French v Prussian (1813)
Posted: Mon Jun 04, 2012 2:41 am
Used John's list from the Army spreadsheet, the forces gave a good balanced game.
The French defended and baring some small maneuver waited for the Prussians.Used the light infantry in skirmish to mask units from some artillery and to occupy some bad going in the centre of the table that the Prussians needed to cross. Worked very well.
Ran into some old issues (variants on the theme).
Unit with attached cavalry being shot at by skirmishers in bad going 5-6MU away. -2 dice .... you must be kidding, they can't move that far (2MU only.)
Infantry (small) unit charged by a (large) cavalry. We worked through the process and everything seemed to work out. The mounted passed inside 2 MU of some skirmishing infantry - in a wood - so we allowed then to shoot, infantry failed CT so lost cohesion and shot with some artillery in support. Lots of shooting and not 1 hit ! The square broke and the cav was disrupted (would have been waivering if it was not a large unit). Cav pursued hitting the supporting artillery - up hill and with infantry flank support. The valiant gunners defended their guns only disrupting and cav retired waivering.
At what point does the cav become spent ? After the combat ? After the pursuit ?
Is this (spent) based on the original hits (before adjustment for being large - although not relevant in our case) ?
At the other end of the line there was some shooting duels. The most interesting scenario here was about the declaration of targets and order of shooting. A large French infantry is within 6MU (and straight ahead) of a small Prussian Infantry and within long range of a Prussian artillery (or potentially in arc).
So should we
1. declare all firers against a specific target
2. fire each unit in turn
The outcome can be quite different. In this case the infantry scored 3 hits which is enough to disrupt the target. So the artillery could then choose another target ? You cannot cause 2 cohesion losses unless at short range. In our case all agreed to have the artillery fire at the infantry, since if less than 3 hits had been caused by the infantry fire the guns would have fired also).
We carried this decision forward to a later scenario (in the centre).
A Large Prussian Infantry advanced on 2 French batteries, closed to within 2MU (although after the Prussian player decided that that was an error in his judgement), it was already disrupted. The first battery fired and did enough hits to break the infantry. But we had the other battery fire also (in all 10 hits). The Infantry broke and burst through its supporting Infantry regiment and a cavalry regiment.
All in all a great game with a lot of lessons.
The French defended and baring some small maneuver waited for the Prussians.Used the light infantry in skirmish to mask units from some artillery and to occupy some bad going in the centre of the table that the Prussians needed to cross. Worked very well.
Ran into some old issues (variants on the theme).
Unit with attached cavalry being shot at by skirmishers in bad going 5-6MU away. -2 dice .... you must be kidding, they can't move that far (2MU only.)
Infantry (small) unit charged by a (large) cavalry. We worked through the process and everything seemed to work out. The mounted passed inside 2 MU of some skirmishing infantry - in a wood - so we allowed then to shoot, infantry failed CT so lost cohesion and shot with some artillery in support. Lots of shooting and not 1 hit ! The square broke and the cav was disrupted (would have been waivering if it was not a large unit). Cav pursued hitting the supporting artillery - up hill and with infantry flank support. The valiant gunners defended their guns only disrupting and cav retired waivering.
At what point does the cav become spent ? After the combat ? After the pursuit ?
Is this (spent) based on the original hits (before adjustment for being large - although not relevant in our case) ?
At the other end of the line there was some shooting duels. The most interesting scenario here was about the declaration of targets and order of shooting. A large French infantry is within 6MU (and straight ahead) of a small Prussian Infantry and within long range of a Prussian artillery (or potentially in arc).
So should we
1. declare all firers against a specific target
2. fire each unit in turn
The outcome can be quite different. In this case the infantry scored 3 hits which is enough to disrupt the target. So the artillery could then choose another target ? You cannot cause 2 cohesion losses unless at short range. In our case all agreed to have the artillery fire at the infantry, since if less than 3 hits had been caused by the infantry fire the guns would have fired also).
We carried this decision forward to a later scenario (in the centre).
A Large Prussian Infantry advanced on 2 French batteries, closed to within 2MU (although after the Prussian player decided that that was an error in his judgement), it was already disrupted. The first battery fired and did enough hits to break the infantry. But we had the other battery fire also (in all 10 hits). The Infantry broke and burst through its supporting Infantry regiment and a cavalry regiment.
All in all a great game with a lot of lessons.