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
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