1809 Saxon Doom!
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Blathergut
- Field Marshal - Elefant

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1809 Saxon Doom!
Well, I finally got to run the Saxon 1809 corps + wurttemburg allies.
Two Saxon infantry divisions: small guard + large average...both w cav, gds arty, inf skirm...plus artillery unit
Wur: small guard + small average + arty + two LCv
Cav div: 2 saxon cuirassiers + the wur. gd cuirassiers...two w officers
My plan had been to keep moving forward and then charge everything, hopefully the gds sucking up most of the fire going in...not really wanting to get into close combat, but I figured by charging unreformed into the enemy, I then get first shot in the fire phase with everything that's halted, all at close range.
I was wondering if anyone has actually tried this, charging w the intent of being halted at close range and then unloading first.
Two Saxon infantry divisions: small guard + large average...both w cav, gds arty, inf skirm...plus artillery unit
Wur: small guard + small average + arty + two LCv
Cav div: 2 saxon cuirassiers + the wur. gd cuirassiers...two w officers
My plan had been to keep moving forward and then charge everything, hopefully the gds sucking up most of the fire going in...not really wanting to get into close combat, but I figured by charging unreformed into the enemy, I then get first shot in the fire phase with everything that's halted, all at close range.
I was wondering if anyone has actually tried this, charging w the intent of being halted at close range and then unloading first.
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BrettPT
- Lieutenant Colonel - Panther D

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Re: 1809 Saxon Doom!
That's a standard tactic for my Austrians.
Large units of unreformed (veterans if you can get them) with a gun attachment.
Advance to close range and hope you don't take 4 (drops to 3) hits which would drive you back out of close range.
Don't bother to CMT to close and unload with 8 dice, or 6 if disordered.
You get to rally in the recovery phase as well.
Having a small rubbish unit directly behind the large one in front can help in that the enemy will need now 5 hits in defensive fire to drive you back to 3MU (as a 'back to 3MU' retirement resulting from 4 hits will be stopped by your unit behind, allowing you to stay within 2MU to return fire).
If you are using infantry skirmishers, an even funner trick is to advance a large unit of vets with artillery attachment hard behind an extended skirmish line. The skirmishers advance to 2mm of the enemy with the supporting line getting to within 2MU. You are hoping for the skirmishers get drive off by enemy fire, uncovering your unit behind.
Large units of unreformed (veterans if you can get them) with a gun attachment.
Advance to close range and hope you don't take 4 (drops to 3) hits which would drive you back out of close range.
Don't bother to CMT to close and unload with 8 dice, or 6 if disordered.
You get to rally in the recovery phase as well.
Having a small rubbish unit directly behind the large one in front can help in that the enemy will need now 5 hits in defensive fire to drive you back to 3MU (as a 'back to 3MU' retirement resulting from 4 hits will be stopped by your unit behind, allowing you to stay within 2MU to return fire).
If you are using infantry skirmishers, an even funner trick is to advance a large unit of vets with artillery attachment hard behind an extended skirmish line. The skirmishers advance to 2mm of the enemy with the supporting line getting to within 2MU. You are hoping for the skirmishers get drive off by enemy fire, uncovering your unit behind.
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Blathergut
- Field Marshal - Elefant

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Re: 1809 Saxon Doom!
Never thought about something in behind to keep the front ones from being bumped back to 3MU...will have to remember that.
Re: 1809 Saxon Doom!
I do not get it :Having a small rubbish unit directly behind the large one in front can help in that the enemy will need now 5 hits in defensive fire to drive you back to 3MU (as a 'back to 3MU' retirement resulting from 4 hits will be stopped by your unit behind, allowing you to stay within 2MU to return fire).
A large unit will ignore the first hit .
If you inflict 3 hits, infantry must retire to 3 MU
So 4 hits are enough to have a large unit retire, having a support unit does not change that.The rear unit will have to test as if passed trough .
5 hits will have you make an outcome moves and so, burst trough the rear unit who will have to test morale.
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Blathergut
- Field Marshal - Elefant

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Re: 1809 Saxon Doom!
Retire to 3MU, but, if the unit cannot move back, or can only move back part of the way, that's all it moves. The unit in behind is right up behind it, so it prohibits the front unit from moving back at all for the 'move back to 3MU.' It does not cause a burst through since it is not an outcome move. 
Re: 1809 Saxon Doom!
That part I understand perfectly
It's the number of hits mentionned that I do not understand
It's the number of hits mentionned that I do not understand
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Blathergut
- Field Marshal - Elefant

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Re: 1809 Saxon Doom!
4 hits -1 for large = 3 hits = retire to 3MU but you can't so you don't
5 hits -1 for large = 4 hits = outcome forces you to move
At least that's how I interpret Brettese.
5 hits -1 for large = 4 hits = outcome forces you to move
At least that's how I interpret Brettese.
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deadtorius
- Field Marshal - Me 410A

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Re: 1809 Saxon Doom!
I recall Blathergut trying to use a skirmish screen to try and cover your rear unit once, it failed since Austria was never good enough shots to force the required number of hits for an outcome move. You just stood there while we exchanged shots at 2 MU turn after turn 
Re: 1809 Saxon Doom!
What is written is that you need 5 hits to force a large unit to retire to 3 MU ...when you need 4
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BrettPT
- Lieutenant Colonel - Panther D

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Re: 1809 Saxon Doom!
Sorry, badly written by me.
Blather is right in deciphering my scribbles.
In game terms, 4 hits on your large unit will deny you returning fire at close range by driving you back to 3mu.
But if you backstop your unit, your opponent will now need to hit you 5 times (forcing an outcome move) to prevent you replying at close range.
Blather is right in deciphering my scribbles.
In game terms, 4 hits on your large unit will deny you returning fire at close range by driving you back to 3mu.
But if you backstop your unit, your opponent will now need to hit you 5 times (forcing an outcome move) to prevent you replying at close range.
