The battle opened with fierce cavalry attacks on the fortified redoubts, but they were repelled. After that the austrians began a giant pincer attack and nearly broke through the french lines on the austrian right flank. The heroic Heavy Cav rushed to the aid of the french left and saved the day, while French reinforcements & wounded jammed the bridge, nearly escaping disaster.
Thanks Michal for a nice match. If you consider how hard it is to succeed here with the allies, this was a real close thing.
The French repelled a right flank assault, then destroyed a Austrian cavalry and LN on a left flank counter attack. A French HC attack on the massed Austrian artillery destroyed one and retreated the second. A nice Cossack attack destroyed the French HC. The match ended with a French bayonet charge and follow up attack on the left.
Round 4: 510 Möckern - French Right (16 October 1813)
Greg O (Allies) - 5 banners (42 blocks lost)
plainscape (French) - 10 banners (28 blocks lost)
I really don't think I deserved to win this one. I had a good attack going on my right, which Greg masterfully countered and if he had to cards to back him up, he would've smashed right through everything on that side. Luckily, he didn't and I was able to pick enough of his men off in the other sections to make up the banner count. There was a lot of Cavalry movement in this battle and I was really lucky with the number of Rallies and Cavalry charges I received. It really helped me win the day.
That was truly crazy game. Lasted 3 hours, had a lot of turns in the actual game, and finished in most unexpected way.
Being Allied player I faced situation with strong, central French position - 3 artilleries, and very quickly additional 2 came to front line. There is only one way to counter this – quick but prepared attack on one of wings. I have chosen left French side (although Forced March x 2 and Bayonet Charge did not help in cavalry preparations…). However, pre-emptive attack from French almost destroyed my plans. Fortunately, I managed to withstand attack, and kill HC, HA and leader.
Still, being under constant fire from artilleries, situation made me move my infantry forward. That was checked by good French counterattack, and I needed to fall back. Than again attack on French right, but not so successful.
And then came last turn. I was winning 6-5, but was sure to lose the game. I had two units in squares (only 3 cards on my hand). Both squares were within French LN melee attack range… My CU had one block and was adjacent to whole line of French units… However, as one of my good board team mates taught me, “the desperate player is most dangerous – he can do anything…”
So I used the only good card Probe 2 center, ordered CU and HA, attacking in combined arms against full strength ART on hill with leader. 5d – not bad, but to kill? I scored 4 hits… What is worse, ART was blocking the path to 1 block HC, which was also decimated. Sudden death, 9-5 to allies. As Mark said, that was “mind-blowing” finish…
That was very blood way to the town in center and then for the hills. Initial allied attack in center brought points for town to stalemate; attack on right in the end was repelled; but prepared and excellently executed cavalry charge on hills finally finished the clinch. It was very good, very intense and interesting game. I yelled at dices a lot tonight (!) but in the end managed to overcome bad luck.
Once again big thanks to Todd for organizing game on such short notice.
Round 4: 510 Möckern - French Right (16 October 1813)
MichalK (Allies) - 10 banners (32 blocks lost)
sansmerci (French) - 8 banners (42 blocks lost)
We played 2 hours but every moment was worth it. Really exciting game, with heroic Russian ART on hill next to Kline Wiederitzsch. That arty repelled like 4 cavalry charges, made French INF suffer before finally being overrun. But Allied right was not the only place where action was. Left was fighting vigorously, with Tactician card "break the square" helping a lot.
In the last round combination of Steve moves could bring him victory, but in the end my 1 block HC survived and killed 2 block INF....
I am sure both of us made a lot of mistakes but still we enjoyed game a lot!
Round 2: 508 Liebertwolkwitz - afternoon (14 October 1813)
GregO (Allies) - 4 banners (46 blocks lost)
Mark McG (French) - 8 banners (16 blocks lost)
Opening stage was the advance of the Russian and Prussian heavy cavalry, and once within range of the French artillery on Gallows hill, I sent forward Heritier with Heavy Cavalry as a spoiling attack. With 2 batteries of French artillery firing in support, 10d eliminated the first Russian cuirassier, and 7d eliminated the 2nd! Good work, but the inevitable Allied counterattack with cossacks and the Prussian Heavy cavalry saw Heritier drive off 1 cossack, eliminate the other, and then eliminate the Prussian HC, all without a scratch!! An amazing display of fortune.
The game then settled into the Austrian assault on Liebertwolkwitz, which some stubborn French infantry defence clung to, the Austrians bringing up artillery to point blank range. On the Austrian right, a flanking march ran out of steam. In the end, French shooting saved the day, despite the Austrians pushing into Liebertwolkwitz.
Toganalper 5 vs. 10 plainscape
Grondeaux 3 vs. 9 Mark_T
Toganalper 5 vs. 6 oppi
Greg O 2 vs. 9 Mark_T
Bayernkini 1 vs. 9 Mark_T
Toganalper 5 vs. 8 Mark McG
Greg O 2 vs. 6 oppi
Toganalper 5 vs. 9 Mark_T
You will read some names only once, and some other more times.....
I believe, Mark as Tournament director have to make a decision similar on MT15 here also soon
And i can remember old CCA tournaments, which was organized from Bill, he allocated "Quality Points" to players for upcoming tournaments,
which had always problems to play their games within an acceptable time window. Maybe Mark should introduce this here also.....
If found this part of the old CCA rules: Quality Points: When the tournament is completed, if you played all your games within the stated deadlines, you will receive 1 Quality Point (QP). If circumstances warrant, requested deadline extensions might be granted to help players complete their games, but only for short time periods (not more than a week at most). Players responsible for such extensions will not earn a QP for that tournament. Games unable to be completed in the given time frame will be forfeited. Each forfeited game will cost the responsible player 1 QP. Should a player have a total negative QP score, they will not be eligible to enter next tournament.
I don´t know, if this part is still apply on the current tournaments,, but i would welcome it