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

2 comments:

  1. Paul,

    I think that your step-by-step explanation of the rules is very helpful, and has really helped me understand how your rules work.

    All the best,

    Bob

    ReplyDelete
  2. Hi Bob

    Thanks for your comment

    The most important element of the rules is the luck of the dice. Both Jan and I know the rules very well, and rarely make a tactical mistake. So to avoid long and indecisive games it is necessary to rely on the dice.

    The side which takes the initiative is given a small advantage. For example charging cavalry get +1 for impact, and cavalry who refuse to counter charge lose -1 for stationary.

    The second most important element is who moves first each time. This is also decided by the roll of a dice, or picking a card for larger games.

    Apart from that both armies are evenly balanced. There are no supermen and no rubbish troops. Elites have a plus 1 for combat and morale, and conscripts (including Spanish) minus 1. But the luck of the dice tends to even things out.

    I am not sure how they would work for anyone else, but they give us exactly the fast flowing and fun sort of game that we enjoy. And we still like them after more than ten years and 273 campaign battles.

    regards

    Paul

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