Wednesday, March 11, 2026

Wörth - Turn Two

Situation at the end of turn one
I roll for reinforcements, receiving a brigade of Bavarian infantry from the north, and a brigade of Prussian infantry from the east. I then roll to determine at which hexes they enter the battlefield. For the Bavarians, this can be any of the six hexes on the north row between the Sauer and the west edge of the battlefield. I roll a 1, meaning the extreme west hex. For the Prussians it can be any vacant hex on the east edge of the battlefield, and I roll a 3, putting them directly opposite, but six hexes away from, the most southern French unit. Neither of my two new units can move or shoot until next turn.
My non-Prussian gun again fires at the French artillery in Frœschwiller, but I again roll a 3, which has no effect. My other gun has no target, so I successfully activate it, and the crew advance with their gun two hexes (Prussian aggressive use of artillery was a hallmark of the Franco-Prussian War from its early stages).
My right-flank infantry also activate, and enter Wörth (there is no penalty for crossing the river if using the village to do so), and shoot at the French directly ahead. I roll a 6, which is easily enough to score a hit, especially with a +1 modifier for being at full-strength, and despite a -1 modifier for having moved. My opponent rolls a 2 to resolve the hit, meaning the first French strength point is lost.
My other two advancing infantry units enter the Sauer, where they will have to remain next turn, unable to shoot, before emerging on the far side.
The Prussians are advancing boldy, much as they did in the real battle, without too much regard for minimising casualties
MacMahon starts with his artillery in Frœschwiller, which shoot at my newly arrived Bavarians. He rolls a 2, which is never going to be enough, even without a -1 modifier for having a French imperial crew.
The three-strength infantry behind the artillery shoot at my men in Wörth, but fail miserably with a 1. The infantry next to them shoot at my Bavarians, but also roll a 1.
The French south of Niederwald no longer have a target in my three-strength unit as the thick wood obstructs their line-of-sight, but MacMahon successfully activates them, so the unit can move and shoot. However a 2 is rolled.
MacMahon does not try to activate the hussars, and the infantry adjacent to them fail to activate.
At the end of turn two both armies have lost 1SP

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