After a single-impulse Turn 5 (in which the Austrians passed their first army morale test despite their army commander Hadik being captured), the first impulse of Turn 6 was highly bloody, with the Prussians losing their fusilier unit and the Austrians losing a cuirassier brigade and another musketeer brigade. The Austrian second in command, FML Nikolaus, Count Esterhazy (promoted from -1 subcommander to Poor commander), sent a staff officer with a trumpeter under flag of truce to the Prussians to suggest a cessation of hostilities, offering to cede the field to the Prussians and to retire with colours cased and drums silent. Von Schwerin accepted these terms. At that point, the battlefield looked like this:
The respective armies are in the following state at the end of the battle:
FM Kurt Christoph Count von Schwerin (Kronoskaf) |
FML Count Nikolaus Josef Count Esterházy (Wikimedia) |
After the Battle's Over
Artillery1
Artillery2
Cuirassier 1: 8SP
Grenadier 1: 5SP
Musketeer1: 7SP
Musketeer2: 7SP
Musketeer3: 3SP
Thus, the Prussians, who entered the battle with nine infantry and cavalry units totaling 55 SP, lost four units and 25 SP in the battle, while the Austrians, who entered with eight infantry and cavalry totaling 49 SP, lost five units and 31 SP. For the weaker force, facing a much superior commander and on the strategic defensive, the Austrians acquitted themselves very well.
Lessons Learned
- We need a quicker way to resolve battles. There's a simple and gruesome way to resolve combats in the campaign rules, which lacks finesse and grandeur but would get the job done. If all else fails, I will use that in future to prevent a battle producing a 4-5 week real-time pause in the campaign. Before I resort to that, I would rather devise an algorithm that will take into account more than just how strong the point totals of both armies are and how good their commanders are. But far and away I would prefer a battle that they players themselves get to fight. I'm still trying to figure out how to build a Might & Reason module for TTS or VASSAL, or how to set up a game on a platform like Zoom or Skype that I could moderate but have the respective army commanders involved, making decisions and giving orders for me to implement, while other folks could hang out and kibitz.
- Might & Reason is an interesting game. The battle rules (which are the point of M&R--the author stuck the campaign system on for fun) are typical Sam Mustafa: they don't abide by a lot of the traditional tropes and mechanisms of classic miniature wargaming, but they do have a lot of period flavour, they play fast (relatively speaking!), and they have ingenious mechanisms that have a good deal of subtlety to them. I was reminded of a lot of details of rules as I played this battle out, and I learned some interesting depths to some elements of the game.
- I need to get painting! If we are ever to have a tabletop game of M&R, whether via the Internet or eventually face-to-face, I need to get more figures painted and based. I have some Prussians and Austrians ready to go, but they would not have been sufficient even to do this moderately-sized battle, so I have work to do. I am actually tempted in the long term to adapt Et Sans Resultat to fight 18th century battles, but I think if I do that I will build new armies with Baccus figures, which aren't available right now. My old stocks of Heroics & Ros figures will be fine for now, but they need to be something more than Primer White (even for the Austrians...)
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