prussians would like to advance the Frei infantry to shield the Hussars from the Dragoons atack, but they will run into the uneven ground on the Hussars left flank before having enough space for two ranks. Roll a difficulty roll to check whether they can pull it off: D8 up 1 for skirmishers vs D8 for 7:1, easily making it.
Then the Prussians move the main: Hessen-Kassel in line, Salmuth come on in line.
Then advance rear to stay 3 moves behind the main (actually more like 2.5 moves as they remain in marching column on some semblance of road).

The Prussian main body starts to march onboard, led by the Hessen-Kassel Fusiliers.

In the center, Wunsch Frei infantry has formed a skirmish screen in front of Malachovsky Hussars.

The Empire main body starts showing up, as well, led by the Kurpfalz guards.


Roll 2: 16:8, 6:2 pips.
Empire turn elites reload, dud, cav move and try to attack with the Dragoons.
I'm totally blank on the topic of cavalry charging skirmishers. Browsing around the rules I see

  • resolving a cav melee against skirmishers doesn't need a cav melee card
  • the Dragoons could have charged the smirmishers on an opportunity pip at any time
  • the Skirmishers (being rated as regulars) can react to the charge by opportunity firing at mid point of the charge. As skirmish fire it doesn't look promising, but other than spending the "1st fire bonus" there seems to be no penalty for trying it (I remembered a melee penalty for firing at chargers without impressing them, but that is a rule in shako, apparently not in Piquet / Cartouche).
So the Frei infantry fire at 3" range, i.e. D10 up1 1st fire, vs D6 for 11:1. This devastating salvo loses the Dragoons a stand and a morale chip and disorders them out of command.

Just out of spite the Dragoons spend a pip to melee the skirmishers anyway. They get D8 up1 for charging, d1 for 1 less stand, d1 for being disordered = D6. The Prussians get D8 d2 for skirmishing = D4. The roll is 3:1 for a "won tie" for the Dragoons, disordering the Prussians. Hmm, I'll indicate disordered skirmishers by reverting a couple stands to face backward. And the Prussians lose one morale chip.
I guess the skirmishers have done a splendid job holding the enemy cavalry at bay, and the Dragoons are now really at risk of a counter attack.

The Empire use their last pip to turn ... Command Indecision.

The Prussians turn diff. move and Officer Check. The commander casualty roll is easily passed.

Roll 3 for the last pip: 15:20, Prussians turn Cav move.

Phase 3 begins with one card remaining in the Empire's sequence deck. Roll 1: 10:2, Empire turn a dud to end the turn.

Turn 4 ends with an in conclusive but exciting melee in the center and clear advantage for the Prussians.

First blood goes to the Wunsch Frei-Infantry who kill a stand of charging Dragoons and are only disordered but otherwise undamaged as the Franconians charge home.

Sonntag, 5. April 2020

Slow-Mo Piquet game 3 - Setup


After the last battle the Prussians keep retreating followed by the Imperial army. This time the Imperial vanguard spots the rear of the Prussians as they get on the road in the morning, having spent the night in an old castle's blacksmith workshop.


OoB in order of march

Unit values per my take on generic game defaults here, with arbitrary deductions here and there and the Prussian infantry morale increase.

Prussians
Vanguard (two moves ahead of main)
Plettenberg Dragoons x-8-6
Hoffmann Fusiliers 10-8-8

Staff

Main
3x Fusiliers (2× Hessen Kassel, Salmuth) 10-8-8
2x Grenadiers (Willemey, Burgsdorff) 12-8-10

Rearguard (two moves behind main)
Wunsch Frei Inf 10-8-8
Malachovsky Hussars x-6-6
Wunsch Jäger (no stats, only one company)

Empire

Vanguard (one move ahead of main)
Ansbach Dragoons x-8-6
Karlstädter Oguliner 10-8-6
converged Grenadiers 10-8-8

Main
Kurpfalz Guards 10-8-6
Staff
Hohenzollern Cuirassiers x-8-6
4x Kurmainz 10-8-6

Rearguard (directly behind main)
Hohenlohe 8-8-6

Setup steps

1. commander ratings (D20 plus modifiers)
Prussians: 8+3=11, average
Empire: 8-3=5, poor

2. Army characteristics
Prussians: 9 units, incl. 2 elites (grenadiers), so get 11:3 = the minimum 3 cards. Draw 6, Infantry Morale and Cavalry Morale, replace the latter with 8 for
=> 14 chits and Infantry Morale (added above).
Austrians: 10 units, incl. 2 elite (Grenadiers and Kurpfalz Guards), get 12:4 = the minimum 3 cards. Draw 9, 10 and Extra Musket Reload (as last time, there must be something special going on here).