Thursday, March 12, 2026

Wörth - Turn Three

Situation after two turns
I roll for reinforcements, receiving a brigade of Prussian infantry, who arrive on the battlefield beside the long-barrelled gun, which shoots at the French artillery in Frœschwiller. There is a +1 modifier for being at full-strength, but a -1 modifier for the target having cover, but these prove irrelevant as I throw a 6. To resolve the hit, MacMahon rolls a 5, giving him the choice of losing a strength point or being unable to fire in the French half-turn. He chooses to lose 1SP.
My Prussian gun advances a hex to beside Wörth, and so be in position to shoot next turn.
The infantry in Wörth shoot at the French directly ahead. A roll of 3 is just enough to score a hit as there is a +1 modifier for being at full-strength. The resolution throw allows MacMahaon the option of having the unit fall back, rather than lose 1SP, and that is what he chooses, another die-throw indicating the unit retreats to behind Frœschwiller.
My left-flank forward infantry exit the river hex, and shoot at the French south of Niederwald, rolling a 6, and so easily inflicting a hit, despite having moved. The hit is resolved as the compulsory loss of a strength point.
The other infantry crossing the Sauer and emerge on the west bank, north of Niederwald, and shoot at the French in Frœschwiller. There are -1 modifiers for firing while moving and for the target having cover, but +1 modifier for being at full-strength, and that proves vital as I roll a 5. MacMahon has a choice as to how it is resolved, and decides the best thing is to give up shooting rights this turn.
The Bavarian infantry in the northwest of the battlefield successfully activate, and shoot at the three-base French infantry beside Frœschwiller. However, a roll of 2 is insufficient, despite a +1 modifier for having the full 4SP.
Finally, the Prussian infantry that arrived last turn, fail to activate (I rolled a 1).
A successful half-turn for the German cause in that I inflicted the loss of 2SP, rendered the French artillery unable to fire this turn, and got units across the Sauer
MacMahon orders the three-base infantry south of Niederwald to shoot at my men approaching them. However, the die lands as a 2.
He then successfully activates the hussars, who emerge from behind Niederwald to charge my infantry that have just crossed the Sauer near Wörth. In the melee the cavalrymen receive a +1 modifier for being mounted troops fighting infantry, while my unit gets +1 for having 4SP. We both score a hit, and both hits are resolved as losing 1SP or falling back a hex. We both choose to fall back a hex. That takes my infantry into a river hex, which they will have to spend next turn in before trying to leave it.
The three-base French behind Frœschwiller move so as to shoot at my men in Wörth, but roll a 1.
The four-base infantry beside them shoot at the Bavarians, but also roll a 1.
The remaining infantry unit, west of Niederwald, fails to activate.
After three turns the Germans have lost 1SP and the French 3SP

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