Monday, March 09, 2026

Wörth-Specific Rules

REINFORCEMENTS
The French start with their full force on the table - four brigades of infantry, one of cavalry, and a gun.
The French in position, with the gun in the village of Frœschwiller, ie in the same hex, and so enjoying cover

The Germans start with both guns on the table, but only three brigades of infantry
Three brigades of Prussian infantry will arrive from the east, and two brigades of Bavarian infantry and one of cavalry will come from the north.
At the start of the second and subsequent turns, dice for each off-table unit: 5+ means it arrives this turn, and should be placed on the table at the start of the turn, but will be unable to further move or fire until the next turn.
No units in this scenario are elite - partly because the small number of units would give elite ones a disproportionate effect.
But also because the French are partly demoralised following early reverses in the war, and the Germans because I am already allowing them a higher proportion of Prussian troops than they actually had in the battle.
The French gun naturally counts as French imperial artillery. My crew with the long-barrelled gun are non-Prussian German; my other crew are Prussian.

TURNS
I consider a turn to encompass 45 minutes of action. The fighting at Wörth started around 10am on an August day, which left about 11 hours before darkness would bring a halt, so the refight will last a maximum of 15 turns.
Weather was not a factor.

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