by The Very Rev'd. Aelred Glidden, O.S.B.
The battle of Lobositz was one that I thought might make a good game. I was, however, rewarded with a far better game than I deserved considering how hurriedly it was thrown together. The maps and orders of battle in both Volley & Bayonet and the old GDW board game were consulted. My armies are small and things needed to be scaled down, but (as usual) it proved possible to keep the right proportion of tactical units per side and approximate the right feel. The Austrians (Francis) placed a unit of Croats to hold Lobosh Hill, Lacy's brigade (2 infantry units) between the hill and the town of Lobositz. which was held by Hadick's brigade of 2 artillery batteries, 2 grenadier units and a unit of hussars. Away off at the other end of the table, beyond the village of Sullowitz was Marshal Browne with the rest of the army: Kollowrath's brigade (3 infantry units) and Luchessi's brigade (3 cavalry units). Frederick (that was 1) dashed onto the table on the road between Lobosh and Holmulka Hills. Bevem's brigade (1 unit of grenadiers & 2 of infantry) was sent to clear Lobosh Hill and swing around to attack Lobosh villagefrom the north. Kleist's 2 batteries unlimbered by Wchinitz and Prinz's brigade (identical to Bevem's) was sent to hold Holmulka Hill. The cavalry brigade of 4 units under Gezler was ordered to charge across the field and attack Browne's force in the rear before it could get back into the action. Games only duplicate the original battles when you are not trying. Bevern had a devil of a time clearing the hill and going on against Lacy (even with the help of Kleist's gun). The cavalry went zipping back and forth across the table as dictated by morale. A shattered Bevern finally took Lobositz (which fell suddenly thanks to a lousy morale toss) in time to watch Prinz struggling to hold Holmulka Hill against Kollowrath (the cavalry of Luchessi and Gezlcr having pretty much eliminated each other. Frederick had remembered an important appointment in Berlin, but Prinz held the hill and Frederick returned to claim a victory. Aelred Glidden's Horse and Musket Rules (adapted from Stephen Simpson)UNITS: Infantry 4 stands of 2 figures each, cavalry 4 stands of 1 figure, Artillery 1 gun & 2 crew stands of 2 figures each. Infantry & cavalry can be 4 deep in column (not deployed) or 1 deep in line (deployed). Artillery can be limbered (not deployed - trail in direction of movement) or unlimbered (deployed - muzzle in direction of fire). Infantry & Artillery can fire only when deployed; cavalry can charge only when deployed. Elite infantry & cavalry begin with 5 stands. poor with 3; elite Artillery with 3. poor with 1. BRIGADE ORGANIZATION & INITIAL ORDERS (optional rule--highly recommended for large actions- -not for small ones): Each side has 12 to 15 units organized into brigades of 2 to 6 units, each commanded by a brigadier. Initial brigade orders are advance (,place the brigadier in front of the brigade), hold (brigadier behind the brigade) or withdraw (brigadier behind the brigade facing the rear). If the army commander is with a brigade or unit he may automatically change orders. Orders can also be changed by a brigadier tossing a 5 or 6. TURN SEQUENCE: A activates/ resolve combats, B activates/ resolve combats. ACTIONS: To Change formation, Charge into melee (new or existing--must already be
deployed) or Withdraw from a melee requires an accomplishment toss: Toss 1 die: infantry & cavalry fail if toss exceeds the number of stands in a unit, succeed if the toss is less than or equal to the stands remaining in the unit (for Artillery count figures rather than stands). Note that failure means that a unit under movement orders (advance or withdraw) continues to move unless this would force a unit that is not deployed to contact an enemy unit, in which case the unit stands.
COMBAT: Going through each category separately (i. e., Artillery is resolved [line of
sight], then Musketry 10"], then Melee [contact], the phasing player totals the number of units
attacking a target unit and tosses 1 die, normally scoring a hit (i. e., forcing a morale check) on a 5 or 6. Modifiers are: -1 if Artillery firing at over 18", -1 if target behind cover; +1 for first round of melee (but not if target behind cover), +1 if target not deployed (i. e., that is limbered or in column), +1 if target cavalry under fire, +1 if target infantry attacked by cavalry, +1 for every addifional attacking unit.
If the attacker scores a hit, the defender must check morale. Toss 1 die ( Artillery -
1from fire but +1 in melee): 1 or 2 a unit rallies; 3 or 4 a unit either loses a stand or (owner's choice) immediately falls back 10" (15" for cavalry) and reforms not deployed, 5 or 6 a unit both loses a stand and falls back as above.
A brigadier may attempt to rally a unit before morale effect; toss 1 die: 1-3 = subtract
that number from the toss; 4 no effect; 5 brigadier is wounded (captured if in melee--otherwise
remove to holding area & at the beginning of each phase toss for recovery--on 5 or 6 return to
command); 6 brigadier is killed.
If a brigadier is killed or wounded in a rally attempt, his brigade checks as a whole for
changes of brigade orders (units take all further reaction tests individually): Toss 1 die: (-1 if withdrawing, +1 if advancing): 1 or 2 = withdraw; 3 or 4 = hold; 5 or 6 = advance. Note that the army commander may also attempt rallies and may roll over if he does not like the first result (but if he does, he must abide by the second toss). If the army commander is killed or wounded in a rally attempt, all brigades must check for changes of brigade orders as above. Toss for a new army commander to assume command on a 5 or 6 (even if he was killed as well as if he was wounded or captured).
A unit of infantry or cavalry remains in play as long as it has 3 stands; a 3 stand unit
that loses a stand is removed. Note that guns are left in place if their crews fall back or are
eliminated.
Map
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