Army of Liberty: a Fantasy Revolutionary Warfare Quest

Also, I have to praise the writing in our update again. We don't do this enough after each update, but it's really good. You get why the 45th is making this mistake.
"We move out and advance. Prepare the men to charge. We will lead the Fifth Army to glory and swift victory," he says, certainty filling his mind. Success redeems many crimes. Durand will have no choice but to applaud his decision soon enough. He takes up his position at the very front of the formation as they begin to march. Courage and elán - those are the foundations of Arné. He will remind them all of it today.
You know, somehow I'm doubtful we will be applauding the decision in the aftermath. The best I can say is that this screw-up allowed us to commit to pursuing the fleeing enemies, though that is something we might have done anyway. If Durand thinks like us, this is going to involve a long conversation with a considerable amount of one-sided yelling about insubordination, plus a university course in new swear words for terrible officers.
 
You know, somehow I'm doubtful we will be applauding the decision in the aftermath. The best I can say is that this screw-up allowed us to commit to pursuing the fleeing enemies, though that is something we might have done anyway. If Durand thinks like us, this is going to involve a long conversation with a considerable amount of one-sided yelling about insubordination, plus a university course in new swear words for terrible officers.
Yeah, we were planning on pursuing them next turn anyway, so this charge just caused said unit to take damage for no good reason. I'd really like to replace this commander if possible, Maverick is not a good trait to work around.

Also for in character reasons, I'd prefer for Durand to not tolerate both stupidity and insubordiation. A unit not obeying the general could be excused if they would know something we do not know, and make a better decision as a consequence. But here they did not understand the plan, and decided to charge right into enemy cannon fire because the CO is a gloryhound. That is not something we should tolerate.
 
Yeah, we were planning on pursuing them next turn anyway, so this charge just caused said unit to take damage for no good reason. I'd really like to replace this commander if possible, Maverick is not a good trait to work around.
Eh, I wouldn't be that hard. We've had one bad experience with maverick, mostly because we fought the battle in an extremely unconventional way and we didn't understand how officers usually approach battle. Next time, we can put them in front of other units as a meatshield and avoid positions where this trait leads to fuck-ups. I could also see a situation where maverick might work to our benefit and there are worse traits the unit could have. Like making an attack at the right time, when we wrongly told our line to brace against a charge. We aren't infallible either.
Also for in character reasons, I'd prefer for Durand to not tolerate both stupidity and insubordiation. A unit not obeying the general could be excused if they would know something we do not know, and make a better decision as a consequence. But here they did not understand the plan, and decided to charge right into enemy cannon fire because the CO is a gloryhound.
I'm a fan of the prussian concept of local initiative: You get a free pass if and only if you get us actual results, which isn't looking likely at the moment. But we'll see what happens, we have been wrong before about Wachenheims reaction. Maybe he loose his nerves and flees, or maybe he overreacts and forms a line again in the north, allowing for more artillery decimation. We don't know yet, but I don't think it's likely if Wachenheim calculates clearly.

Can I also note that I hope the battle is going to be over soon? I'm still enjoying analysis and planning, but the Brutet is becoming increasingly a miserable slog due to both sides not being able to do anything. There just isn't any good way to plan for decisive manevoures in the mud, we can only slowly wait for the enemy to give up on defending.
 
This battle definitely showed how important artillery is.

At least to me it sometimes seems weak when we shoot at the enemy with 1d100-20 shots while infantry does a BO2d100 charge at the enemy, but the consistency of the artillery being able to fire literally every turn is incredible important in shaping the battle.

Concerning doctrines, I feel like the current arnese doctrine has two parts that are extremely at odds with each other, namely the desire to charge the enemy, moving into their space while having a disdain for forward deployed artillery or mobile horse artillery.

This battle illustrates perfectly that you need an artillery arm that can push with or at least support your charge all the way to be successful.

Our normal artillery park is unable to support a charge by shooting troops east of the lazaret, which means that any decisive charge we may want to do is prevented by our troops walking closer into range of the enemy artillery without having backup of most of our own.


Generally I think if I had to choose I would lean more to the nornish doctrine, with the caveat that trying to hold the line exactly where you are is not always the best and giving ground can be an extremely valuable tool and of course that you absolutely need artillery advantage.

A well drilled Dwarven unit will be able to stall out a equivalent Hobgoblin unit and in the long run win unless the hobs can take advantage of the dwarven disorganisation the hobs will run out of supplies and stall out.


But in the end the most important part of the battle will always be the terrain and honestly the bite-and-hold strategy of this battle is an incredible potent approach if we have it available
 
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This battle definitely showed how important artillery is.

At least to me it sometimes seems weak when we shoot at the enemy with 1d100-20 shots while infantry does a BO2d100 charge at the enemy, but the consistency of the artillery being able to fire literally every turn is incredible important in shaping the battle.
Well, the impossibility of charging due to mud also helps. But yeah, an infantry unit can charge once, maybe twice during the battle, but artillery fire is constant. The situation would look different if the other side had terrain they could hide their line in, but artillery in range is devastating against lines in the plains.
Also, we did place our own artillery sub-optimal in terms of max damage - If we had been more careful or lucky in terms of terrain, every artillery unit could have been hidden at the start. If we set this up next battle, a 1d100-10 with advantage is pretty comparable to an ambush.
 
Well, the impossibility of charging due to mud also helps. But yeah, an infantry unit can charge once, maybe twice during the battle, but artillery fire is constant. The situation would look different if the other side had terrain they could hide their line in, but artillery in range is devastating against lines in the plains.
Also, we did place our own artillery sub-optimal in terms of max damage - If we had been more careful or lucky in terms of terrain, every artillery unit could have been hidden at the start. If we set this up next battle, a 1d100-10 with advantage is pretty comparable to an ambush.

Having terrain to hide it in would make them safer, but terrain usually has higher movement cost too, which makes artillery stronger again.
 
Having terrain to hide it in would make them safer, but terrain usually has higher movement cost too, which makes artillery stronger again.
I mean, we are hiding in a forest/village position near a road. Having a terrain that allows for fast deployment into cover is certainly possible on some maps.
 
Vote closed
Scheduled vote count started by Photomajig on Mar 4, 2024 at 9:41 AM, finished with 74 posts and 4 votes.

  • [X] Plan Cunning and Elan
    -[X] Draft Plan Cunning and Elan
    -[X] 200th Hobgoblin Fusiliers Regiment: Move E
    -[X] 72nd Human Regiment of Foot: Fire at 102nd Dwarves [small chance of routing via crits]
    -[X] 148th Human Regiment of Foot: REST
    -[X] 42nd Elven Regiment of Foot: [go last] Move east
    -[X] 45th Elven Regiment of Foot: Move NE [By Ael, get into cover before you're getting your unit killed]
    -[X] 16th Halfling Light Regiment: [go before cavalry and 42nd] MOVE E, Then NE
    -[X] 251st Hobgoblin Fusiliers Regiment: Move NE
    -[X] 19th Halfling Pathfinders Regiment: Rapid Move E, Fire at 14th Half Jäg
    -[X] 28th Halfling Pathfinders Regiment: REST
    -[X] 55th Elven Hussars Regiment: Charge 14th Half Jäg
    -[X] 108th Elven Hussars Regiment: Charge E, E, E, E
    -[X] 13th Hobgoblin Lancers Regiment: Move NE, NE
    -[X] 84th Elven Artillery Battery: Fire at 14th Half. Jäg
    -[X] 31st Elven Artillery Battery: Fire at 14th Half. Jäg
    -[X]10th Human Artillery Battery: Fire at 14th Half. Jäg
    -[X] 5th Hobgoblin Horse Artillery Battery: Fire at 90th Elv
    -[X] HQ: Resupply 31st
    -[X] Draft Plan Cunning and Elan
 
The 19th Half Pfd's orders are currently not valid. They are set up to Free Move E, then Fire. They Move into the 16th Half's space, which is fine as the 16th Half is also moving away from that space this Round. However! Firing happens before the 16th Half Moves. The 19th Half Pfd cannot Fire from that space before the 16th's movement is resolved, because the 16th is still there.

Might I have an alternative set of orders for them?
 
The 19th Half Pfd's orders are currently not valid. They are set up to Free Move E, then Fire. They Move into the 16th Half's space, which is fine as the 16th Half is also moving away from that space this Round. However! Firing happens before the 16th Half Moves. The 19th Half Pfd cannot Fire from that space before the 16th's movement is resolved, because the 16th is still there.

Might I have an alternative set of orders for them?
Yeah, I see why the delayed rapid movement causes issues. If firing conflicts that much with the turn orders, could I switch them to "Rapid Move E, THEN Ready Fire [Medium Range, E]"? As I understand it, ready fire can be resolved during any point part of the movement phase of the turn.
This still helps with routing the 14th, assuming they retreat alongside the 100th to the north-east.
 
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Yeah, I see why the delayed rapid movement causes issues. If firing conflicts that much with the turn orders, could I switch them to "Rapid Move E, THEN Ready Fire [Medium Range, E]"? As I understand it, ready fire can be resolved during any point part of the movement turn.
This still helps with routing the 14th, assuming they retreat alongside the 100th.

This is a bit funny rules-wise, but technically it works. I'll go with that!
 
Brutet: Round 11
-[X] Draft Plan Cunning and Elan
-[X] 200th Hobgoblin Fusiliers Regiment: Move E
-[X] 72nd Human Regiment of Foot: Fire at 102nd Dwarves [small chance of routing via crits]
-[X] 148th Human Regiment of Foot: REST
-[X] 42nd Elven Regiment of Foot: [go last] Move east
-[X] 45th Elven Regiment of Foot: Move NE [By Ael, get into cover before you're getting your unit killed]
-[X] 16th Halfling Light Regiment: [go before cavalry and 42nd] MOVE E, Then NE
-[X] 251st Hobgoblin Fusiliers Regiment: Move NE
-[X] 19th Halfling Pathfinders Regiment: Rapid Move E, Fire at 14th Half Jäg
-[X] 28th Halfling Pathfinders Regiment: REST
-[X] 55th Elven Hussars Regiment: Charge 14th Half Jäg
-[X] 108th Elven Hussars Regiment: Charge E, E, E, E
-[X] 13th Hobgoblin Lancers Regiment: Move NE, NE
-[X] 84th Elven Artillery Battery: Fire at 14th Half. Jäg
-[X] 31st Elven Artillery Battery: Fire at 14th Half. Jäg
-[X]10th Human Artillery Battery: Fire at 14th Half. Jäg
-[X] 5th Hobgoblin Horse Artillery Battery: Fire at 90th Elv
-[X] HQ: Resupply 31st

The cavalry returns to the battlefield. Your 55th and 108th make a fine dash across the muddy plain and tear into the retreating enemy. The battered dwarves on the hill are put to flight and the halflings who came out of the woods seem badly mauled as well. The enemy responds with the first appearance of their horse - a regiment of human hussars appears in the north and hits the reckless 45th as it's moving into the cover of the woods.

The enemy artillery continues to slow your advance, as the 16th Halfling are checked and routed by a heavy barrage from one of the enemy batteries. You note that only one of them opens up, though. Are the rest pulling back, or out of ammunition? You've no clear visual on any of them and sound comes muted through the rain.

The enemy lines continue to move back slowly. Von Wachenheim has not given the signal for retreat, but the soldiers of the enemy must sense that it is coming. In better circumstances, you could have put in the decisive blow already, but the weather's equally on the side of the enemy as much as it is on yours.

***​

The rain continues to drum against the tent roof above them. The air is cold, heavy with moisture, but the tension inside burns deadly hot.

"Five of elves," Thibauld says, grunting the words as he reveals his hand.

"I'm out," thick-necked Sedoux mutters. He drops his cards; an utter wasteland, with nothing of value.

"Me too." This is the halfling Cousteau, who tugs irritably at his moustaches. It's not his day today.

Lilette Chapelle grins and turns over her cards. "Ael's flush. My winnings, if you please, gentlemen?"

There is a chorus of groans and muttered curses before the other haulers hand over their bets. Lilette leans back and takes a sip of her ale. Outside, the guns boom again, and hurrying feet splash in the mud as the working shift carries new shot to the batteries.

"How much longer d'ya suppose they'll be at it?" Sedoux asks, casting a dark glance in the general direction of the battle.

"How do you reckon it's going?" Cousteau says. "They must be eating up our lead faster than a devil at an orphanage."

Lilette shrugs. "The gods only know. But enough for another round, I'm sure. Any takers?"

They grumble, but join in. Losing coin is never pleasant, but it beats the hell out of being out there with the poor sods doing all the dying. Joining the supply depot was certainly the best idea she'd ever had.
***​

Enemy Actions underlined.

19th Half Pfd Free Moves E (resolution waiting on 16th Half)

177th Hum Ready Fires
75th Elv Art Ready Fires

102nd Braces (Disengage)


72nd Hum Fires on 102nd Dwa!
>Hits: 55+10-50=15; 6 Casualties


84th Elv Art Fires on 14th Half Jäg!
>Hits: 44, 12-20=0
31st Elv Art Fires on 14th Half Jäg!
>Hits: 35, 33-20=13; 13 Casualties
10th Hum Art Fires on 14th Half Jäg!
>Hits: 69+10-20=59; 54 Casualties

90th Elv Fires on 45th Elv!
>Hits: 87-10-20=57; 37 Casualties

5th Hob H Art Fires on 90th Elv!
>Hits: 76+30=106; 96 Casualties
90th Elv Routed! (+1 Cohesion to 5th Hob H Art, -2 Cohesion to 177th Hum and ???)


1st Hum Hsr Charges ???, W, W at 45th Elv
45th Elv Moves NE
1st Hum Hsr Charges 45th Elv! (Charge Advantage + Ambush Advantage)
>CO Trait revealed!
>>1st Hum Hsr CO: [19], Offensive Genius (Unit makes all attacks with Advantage.)
>Hits: 39, 46, 100-20=80; 57 Casualties
45th Elv Routed! (+1 Cohesion to 1st Hum Hsr)

200th Hob Moves E
42nd Elv Moves E
16th Half Moves E
75th Elv Art Ready Fire triggered! (W-NW, 700m; 16th Half)

75th Elv Art Fires on 16th Half!

>Hits: 74+10-20=64; 61 Casualties
16th Half Routed! (+1 Cohesion to 75th Elv Art, -1 Cohesion to 42nd Elv and 19th Half Pfd)
16th Half Moves halfway W (1/2, Routing)

251st Hob Moves NE
55th Elv Hsr Charges E, E, E, E at 14th Half Jäg
108th Elv Hsr Charges E, E, E, E at 100th Dwa
14th Half Jäg Moves E, halfway E (1/2)
100th Dwa Moves halfway E (3/4)

55th Elv Hsr Charges 14th Half Jäg! (Charge Advantage)
>Hits: 15, 52-20=32; 26 Casualties

108th Elv Hsr Charges 100th Dwa! (Charge Advantage)
>Hits: 26, 76+20-20=76; 46 Casualties
100th Dwa Routed! (+1 Cohesion to 108th Elv Hsr and 55th Elv Hsr, -1 Cohesion to 14th Half Jäg and 20th Half Jäg)

13th Hob Lan Moves NE, NE
102nd Dwa Moves E (Disengage)

20th Half Jäg Moves E, halfway ???

148th Hum Rests
28th Half Pfd Rests

HQ resupplies 31st Elv Art

72nd Hum gained +1 XP.
84th Elv Art gained +1 XP.
31st Elv Art gained +1 XP.
10th Hum Art gained +1 XP.
45th Elv gained +1 XP.
5th Hob H Art gained +1 XP.
16th Half gained +1 XP.
55th Elv Hsr gained +1 XP.
108th Elv Hsr gained +1 XP.

45th Elv lost -8 Cohesion from Casualties and -1 Cohesion from Cavalry Shock. ROUTED!
16th Half lost -6 Cohesion from Casualties. ROUTED!
5th Hob H Art gained +1 Cohesion from Routing enemy.
42nd Elv lost -1 Cohesion from adjacent ally Routing.
19th Half Pfd lost -1 Cohesion from adjacent ally Routing.
55th Elv Hsr gained +1 Cohesion from adjacent enemy Routing.
108th Elv Hsr gained +1 Cohesion from Routing enemy.


75th Elv Art gained +1 Cohesion from Routing enemy.
177th Hum lost -2 Cohesion from adjacent ally Routing.
14th Half Jäg lost -8 Cohesion from Casualties, -1 Cohesion from Cavalry Shock and -1 Cohesion from adjacent ally Routing.
20th Half Jäg lost -1 Cohesion from adjacent ally Routing.
100th Dwa lost -4 Cohesion from Casualties and -1 Cohesion from Cavalry Shock. ROUTED!
90th Elv lost -9 Cohesion from Casualties. ROUTED!
1st Hum Hsr lost -2 Cohesion from adjacent ally Routing and gained +1 Cohesion from Routing enemy.

***

BATTLE OF BRUTET, ROUND 11
+Primary Objective: Defeat the Army of the West.



Enemy lost sight of our 200th Hob! Lost sight of enemy 14th Hum and 20th Half Jäg! Spotted enemy 20th Dwa and 1st Hum Hsr!

Orders

Vote by plan, please!

200th Hobgoblin Fusiliers Regiment:
[]
72nd Human Regiment of Foot:
[]
148th Human Regiment of Foot:
[]
42nd Elven Regiment of Foot:
[]
45th Elven Regiment of Foot:
[-] ROUTING.
16th Halfling Light Regiment:
[-] ROUTING.
251st Hobgoblin Fusiliers Regiment:
[]
19th Halfling Pathfinders Regiment:
[]
28th Halfling Pathfinders Regiment:
[]
55th Elven Hussars Regiment:
[]
108th Elven Hussars Regiment:
[]
13th Hobgoblin Lancers Regiment:
[]
84th Elven Artillery Battery:
[]
10th Human Artillery Battery:
[]
5th
Hobgoblin Horse Artillery Battery:
[]


***​

Our Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
251st Hob.3/5, Trained941/10007/12+06/105/5333Cabot Musket
Bayonets
HobgoblinVeka Bonheur
Incompetent
10th Hum Art.10/5, Regular50/5022/21+104/105/5331Field ArtilleryHumanDavid Granger
Offensive Genius
200th Hob.7/10, Regular979/100010/13+106/105/5333Cabot Musket
Bayonets
HobgoblinAlho Kléber
Offensive Genius
72nd Hum.7/5, Regular1000/100018/21+104/105/5333Cabot Musket
Bayonets
HumanGereon Oberlin
Teacher
148th Hum.9/5, Regular716/10002/21-10*8/104/5333Cabot Musket
Bayonets
HumanLiberté Chastain
Inspiring
42nd Elv.8/10, Trained1000/100011/12+08/105/5353Cabot Musket
Bayonets
Elven
CO Wounded
M. de Montmorency
Unsteady
45th Elv.10/10, Trained846/10000/12-10*0/105/5353Cabot Musket
Bayonets
ElvenJean de Sangeaux
Maverick
16th Half.3/10, Regular839/10000/13+0*8/104/5533Cabot Musket
Bayonets
HalflingMaïwen Firmin
Butcher
19th Half. Pfd.5/10, Regular830/10003/13+0*4/103/5533Canard Rifle
Bayonets
HalflingSophie Tasse
Rapid
28th Half. Pfd.5/10, Regular908/10002/13+106/104/5533Canard Rifle
Bayonets
HalflingGeorges Villiers
Unsteady
55th Elv. Hsr.10/10, Trained296/5007/12-20*3/5359SabresElvenBerenice de Toucy
Defensive Genius
108th Elv. Hsr.7/40, Professional422/50011/14+202/5259SabresElvenAugustin de Goyon
Loud
13th Hob. Lan.7/10, Regular297/5002/13-10*0/5237LancesHobgoblinKaro Bonnaire
Optimist
84th Elv. Art.13/10, Trained50/5012/12+08/105/5371Field ArtilleryElvenJules de Maistre
Watchful
31st Elv. Art.14/10, Trained50/5013/12+04/127/7351Field ArtilleryElvenMarie de Lamartine
Logistician
5th Hob. H. Art.19/40, Experienced50/5018/15+304/83/3335Horse ArtilleryHobgoblinArka Faucher
Careless
HQ123741
*Affected by Casualties
Bayonets, Sabres: Wounding +0
Lances: Wounding +1, Concealment -1, Movement -2, additional Charge Advantage

Cabot Musket: Wounding +0, Range 100m/200m/400m
Field Artillery: Wounding 3, Range 200m/700m/1400m
Canard Rifle: Wounding +0, Range 200m/300m/500m
Horse Artillery: Wounding +2, Movement +4, Range 200m/600m/1200m


***​

Enemy Units


Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
Lie 1st Hum HsrTrained500/500?/15+0?3?3?9SabresHuman
Cavalry
Offensive Genius
Lie 2nd Hum HsrTrained500/500?/15+0?3?3?9SabresHuman
Cavalry
?
Gal 14th Half JägRegular893/1000?/12+0*??533Falke Rifle
Bayonets
HalflingDemoralizing
Gal 20th Half JägRegular1000/1000?/12+10??533Falke Rifle
Bayonets
HalflingOffensive Genius
Dau 86th ElvTrained825/1000?/11-10*??353Erlkönig Musket
Bayonets
ElvenOffensive Genius
Dau 90th ElvTrained763/1000?/11-20*??353Erlkönig Musket
Bayonets
ElvenCareless
Dau 93rd ElvTrained876/1000?/11-10*??353Erlkönig Musket
Bayonets
ElvenRapid
Bil 15th DwaTrained789/1000?/18-20*??333Erlkönig Musket
Bayonets
DwarvenUnsteady
Bil 20th DwaTrained779/1000?/18-20*??333Erlkönig Musket
Bayonets
DwarvenMaverick
Daur 14th HumTrained1000/1000?/15+0??333Erlkönig Musket
Bayonets
Human
Slowed
Defensive Genius
Eng 177th HumTrained915/1000?/15+0??333Erlkönig Musket
Bayonets
HumanTeacher
Eng 100th DwaTrained775/10000/18-20*??333Erlkönig Musket
Bayonets
DwarvenCO Killed
Eng 102nd DwaTrained812/1000?/18-10*??353Erlkönig Musket
Bayonets
DwarvenWatchful
Mrk Nym RngProfessional819/1000?/13+10*??333Erlkönig Musket
Bayonets
NymphFeared
61st Elv ArtRegular50/50?/12+10??351Field ArtilleryElven
Artillery
Careless
75th Elv ArtRegular50/50?/12+10??351Field ArtilleryElven
Artillery
Offensive Genius
Dwa Vol ArtTrained50/50?/18+0??331Field ArtilleryDwarven
Artillery
Maverick
Bayonets, Sabres: Wounding +0
Erlkönig Musket: Wounding +0, Range 100m/200m/400m

Falke Rifle: Wounding +1, Range 100m/300m/500m
Field Artillery: Wounding 3, Range 200m/700m/1400m
 
Ok, Wachenheim continues to have awesome luck. He's now rolled his 3rd offensive genius, of course on his cavalry. We've just barely missed the routing goal for the halflings by one cohesion, though that be remedied via artillery. The dwarven artillery quits firing, probably for the sake of evacuating the position. Also the 45th actually listened to us and the cavalry makes an appearance.

>CO Trait revealed!
>>1st Hum Hsr CO: [19], Offensive Genius (Unit makes all attacks with Advantage.)
>Hits: 39, 46, 100-20=80; 57 Casualties
....
75th Elv Art Fires on 16th Half!
>Hits: 74+10-20=64; 61 Casualties
Also, it's now clear we need to imprison Wachenheim's dice after the battle. They are clearly a monarchist fifth column, as shown by their blatant favouritism, and we can't let them endanger the republic further.
A cavalry charge now ???????
I think he overreacted and used them as a screening force to protect the rear. That is the conventional tactical use for them, and Wachenheim has shown himself to be overly cautious.
 
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Oh, and @Photomajig : Your table dropped the munition cells for the cavalry, leading to the entry being screwed up. And the 41st was supposed to be resupplied with munitions this turn by the HQ.
 
Hmm. I am tempted to just send all our available troops forward. If we can advance up the road and simultaniously move our cavalry forward, we could threaten both his current line and his cannons. However, it is quite risky, with his cavalry now being active...
 
I think he overreacted and used them as a screening force to protect the rear. That is the conventional tactical use for them, and Wachenheim has shown himself to be overly cautious.

Oh, I think using the cavalry as screening is definitely the correct course of action here, there's a reason its in th book.

I guess we just have more info to know that this is not an actual full charge that would neccessitate the screening.

...the more I think about it it's actually not a bad idea from him? The cavalry is in a pretty ok situation and can start to do damage
 
Hmm. I am tempted to just send all our available troops forward. If we can advance up the road and simultaniously move our cavalry forward, we could threaten both his current line and his cannons. However, it is quite risky, with his cavalry now being active...
I need to check some cohesion values there, but a cav charge might be possible. The 177th, 102nd and 20th are all really heavily damaged, plus the cavalry will likely take fire anyways. We don't get anything from the infantry being moved forward, especially with the cavalry close to our horse artillery.
I guess we just have more info to know that this is not an actual full charge that would neccessitate the screening.

...the more I think about it it's actually not a bad idea from him? The cavalry is in a pretty ok situation and can start to do damage
Considering the previous mistakes, it's an alright move. I think the second cavalry unit will make an appearance in the south, with the 51st shifting towards the centre or just ready charging against our own cavalry, for the sake of protection. Using them now is neither going to gain or loose very much, but he should have deployed them near the south, where the action was going to happen.
 
On the bright side, this battle actually allows us to grind a reasonable amount of artillery experience. There is actually a good chance the 10th goes straight to being experienced, if we get 3 more rounds of combat.

Updated table of enemies, with this rounds information

UnitCohesionTrait
177th Hum3/15
15-2 [R6]-8[R10]-2 [R11]
Teacher
102nd Dwa14/18
18-1 [R7]-5 [R8]+2[R10]
Watchful
14th Half Jäg1/12
12+1-1 [R10]-10[R11]
Demoralizing
20th Dwa6?-8?
[Routed T5, 1 turns of movement, 1 turn of no rest, 3 turns of rest, 1 turn of movement?]


While the infantry line isn't terribly solid, they are also not particularly likely to flee after a single charge. Wachenheim can also reorganize his line by putting the extremely defensive and undamaged 14th Hum forward, plus bracing. The smarter move might be to put our hussars into the forest, which would prevent enemy fire while potentially allowing us to flank the 75th from the hills. On the bright side, we now also have a target in form of the enemy hussars being in range, which might allow us to force a retreat from Wachenheim.
 
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Current loses per side:

Us: 1,426/10,774 (13.7%)

Wachenheim: 1,754/13,150 (13.3%)
Looking back at this,
93rd Elv Attacks 19th Half Pfd!
>Hits: 55; 41 Casualties
It's just infuriating now since when I see the numbers, we'd be solidly ahead in casualty percentages if this action that we realized shouldn't have happened was actually cancelled.

I don't think we can even get a good shot off on the Hussars with any of our artillery except maybe our Horse Artillery (do the forests block their LOS?), and we've seen how pathetic Long-Range artillery fire is.

We can't even get the Jaegers because by the end of this turn, they'll be right in the middle of the rest of the still withdrawing in good order enemy army even if they do rout.
 
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Can we capture units even while they aren't formally retreating?

Yeah, by preventing them from moving towards safety. If they cannot Move closer to friendly lines during their turn, they are likely to surrender.

Just to comment on the dice discourse. Out of your rolls this turn, 5 are above average (>50) and 6 are below average (<50). Out of von Wachenheim's rolls, 2 are above average and 2 are below average. Not exactly cursed dice, though of course some rolls are more important than others.

Obviously Advantage and Disadvantage boost good rolls and cancel out bad ones, but those are things you can affect.
 
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