Sunday, 27 May 2018

Fighting in a Built Up Area (BUA)


Move 11

French move first
Artillery fire on 2 infantry
2D6 need 7, roll 7, hit 10% casualties

Infantry test morale for casualties
1D6 need 5, roll 1, fail and rout

Nearby 4 brigade test morale for rout within 4”
1D6 need 4, roll 3, fail and are shaken

British gunners test morale for rout within 4”
1D6 need 4, roll 3, fail and are shaken

Lancers charge 3 infantry
Infantry test to form square, 1D6 need 6, roll 2, fail to react
Lancers melee infantry
2D6 + 6, roll 9
Infantry rout with 20% casualties

Shaken Hussars test morale for rout within 4”
1D6 need 6, roll 2, fail morale and rout

Lancers test morale to pursue, roll 1, fail and halt disordered

30 French enter farm

31 French test morale for shaken
1D6 need 7, roll 1, fail and rout

32 French test morale for shaken
1D6 need 7, roll 3, fail and rout

British move second
1 infantry continue rout to edge of farm
Remainder of corps are in rout or shaken and cannot carry out orders

Summary
This move highlights the advantage of moving first
Normally this is decided by a dice roll
But in this game each side move first alternatively

Moving first the French artillery could rout the shaken highland infantry
The Lancers could charge and rout the infantry and supporting shaken cavalry

It also highlights the weakness of brigades with poor morale and casualties
Two French infantry brigades failed their morale and routed this turn

The advantage has moved to the French
Their cavalry and artillery, plus one infantry brigade, are all in good order

The British still have their artillery and one infantry brigade
But both are shaken and must rally before they will obey new orders


Link to Wargame Rules

Friday, 25 May 2018

Fighting in a Built Up Area (BUA)


Move 10

British move first
Artillery screened by 2 brigade
Cavalry charge lancers
1 brigade advance to far edge of farm and attack 30 infantry
2 brigade charge 31 infantry
3 and 4 brigades advance

Hussar v Lancer melee
Hussars charge on attack orders
Lancers test to counter charge, 1D6 require 2, roll 6, charge
Hussars 2D6 +1, roll 4, lose melee
Hussars lose 20% casualties and retire shaken
Lancers lose 10% casualties and halt disordered

1 British v 30 French infantry melee
British 2D6 + 1, roll 2, lose melee
British 30% casualties and rout
French 10% casualties and halt shaken

2 British v 31 French infantry melee
British 2D6 +3. roll 6, win melee
British 10% casualties and halt disordered
French 20% casualties and retire shaken

French move second
Artillery fire on 2 infantry at short range. 2 D6 require 6, roll 5, no casualties
31 infantry form column of attack and charge 3 British on attack orders

31 French v 2 British infantry melee
French 2D6, roll 5, lose melee
French 20% casualties and retire shaken
British 10% casualties

Summary
This move is a very good example of how unpredictable melee can be
British cavalry and infantry started the move in better shape than the French
The British commander ordered all combat on Attack orders
This results in much heavier casualties for all melee
However low dice can punish the attackers
Hussars roll 2D6 for a total of 4
1 infantry roll 2D6 for a total of 2
Both lose melee, both suffer 20% casualties, infantry rout and cavalry shaken

Both sides have suffered heavy casualties
Both sides have routed and shaken brigades
This game could easily go either way


Link to Wargame Rules

Tuesday, 22 May 2018

Fighting in a Built Up Area (BUA)


Move 9

French move first
Artillery fire on gunners, 2D6 need 11, roll 9, no casualties
29 infantry rout to edge of farm
32 infantry advance towards farm
Lancers move to right of square
30 infantry test for shaken, 1D6 need 4, roll 3, fail still shaken

British move second
Artillery fire on gunners, 2D6 need 11, roll 8, no casualties
All four infantry brigades advance
1 brigade enter farm (only one brigade allowed in farm)
2 brigade advance to left of farm
3 brigade advance to support cavalry
4 brigade advance to support 2 brigade

Summary
The British attack is going well
The routed French garrison are disorganising their own supports
The hussars pin French brigade and will soon be supported by 3 brigade
2 brigade has prevented 31 French brigade from counter attacking the farm

The next move will be critical, and the British will move first
The British commander must decide whether to change his orders
At present they are on Engage. 
Cavalry melee are indecisive
Infantry can skirmish and fire, but not hand to hand
If he changes to Attack orders they will be more decisive
Cavalry melee usually end in one side routing
Infantry melee usually similar, but both sides suffer more casualties
And if the attacker rolls a low dice he can suffer heavy casualties and rout
But at this stage of the game it is necessary to push for a decisive result


Link to Wargame Rules