Rather than outline the modifications made for shooting and hand-to-hand combat, the following skirmish will illustrate better the key changes.
A Prussian
detachment of 2 battalions and Jaeger companies are ordered to hold a village to
serve later as depot. The Austrians have sent a reconnaissance force of 3
battalions to investigate Prussian activity in the area.
Noticing the approach of white coats in the distance, Prussian deployed in line. The distance between woods and village however would not allow a full deployment, so the general ordered his musketeers forward. The Jaegers took a position in the village (1).
Shooting erupted along both lines, but at long range this had little effect other than redressing ranks (2).
Both lines advance slowly trading volleys as they close the distance. On the Austrian right, the Hungarians deploy and prepare to assault the village (3).
Among the houses and gardens of the village, two companies of Jaegers are heavily engaged with the Hungarians., ready to support the conflict is a third company of jaegers (4).
Underestimating the resilience of the jaegers, the Hungarians push deeper through the village (5) in their attempt to throw the Prussian out.
The turning point in the conflict came when Prussian infantry on the right seized the moment to charge the disordered Austrian ranks forcing them to rout (6). On the Austrian right, the Hungarians took such heavy casualties, they too withdrew from the action (7). This left the center battalion to cover the retreat (8).
(1) Troops deploy no closer than 5BW from the centreline.
(2) Both
sides have trained infantry giving them a combat factor of +4; shooting at long
range would reduce the factor by half. Skirmishers have a CF of +2 making them
less likely to go toe-to-toe against enemy trained troops.
(3) Ideally, generals would position themselves to enable direct control over
their command. For this reason, the Hungarians deployed from column to line while
under direct control at a cost of 1 pip.
(4) Not neat and tidy as DBA, but entering the village, the Hungarian formation
becomes disordered; this is visually represented by staggering the line. The
jaegers add +1 for defending the village, the Hungarian CF of +4 is reduced by
-1 for disorder.
(5) Note, the Austrian brigadier moves closer to the village to spur the Hungarians
to move deeper through the village, this action expended the remainder of his
pips. This had dire consequence for the Austrian left.
(6) The Prussian general ordered the musketeers to charge the disordered
Austrians and the jaegers to throw the Hungarians out of the village, leaving
him with a single pip.
(7) Units are ‘shaken’ when they have taken 50% losses.
(8) The Austrians must give the game up as two of their three battalions have routed.
Note: Pip expenditure is modified to allow unused pips to be carried over to a subsequent bound. Nonetheless, a player’s maximum pip score per bound will never exceed 6. In certain circumstances, a non-phasing player may expend a pip to execute a counter-charge or evade during his opponent’s movement phase; allowable in WRG 1685-1845 and included in this variant.
The general’s characteristic was left out of this test, yet with the pip modification mentioned above, the Austrian commander’s pip score never exceeded 4, while the Prussian commander enjoyed a comfortable 6.
The test
took 25 minutes to reach a decision in 6 turns.
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