Thursday, April 7, 2011

Piquet: Field of Battle notes for Merlichetic

For those interested (or not!) in the Field of Battle rules, you can see my notes below. I kept detailed notes so I could write the AAR and to help learn the game. I foudn where I made several mistakes and where I lost track of cards...fog of war helped by the occasional intervention of a nine year old boy.

This is a long post and those unfamiliar with the rules should not be put off...this kind of record keeping is not required and any errors are mine alone.
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NORTHERN ALLIANCE FORCES




MG Krox: 10d, abysmal sequence deck



BG O'Dell: 12d+1

- Sneeches Seminary Regiment: 8d/4d, Raw

- McElliot's Kreikorps: 10d/4d, Rabble

- Hartuh Mawtch Musketeer Regiment: 10d/6d, Regular

- Poozer Pioneers: 10d/8d, Crack

- Hippo-Heimer Fusiliers: 10d/6d, Regular

- 6th Light Field Battery (6lb): 8d/6d, Regular



BG Van Nuys: 8d

- Vavoode Voltiguers: 10d/6d, Regular

- Hippo-Heimer Musketeers: 10d/6d, Regular

- Boober Bay Uhlans: 8d/6d, regular (poor roll on these guys!)

- Hippo-Heimer Dragoons: 12d+1/6d, Regular



Morale Points: 10 (ended with 3)



COALITION FORCES

Marshal Verdun: 12d+1, average sequence deck (this 12+1 would enable them to

survive several morale rolls)



Commander Frist: 10d

- 1st Legion: 10d/4d, Raw

- 2nd Legion: 10d/4d, Raw

- 3rd Legion: 10d/4d, Raw

- 4th Legion: 8d/4d, Raw

- Foot Battery (6lb): 10d/6d, Regular



General De Juer: 10d

- Finnegan Foresters: 8d/6d, Regular

- Hurst Highlanders: 12d/6d, Regular

- Lincoln Light Infantry: 10d/6d, Regular



General La Blanc: 8d

- Britannia Infantry: 8d/4d, Raw

- Luddite Light Infantry: 10d/4d, Raw

- Ribal Dragoons: 8d/6d, Regular

- Grover Dragoons: 12d/6d, Regular



Morale Points: 12 (<0 at end)



TURN 1



INITIATIVE 1

- 13 vs 10: <3 (the 1st # will be the Coalition, 2nd is the Alliance; <>

symbols indicate who goes 1st



C3

-Move: general advance by all units

-Infantry Fire: none

-Lull: < (this means they kept the initiative)



A3

-Tactical Advantage

-Leadership: 1st draw indicated a message was sent to the camp (Van Nuys'

Brigade)

-Lull: < (indicates the initiate switched to the Coalition)

-C, Maneuver: adjust attack columns



INITIATIVE 2

- 13 vs 5: <8 (I think I should have only made this a 12...have to check the

rules)



C8

-Manouver:

-Tactical Advantage:

-Movement: cavalry move to the 2nd bridge and prepare to charge

-----FIRE: Sneeches fire on advancing Highlanders...6d v 12d: 6 vs 3, no

effect!

--- Might be trouble defending the redoubt

-----FIRE: McElliot fire on 3rd Legion as they storm the hill...4d v 12+1: 3 v

12, 3 UI lost and rout

--- Great volley by this undisciplined unit

-Artillery Fire: none

-Melee: 2 battalions melee McElliot Freikorp (one forced to retreat by fire)

on the hill, 12+1 v 12 = 8 v 2; 2 UI lost and route!

-Leadership: rally 1 UI from 3rd Legion

-Army Morale: none

-Lull: <

-Infantry Fire: they advance without firing

--- Just realized I pulled 9 cards! Fog of War!



A8

-Lull: <

-C, Army Morale

-Tactical Advantage

-Lull: >

-Infantry Fire: see the results above...used this card to "reload"

-Maneuver:

-Lull: <

-C, Move (odd die roll so the cavalry could not use this to charge across the

bridge...key event in that area

-Artillery Fire: Battery fires on advancing 1st Legion, 4dv12+1: 4v11, 2

UIlost; this would allow McElliot to escape

---Only pulled 7 cards...must have pulled one from the other deck above!



INITIATIVE 3

- 9 vs 1 = <8



C8

-Army Morale

-Leadership

-Infantry Fire: still advancing with the bayonet

-Melee

-Tactical Advantage

-Artillery Reload: the battery is not set yet

-Leadership: rally 1st Legion and bring 3rd Legion back in command

-Move 1 Command: center brigade moves to surround Sneeches at the redoubt

-Lull: >

-A, not sure what I pulled???

---Looks like I miss-counted again!



A8

-Melee

-Move 1 Command: BG O'Dell orders the Sneeches Seminary Regiment to retreat

from the redoubt while McElliot's Regiment flee through the town and over the

bridge

---FIRE: Hippor-Heimer troops advance from the town and fire a volley at 4th

Legion; 4 v 12+2: 3 v 8; 1 UI and fall back

-Army Morale:

-Move:

-Lull: <

-C, Melee

-Move: Poozer Pioneers cross to the West back and deploy in line to protect

the Southern flank by the flooded ground

-Leadership: 2nd card...message arrives ordering Van Nuys to break camp and

defend the canal bridge



INITIATIVE 4

-4 v 10: >6



A6

-Artillery Fire: fire on the Legions advancing over the hill

-Artillery Fire: blast them again

-Infantry Fire: defenders reload and prepare for the onslaught

-Melee

-Lull:>

-Infantry Fire:



C6

-Lull:<

-Artillery Fire

-----------------------Last card in the deck, end of turn



TURN 2



INITIATIVE 1

- rolls gave 3 to Coalition



C3

-Leadership

-Movement: Dragoons charge Vavoode Regiment at the bridge---Vavoode fire but

no effect and are then forced back 2"

-Tactical Advantage



A3

-Movement: BG Van Nuys' troops rush to the bridge with the Uhlans in the lead

-Lull: >

-Movement: Vavoode fall back to allow Boober Bay Uhlans to change (used a Tac

Adv card) the enemy Dragoons

---Melee: 8d v 10d, 1 v 10= 3 UI lost, Dragoons lose their colors to the

Uhlans and their army drops to 0 Morale Points; BG Van Nuys falls during the

fight and is carried from the field [rolled a 1 on d12 on my next Army Morale

card]



INITIATIVE 2

- 6 vs 10: >4



A4

-Infantry Fire: Hippo-Heimer troops force the attacking 4th Legion to fall

back again along the river bank

-Melee

-Leadership

-Lull: <

-C, Move 1 Command: 2nd Dragoon Regiment counter-attack the Uhlans to try to

gain the bridge; Uhlans route them back across [they route out of range and

are done for the battle; Boober Bay Uhlans have broken two cavalry regiments!]



C4

-Artillery Fire

-Infantry Fire

-Leadership

-Army Morale: with units routing and at 0 Morale Points, they must test: 12 vs

2...pass easily...good commander!



INITIATIVE 3

- 9 v 4 = <5



C5

-Lull: >

-A, Artillery Fire

-Move: Legion battalions overrun the artillery defending the town but suffer fire from Poozer Pioneers. 4th Legion forces Hippo-Heimer Fusiliers to fall back to the town.

-Lull: <

-Artillery Fire:

-Lull: <



A5

-Leadership: O'Dell lets McElliot's troops continue to route and he heads back to the battle line.

-Army Morale: this is when I rolled the 1 on 12d to lose Van Nuys.

-Maneuver

-Army Morale

-Artillery Fire: nothing to fire after losing the guns!



INITIATIVE 4

-11 vs 10 = <1



C1

-Infantry Fire



A1

-Artillery Fire



INITIATIVE 5

-8 vs 3 = <5



C5

-Move

-Leadership

-Infantry Fire

-Maneuver

-Melee: 4th Legion routs the Hippo-Heimer Fusiliers; the town is in jeopardy



A5

- Hartuh Mawtch Musketeer Regiment fires and routes #2nd Legion to recapture the guns

-Lull: <

-C, Melee

-Lull: <

-C, Artillery Fire

-Melee

-Army Morale

-Move



INITIATIVE 6

- 12 vs 9 = <3



C3

-Army Morale : 9 vs 6...no effect

-Melee

-Maneuver



A3

-Tactical Advantage

-Infantry Fire

-Move 1 Command

------------------------------

TURN 3



INITIATIVE 1

-3 vs 8= >5



A5

-Lull: >

-Lull: >

-Lull: <

-C, Army Morale: 11 vs 7, still hanging on!

-Infantry Fire: Hartuh Mawtch Musketeer Regiment and Poozer Pioneers destroy 2nd Legion!

-Artillery Fire



C5

-Leadership

-Tactical Advantage

-Movement: 4th Legion continues to storm the town and forces Sneeches back.

-Tactical Advantage

-Army Morale: 11 vs 11!



INITIATIVE 2

-6 vs 3 = <3



C3

-Artillery Fire

-Melee

-Leadership



A3

-Lull:>

-Army Morle

-Movement: Sneeches charge and route 4th Legion to re-secure the defense line



INITIATIVE 3

- 11 - 7 = <4



C4

-Maneuver

-Melee

-Melee

-Move 1 Command



A4

-Infantry Fire

-Tactical Advantage

-Tactical Advantage

-Move: Hartuh Mawtch Musketeer Regiment advances and fires; General De Jeur is killed stopping the last major Coalition attack



INITIATIVE 4

-11 - 6 = <5



C5

-Army Morale: 1st brigade (Legion troops) breaks and begins to fall back after having come so close to taking the town. Heavy losses combined with the inexperience of the troops is too much.

-Lull: >

-A, Melee

-Move: 3rd Brigade falls back to cover the flank

-Infantry Fire

-Move



A5

-Lull: >

-Artillery Fire

-Lull: >

-Melee:

-Army Morale



INITIATIVE 5

-10 - 5 = <5



C5

-Army Morale

-Leadership

-Lull: >

-A, Move

-Lull: >

-A, Move

-Lull: <



A5

-Army Morale: Van Nuys' command is still leaderless and unable to exploit success

-Maneuver

-Infantry Fire

-Melee

-Leadership: Colonel Von Grouchy from the Hippo-Heimer Dragoons takes command of the 2nd brigade



INITIATIVE 6

- 5 - 4 = <1



C1

-Artillery Fire



A1

-No action ---- Coalition forces withdraw in good order without pursuit