Sunday, February 20, 2011

Battle of Helmstedt - Move 10


24 July 1813

Table at the start of Move 10

First - 4th Prussian – 6CP

Artillery fire on enemy attacking east Helmstedt, no casualties

Gunners manhandle guns towards Helmstedt

13 brigade move into east Helmstedt as reserve

Blucher joins 14 brigade and orders them to charge shaken 21 brigade in west Helmstedt

14 brigade have the advantage but still lose melee, retire shaken with 2 casualties

21 brigade remain shaken and receive another casualty, making total of 3

Second - Poor Card

Third - VI French – 6CP

Artillery out of range, limber and move towards Helmstedt

22 brigade form column of march from square and move towards Helmstedt

23 brigade continue to skirmish east Helmstedt, inflict third casualty

15 brigade (garrison) test morale for casualty, fail and rout

13 brigade (support in east Helmstedt) test morale for rout and pass

14 brigade (garrison of west Helmstedt) test morale for rout, fail and remain shaken

Fourth - French CinC – 8CP

Leave cavalry brigade and ride to join artillery

Game Note

14 brigade lose melee in west Helmstedt

There are two options for fighting in a built up area.

Skirmish fire is not very effective, and can continue for many moves. Each side requires a total of 6 to hit the enemy. It is not unusual for two brigades to continue for four or five moves before one side loses its morale. Once a brigade has two or three casualties it is no longer able to hit the enemy, but may continue to hold its ground.

Attack, or hand to hand fighting, is much more decisive. A plus and minus list decides which brigade has the advantage. The balance is then added to a roll of 2D6 to decide the outcome. A very low total will result in the WINNER losing the melee, an average roll will be a draw and a high score will result in the LOSER losing the melee. The total will decide the number of casualties and whether the loser is shaken or routs.

14 Prussian brigade is average and has no casualties. 21 French brigade is elite but has two casualties and is shaken. So the advantage is with the Prussians. They have plus 2 and roll 2D6. The dice roll of 3 makes a total of 5. The have lost the melee, lost two casualties and retire shaken. The French have 1 casualty and remain shaken.

This is a good example of how the rules are designed to make every outcome uncertain, even when one side appears to have the advantage. Not the type of game everyone would enjoy, but we love the edge it gives to all decisions.

Rule 10 covers hand to hand fighting in built up areas.

Rule 11 covers skirmish in open or built up areas

No comments:

Post a Comment