That was a strange game where French troops had everything they need for very good push. All was on the flanks where cavalry have taken banners one by one. As a result of twice massive infantry attacks only one cavalry was lost by French. Totally there were not enough luck for dice and cards for the Prussians.
Thanks to Togan for very good mood and play in this uneasy situation.
Prussians Mark M 3 banners taken, 29 blocks lost
French Steve T 8 banners taken, 14 blocks lost
After some initial positioning, the French launched a Cavalry Charge on the right, shattering the Prussian cavalry, with Holtzendorff killed with his unit, at the cost of the weakened French Cuirassiers being cut off and destroyed by the Prussian light infantry (2-5, including Prussian banner for towns). The French left flank Attacked beyond Cospeda and eliminated the Prussian LC and forced the Prussian light infantry to flee; with the French LC being attacked at point blank range by Prussian guns using Bombard, and were delighted to flee with three flags and no losses. Further Prussian Probing ranged fire into Cospeda damaged the occupying French line and killed Gazan, who presumably had carelessly exposed himself (3-6). The French prepared a centre advance towards Closewitz, including with the Guard HC attacking Prussian guns next to the town. The Prussian infantry Forced March from Closewitz, cutting off the GHC’s retreat – but scored one hit from 8 dice from two line infantry, and suffered 5 hits from both GHC battle backs. The French replied with Counter-Attack, and quickly gained the last two banners against the exposed, weakened Prussian infantry (3-.
Thanks to Mark for his good spirits despite the dice gods being so much against him in this battle, the Prussians seem to have left their gun-powder at home and forgotton to sharpen their blades.
Prussians Steve T 5 banners taken, 35 blocks lost
French Mark M 8 banners taken, 36 blocks lost
The French opened with a cavalry charge, destroying the Prussian HA with their LC before having to retreat, with the score at 1-1 including the Prussian banner for holding the towns. There followed some skirmishing along the front, with limited damage to some units and my Prussian left flank cavalry retreating to and behind the woods and then largely to the centre. At this point my Prussians had amassed two forced march cards, assault centre and command centre, as well as two Inspired Infantry Leader cards, and needing only to get to 4 to win the match I decided to attack in the centre, with 8 infantry units moving forward. After two rounds of melee, the score was 5-6, with two Prussian leaders having died with their units. On the third round of the attack the battered Prussian remnants fled back to Closewitz. The French followed with two Cavalry Charges to win the game, final score 5-8 and nearly equal dead.
Thanks to Mark for as always for a tough match, and sorry about the dice!
Renaud (Prussian) - 3, including the towns
Jim (French) - 8
The French opened up with a strong move up the right had side of the map and did not let up. Prussians counterattacked but the dice let them down and the French were able to bayonet the wounded. Action moved to the center as the Prussian right flank collapsed and again Renaud had no luck as a very ambitious GHC ran amok in the backfield. Sorry, the log file did not save on that one but perhaps Renaud has a copy he can attach although considering the outcome he may not want to share it.
Renaud (French) - 4
Jim (Prussians) - 8
In this one the French attacked up the middle but the favorable terrain and some surprisingly good cards for a 4 card hand allowed the Prussians to stand firm and counter with good dice too. When cards and dice are in your favor, it's tough on the opponent and this match was no exception. Renaud as always took it with good grace and fought until the end in both encounters.
French had a good start and were able to keep up pressure with ranged fire while the Prussians organised in the centre. After some inconclusive cavalry action, the Prussians launched a Bayonet Charge in the centre. The French had organised for Force March, and with two in hand, responded in strength. Good supporting Tactician Cards helped see them to an early victory.
Thanks for Joe for good humour against a strong French hand that the dice didn't do much to contradict.
At last, I can post second round QF results for Joe and I. Sorry for the delay, one way or another it was a difficult month for us to get the games together...
QF game 2
RiverWanderer (Prussian): 2
Joe Gonzo (French): 8
Once again, the French made all the running. This time the Prussians held back but French artillery and infantry kept advancing across the centre and soon there was no where to hide. Elsewhere, it was the French right flank that saw most action, with the Prussians giving a good account against strong French cavalry, though never enough to catch a banner, until the very end when French Cuiraisiers found themselves trapped. This and a combined arms Prussian Grenadier attack on the opposite flank accounted for both Prussian Banners, as the French had little difficulty in nullifying the town objective banner. In fact, only a couple of rounds of indifferent combat luck for the French allowed the Prussian attacks that delivered the two banners.
That was a really hard game, but with good shots and rather luck. We have agreed that the Mother Russia roll is same for the both games, making it less random. Allied side was strenghted at there right and in the center. So main battle was there. A lot of pushes made a result that right flank was destroyed and partly the center.
It was more easily for the Russian side because main thing that they need was to reach baseline on the left flank and move out the battlefield. French tried to make good attacks there with good results but still not enough. Two troops has left baseline and then Grenadiers destroyed line troop. The game has been ended after the third banner.
Big thanks to Mark, he played well, but luck and cards were not at his side.
Steve and I finished up the other Semifinal today. Before starting, we agreed that it was a shame to have a scenario with such a high potential luck factor in a playoff game. We agreed to share the same Mother Russia roll to mitigate it a bit, but that turned out not to be a factor at all as lady luck made fools of us both at one point or another.
Jim - Russians -8
Steve - French -2
Jim - French -4
Steve - Russians -8
I will attempt to attach log files, if not I will come back and post commentary.
Last edit: 1 month 1 week ago by jfardette. Reason: Adding game logs
Steve and I decided to play for 3rd place and I was thankful for the opportunity to get his impression of a new version of the Vassal module that I have in the pipeline.
3rd place playoff, game 1:
Steve T - Allies - 5
RiverWanderer (Mark B ) - French - 8
To date, this is the only official scenario with a Rocket Battery but British hopes for much fireworks were soon supplanted by a bloody infantry clash centre and right of the board. Early sacrifice of the French cavalry in exchange for the rapidly deployed Russian Foot Artillery was probably well advised, albeit it might not have gone so well.
The French stabilised their right flank with a bayonet change. Then focus shifted to the central hill as the Allied infantry countered with a relentless advance and started to dismantle the French position. However, as the Allies card options appeared to narrow, the French were able to Grand Manoeuvre to gain precious time. This placed them in position for a final Force March which re-took the hill and delivered the final coup-de-grace.
A fast-paced game where the balance of cards went favourably for the defending French.
The log-file will play in the existing released CCN module but you will get several non-fatal error messages, including a barrage of pop-ups that you will need to dismiss in order to continue. To play the log-file as intended, use
this alpha test version
of the module. I hope to release a beta soon on Vassal. For now, please continue using the released (v4.1) module except for a test game.
RiverWanderer (Mark B ) Allies - 8 (32 blocks lost)
Steve T - French - 7 (27 blocks lost)
Early game saw the French cavalry quelled by a bold and very lucky Prussian Light unit. Thereafter it was up to the French infantry, supported by artillery, to save the day. A brave bayonet charge threatened to break the Russians on the allied left and the Allies' "Fire & Hold" riposte did nothing against the two advancing French units. In the centre however, the French paid for their bravery with unit depleted in melee and the other destroyed by the same Fire & Hold.
Even so, by this time, the French were holding up well, taking a lead in banners whilst managing, on the whole, to retire their more vulnerable units. Allied successes were at least matched, keeping the French ahead on banners.
Gradually the Allies managed to re-gain the initiative from their left flank, leading to a tense finish. Prussian Light Cavalry chased down two French 1-block infantry units sheltering behind the ridge, taking one as a banner and putting the other into square, though sacrificing themselves in the process. With the French closing on the win, Cossack luck was key to holding a hill and, in that way, gaining time for the Allies. A final Grand Manoeuvre put the Allies into a stronger position, with a second hill hex occupied, an undefended town threatened and a weaker unit retired.
The French, apparently depleted of a response in the centre, could only bring two units into battle to defend the hills, one ranged and the other subject first to an Allies' "Infantry Combat First". With two objective hexes occupied, the Allies (also depleted of centre cards), could muster just one unit to battle, but this was enough to take the final banner for the game.
As with our previous game, Steve & I used the upcoming v4.2 release of the Vassal CCN module. The log-file will play in the existing released CCN module but you will enjoy the play through unimpeded if you use
this alpha test version
of the module. Other than viewing a log-file or test games, please continue using the released (v4.1) module until further announcement.
Download the log file from Apple iCloud using this
Thanks to Steve for a couple of exciting games and for taking the new module out for a test drive.