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Wednesday, July 5, 2023

Battle of Wachau Playtest, part 3

 

Using the ARTILLERY FIRE option, 2 Austrian batteries fioreon a column of Old Guard; the combine effect is to inflict 1 UI loss and drive the column back 1" in Disorder. 

More effective Austrian Artillery Fire!

The Unloaded and exposed Russian Guard 12# Foot battery removes its "smoke" and stays loaded; The horse battery, being already loaded, takes a "free" shot, but has no discernable effect. It will thus remain "loaded".

Another Russian battery fires at close range; the opposing column is unfazed. 

2 Russian Grenadier columns converge their fire at a single Young Guard Tiraleur regiment, routing it!

An ineffective volley by the Gernzer. 

The 2 Austrian columns remove smoke, but have no targets. That seems likely to change soon! 

The French turn the first of their 2 cards - ARMY MORALE. Every commander in the army has to check survical, save for Pajol, whose Dragoons have seen no combat. Miraculously, on a dozen rolls of a D12, not a single "1" comes up. 

Second card up is TACTICAL ADVANTAGE. Not a very exciting run of cards, to say the least. Napoleon saves it, vowing to remember to use the darned thing before the end of the turn! Both sides have one card remaining; the French win the dice off and go first. 

The French roll very well, and all the options save Artillery Fire can be used, by command. Napoleon rubs his hands, chrtling softly - then returns them inside hid habit-veste, the air being crisp[ on a mid autumn day in Germany. 

With 2 front line Old Guard units unloaded, smoke is removed. Rallying was considered, but with the Guardsmen close to the enemy, the odds of success were not great. They have no targets... for now. 


Chastel chooses MOVE, and gets a Double Magic Move. He could have chosen melee, but that woukld have risked opening the cork on the bridge over the Elster should he have lost (and the odds were somewhat against the French). Similarly, he resists the temptation to melee on the MOVE as well, moving both units of Lancers up to seal the exit from the bridge. 

The Polish Uhlans manAgae to Rally from their rout, regaining 1 UI in the process. Many other Poles attempt to rally, but fail, despite the inspiring leadership of Poniatowski (LD12). 

A Dragoon brigade rallies of Disorder and 1 UI; none of the Cuirassiers do, save one way at the edge of the board; a high roll rallies them, regaining 2 UI in the process, but they are far from the enemy, and unlikely to see further action, but... you never know!  

Young Guard Voltigeurs try some long rage fire at a Russian battery to no effect. the deign to shoot again, remaining loaded. 

The French column reloads and fires, but its shots are poorly aimed. 

Sebastiani manages a spectacular rally of his Hussars; they are back to pristine, regaining order and 3 UI!

The Carabiniers restore order and regain a UI; but the subsequent attemp; by the Husras fails. With a "1", Sebastiani cannot attempt any further rallies... but that was his last unit, anyway. Efficient, at least!

Nansouty, commanding the Cavalry of the Imperial Guard, chooses to MOVE, and rolls up a Double Magic Move!  Trumpeters, sound the charge!

The 1st (Polish) Chevauleger-Lanciers of the Guard charge an Austrian Column, whilst the Chasseurs a Cheval ride through some routed Austrian Hussars, eliminating them from play. The Allies do not lose any Morale points for this, however. 

The Chasseurs continue their charge into a second Austrian column. With both being loaded, defensive fire ensues. The Lancers suffer the loss of 1 UI, but both charges continue!

The Chassuers rout the whitecoats, but become Disordered; in the Lancer melee, the rolls tie, and since both rolled odd, both are Out of command. The Allies are out of Morale points after the first UI loss, and thus pay 1 MP to the French!




Incredibly, the Lancer melee goes 4 more rounds, with the Cavalry rolling D12 vs Infantry D8.
Round 1  -     3 : 2 French
Round 2 -        7 : 5 Austrian
Round 3 -      6 : 5 French
Round 4 -        6 : 4 Austrian
One side must score a total of 3 pips (1 UI loss) or more to end a melee. The Lancer's charge is pushed back 4", with the loss of another UI!


Situation on the French Left after the resolution of the charges. Klenaus' position is looking very precarious!

The last Austrian card is Tactical Advantage; to avoid wasting it, they fire a loaded battery at some Polish infantry, to good effect. The turn is over, and the decks shuffled. 

Overview of the Battle; both sides right flanks are in peril, the Allies are out of Morale Points and thus quite vulnerable, but who knows how many the French have remaining? The result is still far from determined!

13 comments:

  1. Leipzig is such a horrendous battle, some of the 'sub battles' prove this. Looking forward to part IV an AAR to finish off the chaos. Should be a good game at the con.

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    1. I agree re: Leipzig. The scenario book is a big help in breaking it down into manageable pieces. Still a slugfest for sure! I have done Mockern and Liebertwolwitz in previous years.

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  2. Remembering to use the Tactical Advantage in BCmd is definitely a new.....er..... 'skill' to master for forgetful old brains, as so many more re-shuffles compared to FOB :-)

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    1. It has always been a challenge, but I agree even more so now!

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  3. Very entertaining read once again Peter.

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  4. Another interesting installment. I'm going to have another look at Battle Command as they seem like a fun set to play.

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    1. Battle Command is essentially a development of Field of Battle. That family of rules are my first choice for Napoleonic games. Never boring!

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  5. Splendid looking and sounding game, I've just bought a Leipzig scenario book, my bedside reading is Digby Smith's Leipzig 1813 and I've got some other 1813/Leipzig books lined up so I'm loving this post!
    Best Iain

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  6. Presumably the same scenario book that I used; this one is adapted from that one. I have Nafzigers Leipzig book for reading!

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  7. Great looking and reading agme Peter - I do not know these rules at all, so a lot of the acronyms are going right over my head, but I think I get the gist of what is going on!

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  8. UI = unit integrity. Each cavalry and infantry unit has 4, 3 for artillery. When all are lost, unit is removed. Each UI loss also costs 1 Army Morale point. In combat, each pip difference of 3 causes the loss of UI; rallying each lip difference of 3 regains a UI, but not a Morale point.

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  9. I mark UI losses with rocks, disorder with animals, collectively termed “chickens”. A fire combat roll that is even and higher than the enemy’s causes disorder, and generally causes the unit to retreat the difference in inches. That becomes a rout if even and 2 or more UI are inflicted. Melee is a biyT more complicated but similar.

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