Tuesday 7 October 2014

Dessau for Lasalle. The rules for the scenario

Dessau synagogue over the Mulde River (early 20th century)
Notes
(1) The basic duration of the game is 24 turns (3 hours). Seven dice, or six if near of an Objective (see p.67 of e-Lasalle) are used, instead five, to test Army Moral. Bonus Turns are allowed rolling 2D6 (p. 66 of the e-Lasalle book)
(2) The French are the attackers and the first side.

Deployment and Reinforcements
Prussian units
Muller’s rearguard is deployed in A2-B2; Kohl’s main body is at B4. Schoon’s cavalry enters in column of march formation in Turn 2nd at D3-D4 (60%-40%). Kroos’s Reserve enter in column of march formation in turn 2nd (30%), 4th (60%) or 6th (100%), at D3-D4 (40%-60%).
The Merkel’s reinforcements may enter in D4
French units
Beurmann’s advance guard is deployed in B1-C1. Each brigade of the 9th Division enter in turn 3rd (30%), 5th (60%) or 7th (100%), at B1-D3 (80%-20%).
The reinforcements may enter in: 8th division: D3-D4 (60%/40%); 6th Light Cavalry division: D3-D4 (40%-60%)
All reinforcements follow the Lasalle arrival rules (p. 91).

Optional rule: Irregular cavalry (Cossacks)
1) Irregular cavalry units may charge enemy units standing in 'limbered' or 'march column' formation in open terrain.
2) Irregular cavalry units must to pass a 'Discipline' test to initiate the charge in open terrain.
3) If routed in 'decisive combat', the irregular cavalry unit is immediately broken.

Optional rule: Capturing the baggage
- The wagon moves as if it were a foot artillery unit, always limbered.
- The wagon neither fires nor can charge the enemy. It has only one formation: limber. It does not block line of sight or fire. It may not be fired upon.
- Friendly units may move through it, as they move through a limbered artillery unit.
- Any enemy unit - regular or irregular - may charge the wagon, as long as that unit is eligible to charge (it is in a formation that permits it to charge, it is facing the right way, etc.)
- In its reaction phase, the wagon may attempt a Fall Back, as if it were a foot artillery limber. It succeeds on a roll of 4+, but if attacked by enemy cavalry, it must re-roll a success, even if within 1BW of friendly infantry.
- If it fails to fall back, then the wagon is automatically captured in the ensuing combat. Combat must be “resolved” against it, as if against any other unit, but the resolution consists simply of removing the wagon, advancing the enemy unit(s) that captured it 2BW, and awarding the captured Objective to the enemy.
- Any enemy unit that contacted the wagon suffers 1DISR, unless that would break it. (The men are dispersed, plundering the loot.) The unit must then take a discipline test. If it fails, it is marked in some way, showing that it is disordered and still plundering.
- A unit that is still plundering is considered “Out of Command” for the entirety of its side’s next turn.

Victory conditions
The Prussian aim is to retreat their artillery and baggage train through A4 (Dessau) or B5 (Rosslau) before the end of the game without breaking. The French aim is the opposite. The A4 and B5 road-ends are Objectives for the game (See p. 67 and 91 of rule-book).


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