Wednesday 31 August 2022

Krückeberg Church

Game Three

Skirmish at Krückeberg Church.

Young Pumphosen`s career continues.  He has fulfilled one of the requirements of the Blau Groan's Court and lead his men to fire a Crashing volley, but has yet to lead a bayonet charge or lay and fire canister from a gun.


Krückeberg
Spirited Defence

INTRODUCTION
The Blue are the defender and have turned to face the Red attacker with the
intent of defeating
him in battle.

DEPLOYMENT POINTS
The attacker, Red, rolls a D6 to determine which edge he is to attack from andplaces his primary Deployment Point anywhere within 6” of that edge. The defender now selects any two adjacent areas of the table to defend, placing a
Deployment Point in each, one being Primary, the other Secondary. Red now places any secondary Deployment. Point he has available.

OBJECTIVE
The objective is a Red Exploring Officer, fallen from his horse, no less a perso age than the Marquis Flatulenz himself.  Blue are determined to capture and take away the Aristocrat to force feed him apricot pie.  

If Red secures the Marquis the game will end immediately.

TERRAIN REQUIREMENTS
Any road running through the table begin on the attacking layer’s edge and end on the opposite side of the table.  
Minor Characters

There are two civilians on the map, Helga the milkmaid and Frau Klienertitten.
The first fortune rolled, more 10s than 1s, Helga appears and distracts the nearest of your officers preventing him from moving for a turn.

The first calamity rolled.  More 1s than 10s.  The Frau invites the nearest officerto sit with her. 

Army Lists

Leutnant Leader 0 PTS.
ML Pistol and Melee Weapon Move 4” 
Cmd. Range 8” Cmd.                  Pts. 1 
INSPIRING: Units in command may re-roll failed Rally tests during this leader’s activation.
Shoot     Melee S/SAVE M/Save Resolve.  Int
(10”) 6        5           7           7            6           1 

Captain Leader 10 PTS.
ML Pistol and Melee Weapon Move 4” 
Cmd. Range 8” Cmd.                  Pts. 1 
INSPIRING: Units in command may re-roll failed Rally tests during this leader’s activation.
Shoot     Melee S/SAVE M/Save Resolve.  Int
6 (10”)       6           5           7            6            1

Major Leader 25 pts
ML Pistol and Melee Weapon Move 4” 
Cmd. Range 12” Cmd. Pts. 2 
TACTICIAN: After resolving Calamity/Fortune, may may change the value of 1 Initiative Die by one.
INSPIRING: Units in command may reroll failed Rally tests during this leader’s activation.
Shoot     Melee S/SAVE M/Save Resolve.  Int
7 (10”)       6           5           7            5            1

Grenadiers Core 7 Pts each each
ML Muskets Move 4” 
STEADFAST: Unit may reroll failed Resolve test results.
RUTHLESS: -1 to Shoot or Melee target number if this unit has fewer Fatigue than target.
DRILLED: May be In Formation (5+ models) to gain Big Target and Intimidating traits and -1 bonus to Melee Saves.
Shoot     Melee S/SAVE M/Save Resolve.  Int
(30”) 6        5           6          7            6           1 

Line Infantry  Core 5 PTS. Each  
ML Muskets Move 4” L
TOUGH: Remove 1 Fatigue Point from this unit before resolving a Rally action.
DRILLED: May be In Formation (5+ models) to gain Big Target and Intimidating traits and -1 bonus to Melee Saves.
Shoot     Melee S/SAVE M/Save Resolve.  Int
(30”) 6        6           6           7            6           1 

Militia core 3pts each
ML Muskets Move 4” 
Shoot     Melee S/SAVE M/Save Resolve.  Int
(30”) 6        6           6           7            7          1 

Jaeger Light Infantry  7 pts  
ML Rifle Move 4” 
HIDDEN SETUP: When starting the game deployed, cannot be attacked until it moves or shoots.
MARKSMAN: When shooting, this unit can target specific models to perform the Shoot Save test.
Shoot     Melee S/SAVE M/Save Resolve.  Int
5 (40”)        7         5             7            6             1 

Dragoons (support) 7 Pts each
ML Carbines and Melee Weapons Move 4” CAVALRY: May take a free Advance action when activated, +1 penalty to Shoot Saves when mounted.
RUTHLESS: -1 to Shoot or Melee target number if this unit has fewer Fatigue than target.
Shoot     Melee S/SAVE M/Save Resolve.  Int
(30”) 5       7/6          6/7         7            6           1 
* Number to the left of the slash is when mounted, to the right is dismounted 

Light Artillery. (Support)  20 Pts
4-Man Gun Team with Light Artillery Move* 4” *Cannot move at all with 1 crew 4d10 for Shoot tests, each natural 10 rolled yields an additional d10 roll to hit.
SLOW RELOAD: This unit receives 2 Reload markers after shooting. Cannot move and Shoot.
INTIMIDATING: Opponents hit by this unit must add an extra 1d10 to their Resolve test.
Shoot     Melee S/SAVE M/Save Resolve.  Int
(-) 6             7         5            7            6           1 

Non Commissioned Officer Upgrade 5 pts 
Designate a single model to be a NCO.
The NCO’s unit counts as being in command range as long as this model is still part of it.
A formed unit with an NCO gains a -1 bonus to its Resolve.

Musician Upgrade 10pts 
Add a single model to the Leader Unit to act as a Musician.  The Leader’s command range is doubled while this model is part of the unit.
Armed as modelled..

Generic Civilians
Shoot     Melee S/SAVE M/Save Resolve.  Int
   7            7            7            7             7          1 

House-rules being considered
Formation.  Groups may form up into a line formation, paying 1 command point taking the same activations.  Movement restricted to 3ins, casualties are shared.  

The Game

The church at Krückeberg

Turn one, Blue aggressively race for the isolated objective, a dismounted officer

And the 3pdr cannon is less than impressive 

Leutnant Pumphosen keeps himself safe

Blue grab the Officer and drag him away.  Red come on, having the best of the fight.

Pumphosen and the captured Marquis.  "We meet again my Lord.  Any chance of some Apricot pie?"

Helped by the fat Leutnant the Korporal and his men drag the Red Officer closer to the board edge and that dastardly serving of pie.

Hauptmann Schagg fights the rearguard.

And the Marquis is taken

In a traditional battle those superb Red Musketeers were a real threat, but Victory goes to Blue in the narrative.

The Blue commander wearing a subdued orange coat, and without his periwig.

My thanks to Colonel Incontinenz and the Marquis Flatulenz.

Game Four will be
Burning Wickbolsen

Burning Wickbolsen

Game Five
The Chateau at Stau

The Chateau at Stau


No comments:

Post a Comment