The whole battle is concentrated in the four top right squares
If not decided in this move, the table will be rearranged to bring the battle to the centre of the table for the rest of the battle.
IV French corps
General Reynier (Gifted) – 8CP – Attack Orders
Artillery screened by cuirassier brigade
Artillery limber and move to reposition facing Uelzen
Cavalry charge limbered artillery
Gunners make morale to abandon guns and evade to nearby square
Cavalry halt 4” from square
Reynier moves closer to north Uelzen
13 brigade attack 8 brigade in north Uelzen
13 brigade win melee, lose one casualty and are Disordered
8 brigade lose melee, lose three casualties, withdraw 4” and are Shaken
2nd Prussian corps
General Kleist (Average) – 5CP – Engage Orders
Infantry square moves towards cavalry to force them away from abandoned guns
Cavalry move back to maintain 4” distance
8 brigade moves out of north Uelzen to make room for counter attack
5 brigade forms column of attack in preparation for counter attack
8 brigade tests morale for Shaken, fails and remains Shaken
Notes on Game
13 French are an elite brigade with superior skirmishers
8 Prussian are a landwehr brigade with inferior skirmishers
Reynier orders an Attack rather than a Skirmish to clear the town
This means the French will charge and melee, rather than hold back and skirmish
The landwehr are pushed back, but not routed.
Fighting in build up areas are covered in wargame rule 10
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