The Hotness
Games|People|Company
Eclipse
Mage Knight: Board Game
Midnight Men
Agricola: Die Bauern und das liebe Vieh
Wiz-War
Ora et Labora
Hawaii
Kairo
Rex: Final Days of an Empire
Star Wars: Battle of Hoth
Twilight Struggle
The Lord of the Rings: The Card Game
War of the Ring
7 Wonders
Dominion
Barbarian Prince
Agricola
Dixit 3
A Game of Thrones: The Board Game (second edition)
A Few Acres of Snow
Kingdoms
Arkham Horror
1812: The Invasion of Canada
7 Wonders: Cities
Through the Ages: A Story of Civilization
Agents of SMERSH
The Castles of Burgundy
D-Day Dice
Dominant Species
Race for the Galaxy
Core Worlds
Risk Legacy
Sherlock Holmes Consulting Detective
Sid Meier's Civilization: The Board Game
Le Havre
Mansions of Madness
Puerto Rico
Dungeon Petz
Star Trek: Fleet Captains
Power Grid
Kingdom Builder
Battlestar Galactica
Twilight Imperium (third edition)
Super Dungeon Explore
Elder Sign
Evo
Nexus Ops
Snowdonia
Cosmic Encounter
Thunderstone Advance: Towers of Ruin
David McKenna


msg tools
I can't see a thing in this helmet! Especially the top of doorways ...
Avatar
mbmbmbmbmb

Click here to withdraw to day six

Turn 31: September 01, Morning (Allied morale 7, French morale 5)
Weather = Clear


(random event = “Confusion and Chaos”. All units have -1 Movement Allowance)
Russian Cv moves south of VI as Prussian II and Russian III move to engage Cv in Pirna, with Austrian Cu also heading to Pirna.

Cv disengages from Prussian II and Russian III, moving north-east to do so.

Austrian IV and Russian Cv combine to attack VI, forcing them to withdraw, with Cv advancing after combat.

(random event = “Vive l’Empereur!” French player attempts to rally YG, but they are instead eliminated for good)
I moves north of Austrian IV as II moves down intro Dresden and I cavalry and Cv move either side of Prussian II corps outside Pirna.

Russian Cv disengages (south) from VI.

I attacks Austrian IV, only remaining engaged against them. I cavalry commits reserves (-1 French morale) against Prussian II corps, but are still forced to withdraw with II opting not to advance. Cv attacks Russian III corps, but are also forced to withdraw over the pontoon bridge. III advances after combat, into Pirna.

situation at end of turn 31


Turn 32: September 01, Mid-day (Allied morale 7, French morale 4)
Weather = Clear


(random event = “Conflicting Orders” French player chooses Prussian II corps as unable to move)
1Lt moves into the woods east of I as G+R moves to their south (-1 Allied morale for early Guard committal), and Russian Cv moves to the rough ground south-east of G+R. Finally, Austrian Cu moves to engage I cavalry.

French player decides to fore-go reaction phase.

Austrian Cu attacks I cavalry, forcing the defenders to withdraw (into Dohna) and advancing after combat. 1Lt, G+R and Austrian IV combine to attack I, who commit their reserves (-1 French morale) but are still routed 6 hexes (another -1 French morale). The first of these six is a hazardous retreat, which they pass. G+R advances after combat.

(random event = “Bad News and Spoiled Rabbit”. No effect, as previously drawn)
II advances down the road towards Karsdorf, as Cv heads towards Lillienstein.

Allied player also decides to fore-go reaction phase

I cavalry attacks Austrian Cu (outside Dohna), only remaining engages against them. VI commits reserves (-1 French morale) against G+R, but are still forced to withdraw, with G+R again advancing after combat.

‘Sudden death’ roll = game continues

situation at end of turn 32


Turn 33: September 01, Mid-day (Allied morale 6, French morale 1)
Weather = Clear


(random event = “Muddy Roads clogged with Broken Wagons”. Mud marker placed on mountain road outside Dippoldiswalde)
Prussian II and Russian III corps both move to engage I cavalry, as 1Lt and Austrian IV corps move to engage VI, and as Russian Cv heads onto and then down the Maxen/Dresden road.

I cavalry counter-charges Russian III corps, who commit their reserves (-1 Allied morale), but are still forced to withdraw, with I cavalry advancing after combat.

Prussian II and Russian III corps combine to attack I cavalry, breaking the defenders outright (+1 Allied morale, -1 French morale), and ending the game with an Allied marginal victory!

(Allied morale 6, French morale 0)

situation at end of game (Russian III has advanced after combat)


Final Thoughts

That ends the single largest game I have played, and the longest session report(s) I have ever written

The campaign, as a whole, followed my understanding of its’ historical counter-part, with the Allies first losing at Dresden, but then winning at Kulm, effectively negating the earlier French victory. The battle seemed to ebb and flow across the map: initially around Dresden, then down to the foothills to the south (during the Allied General Retreat), before back towards Dresden again.

What I did notice was that, with such a vast expanse to play over, both the importance of terrain in shaping the battle (both forces making extensive uses of the various roads criss-crossing both maps, and of the woods/towns/rough ground to defend in), and the length of time it would take any reinforcements to come into play (taking something like 10+ turns for 1Lt to get back into position)! The latter, of course, is probably more because the majority of the battle seemed to take place in the centre of the playing area.
8 
 Thumb up
 tip
 Thumb up
  • Last edited Thu Sep 2, 2010 7:39 pm (Total Number of Edits: 1)
  • Posted Thu Sep 2, 2010 7:01 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • QuickReply
    •  
    • QuickQuote
    •  
    • Reply
    •  
    • Quote
Lance McMillan
United States
Lakebay
Washington
mbmbmbmbmb
Really superb AAR, David -- thanks so much for posting it.

Your comment about how long it takes rallied units to get back into action is valid, but can be significantly reduced if you use Optional Rule 16.4 (Additional Rally Locations), which we particularly recommend that players adopt when playing the merged Dresden/Kulm game due to the size of the combined maps.
 
 Thumb up
 tip
 Thumb up
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.