Tuesday, July 21

Camsix .. Move 13

The battle is hotting, so without further ado let's push on. As usual, click on any picture for a bigger view....

The following should help with identifying units referred to:

Move 13:

The first part of the move (that is with the the American's as the moving player, the British as the firing player; in the second part of the move we swap over) saw the 4th Mass. Militia, shaken, bloodied, but on the right side of the river at last...

Elsewhere however, with a regiment of shaky looking Highlanders just to their front, the troopers of Lauzun's Hussars look to their sabres, push their side plaits back and out of the face, and calm their sweat laden horses for another charge.. (curious fact - apparently hussars would weight the plaits with pistol balls to make them hang straight...)

...but first the British firing - and to show you how the rules work I thought I'd give you the full mechanics of one of the exchanges.... so, starting with the cavalry squadron on the far side of the river who were firing at the 4th Mass. Militia we see the following - in our rules (which you can obtain from the link on my AWI project page, or direct from here, oh, and they're free... ) all damaging hits are scored on 7 or more thrown on 2D6, they cause strength points to be lost and the unit taking the damage to become "shaken"; less than 7 won't cause damage but may still cause morale to worsen depending on the strength of the unit being fired at...

..so here we have a squadron of British Dragoons - two start with they throw 8 on 2D6, a good start, but they then modify this with the following.
  • They are slightly understrength (as a result of previous casualties) so they subtract 1 - if they were greatly understrength it would have been more
  • They are also "shaken" so subtract another 1 ... so we are already under the magic "7"
  • The game is being fought at night so before the game DG and I agreed some blanket rules to cover this - amongst which was an automatic -1 on firing for everyone.. so there goes another...
..which gives an end result of 5 - not enough to inflict physical damage, but what about their morale? When I check the strength of the 4th Mass. we see that they are on 4 strength points - 5 is greater than 4 so the 4th Mass become shaken. As it happens though they already are shaken (from the canister in the previous move) so the end effect is none...

..elsewhere, the other British firing was largely more effective with the Royal Sussex despite being shaken inflicting casualties on the 2nd Battalion of the Bourbonnais and the Royal Irish doing the same to the 1st New York.

The good news (for me) is that those shaky Highlanders couldn't aim straight and failed to hit Lauzun's, but unfortunately the Welch Fusiliers did... no charge for them this move then..

In the next phase of the move DG became the moving player and his first task was to check morale for those of his units that are shaken or routing... universally the results were all good, so all that hard work by the Americans in the previous firing phase was set to naught. Worse still DG announced a charge by Fraser's (the previously shaky Highlanders, now looking decidedly irritated) on Lauzun's Hussars.

Not before I get to fire however... American firing was effective (yee haa!) the artillery inflicted further damage on the cavalry across the river, the other artillery doing the same to the grenadiers of the Erbprinz. The 2nd New York also causes further damage to the Royal Sussex but in perhaps the most important exchange, Lauzun's fails to inflict any damage physically or morale'wise on Fraser's so the charge is on...

In their morale test (to stand the charge) Lauzun's hold firm (brave boys!) - in the ensuing melee however, despite being under strength, surely tired, and meeting the charge at the halt - they win!!! Hurrah! If it wasn't 30 years too early the Marseillaise would surely have rung out..

With the rout by Fraser's - the move comes to an end;...


Stay with us for move 14...

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