Photo 10: With odds even, the Austrian boys got the worst of the die rolls, losing 1/3 of the figures involved, compared to the Prussians 2 in 9 (rounded down).
Photo 24: In the east, the Prussian grenadiers tried to outflank Weid’s grenadiers by entering the oak wood.
Photo 25: At the north-western end of the battlefield (bottom left of photo), the Bretlach dragoons failed to charge the freikorps infantry, suffering from the latter’s volley.
Photo 30: Another large cavalry stoush in the west of the battlefield where the Wurttemberg dragoons had caught the Prussian 2nd cuirassiers at the halt, the latter joined by some dragoons.
Photo 31: The Wurttembergers were victorious, capturing the Prussian’s colour in the process!
Photo 33: Our game based-on the battle was turning out quite like the real thing with the Prussian army breaking up from the left (western end).
- Variable morale
At the beginning of the game we threw dice to determine the morale level of each unit. Modifiers can be used for élite and guard units, but we did not utilise them. This gave starting morale levels from 1 to 6. These may increase or decrease following a winning or losing mêlée (as I mentioned in the description of the rules above). The highest that we reached was 9, but it could get to 12 or 15 in limited cases. A unit must retreat when its morale reaches 0, but can be rallied to above 0.
Simple rules provide some meaning to the unit command stands. A die roll after a loss from volley fire or mêlée (only these as I recall) determines whether the unit’s commander is a casualty and, in the case of a mêlée, whether the unit’s flag has been captured. Loss of these impacts morale and the ability of the unit to act on initiative.
The role of senior commanders is limited to sending orders (directly or via aides) and to attempting to rally troops.
- Unit break-point
A unit that falls below half-strength is considered to be ‘broken’ and is removed from play.