Assyrian army

Assyrian army

Wednesday 17 June 2020

Somewhere in Germany 3

Bit of a difference with this game over the Greek/Persian one which lasted 3 moves!
In the infantry shoot out, both sides having problems. However, the French Chasseurs are learning.

On the French right, the guns have arrived and the Carabiniers have seen off (destroyed) the surviving Landwehr - left here as the route goes in every direction - I diced to see who the Carabiniers would 'follow'.

Infantry on the Prussian right are having reverses on both sides - but the French are coming worse off.

An overview shows that the French, having two cavalry squadrons across the river and guns in position, are starting to gain the upper hand.

At this point the Prussian left is looking very shaky.

The centre is definitely going Prussia's way...


With the cavalry threat on the Prussian right the infantry are forced to form square...

Despite being shot at by two guns and charged by the Carabiniers the Prussian left flank gun survives!
At this point the game had finished 17 moves! As most standard 'days' are around 12 moves, and as this battle was far from finished, I decided that the best option was to say that night had fallen. During the night the Prussians quietly slipped away... on balance, probably just a French win - they had a foothold on the Prussian side of the river - but the Prussians had held them up and left with most of the army intact.

Lots learnt from it. Obvious ones  - the French needed an extra infantry battalion, I should possibly increase movement rate of limbered artillery, plus it might be an idea to sort some formal rules regarding squares. I made no use of the buildings in this game - again, perhaps I should sort out some rules for that. The river made a big impact but the rules there worked pretty well - those lancers were going back and forth like a yo yo as they 'broke' and routed under fire, but kept coming back as there were no negative factors around to stop them rallying - perhaps I need to limit the number of rallies?

4 comments:

  1. I really like the look of your game.

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  2. It looks good and sounds about right to me fwiw.

    Rather than limiting the number of rallies, maybe change "broken" to "repulsed" with broken being the result of failing to rally? (I am assuming there is a "destroyed" or "stand loss" combat result or similar as well)

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    Replies
    1. Basically following DBX criteria - so the Landwehr were 'destroyed' as Bow in contact with mounted, but Lancers got a flee - except I allow rallies in a similar way to WRG v4. Tweeks would be quite minor though - the basic rules and modifications generally work quite well.

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