Thursday, October 23, 2025

Spicheren Turn Two

Situation after turn one
The artillery phase sees the French gunners fire at the Prussians nearest them (remember, units do not have to pass an activation dice to shoot, only to move). A 4 is needed for a hit, but there is a +1 modifier for the unit being at full strength and a -1 modifier for the firers being imperial French, so a 4 is needed, and Frossard rolls a 6.
I in turn roll a die to see the effect of the hit, and it lands as a 4, giving me the choice of losing a strength point or falling back a hex. Since, after falling back, my men will still be able to shoot at the French on the Rotherberg, I take that option.
*****
With the artillery phase over, I start by rolling for potential reinforcements, getting a brigade of infantry at St Johann. However, the town is already occupied by one of my units, so the new reinforcements will have to wait until the current occupants have moved on.
Both units in front of the Rotherberg shoot at the French occupying the fortified position. Modifiers in both cases are: +1 for being at full strength; -1 for the target being in cover. I score one hit, which is resolved as the compulsory loss of a strength point.
I successfully activate both units that arrived on the battlefield as reinforcements last turn, and they advance two hexes, leaving St Johann free for my latest reinforcements to occupy the town.
*****
Frossard's infantry on the Rotherberg shoot at the Prussians nearest them, but roll a miserable 1. The rest of the French stay pat.
My Prussians have drawn first blood
Close-up of the Prussian advance

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