When it came to the initial deployments for this Shadow of the Eagles game, I decided to draw up six possible battle plans and have each side roll of a d6 to randomly select one. None of these was an elaborately detailed plan, but with quite a few possible combinations it was enough to improve this part of the solo gaming experience.
The battle plans. |
Prussian cavalry prepares to sweep round on the left |
Fournier leads French infantry in from the west |
The battle plan dice roll for the Prussians saw them with Kraus' infantry brigade south of Nebenstrom and nearest to it. They would be leading the charge for the town. General Major Goode, meanwhile, would be bringing the 2nd infantry brigade on a longer approach from the right, intent on crossing through the woods and stream and hopefully falling upon a surprised French left flank. Their artillery would follow as close as possible on the south side of the stream, giving supporting fire across the water. Finally, the Prussian cavalry had orders to sweep around the left and keep the French right busy whilst protecting Kraus' left flank.
The French battle plan was a bit different. Their two infantry brigades would both attack the town - Boche from the north and Fournier from the west. The French cavalry, positioned in between these two brigades, had orders to hold initially and then support whichever flank the Prussians looked more threatening on.
So those were the plans. CinCs Wolff and Dubois were both happy. It all looked good on paper at least...
Turns 1 and 2
Shadow of the Eagles has rules for pre-game bombardments, but since no artillery units were deployed, I could skip this and go straight on to Turn 1.
As expected, the first two turns were fairly uneventful, with both sides making their push towards the town. The Prussians won both initiatives, although it didn't really matter that much at this point.
Neither side rolled successfully for the arrival of its 4th brigade.
Both sides move up on Turn 1 |
The situation on the French left started to get somewhat messy. Seeing the approach of the Prussian cavalry, the French cavalry decided to advance forward on a mission to intercept them. However, the fields around the town slowed down their movement and Fournier's infantry brigade, approaching from the west, suddenly found its path towards the town blocked by their own cavalry.
When it came to the French's movement, Laurent decided he needed to get his cavalry out of that field and out of Fournier's way. Luckily for them, I had misjudged the distance needed for a charge, and it turned out that the Prussian hussars, thinking themselves at a safe distance, were actually within charge range of the French hussars.
The other French cavalry unit - the chasseurs a cheval - also saw an opportunity. One of the Prussian musketeer battalions just outside the town was not in square, and so the French charged in, hoping to catch them still in column formation.
French cavalry charges go in. |
This point in the game brought up my first experience of resolving charges, and it all went quite smoothly without any head-scratching or puzzling over what the rules were. The Prussian hussars rolled to see if they could counter-charge (needing a 3 or more) but failed, so had to receive the French at the halt. The nearby Prussian horse artillery tried to provide supporting fire against the French but failed their action. In the other charge, the Prussian line unit managed to form square before the Chasseurs hit home.
Over in the town, Boche's leading infantry battalion rushed in to confront the Prussians who were already inside. Both sides traded fire as they closed in, with the French coming off worse. The foot artillery on both sides to the east of the town both fired across the stream, causing hits against some of the infantry units opposite.
The French and Prussians fight in close combat inside the town. |
Nearby, the French chasseurs a cheval beat their sabres futilely against the Prussian square were also forced to fall back. Square are not able to pursue, as you might expect.
Inside the town, things didn't go any better for the French. The Prussians won the combat by 1, leaving the French with a total of 3 hits at the end of the round against the Prussian's 1. The French were thrown out, falling back through the two other battalions in their brigades, causing hits on both of those units.
The French are thrown out of town. |
The situation around the town at the end of Turn 3 |
Prussian reinforcement arrive in a very handy position! |
Great looking game...and explanations!
ReplyDeleteCheers Phil.
DeleteThanks, really enjoyable read.
ReplyDeleteThanks Norm. Glad you're enjoying it.
DeleteI have just had an enjoyable wander around your - now following :-)
ReplyDeleteThank you, Norm. I always enjoy your Battlefields and Warriors blog. I need to get into the habit of leaving comments on other blogs more often to show my appreciation!
DeleteHope you don’t mind I have posted a link to your blog over on the authors forum for Shadow of the Eagles. LINK
ReplyDeletehttps://www.shadowoftheeagles.com/forum
Thanks Norm. Of course, no problem at all! I hope to be able to play and post the next part soon.
DeleteThat's a very nice game you've got there and I like the random die roll to see which plan each side follows, which is a nice touch for solo games. I look forward to seeing how the next part of the action unfolds:).
ReplyDeleteThanks Steve. Yes, randomising the deployment and brigade orders helped add to the drama a bit. Definitely worth doing when playing solo.
DeleteGreat battle report. It might be fun for solitaire games to give leaders an “aggressiveness” rating to roll aha instead to see if the decide to pursue or not, making things a bit more unpredictable for.the solo gamer. You would need to roll their rating or less to pursue, so the higher the rating, the more “aggressive” the leader.
ReplyDeleteRevised comment: Great battle report. It might be fun for solitaire games to give leaders an “aggressiveness” rating to roll against to see whether they decide to pursue or not, making things a bit more unpredictable for the solo gamer. You would need to roll their rating or less to pursue, so the higher the rating, the more “aggressive” the leader.
DeleteIf I remember right, the pursuit rule does include outcomes for all three possibilities: no pursuit, optional pursuit and mandatory pursuit. I think it works fine as it is, although certainly an aggressiveness modifier to the roll would work well if you wanted to represent the characteristics of certain units or leaders.
Delete