BH04 Lützen P1 (2 May 1813)
Lützen (Initial Attack) - 2 May 1813
This scenario focuses on the initial actions in the center of the battlefield at Lützen. Ney was ordered to make a fighting withdrawal towards Lützen and to take up a strong defensive position around the villages south of the city with reinforcements. The withdrawal would lure the allies to attack the defending elements while Napoleon would eventually come around the flank and counterattack.
Instead of immediately attacking the French, Blücher ordered up his guns to bombard them, but only engaged with two batteries. Both of Souham's batteries responded such that several of the Prussian and Russian guns were disabled and had to be withdrawn. Blücher brought up several more batteries while Klüx's brigade advanced on Gross Görschen. All told, this bombardment delayed the Prussian assault by forty minutes.
Klüx's brigade eventually slammed into Gross Görschen, which it took by sheer momentum. Several French and two cannon were captured but the Prussians became so disorganized in the village that they could just barely continue their assault onto Rahna. They threw out a skirmish line and a single batallion drove into the village but was beaten back. Blücher now released Ziethen and Pirch, who furiously stormed in to Klein Gorschen. Souham's men were driven onto Kaja.
The delay in attack however, allowed time for Ney to bring in additional reinforcements to retake the area, which exchanged hands a number of times during the afternoon.
The stage is set. The battle lines are drawn and you are in command. Can you change history?
• Commander: Lebrecht von Blücher
• 5 Command Cards
• Optional 5 Tactician Cards
• 2 Iron Will
• Move First
• Commander: Ney
• 5 Command Cards
• 4 Tactician Cards
The 5 marked building hexes represent a temporary majority allied group victory objective worth 1 victory banners if the allies occupy an absolute majority at turn start. (Temporary Majority Victory Banner)
The Flossgraben is fordable.
Blücher's slow start: The French player is shown the Prussian's initial command cards and may choose as many as he wishes to be discarded and redrawn (without revealing).
Also, I accidently left out the French Infantry rookie rule to be consistent:
French Line Infantry only receive the melee bonus if stacked with or adjacent to a French Leader.
Allies: General Lebrecht von Blücher - 5 cards - 3 iron will - move first
French: General de Division, le comte Souham - 6 cards
6 victory banners
The marked locations represent a group majority victory banner objective worth
1 VP to the French and 2 VP for the Prussians if they occupy an absolute majority.
The Flossgraben is fordable.
"- French player receives 1 permanent victory banner for each scout card he plays."
That was worth 3 banners to the French, whereas the other Special Rule we screwed up totally, and hence it had no effect;
"- At the start of each French turn, roll 1 die. Keep track of infantry symbols rolled. When
the 7th infantry symbol has been rolled, the game ends with French sudden death
victory if the Prussians do not win by the end of their next turn or end of their 16th
turn, whichever is longer. (play note: this represents the arrival of additional of
FWIW, I prefer the first rule over the second because it is easy to remember and track.
We wouldn´t play it voluntary (on prussian side)
1. I don´t like to much scnenario notes, which i must remember during games,
so we often forgot the "INF" roll and also the complete 16 turns counting notes.
I prefer scenario notes, which i can see direct on map (exit markers, objective markers). And if a scenario have one special note to remember, please only one.
2. The french get a double advantage.
- VP for each scout card
- the sudden death / 16 turn rule
Summary: Scenario designers should not try to simulate/represent all historical actions/facts in a C&C scenario (one basic main fact is enough, if necessary), because then you get more a historical simulation like other boardgames, which represent not the spirit of the simple abstract game mechanism of C&C system.
only my mind, maybe other players have other priorities and love it
I finished this one before the other Lützen scenario, so players can substitute orchard for the forest on the map and use the orchard rules from the other Lützen scenario to be more historically accurate:
MOVE BATTLE INF:CAV:ART LOS SQUARE MORALE
cav/art stop battle into 0/-1* : -2 : -1 blocks YES no effect
cav/art stop battle out 0 : -2 : 0 blocks YES no effect
*only ranged fire effected for infantry
**cavalry treats orchards as if it is a forest (important for cossacks