Massive activation roll for the Swedes moving first! |
Swedish left. led by their King, cross the Lutzen road |
The Imperialist forlorn hope at once engaged. Surely they will be quickly overrun... |
In their turn, the Imperialists at once counter-attacked on their left wing. Almost immediately the whole stretch of front from the Flossgraben stream to the Lutzen end of the forlorn hope line became the scene of a vicious fight that lasted the whole duration of the battle. Two harquebusier regiments and the Croats ganged up on the right-most Swedish horse, which, considering the advantage of the latter (+1 on the dice roll, and they got to roll for all three combats) went rather in favour of the Imperialists. The addition of the commanded musketeers and battalion guns might have come to the aid of the embattled horse. We'll see anon with what effect. Thereafter, however, the harquebusiers relied upon their firepower, leaving it to the Swedes to bring on the close assaults.
Piccolomini's horse carry the fight to the Swedish right. |
Imperialist first activation roll. Miserable. |
Imperialist left fully engaged; the rest of the army waits |
Both sides carving each other up. |
Swedish tight gradually forcing back the Imperialists |
Swedish left strikes the Imperialist gun line... |
The Imperialists' second activation roll outdid the first for utter wretchedness: just 10 - eleven short of a roll that would be merely average. There's the statistical mean - and then there's really mean. So, with just 5 units that could be activated, and some of those had been taken up by the guns, that left even the embattled left wing cavalry short of options. The rest of the army continued, perforce, to wait.
10 on 3xD6 - a truly woeful Turn 2 activation roll! |
On top of winning the initiative, the Imperialists roll this huge activation roll! |
The wings hard at it, especially in the foreground |
The King's Own unit is looking shaky despite the presence of their monarch. |
The following couple of pictures show the much improved arrangement of the tercios, and the Swedish centre, yet to move, covered by their guns. One of their battalion guns has begun to pepper the lead tercio unit.
This tercio arrangement looks far better articulated than that in which they began. that does leave the lead tercio a little vulnerable, though |
Close by Lutzen, the Imperialists limited their operations to fire action. They were leaving it to the Swedes to get up close and personal.
The one real counter attack came from a harquebusier regiment trying to ease the pressure on one of the gun batteries.
Near Lutzen, the Swedish horse just can not catch a break |
The battle continued to rage on the Swedish right with no breakthrough in sight, although all four Imperialist units had taken losses. So had the unit King Gustavus was leading, and they were looking rather shaken. Yet it seemed worth the risk to charge the enemy pistoleers in front of him: a 'three' good enough to hit, with the enemy requiring a 'five'. So of course, the Swedes roll a 'one' and the imperialists a 'six'; the unit dies; and the king is left isolated and alone.
The fierce bloodletting continues on this flank. The King's charge is decisively repulsed and his horsemen abandon him in their flight |
Fortunately, this time, the King himself survived the action, but I wondered whether the harquebusiers ought to follow up. I decided not, as it was the King himself who brought on the close combat. If the rules do not imply that only the bringer on of a close combat can follow up a success, one feels inclined to make that explicit. The harquebusiers, by the way, are not so inclined, being designed for fire action, rather than the close quarter stuff.
A second Swedish cavalry unit is also thrown back |
Meanwhile, the cavalry unit to his left was also driven back. Those damned cowardly harquebusiers were proving stubbornly resistant to persuasion that they quit the field.
The first Swedish assault on the right almost completely repulsed, but Imperialist losses have been almost as heavy. |
One more we draw back to survey the field. Whilst the flanks remain bloodily, though indecisively, engaged, the Swedish battalia in the centre are approaching close enough to engage the centre tercio in a fire action. The action is becoming general across the whole front. Though the Swedes are carrying the fight to their opponents, they are also on the whole taking the worse of the losses. After 4 Turns, the Imperials have lost 8 SPs, the Swedes - 20!
All this while, the forlorn hope continues to hold out, the Swedish attacks getting nowhere, except where the brigade crossed the road, whence they engage the nearest tercio in a musketry duel.
The Imperialist right continues comfortably to hold on against the ineffectual Swedish attacks. It is not the want of effort by the Swedes. Their losses on this wing have been heavy enough. One cuirassier unit has been destroyed - minus 4SPs right there - to no loss to the Imperialist wing, apart from the 1 SP from the leftmost battery...
Here we will suspend the narrative, quite in the style of Henry Fielding, as being quite long enough for this posting. Will the Swedes overcome their misfortunes so far? Will the bellicose Swedish King survive to see victory? And whatever has happened to Graf zu Pappenheim and his cuirassiers?
To be continued...
To be continued...
Exciting stuff Ion. I suspect though, that for it to be truly portable, you will need a lot of boxes and strong arms 😂🤣
ReplyDeleteYou’ve certainly got the look of a big battle, rather than just a minor encounter. As long as Gustavus Adolphus remains fit/healthy/able to lead the Swedes then they should give a good account of themselves.
I do like armies with plenty of cuirassiers, so it would be good to see Pappenheim’s forces arrive.
Cheers,
Geoff
Geoff -
DeleteThe whole 30YW collection goes in 5 trays of a wheeled 10-tray tower thingy. Not too heavy to wheel around. The game board isn't very heavy, but would probably require a trailer or a very roomy vehicle to transport.
What you see on the table is not my whole collection: about half my Imperialist foot, and about two-thirds of the rest. On the other hand, I could 'do' smaller formations.
Yes... about those cuirassiers... h'mmm...
Cheers,
Ion
Gripping stuff! Unless it's down to extreme dice, not sure a folorn hope should be able to hold out for long......
ReplyDeleteNeil
Neil -
DeleteThe forlorn hope, and my rules for them, were meant to render them something of a speed bump that might knock a dent or two in the enemy. One strength point only, and I decided NOT to make them elite. But, entrenched as they were, they proved surprisingly hard to shift.
Perhaps I ought to have given them cover from fire, but not to close assault (which in the circumstances seems to make sense).
Cheers,
Ion
Cracking looking battle, plenty to look at and a good read as well. Could go either way this one, be interesting to see the next installment.
ReplyDeleteDonnie -
DeleteOne of the attractions of figure removal for casualties, is that the attrition is very visible. Here one relies on the Strength Point markers, and the dice are generally pretty visible. But so it the disappearance of a unit. Especially where the fighting was fiercest, on the Flossgraben flank, one saw the gradual disappearance of units...
Cheers,
Ion
Cracking action there Ion and look forward to the concluding part of the AAR:).
ReplyDeleteSteve -
DeletePlenty of action so far, and more to come!
Cheers,
Ion
The Swedes must be praying that Pappenheim doesn't show up, but I have a feeling that Lady Luck will switch sides if he does.
ReplyDeleteRob -
DeletePappenheim sure made a difference in the real battle, and 8 stands of cuirassiers I rather think will have a huge impact in this one - if they show! A 'six' on a D6 is required at the beginning of the turn to signal their arrival. Four turns have gone by: better than a 50:50 chance of their turning up by now (671:625 are the actual odds)...
Cheers,
Ion
I would say the dice have spoken, at least for the imperialists, making it a soldiers battle. Sometimes the best plan is just to hold your mud and let the boys fight it out! Looking forward to part two, can the King find a way to win the day?
ReplyDeleteMark -
DeleteOne think about the IGoUGo and activation system combined is that it is usually easy to make 'fair' decisions. If I make silly decisions, they are (I think) honest silly decisions. It is also certain that the Imperial left is fighting a 'soldiers' battle, as I assigned no Imperialist general in that sector (though I ought to have done: Feldmarschallleutnant Heinrich Holk, or perhaps Ottavio Piccolomini).
At any rate, there was plenty more of action to be had on this wing!
Cheers,
Ion
Looking forward to it!
DeleteFantastic looking game - the Swedish King seems to be in difficulties!
ReplyDeleteMaudlin Jack -
DeleteThe swedish king is not yet without resource; and the Imperialist harquebusiers are starting to look tired...!
Cheers,
Ion
Funny how those Forlorn Hopes can be very determined, the same thing happened to us in our outing to Naseby last year. Thanks for explaining your activation system, that works very well for the large number of units involved. Personally re Pappenheim I usually reduce the score needed for random reinforcements each turn, as each separate diceroll for them is an independent event, statistically speaking. The odds of arrival each turn is always 1:6, even if the odds of overall game non arrival are 5/6 raised to the power of the number of turns. ie there is a significant chance he will never arrive at all.
ReplyDeleteMartin -
DeleteI know that there remains a significant probability that Pappenheim may not arrive at all. But that's part of the fun. Even after, say, ten turns, there is about a 16% chance that the battle will remain Pappenheimless. Possibly I ought to have set an ETA. A method I sometimes use is to assign an 'expected Turn' for an event to happen. Two turns before that 'expected time', I roll a die with the following outcomes:
1 => Pappenheim arrives 2 Turns early
2 => Pappenheim arrives 1 Turn early
3 => Pappenheim arrives as expected
4 => Pappenheim arrives as expected
5 => Pappenheim arrives 1 Turn late
6 => Pappenheim arrives 2 Turns late
I have used this method in the past. In a 2-player game, the die roll can be hidden, with the act of rolling the die alerting the enemy that they have seen dust clouds on the horizon...
A popular method is, from '6' to reduce the required die score by 1 each turn. I don't like this method, as the odds of 'Pappenheim arriving' in the first three Turns is little short of 3 to 1 on, and in the first 4, better than 9 times out of ten.
At any rate, I thought leaving the arrival at 5 to 1 against each turn, kept things nicely uncertain. What is it Napoleon said about uncertainty in warfare?
Cheers,
Ion