The fortifications weren't a net negative in any real sense. I mean, we would have to keep some units around the battery or take a risk in either case. There were coordination issues with making a plan based on a set-up in a prior rulebook, though that wasn't downright terrible. The core of the plan here worked, the Rotholz assault was in fact shattered in just 2 turns, alongside one of Trotha's dwarves this turn. The potential issue here was probably more with the hobs being picked for guard duty rather than the elves, but I don't think any plan works good if you have to wait a year and change the bulk of the rules once the battle starts. The battle is going good, we are just not capitalizing on the victory how I hoped we would. People are going to disagree on tactics and staying in position for one further turn doesn't necessarily ruin my plans.
What I mean with the fortifications being a net negative is that the trenches are useless and the trap is only a slight detriment to the movement of our hussars and HArtillery and doesn't do anything else.
If we had the fortifications at Rotholz and pushed to it like your plan intended we would have the superior position right now tho, cause we would be fighting even better in Rotholz and the position at the edge would be even more hilariously good, with his artillery unable to scratch the units there instead of just being pretty bad.
If we stayed in the initial position like in my plan we would imo also have the stronger position, but thats very hard to model, it's a repeat of the debate what are good plans.
What I mean with the fortifications being a net negative is that the trenches are useless and the trap is only a slight detriment to the movement of our hussars and HArtillery and doesn't do anything else.
If we had the fortifications at Rotholz and pushed to it like your plan intended we would have the superior position right now tho, cause we would be fighting even better in Rotholz and the position at the edge would be even more hilariously good, with his artillery unable to scratch the units there instead of just being pretty bad
I mean, we didn't get much use out of them but they didn't actively harm us (net negative, doing more harm than good). I guess the trap is slightly bad for movement, though I don't think it mattered in movement orders so far. It's true the position is sub-optimal, though I don't think any deployment plan would have survived the rule set changes and rapid shifts in movement intact. Sometimes you just have to make due with what you have.
Also, the fighting seems to turn out fine so far. Adjusted for the 60-30 % causulty ratio for losses, we are on track to loose 55 trained humans as casulties, 34 professional elves, plus one or two with the other units. Compare that to Trotha that spent a lot of ammo, with 115 humans lost, 103 dwarves and 50 elves. If nothing else, he burned a decent number of his reserves with little to show for it. A casualty ratio that is hopefully becoming much worse with this round of fire.
Also to be fair, the fortifications were the one thing that didn't change across the porting to an entirely new system. You'd have had to be a brilliant psychic, @NSchwerte , to have set up the fortifications in such a way as to be equally useful in two different iterations of the rules.
Alright, I've caught up with the quest, it's been quite enjoyable so far. The battle mechanics are still a bit confusing but I'm sure that I'll get the hang of it. Can't wait for the next round of Daurstein. Aside from that, a few questions about the battle mechanics.
What is the range of a hex, and how big is it? This mainly has to do with the range of our muskets and rifles. From what I've skimmed, our Carbot muskets have an effective range of about 100-200 meters while the rifles can shoot accurately out to 200 meters. I was wondering if that means our rifles can accurately hit an enemy unit two hexes away from us, which would mean a hex is about 100 meters in diameter. I don't know if this has been addressed before because I haven't seen anything addressing that in the mechanics post or the combat revision posts.
I dont consider Rifles worth it currently. 1 Rifleman unit costs 50 Influence for the Men and 50 Influence for the Rifles. 2 Musketmen units cost 20 Influence for the muskets(actually they are free from looting) and 100 Influence for the Muskets.
So you nearly get twice as many infantry units with muskets than you get Rifles.
Well, on the other hand the limit when it comes to raising new troops is march actions, so its probably worth it to get rifles as a way to improve the army with influence
I dont consider Rifles worth it currently. 1 Rifleman unit costs 50 Influence for the Men and 50 Influence for the Rifles. 2 Musketmen units cost 20 Influence for the muskets(actually they are free from looting) and 100 Influence for the Muskets.
So you nearly get twice as many infantry units with muskets than you get Rifles.
Well, on the other hand the limit when it comes to raising new troops is march actions, so its probably worth it to get rifles as a way to improve the army with influence
Expanding the army size eventually causes issues with supply. I would agree that as long as supply is sufficient fielding new infantry is a vastly superior to that (more reserves allowing for more battlefield manevoures). Though if shooting before a charge becomes necessary (additional shock check, round of fire + more attacks), having the range of a rifle is actually rather good for your assault troops due to dealing more damage than you take. There are scenarios in which they matter, considering certain terrain features can make rifling the difference between firing while in charging+ melee range or firing without them. Also, the Falke rifle is actually pretty useful in general, since you generally inflict fewer casualties, meaning you even the playing field against dwarves somewhat. They also allow certain the upgraded units to pull of an ambush, which can be incredibly relevant or never come up depending on the battle terrain.
The 28th Halfling Pathfinders' orders to shoot the 109th Hobs look to be illegal to me, as their line of sight/fire is blocked by the Forest directly NW of them. The Terrain on that Hex could have been represented better visually, apologies. But in any case, might anyone volunteer an alternative set of Orders for them?
@Pinniped Shooting the Neu 20th Dwa would induce a morale check on them due to the ambush, which is useful for hastening Trotha's retreat. Outside of that, having them move back to the hill and ready fire/ ready fire and brace is also an option, though that deals little damage since they would probably be shooting at forest (-20 range -30 terrain +10 XP = -40).
@Pinniped Shooting the Neu 20th Dwa would induce a morale check on them due to the ambush, which is useful for hastening Trotha's retreat. Outside of that, having them move back to the hill and ready fire/ ready fire and brace is also an option, though that deals little damage since they would probably be shooting at forest (-20 range -30 terrain +10 XP = -40).
They can, but be aware that they won't have time to get two Fires off if the enemy comes directly for them from that NW Forest, as they'll only sight the buggers when they become adjacent and will be in melee after the first Fire.
They can, but be aware that they won't have time to get two Fires off if the enemy comes directly for them from that NW Forest, as they'll only sight the buggers when they become adjacent and will be in melee after the first Fire.
I like the idea of Firing at the 20th and then moving back into the hills, might help sell von Trotha on the idea that we're fully pulling out of the Kholz.
It works fine if the enemy doesn't come directly for them, but instead tries to move past. It can also trigger for someone coming down the edge of the plain there, where it'll go off earlier at medium range for two potential Fires.
It works fine if the enemy doesn't come directly for them, but instead tries to move past. It can also trigger for someone coming down the edge of the plain there, where it'll go off earlier at medium range for two potential Fires.
Yep, I was thinking of this. I think I'd prefer that option, since we have a chance to ambush a Unit on the plains with 2 Shots at Medium Range, or one Unit in the Forest with 1 Shot at Close Range.
The most likely unit to ambush this way is the 109th if they move South, so it keeps the intent of the original order.
Yep, I was thinking of this. I think I'd prefer that option, since we have a chance to ambush a Unit on the plains with 2 Shots at Medium Range, or one Unit in the Forest at close range.
The most likely unit to ambush this way is the 109th if they move South, so it keeps the intent of the original order.
Minorish note, but since you only change your Facing when you Move, Charge or Attack, the Ready Fire would be oriented along the 28th's current Facing of NE. But that still covers the NW forest Hex, so what's the worst that could happen?
Minorish note, but since you only change your Facing when you Move, Charge or Attack, the Ready Fire would be oriented along the 28th's current Facing of NE. But that still covers the NW forest Hex, so what's the worst that could happen?
Oh no. I think I have an idea on what could have gone wrong, actually. Long story short, I am afraid at least one of our pathfinders got outflanked and routed.
It also sounds like his missing horse artillery and cavalry may have decided to show themselves. Whew, I am glad we went with the more cautious plan and kept the Hobs in the center, from there they can reinforce both the West and the East as needed. But I am a bit annoyed that there might have been a specific, "minor" flaw in my plan that caused our pathfinders to be doomed. We'll just have to wait and see.
[X] Plan: Stick to the plan
-[X] Visualization
-[X] Infantry
-[X] 72nd Hum: Fire at 33rd Dwa, Move E Facing NW, Brace
-[X] 148th Hum: 3*Move SE, Facing NW
-[X] 45th Elv: 3*Melee 74th
-[X] 42nd Elv: 3*Melee 155th
-[X] 251st Hob: Move W, Brace, ReadyFire NE Medium Range, Facing NE
-[X] 200th Hob: Move W, Brace, ReadyFire NW Medium Range, Facing NW
-[X] 19th Half Pfd: Brace, Ready Fire (Close Range NE), Ready Melee Adjacent Unit, priotize hitting NE unit
-[X] 16th Half Pfd: 2*Move [SW,SE,W] [Face NW]
-[X] 28th Half Pfd: 3*Fire at 109th Hob
-[X] Cavalry
-[X] G. H: One unit Charges the 155th Elv. The other charges any enemy coming out of Rotholz forest or any unit that charges the other Hussar.
-[X] 13th Hob Lance: Move W, Ready Charge Unit that moves onto plains within 400m and is west of Schloss, and not South of Kirschenholz.
-[X] 55th Elv Hsr: Move [E,NE, NE], Ready Charge + Ready Move (Trigger: any unit that approaches beyond the Rotholz line, move towards orginal position after charge)
-[X] Artillery
-[X] Horse Artillery: Move 2W, Fire at 33th Dwa
-[X] 31st Elv Art: Set Up, Fire at 109th Hob
-[X] 10th Hum Art: Fire at 109th Hob, Move E (switch places with 84th)
-[X] 84th Elv Art: Fire at 33rd Dwa, Move W (switch places with 10th)
HQ
-[X] HQ: resupply 10th Hum Art after firing
"That hill looks like a damned pleasant place to have a picnic, don't you think? Lovely things, picnics, and we've all that wine to drink away. Enough for the whole battery twice over. There's only one problem, though."
"What's that, sir?"
"There are Nornishmen on my hill. Please be so kind as to remove them."
"Yes, sir."
The guns of the 10th Human Artillery boom harshly at Colonel David Granger's command. He follows along as the barrage soars towards the distant hill with the enemy hobgoblins swarming over it. By the time they arrive, the smoke from the cannons has covered everything from view. No matter. He could see they were going to strike spectacularly true.
The smoke left behind by the barrage is thick and roiling, rich with the sharp tang of gunpowder. David Granger rather enjoys the smell of gunpowder. It's reminds him of his good fortune in making colonel of the artillery, and of the tailor-made flintlock pistols his second wife gifted him on their first and last anniversary. Oh, Simonne. There was a woman who understood the value of direct answers to life's problems.
The gunners wait excitedly as a runner comes down from the forward observer's post to announce what he already knew: a perfect hit, and the enemy hobgoblins turned to flee in an instant. There are cheers and hurrahs for Colonel Granger, then more of the same. He waves them down.
"Enough of that! Allard, you've misplaced a man there, go find them. I want these guns firing-ready within the minute. Travere, that barrel's absolutely filthy! If you've time to lean, you've time to clean! Good God, man, do you want us to look bad in front of the General?"
The men were back in motion soon enough. They still laughed and cheered. But another noise was building over their chatter, one which did not belong anywhere in the vicinity of an artillery position. The smoke still drifted around, but voices were crying out indistinct warnings further down the line. And that noise...
"Lieutenant?" he asked.
"Yes, sir?"
"Why do I hear hooves?"
Before she could answer, the clouds parted for just a second and granted him a glimpse of great hulking shapes and extremely sharp pointy objects being propelled by them towards him and his. In the next moment, the royalist lancers hit them.
***
The battle has reached perhaps its most intense point yet. On the right, couriers ride back and forth conveying news and orders. The enemy infantry is shattered at the edge of the Rotholz and put to flight, followed by the equally pleasant news of the 33rd Dwarven coming apart under a sustained barrage of cannon- and musketfire. The enemy hobs soon follow their example, scattering to the four winds at Granger's touch. On the left, your Pathfinders pull hurriedly back, and your guns and cavalry redeploy for their new positions.
Then von Trotha decides to push his luck. Across the enemy line, his guns come to life. A resounding cacophony of distant thunder breaks over the general noise of the battlefield, followed soon by the sound of air tearing as the Nornish cannonballs begin coming down only a few hundred metres in front of you. Even with the distance, the sheer volume of fire proves devastating: the 13th Lancers take heavy casualties, and the hobs in the line are forced to weather several lucky hits.
You note that the enemy horse artillery reveals itself for this mass barrage, appearing out from behind the reverse slope of the hills south of the Sarnscheid castle. Its precise volley cuts right through the ranks of the Lancers. But that is not all.
The Kirschenholz erupts in musketfire and the clash of arms, and soon you are greeted by the mortifying sight of your halflings running out of the treeline for their lives. There are more imminent concerns, however. Out of the thick cover of the Räuberholz emerge two hosts of enemy cavalry, with the royalist lancers easily recognizable with their despicable banners. By the time you spot them, they're already hard in a gallop towards your line; the 13th Lancers scramble from their disorder to intercept, as does the 55th Elven on your far right. But both prove to be a little out of position. They cannot bring the enemy to a stop before it is far too close for comfort.
The enemy's hussars crash into the 13th's rear right before your eyes, hacking away at Bonnaire's fine soldiers. At the same time, the 13th nip at the heels of the enemy's 1st Royal, skewering dozens of royalist elves with their lances. It is not enough. The enemy barrels on, even as the 200th and 251st Hobgoblins open fire with close-quarters volleys to punish the enemy cavalry further.
The enemy lancers surge through the gap to the right of the 251st and into the 10th Human Artillery. In an instant, Granger's well-constructed position is swept apart in chaos. The elven riders tear into their countrymen with their lances, but Granger's men hold fast - and are cut down for their bravery. They take up muskets and pikes and clubs to defend their prized guns.
You cannot simply watch. Ignoring the startled cries of your adjutants and officers, you scramble down the path into the swirling melee. An elven lancer bedecked in fleur-de-lis patterns rushes past before you make it two steps, lance nearly taking your hat off. The sudden danger is a jolt of adrenaline. It's been years and years since you were last in a melee.
You find David Granger in the back of his position, orchestrating a makeshift bayonet wall at one of his guns even as the lancers cut down more of his men. You leap down next to him and grab him by the shoulder.
"Colonel! Colonel Granger! By God, man, just leave the guns and run!"
Granger turns slowly and gives you a particular look. Raising his voice to be heard over the violent din, he says: "Certainly not, General. These cannons are the sacred property of the Army and thus the People of Arné. Where would we be if we just let the neighbors steal all our things willy-nilly? Besides, I rather think the present problem is about to solve itself."
He is correct at that. You sight the banner of the 55th Elven Hussars flashing in the smoke, and then the enemy rear is struck by hundreds of ferocious revolutionaries eager to avenge their comrades of the artillery.
***
"Turn and repel!" Captain Henri-Louis de Boudry cries at his squadron as the revolutionary hussars fall upon them. The Royal Lancers are in no position to respond, however. The front ranks are stuck dealing with the unfathomably stiff resistance of the human fanatics, leaving only his rearguard to face off agains the traitors.
He pulls hard at the reins and turns just in time to fend a frenzied series of blows from an onrushing hussar. He only just forces the man back. Most of the men with him are already running, to his great shame. He considers doing the same, but then someone calls his name. He peers into the mass of advancing foes and blinks hard.
"Claudette?" he shouts out, forgetting the battle entirely for a moment. "It cannot be! What on earth are you doing here, fool girl?"
The cavalryman that pushes their way to him is not a man at all, but an elven woman of slight, gentle features and a willowy frame. He knows it very well.
"Henri," she says stiffly. "I am aware that this is a somewhat awkward timing for the matter, but I've the divorce papers here in my bag. Would you please just sign them?"
"Darling, you cannot be serious!" Henri replies. A fellow lancer dies screaming somewhere close behind him. "I know we've had our differences, my love, but divorce? No, no. Once all this nonsense is over, we'll be a family again, like before! Why in Ael's name are you dressed up like a soldier, dear? You're going to get yourself hurt!"
Claudette's expression darkens even further. He cannot help but to notice she has blood on her blade.
"You won't sign, then?"
"I could not dishonor my duties as a husband and head of the family by doing so!"
Claudette sighs. "Fine. You obstinate ass. In that case," she says, "I'll just have to settle for becoming a widow."
***
Your Turn
108th Elv Hsr Moves x2 SE*8, E (Routing)
72nd Hum Fires on 33rd Dwa!
>Hits: 76-20+20=76; 41 Casualties
72nd Hum Moves E & Braces
148th Hum Moves x3 SE
45th Elv Attacks 74th Elv x3 45th Elv Attacks 74th Elv!
>Hits: 74-20+10=64; 31 Casualties 45th Elv Attacks 74th Elv!
>Hits: 39-20+10=29; 18 Casualties 45th Elv Attacks 74th Elv!
>Hits: 44-20+10=34; 20 Casualties
>74th Elv Morale Check (50+ Casualties): 9+1-13+1-1=0, ROUTED!
>155th Elv Morale Check (adjacent ally Routed): 7+1-19+1=0, ROUTED!
42nd Elv Attacks 155th Elv x3 42nd Elv Attacks 155th Elv!
>Hits: 64-20+10=54; 31 Casualties 42nd Elv Attacks 155th Elv!
>Hits: 51-20+10=41; 24 Casualties 42nd Elv Attacks 155th Elv!
>Hits: 59-20+10=49; 30 Casualties
341st Elv Hsr Moves NE, E, Readies Action
350th Elv Hsr Moves NW, NE, NW, Charges NW at 155th Elv, Attacks 155th Elv 350th Elv Hsr Charges 155th Elv! (Charge Advantage negated by Forest)
>Hits: 93-40=53; 27 Casualties 350th Elv Hsr Attacks 155th Elv!
>Hits: 46-40=6; 2 Casualties
55th Elv Hsr Moves E, NE, NE, Readies Action
5th Hob H Art Moves W, W, Fires at 33rd Dwa 5th Hob H Art Fires on 33rd Dwa! (Ambush Advantage) >33rd Dwa Morale Check (Ambushed): 17+3-11+1-1=9; takes 5 Stress!
>Hits: 13, 74-20+30=84; 57 Casualties
>33rd Dwa Morale Check (50+ Casualties): 2+3-16+1-1=0, ROUTED!
15th Dwa Ready Action (?) if either 20th or 33rd Dwa Routed triggered!
15th Dwa ???, ???, Moves SE, Braces
31st Elv Art Sets Up, Fires at 109th Hob 31st Elv Art Fires on 109th Hob! (Ambush Advantage)
>109th Hob Morale Check (Ambushed): 16+1-5+1=13; takes 3 Stress!
>Hits: 18, 52-20+10-20=22; 19 Casualties
10th Hum Art Fires on 109th Hob! (Ambush Advantage)
>109th Hob Morale Check (Ambushed): 14+1-8+1=8; takes 6 Stress!
>Hits: 54, 90, 100-20+30-20=90; 77 Casualties => Critical! => [8], Standard Lost (Unit has Disadvantage on all subsequent Morale Checks.)
>109th Hob Morale Check (Critical Hit): 9, 6+1-14+1-1=0, ROUTED!
84th Elv Art Fires on 33rd Dwa! (Ambush Advantage)
>Hits: 11, 71-20+10=61; 50 Casualties
10th Hum Art Moves E
84th Elv Art Moves W
HQ Resupplies 10th Hum Art
Momentum increased by +4!
Spotting
Nym Rng lost!
15th Dwa spotted!
Enemy Turn
Enemy Orders only shown if they've been spotted by you at the start of their turn or reveal themselves by attacking or becoming adjacent.
ROTHOLZ
4th Hum Moves x3 NE, NE, NW (Routing)
74th Elv Moves NE, ??? (Routing, lost line of sight)
155th Elv Moves NE, ??? (Routing, lost line of sight)
15th Dwa Moves x2 NE, E, E, Braces
31st Dwa Moves SW, SE, Readies Action
9th Elv Hsr Readies Action
HM's 1st Elv Hsr Readies Action
KIRSCHENHOLZ
109th Hob Moves NW, ??? (Routing, lost line of sight)
Nym Rng ???, Moves SE, would move SE; interrupted, 19th Half Pfd in path! => Charges 19th Half Pfd instead 19th Half Pfd Ready Action (Fire, Melee) if enemy appears in short range triggered! 19th Half Pfd Fires on Nym Rng! (Ambush Advantage) >Nym Rng Morale Check (Ambushed): 10+3-3=10; takes 5 Stress!
>Hits: 63-30+10=43; 32 Casualties Nym Rng Charges 19th Half Pfd (Ambush Advantage & Nymph Advantage)
>19th Half Pfd Morale Check (Ambushed): 20, 8+5-7+3=9; takes 5 Stress!
>19th Half Pfd Morale Check (Charged): 14, 2+5-12+3=0, ROUTED!
>Hits: 17, 51, 86-20+10=76; 44 Casualties => Critical! => [7], Disrupted (Unit loses -2 AP until the end of their next turn.)
>28th Half Pfd Morale Check (adjacent ally Routed): 19, 17+5+3=25; no effect
33rd Dwa Moves NE, NE, ??? (Routing, lost line of sight)
14th Elv H Art Fires on 13th Hob Lan! (Ambush Advantage) (revealed on Hill SW of Schloss Sarnscheid)
>13th Hob Lan (Ambushed): 19+5+3=27; no effect
>Hits: 59, 94-20+30=104; 94 Casualties
>CO Trait revealed!
>>14th Elv H Art CO: [4], Careless (Unit can carry -2 Supplies and Munitions.)
>13th Hob Lan (50+ Casualties): 8+5+3=16; takes 2 Stress!
14th Elv H Art Moves SW, W, NW, W
60th Elv Art Fires on 13th Hob Lan!
>Hits: 78-50+10=38; 34 Casualties
>13th Hob Lan (100+ Casualties): 10, 8+5-2+3=14; takes 3 Stress!
28th Elv Art Fires on 251st Hob!
>Hits: 47-50+10=7; 6 Casualties
28th Elv Art Moves SW
Prov Elv Art Fires on 251st Hob! (Ambush Advantage)
>251st Hob Morale Check (Ambushed): 20+4+3=27; no effect
>Hits: 4, 78, 96-50+10=58; 55 Casualties => Critical! => [5], Shaken (Unit makes the Morale Check from this Critical Hit at a Disadvantage.)
>CO Trait revealed!
>>Prov Elv Art CO: [19], Offensive Genius (Unit makes all attacks with Advantage.)
>251st Hob Morale Check (Critical Hit): 10, 6+4+3=13; takes 3 Stress!
>251st Hob Morale Check (50+ Casualties): 6+4-3+3=10; takes 5 Stress!
66th Elv Art Fires on 200th Hob!
>Hits: 80-50+10=40; 37 Casualties
Hum Vol Art Fires on 200th Hob! (Ambush Advantage)
>200th Hob Morale Check (Ambushed): 16+6+3=25; no effect
>Hits: 21-50=0
75th Elv Art Readies Action
1st Roy Lan ???, Moves SE*5, Charges SE, SE at 10th Hum Art
8th Elv Hsr ???, Moves SE*4, Charges SW, SW, SW at 13th Hob Lan 13th Hob Lan Ready Action (Charge, Charge) if enemy moves onto plains within 400m west of Schloss but not south of Kirchenholz triggered!
55th Elv Hsr Ready Action (Charge, Move) if enemy comes south of the Rotholz line triggered!
8th Elv Hsr Charges 13th Hob Lan! (Charge Advantage)
>1st Hob Lan Morale Check (Charged): 16+5-5+3=19; no effect
>1st Hob Lan Morale Check (Flanked): 3+5-5+3=6; takes 7 Stress!
>Hits: 53, 75; 40 Casualties
>1st Hob Lan Morale Check (150+ Casualties): 16, 13, 5+5-12+3-1=0; ROUTED!
1st Hob Lan Charges 1st Roy Elv Lan! (Lancer Charge Advantage)
>1st Roy Elv Lan (Charged): 16+3-3=16; takes 2 Stress!
>1st Roy Elv Lan (Flanked): 15+3-2-3=13; takes 3 Stress!
>Hits: 6, 52, 52+10-20=42; 40 Casualties
200th Hob Ready Action (Fire) if enemy moves to medium range triggered!
251st Hob Ready Action (Fire) if enemy moves to medium range triggered! 200th Hob Fires on 8th Elv Hsr!
>Hits: 42, 54+20=74; 50 Casualties 251st Hob Fires on 1st Roy Elv Lan!
>Hits: 7; 3 Casualties
>200th Hob Morale Check (adjacent ally Routed): 11+6+3=20; no effect
>251st Hob Morale Check (adjacent ally Routed): 20+6-8+3=21; no effect
1st Roy Elv Lan Charges 10th Hum Art! (Lancer Charge Advantage)
>10th Hum Art (Charged): 7+11+3=21; no effect
>Hits: 22, 54, 62+20-30=52; 32 Casualties
55th Elv Hsr Charges 1st Roy Elv Lan! (Charge Advantage)
>1st Roy Elv Lan Morale Check (Charged): 17+3-5-3=12; takes 4 Stress!
>1st Roy Elv Lan Morale Check (Flanked): 9+3-9-3=0, ROUTED!
>Hits: 50+10=60; 28 Casualties
55th Elv Hsr Moves NE, NE, E, E
20th Dwa Moves x2 SW*4, Charges SE, SE at 200th Hob 20th Dwa Charges 200th Hob!
>200th Hob Morale Check (Charged): 10+6+3=19; no effect
>Hits: 10-20=0
>CO Trait revealed!
>>20th Dwa CO: [4], Careless (Unit can carry -2 Supplies and Munitions.) 200th Hob Counter-Attacks!
>Hits: 35, 77+20=97; 31 Casualties
>10th Hum Art Morale Check (Under melee attack): 8+11+3=22; no effect
>200th Hob Morale Check (Under melee attack): 12+6+3=21; no effect
>20th Dwa Morale Check (Under melee attack): 13+3-3=13; takes 3 Stress!
Momentum decreased by -3!
Spotting
Nym Rng spotted!
8th Elv Hsr spotted!
1st Roy Elv Lan spotted!
14th Elv H Art spotted! 14th Elv H Art lost!
109th Hob lost!
Hum Vol Art revealed!
Prov Elv Art revealed!
74th Elv lost!
155th Elv lost!
4th Hum lost!
33rd Dwa lost!
XP
72nd Hum gained +1 XP.
45th Elv gained +1 XP.
42nd Elv gained +1 XP.
5th Hob H Art gained +1 XP.
31st Elv Art gained +1 XP.
10th Hum Art gained +1 XP.
84th Elv Art gained +1 XP.
19th Half Pfd gained +1 XP.
28th Half Pfd gained +1 XP.
13th Hob Lan gained +1 XP.
251st Hob gained +1 XP.
200th Hob gained +1 XP.
55th Elv Hsr gained +1 XP.
BATTLE OF DAURSTEIN, ROUND 4 +Primary Objective: Defeat the Army of the Centre.
*Affected by Casualties
**+2 from Inspired Command March Event Bayonets, Sabres: Wounding +0 Lances: Wounding +1, Concealment -1, Movement -2, additional Charge Advantage Cabot Musket: Wounding +2, Range 100m/200m/400m Field Artillery: Wounding +5, Range 200m/700m/1400m Canard Rifle: Wounding +2, Range 200m/300m/500m Falke Rifle: Wounding +3, Range 100m/300m/500m Horse Artillery: Wounding +4, Movement +3, Range 200m/600m/1200m, may Set Up for free
***
Allied Units
Unit
XP
Str.
AP
Morale Mod.
Stress
Combat
Mun.
Spl.
Con.
Spt.
Mov.
Equipment
Traits
CO
350th Elv Hsr
Trained
500/500
3
+0
0
+0
-
5/5
0
7
7
Sabres
Elven
Cavalry
Mana Bosquet
Watchful
341st Elv Hsr
Trained
500/500
3
+0
0
+0
-
5/5
0
7
7
Sabres
Elven
Cavalry
Giovanni di Mirova
Demoralizing
Bayonets, Sabres: Wounding +0
***
Enemy Units
Unit
XP
Str.
AP
Morale Mod.
Stress
Combat
Mun.
Spl.
Con.
Spt.
Mov.
Equipment
Traits
CO
HM's 1st Elv Hsr
Professional
500/500
3
+3
0
+20
?
0
7
7
Sabres
Elven
Cavalry
Demoralizing
1st Roy Elv Lan
Professional
429/500
3
+3
9
ROUTED
+20
?
-1
7
5
Lances
Elven
Cavalry
Butcher
Son 8th Elv Hsr
Trained
450/500
3
+1
0
+0
?
2
7
7
Sabres
Elven
Cavalry
Sneaky
Son 9th Elv Hsr
Trained
500/500
3
+1
0
+0
?
0?
7?
7
Sabres
Elven
Cavalry
?
Mrk Nym Rng
Professional
853/1000
3
+3
19
+10*
?
?
0
5
2
Falke Rifle
Bayonets
Nymph
Feared
Ott 4th Hum
Trained
897/1000
3
+0
12 ROUTED
-10*
?
?
0
5
2
Erlkönig Musket
Bayonets
Human
Butcher
Ott 17th Hum
Trained
1000/1000
3
+0
0
+0
?
?
0
5
2
Erlkönig Musket
Bayonets
Human
Defensive Genius
Ott 109th Hob
Trained
892/1000
3
+0
14
ROUTED
LST STN.
-10*
?
?
0
4
2
Erlkönig Musket
Bayonets
Hobgoblin
Standard Lost
Distracted
Wür 15th Dwa
Trained
1000/1000
3
+3
0
+0
?
?
0?
5?
2
Erlkönig Musket
Bayonets
Dwarven
?
Wür 31st Dwa
Trained^
898/1000
3
+3 (+5)^
0
-10 (+10)*^
?
?
0
5
2
Erlkönig Musket
Bayonets
Dwarven
Brilliant
Wür 33rd Dwa
Trained
782/1000
2
+3
16
ROUTED
-20*
?
?
0
5
2
Erlkönig Musket
Bayonets
Dwarven
Teacher
Neu 20th Dwa
Trained
969/1000
3
+3
0
+0
?
?
0
5
2
Erlkönig Musket
Bayonets
Dwarven
Careless
Neu 155th Elv
Trained
804/1000
3
+1
19
ROUTED
-10*
?
?
0
7
2
Erlkönig Musket
Bayonets
Elven
Butcher
Son 74th Elv
Trained
864/1000
3
+1
13
ROUTED
-10*
?
?
0
7
2
Erlkönig Musket
Bayonets
Elven
Careless
28th Elv Art
Experienced
50/50
3
+4
0
+30
?
?
0?
7?
1
Field Artillery
Elven
Artillery
?
60th Elv Art
Regular
50/50
3
+2
0
+10
?
?
0?
7?
1
Field Artillery
Elven
Artillery
Watchful
66th Elv Art
Regular
50/50
3
+2
0
+10
?
?
0?
7?
1
Field Artillery
Elven
Artillery
Feared
75th Elv Art
Professional
50/50
3
+3
0
+20
?
?
0?
7?
1
Field Artillery
Elven
Artillery
Feared
Prov. Elv Art
Regular
50/50
3
+2
0
+10
?
?
0
7
1
Field Artillery
Elven
Artillery
Offensive Genius
Hum Vol Art
Trained
50/50
3
+0
0
+0
?
?
0
7
1
Field Artillery
Elven
Artillery
Watchful
14th Elv H Art
Experienced
50/50
3
+3
0
+30
?
?
0
7
4
Horse Artillery
Elven
Artillery
Careless
^Affected by Brilliant Bayonets, Sabres: Wounding +0 Erlkönig Musket: Wounding +2, Range 100m/200m/400m Falke Rifle: Wounding +3, Range 100m/300m/500m Lances: Wounding +1, Concealment -1, Movement -2, additional Charge Advantage Field Artillery: Wounding +5, Range 200m/700m/1400m Horse Artillery: Wounding +4, Movement +3, Range 200m/600m/1200m, may Set Up for free
The Ready Fire order for the 19th Half Pfd specified it was oriented to the NE, but I was generous and let it trigger against the Nymphs when they arrived NW, since that's still in the 19th's Facing.
I'm making a common sense ruling that you only get Ambush Advantage/remain unseen if you reach your target within your first 1AP of action, and can get Spotted after that if still moving out where you can be seen; otherwise the enemy lancers and hussars would have snuck up to your lower line entirely unnoticed and had Ambushes galore.