David McKenna
I can't see a thing in this helmet! Especially the top of doorways ...
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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.
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Lance McMillan
United States Lakebay Washington
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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.
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