Bunzlau. The rules for the Scenario
Terrain
The River Bober is only passable at bridges and fords. There are two possible fording areas, that can be probed by any touching infantry or cavalry unit. A ford is found with a D4+.
The stream and woods are rough terrain for cavalry and infantry, and impassable for artillery, which only can cross the water courses at the bridges, and the woods by the road.
Each built-up area may contain one infantry unit.
Duration
The basic duration of the game is 24 turns (3 hours). Seven dice are used, instead five, to test Army Moral. Bonus Turns are allowed rolling 2D6 (p. 66 of the e-Lasalle book).
(3) The Prussians are the attackers and the first side.
Deployment and Reinforcements
French units
The Brigade Valory (11th Division), acting as the last rearguard, can be deployed anywhere east (right bank) of the River Bober, including Bunzlau itself. The rest of the 11th Division, can be initially deployed anywhere in the west (left) bank of the Bober with the artillery limbered. The cavalry must be in the C1 area.
French reinforcements may enter (deployed or not) at A1-B1-C1 (20%/50%/30)
Prussian units
Von Katzeler’s flank guard is on the table at the start of the game deployed in the C5-D5 area. Von Zeppelin’s first line will enter at B5 in the 3rd turn and von Weltzein’s second line in the 5th (30%), 7th (60%) or 9th (100%) turn, at the A5-B5-C5 area.
Allied reinforcements may enter at C5-D5 (40%/60%)
All reinforcements follow the Lasalle arrival rules (p. 91 of e-Lasalle).
Destroying the bridge (Modified from “Lasalle”)
The French sapper detachment force must be in contact with the bridges for demolition. The large and small wood bridges require, respectively, two (successive) and one engineering tests to start burning (D4+). The fire can be extinguished by one (Prussian) infantry unit wasting one full turn in contact with the burning bridge. That unit cannot fire and will fight at disadvantage, halving its dice if caught in hand-to-hand combat. A fire burning during more than two successive (Prussian) turns will render impassable any bridge.
Assault of defiles (optional)
1) A column of march can assault a defile like a bridge, a fortified gate, a fort, etc. It represents not only true march columns, but also all those formations with reduced front.
2) It fights at 1/2 dice and with no previous shooting, adding a -2 for "bad terrain" as they will be fighting in cramped quarters.
3) The enemy can use the "cover" or "higher elevation" modifiers when applicable.
3) However the small front, the enemy never halves their dice.
Optional rule: Irregular cavalry (Cossacks)
1) Irregular cavalry units may charge enemy units standing in 'limbered' or 'column of march' formation in open terrain.
2) Irregular cavalry units must to pass a 'Discipline' (D4+) test to initiate the charge in open terrain.
3) If routed in 'decisive combat', the irregular cavalry unit is immediately broken.
Small irregular Prussian units (to be tested)
The Prussian Jaeger units (line and guard) only have two elements, so are in disadvantage in hand-to-hand combat with larger units and will fall back automatically if charged (no morale test is necessary). They can only initiate combat against unprotected artillery batteries or wagon train units. However their small size and because of their marksman ability, these units have a full SK3 capacity in the fire step (when firing or fired upon).
This rule is included to test for the presence of small, high morale and specialized units, such as Prussain Guard Jaegers and similar.
Victory conditions
The French aim is to retreat after breaking the bridge over the River Bober, while the Prussians should try to avoid it maintaining open the pass over the Bober Therefore the bridge in B3 is an Objective, while intact, and the rules of p. 67 and 91 (e-Lasalle) are of application if the bridge is in Prussian hands (use 6 dice instead 4). If the bridge is broken by the French, the Objective rules are not applied.
The River Bober is only passable at bridges and fords. There are two possible fording areas, that can be probed by any touching infantry or cavalry unit. A ford is found with a D4+.
The stream and woods are rough terrain for cavalry and infantry, and impassable for artillery, which only can cross the water courses at the bridges, and the woods by the road.
Each built-up area may contain one infantry unit.
Duration
The basic duration of the game is 24 turns (3 hours). Seven dice are used, instead five, to test Army Moral. Bonus Turns are allowed rolling 2D6 (p. 66 of the e-Lasalle book).
(3) The Prussians are the attackers and the first side.
Deployment and Reinforcements
French units
The Brigade Valory (11th Division), acting as the last rearguard, can be deployed anywhere east (right bank) of the River Bober, including Bunzlau itself. The rest of the 11th Division, can be initially deployed anywhere in the west (left) bank of the Bober with the artillery limbered. The cavalry must be in the C1 area.
French reinforcements may enter (deployed or not) at A1-B1-C1 (20%/50%/30)
Prussian units
Von Katzeler’s flank guard is on the table at the start of the game deployed in the C5-D5 area. Von Zeppelin’s first line will enter at B5 in the 3rd turn and von Weltzein’s second line in the 5th (30%), 7th (60%) or 9th (100%) turn, at the A5-B5-C5 area.
Allied reinforcements may enter at C5-D5 (40%/60%)
All reinforcements follow the Lasalle arrival rules (p. 91 of e-Lasalle).
Destroying the bridge (Modified from “Lasalle”)
The French sapper detachment force must be in contact with the bridges for demolition. The large and small wood bridges require, respectively, two (successive) and one engineering tests to start burning (D4+). The fire can be extinguished by one (Prussian) infantry unit wasting one full turn in contact with the burning bridge. That unit cannot fire and will fight at disadvantage, halving its dice if caught in hand-to-hand combat. A fire burning during more than two successive (Prussian) turns will render impassable any bridge.
Assault of defiles (optional)
1) A column of march can assault a defile like a bridge, a fortified gate, a fort, etc. It represents not only true march columns, but also all those formations with reduced front.
2) It fights at 1/2 dice and with no previous shooting, adding a -2 for "bad terrain" as they will be fighting in cramped quarters.
3) The enemy can use the "cover" or "higher elevation" modifiers when applicable.
3) However the small front, the enemy never halves their dice.
Optional rule: Irregular cavalry (Cossacks)
1) Irregular cavalry units may charge enemy units standing in 'limbered' or 'column of march' formation in open terrain.
2) Irregular cavalry units must to pass a 'Discipline' (D4+) test to initiate the charge in open terrain.
3) If routed in 'decisive combat', the irregular cavalry unit is immediately broken.
Small irregular Prussian units (to be tested)
The Prussian Jaeger units (line and guard) only have two elements, so are in disadvantage in hand-to-hand combat with larger units and will fall back automatically if charged (no morale test is necessary). They can only initiate combat against unprotected artillery batteries or wagon train units. However their small size and because of their marksman ability, these units have a full SK3 capacity in the fire step (when firing or fired upon).
This rule is included to test for the presence of small, high morale and specialized units, such as Prussain Guard Jaegers and similar.
Victory conditions
The French aim is to retreat after breaking the bridge over the River Bober, while the Prussians should try to avoid it maintaining open the pass over the Bober Therefore the bridge in B3 is an Objective, while intact, and the rules of p. 67 and 91 (e-Lasalle) are of application if the bridge is in Prussian hands (use 6 dice instead 4). If the bridge is broken by the French, the Objective rules are not applied.
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