Tuesday, 1 May 2018

The Battle of Liegnitz 1760 fought solo. Turn 5

Initiative A11 / P3: 

At Panten AIR50 repeatedly fires into the artillery shattered buildings now occupied by the Garde (PIR15 lose 2UI) and AIR29 pulls back into the church to gain a firmer hold of the village. 

Frederick fails a Major Morale check by rolling a 1! (1 morale point and 2 Dress the Lines cards). 

Initiative A5 / P0:

The Austrians prepare what must surely be their last effort to oust the Prussians (they have an Infantry Move in the Open card showing) and fire all of their artillery at their available targets. Though the fire on the hill is relatively ineffective (1 UI loss) the Garde suffers greatly and is forced to retreat out of Panten (with 4 UI loss).
Initiative P7 / A3:

At the hill's summit the Prussians bring their line forward (aided by a Heroic Moment / Infantry Move in the Open card combination) with some precision under ineffective fire forom (battle weary) AIR10. Damn me, those Prussians are good!

The Austrian 'Second Line' advance uphill and, after a sharp volley from the Hungarians of AIR2 into the guns of Anhalt-Bernburg's brigade, AIR2 charge home with sabres drawn, the gunners die at their guns (destroyed) and the Hungarians occupy the ground.

Initiative A4 / P2:

Nothing of note happens in this short initiative. So, here is a general shot of the action on the slopes above Panten.

 Initiative A11 / P6: 

The Austrians bring up the last of their fresh cavalry. AIR14, on the right flank destroys PCR2 in a hail of lead.

The artillery of Zeuner's brigade, with nothing else to fire at, engages in counter battery fire. The result is astounding - the Austrian guns in front of Panten are silenced (destroyed) - was that the sound of 10 Thalers changing hands!

 Initiative A3 / P4:

The Austrians of the 'Second Line' advance through the smoke of musketry to contact with the Prussians standing at the crest of the slope. The smoke was so thick that when all four units fired on each other, not a single casualty was effected.

The Prussians advance their fresh dragoons (Meineck's brigade) on their right and pull back the tired cavalry on their left.

Initiative P7 / A2: 

The Prussian musketry can be truly awesome when the luck goes their way. AIR14 (which did such dreadful injury to the Prussian cavalry) is sent packing (with 3UI loss); the Hungarians (which took out the guns) of AIR2 are routed (with 2UI loss); and AIR22 suffers too (2UI loss). The front line of the 'Second Line' has just disintegrated!

As the Austrians of the 'Second Line' stream downhill their commander tries to rally them. As he rides into the fray he is hit by a stray musket ball and falls from his horse (1 morale point and 1 Dress the Lines card).

The initiative phase action continues into the next picture. 

 At Panten the Hungarians of AIR31, no doubt inspired by the feat of their bretren on the slopes above them, throw themselves against the Prussian fusiliers of PIR37. The Hungarians win in a swift violent action and the fusiliers are evicted (with 2 UI loss).

At this point the Prussians only have 2 morale points and the Austrians only have 3 morale points. It's a close run thing but the Austrians have turned both Major Morale cards so the Prussians, no matter what happens, will be safe until the next turn.



Initiative P9 / A6:

Firing down the Prussian line continues unabated. In the musketry which follows ACR25 are routed by PIR1 (with 3 UI loss), PCGIV routs AIR10 (with 3 UI loss) and PIR3 rips into AIR25 again and they are sent helter skelter down the slippery, bloody slope.

The Austrians have 0 morale points. They have little chance of bringing the Prussians down to zero and beyond (at which point they would recover morale points) and until they do they cannot rally any troops. They have evicted the Prussians from Panten and they securely hold Bienowitz so they can cover the retreat of their troops. They throw in the towel, awarding Prussia a hard fought marginal victory. At the end of the battle the Prussians had lost ten units to the Austrian loss of twenty. 

I made a few mistakes with the Austrians and the Prussians during the game. Most glaringly I should have pressed the Prussians harder with musketry, especially with the grenadiers when I had the chance, even if it meant they were destroyed a little earlier. This might have softened up the Prussian line more for the following waves. I made the same mistake with the cavalry of both sides (the Austrian elite squadrons on the southerly wing, and the Prussian cavalry caught between the two lines of opposing infantry on the northerly wing) when I let them get mown down by musketry - I should have charged them, even though losses would probably have been similar it would at least have given them a fighting chance of inflicting some pain on the enemy. Apart from that, the mistakes I made were small ones, I think.

Then, as if by magic, along came my fairy godmother. She waved her magic fairy stick thingy and Hey Presto! Everything was set up for it all to start again on Wednesday night. I'm hoping then, it will be a four player game (Peter J., Graham H. Mark D, and myself), with each player taking a 'wing'.




The Battle of Liegnitz 1760 fought solo. Turn 4

Initiative A10 / P5: 

The remaining Austrian artillery battery in front of Panten repositions to blast the Prussians occupying it at close range. The fire rips through the village like a knife through butter, scything down Prussians and civilians alike (PIR2 takes 3UI loss, shaken). 

Behind the line of the stream the commander of the vanguard cavalry of the 'First Line' proves his worth by rallying two units of cavalry (ADR6 & AHR24). Muller attaches to his last unit of grenadiers, it's now for death or glory.

Meanwhile, up on the slopes of the plateau, some tired Prussian artillery discomfort more Austrians (1UI loss) whilst the dragoons under Meineck move forward to support the infantry operating on their right wing.


Initiative A8 / P0:

At the summit of the slope the Austrian grenadiers, now under the personal command of Muller, break through the Prussian line following a point blank firefight with PIR5 with surprisingly little loss to themselves. The rout of PIR5 disorders the battery of howitzers stationed immediately behind their rear. Then the Austrian grenadiers engage PCGIV but this time the firefight goes the other way and the grenadiers are routed.

(I'm having a lot of fun at this point and I'm making loud 'massed musketry' noises: Ahh, the joys of solo play! The initiative continues into the next picture).


The Austrians have a chance to sieze the battle by the scruff of the neck (with an unused Infantry Move card showing). The assaulting troops of the 'First Line' advance into the breach.

The 'Second Line' advances in support but, the problems caused by their routing cavalry earlier in the morning have created a definite gap between the attacks - the support is not 'close support'
Initiative P7 / A3:

The Prussian cavalry falls back before the advance of the Austrian infantry in an attempt to reach comparative safety behind their infantry line. 

To the south, the Prussian infantry turn to face the breakthrough (on a timely Brilliant Leader sequence card).

(Brilliant leader cards are not standard cards. They are issued to army's with good command and command structures: Frederick is a 'superior commander and has two, Loudon is skilled and has one. They are 'wild' cards).

Meanwhile the advance of the Austrian infantry is relentless. They are ignoring the threat to their left flank - they must break the Prussian line!


Initiative A12 / P4:

At the summit of the slope AIR34 pours volley after volley into PCGIV and the grenadiers are routed due to losses (4UI). 

On the right the 'Second Line' comes into the fray. AIR14 and AIR22 fire into the teeth of the Prussian cuirassier which have failed to fully withdraw (PCR11 takes 3UI loss and shaken).

On the left, at Panten, at Panten AIR29 and AIR50 pour their first fire int stricken PIR2 and it is shattered, streaming from the village in all directions (destroyed). 

Back up the slope, AIR14 continues its fusilade into the unfortunate CIR11 which is already a bloody mess and its remnants withdraw from the field (destroyed).

At the breakthrough, AIR36 empties its first volley into the howitzers and the howitzers, not to be outdone, respond with canister at point blank range (both take 2UI loss) but, it is the artillery crew who lose their nerve first and bolt to the rear.

(The action this phase continues into the next picture).

The Prussians launch a counter attack as best they can (with only 4 initiative pips) and PIR14 strikes AIR36 in the flank with perfect timing (no melee resolution card required Vs flanks) - it should be a walk over but the Austrians hold the initial rush and the combat is fought again (front to front). AIR36 finally gives way (with 2UI loss but, it can't safely rout anywhere so it surrenders). 

(Sometimes logic outways any amount of angle wangling and, as so many Austrians did surrender at the top of the slope, this seemed logical to me).


 Initiative: P9 / A1:

PIR40 of the Prussian reserve now charges forward into the flank of AIR37, routing it at a stroke. Again, the Austrian unit has no clear path of escape so it too surrenders (with 4UI loss). 

PCGIV pour fire into AIR3 and they run (with 4UI loss). 

The battle is again decidedly turning in favour of the Prussians.

The Prussians deploy their artillery in a position to rake the advancing Austrian infantry, and to cover any reversal at Panten.

To the north of Panten (not in shot as this was taken later) the pursuing Prussian cuirassier (PCR 5) have find their path blocked by fresh Austrian cavalry and are milling about in front of the Austrian guns. The guns fire into the mass of swirling troopers and the remnants stream away (destroyed).

This leaves the way clear for the fresh Austrian cavalry ('First Line' rearward cavalry command) to come forward.


 Initiative A7 / P2:

Austrian cavalry (ACR25) charge up the slope into the newly deployed Brummers (they have already taken 2UI loss so they are easily beaten) and the crew are trampled into the dust. The Austrians have exhausted their deck but do not have an initiative point to end the turn.

Austria fails it's first major morale check (add two Dress the Lines cards) but the armies brigade commanders hold things together nicely (2 morale points lost).

As I said earlier in this series of extended battle reports, the Major Morale card rules we use are somewhat different to the ones used as standard. Here, as written in our rules, is how we play them:


MAJOR MORALE CHECK
The routing and pursuing units of both sides move at this time regardless of terrain; they move at their full normal ‘in line’ rate; they move for free; routers always ignore the impediments of type II or type III terrain, pursuers do not. Pursuers in contact get a free hack, light cavalry D12 Vs D6, others D10 Vs D6. 

When this sequence card is turned it is played against the enemy army and the enemy’s C-in-C must take a major morale check. He does this by rolling a d20, adjusted for command quality (-2 to +2 in this case) versus the total number of units it currently has destroyed or routing. To pass the check the die result must be higher. If the check is passed no further action is required. If the die roll is equal or lower than the number required the army fails the check; the army must pay a morale chip and add two Dress the Line cards to its sequence deck; then the army must individually check the morale of each of its command groups.

If the army has no C-in-C or morale chips to take the major morale check it automatically fails, adds two Dress the Line cards to its sequence deck and must individually check the morale of each of its command groups.

Command groups forced to take major morale checks do so by rolling D12, adjusted for command quality, versus D8. If the command is currently leaderless a D6 is rolled. If the die roll is higher the command passes the check. If the command fails the army loses one morale point; if the army cannot pay a morale chip all of the group’s units are downgraded one battle quality level and any units already rated as battle weary are routed.


Recovering lost officers. On the appearance of this card any officers lost in battle can be recovered on a successful other difficulty check versus D8. Each test costs one initiative point. If the officer is recovered at the first attempt the replacement officer will be the original one; if not, the officer will be a new officer and his quality will need to be diced for.

Note: We do not add Dress the Lines cards for losing units as, in our large games, you just accrue too many of them. We do add them for lost officers, and for superseding command (the latter because it's playing around with command structures).

The Austrians win the next initiative and end the turn.


The Position at the end of turn 4.

Monday, 30 April 2018

The Battle of Liegnitz 1760 fought solo. Turn 3

Initiative P8 / A5: The Brummers are in great danger of being overrun by the Austrian grenadiers of the Reserve then, (the sequence cards fall nicely for the Prussians, they turn Heroic Moment followed by Artillery Move) their officer sees his chance and withdraws them through the infantry line to safety. The other guns re-position themselves to obliquely spray canister into the packed ranks of the Austrian Reserve. 

Meanwhile the Austrian cavalry on their right moves up and seeing it's chance AHR24 (just in shot at the end of the Austrian infantry line) charges uphill towards a battery of Prussian guns (it doesn't have the initiative point to fight the melee).


Initiative P8 / A4: The Prussians launch a massed cavalry charge down the slope onto the advancing Austrian cavalry below and (with Cavalry Move in the Open closely followed by Shock Cavalry Resolution) a large cavalry battle erupts on the right for a second time.  


  • PCR8 Vs AHR24 = AHR24 routed with 1 UI loss (the guns are saved!), PCR8 rallies back.
  • PHR2a Vs ADR6 = PHR2a shaken, ongoing melee.
  • PHR2b Vs ADR24 = ADR38 routed with 1 UI loss, PHR2b rallies back.


The initiative continues into the next picture.


The Austrians bring up their infantry. The infantry of the 'First Line' shakes out into a contiguous line of three units with a unit in reserve in preparation for a follow up assualt on the Prussians that the grenadiers have already mauled. The remainder of the 'First Line' units race for Panten in preparation for it's defence. On the right, the 'Second Line' struggles to get organised - it is vulnerable to being caught in line of march by the Prussian cavalry coming down from the slopes above.
Initiative P7 / A0: The cavalry melee continues between ADR3 and PHR2a. PHR2a is routed with 1 UI loss, ADR6 is unsble to rally back (no room) so stands in place disordered.

Desultory shooting by Zeuner's advancing infantry cause insignificant (1UI) loss to the Austrian elite squadrons of the reserve but, up on the slopes the Prussian artillery blasts away another unit of grenadiers.

(Note, I now have enough grenadier figures to represent the three units of grenadiers that remain. I have used them so that things look as they should). 
Initiative A13 / P3: The Austrians bring more cavalry into the fray. ACR21 charges PDR11 and (melee actually resolved at the end of the phase) PDR11 is routed with 3UI loss, ACR21 is unable to pursue due to intervening Prussian infantry and mills about in confusion half way up the slope. 

(In the picture ACR21 are the cavalry in offset column).

Muller tries to rally his depleted ranks of Grenadiers with marginal success (1UI recovered).

Zeuner advances towards Panten, refusing his left in the face of the advance by units of the Austrian 'First Line'.
A general shot of the battle from Bienowitz, midway through turn 2. I think we can safely say that the action is now general.

Initiative P10 / A3: The cavalry combat continues: Whilst ACR21 is milling around and ADR6 are disordered they are charged by PCR5 and PHR2b and melee immediately ensues (no resolution sequence card is required Vs disordered troops).

PCR5 Vs ACR2 = ACR21 routed with 2UI loss, PCR5 pursues.
PHR2b Vs ADR6 = ADR6 routed with 3UI loss, HR2b rallies back.

Up on the slopes the canister fire from the batteries is devastating. One unit of grenadiers is now shaken (with 3UI loss) whilst another is completely torn to shreds (destroyed).

(I'm predicting a Prussian victory but there are, as yet, a lot of uncommitted Austrians entering the fray. The action this phase continues into the next shot).


The Austrians of the 'Second Line' deploy into line. Now their serried ranks really do look daunting to the Prussians.
Initiative P10 / A2: Standing Grenadier Battalion VI (PCGVI) of the reserve wheels onto the flank of the Austrian grenadier line and delivers a fatal volley - the Austrian grenadiers run.

PIR15 (the Garde) in Zeuner's command fires into the Kolowrat dragoons (elite squadrons) at point blank range (they are shaken with 3UI loss) then scattered by PIR2. The second line of elite squadrons (ADR1) are no longer screened and PIR15 lets go more volleys - ADR1 is routed. The way to Panten is almost clear!
P9 / A1: Zeuner's infantry reach the outskirts of Panten rolling over a battery of (unloaded) Austrian guns as they go.
P9 / A6: Zeuner's infantry move into Panten, occupying the builds on its western side. On the slopes of the plateau, Prussian infantry moves to roll up the attack of the Austrian 'First Line'.

(The action in this phase continues into the next picture).
The Austrians begin their attack up the hill. Much of the second line is being hampered by the number of routing and pursuing cavalry in front of them. The Austrian infantry around Panten deploys into line to deal with their unwanted guests.
Initiative A7 / P2: The rearward Austrian cavalry of the 'First Line' deploy into line in the centre of the field. The routing cavalry clears the path for the 'Second Line'. 

(In our version of the rules, routers and pursuers move on all Major Morale cards turned -  there are two in each deck. We do not use the standard Major Morale rules, ours are better, we think).

On the slopes AIR23 of the 'First Line' is routed exposing the Austrian lines to a possible flank attack - if one can be organised!


Initiative P13 / A4: The Prussians can see the opportunity (and luckily they have an Artillery Move card left as they close the turn) and push their artillery forward into a position (if they can deploy) from which to rake the Austrian lines as they come up the hill.

The Prussians have exhausted their sequence deck and end the turn - no intiative for the Austrians this phase. The initiative in turn has been decidedly with the Prussians - 63 to 40 and it has shown. At the end of Turn 3 the Prussians have only two units in rout. The Austrians have five in rout plus a further 9 beyond recall.

Here are three more shots of the action at the end of Turn 3.



Sunday, 29 April 2018

The Battle of Liegnitz 1760 fought solo. Turn 2

Turn 2 

Initiative A9 / P2: The Austrian grenadiers of the reserve (almost immediately turning an Infantry Move in the Open card)  assault the Prussian line of guns and infantry. The assault is launched into a hail of deadly (opportunity fire) musketry and canister (which causes 5 UI loss and forces one unit into retreat) but the second line is in close support and the formation presses the attack. 

Meanwhile the columns of the first and second line continue to come up and begin to form into line. They even manage to deploy more artillery. This has been a nice flow of cards and initiative for the Austrians. 


Initiative A10 / P2: The grenadiers of the Austrian reserve now pour in their own fire which is effective but fails to break the Prussians at the summit of the slope (they lose 5 UI overal and the Brummers and PCGrIV are both shaken) but retaliatory (opportunity) fire routs another unit of Austrian grenadiers. Muffling rides to rally one of the grenadier units before it has retreated entirely out of the fray. The Austrian fusillade is renewed and the Prussians suffer further casualties (2 UI loss overall).

Prussian efficiency in musketry now begins to tell (they have more Musket Reload cards than the Austrians and draw two cards back to back (reloading all of the units that fired opportunity fire and standing ready to go again on the next) - they don't have the initiative to use the second card but its mere appearance is daunting for the Austrians.


Initiative P18 / A 4: The Prussians open up a devastating round of musketry and one of the Austrian grenadier units is shattered beyond recall. The Prussian guns add to the general carnage. 

On the Prussian left the cavalry under Krokow advances to cover the retreat of PCR2. 

On the right Zeuner advances his line towards Panten whilst the reserve moves troops up to fill the gap. 

The Prussian officers also do their stuff rallying (lost UI) the infantry which have been heavily engaged.


Initiative A8 / P5: The Austrians bring up the last of their artillery. Muller rallies another unit of grenadiers which, to keep the Prussians busy, wheels to face the oncoming infantry of Zeuner's command.
Initiative A11 / P0: The Austrians find few cards to aid with their assault by the grenadiers and use this free of reply initiative phase to hurry the columns of the first and second line into the action. 

The Grenadiers have done their stuff. They have prevented the Prussians interfering with the build up of Austrian troops north of Panten.

This is the last intiative phase of turn 2 - the next domino draw was double four and double one and this ended the turn. 

Here are three more shots of the action at the end of turn 2.

A general shot of the battle so far. The Austrian grenadiers of the reserve are keeping the Prussians occupied at the summit of the plateau. Zeuner's infantry (foreground) have descended the slopes and are about to launch an attack on Panten. Just north of Panten half the infantry of the 'first line' have deployed in readiness to launch an attack of their own whilst the rear units of the column race to occupy Panten before Zeuner's Prussians arrive. At the top of the picture the Austrians have massed cavalry to cover the deployment of the infantry of the 'second line' currently crossing the northern bridge.  

Infantry of the 'first line'. Four units with artillery support prepare to attack. The remainder of the command can be seen, in column, racing into Panten. In the distance, infantry of the 'second line' and cavalry are still arriving in the battle area.

Austrian cavalry of the van massing to cover the deployment of the 'second line'.

The Austrian view from behind their right- that windmill, the key to victory, looks a long way off  and well defended.

The view from behind the Austrian's extreme left. Elite squadrons of the reserve and a battery of guns are all that stand between Zeuner and Panten.

I have somehow managed to field quite a high percentage of the actual units that fought at Liegnitz. The unit of the Garde (3rd battalion of IR15) on the extreme left of the picture (with striped silver and white flag) were present on the day in 1760, as were IR1 at the other end of Zeuner's line (but with the other wing). The Kolowrat dragoons (painted as the elite squadron unit in blue, with a very nice red and white eagle crest on its flag) and the Erzerherzog Dragoons (elite squadrons in green) were also there. 
Back to the game. An AAR of Turn 3 will follow shortly.

Saturday, 28 April 2018

The Battle of Liegnitz 1760 fought solo. Turn 1

As my wife and son are away this weekend; they have tickets to see Shakspeare being performed by the Globe Company at Westminster Abbey. So I've decided to open a curtain of my own and perform all the parts in a re-fight of Liegnitz 1760 before I set it all up again for the boys to play on Wednesday night.

I'll be using the scenario described earlier this month, using The Ilkley Lads' amended Piquet rules for fighting large 18th century battles. Being a solo game I can play it, at my own speed, whilst taking notes and photos as I go along. Note that the initiative will be decided by drawing two dominoes (one for each side) for each 'initiative phase'. I'll explain the system later but, suffice to say that unless one side draws double blank, each side gets some initiative on each draw.

Where necessary I will give unit designation by the actual (what the unit was painted as) wargame unit present. PCR2 is Prussian Cuirassier Regiment number 2; ADR28 is Austrian Dragoon Regiment number 28; PIR3 is Prussian Infantry Regiment number 3; etc.

I will detail the refight in a series of short posts. O.K. luvvies: Camera, action!

Turn 1.

Intiative A5 / P1: The Austrians move their van cavalry from the second line column across the bridge going left and right in order to form into a third line behind the van cavalry of the first line.

Initiative P9 / A5: Holsteins lead cavalry regiments thunder down the hill and immediately melee (the sequence cards flowing nicely) the Austrian vanguard cavalry. The melee is inconclusive - PCR2 narrowly gets the edge on ACR2 whilst PCR8 narrowly loses against ADR28 - and the losers are shaken without loss. On the right Zeuner begins to bring his infantry forward .

The photo shows the positions after the melee has been resolved. The Prussian cavalry have used a 'blown' marker (white bead) for charging. The wheel denotes PCR8 being shaken. In the background the Austrian cavalry of the second line can be seen moving to form a third line.

The cavalry melee continues in the Austrian phase. This time the Austrians suffer heavily in the ongoing fight. Both ACR14 and ADR28 are routed with three unit integrity (UI) loss. PCR8 does not pursue and rallies back. PCR2 is forced to pursue but it's path being blocked by the Austrian second line can't go forward so it 'mills about'.


Intiative A8 / P2: The Austrian guns fire on PCR8 now standing at the top of the plateau and suffer heavily (2UI loss). ADR6 in the second line of the Austrian van charge PCR2 which stands in great disorder to their front but are repulsed. 

The Prussians withdraw PCR8 behind their infantry line whilst the cavalry under Krokow advances to cover the left flank of the infantry line.

Note ADR28 routing towards the guns - soon they will leave the table without a chance of being rallied.


Intiative A8 / P4: The Austrians can do little but cycle through useless cards in their sequence deck. As the last pips are used, they manage to organise their cavalry into line.

The Prussians open fire with their artillery on the grenadiers of the reserve to little effect (1 UI loss).
Intiative P7 / A4: Zeuner continues to bring his infantry forward into a line facing east. The fusiliers of the Prussian reserve come up into line behind PIR4 and PCGrVI.

The routing  Austrian cavalry has now begun to exit the field at Pantern.


Initiative A3 / P0: The Austrian infantry begins to come up. 
O.K. So the next initiative threw up a big roll to the Prussians and this is a good time to explain how the initiative points for each side are determined. At the start of each initiative phase each side draws a domino, sight unseen, from a bag. The player with the most spots wins the initiative and gets the sum of both halves of his domino (e.g. 5/2 = 7) as initiative points. The loser gets the high side of his domino (e.g. 5/1 = 5). If the either side draws a double the winner gets the sum of both dominoes at his total initiative, whilst the loser either gets the high side of his domino or both sides if he drew the double (e.g. in the pictured example, the Prussians drew 6/4 and the Austrians drew 4/4; the Prussians win 10 to 8 but because the Austrians drew a double four the Prussians bag the lot and get 18 points of initiative; because the Austrians drew the double they get 8 points. 

The picture shows the dominoes and the initiative clock. The clock is used to count down initiative as it is spent. The picture also shows the sequence deck (it's the Austrian one). Turning a card costs an initiative point and each action carried out generally costs an initiative point. The last card the Austrians turned (in the last initiative) was Infantry Move in the Open, any infantry commands that have not acted on the card may do so in the next initiative phase providing initiative points are available.

Initiative P18 / A8: The Prussians cycle through their deck without finding the appropriate cards on which to act decisively. As the last pip is spent Zeuner forms his line on the right, the Prussian howitzers of the reserve deploy and the artillery causes three UI loss to the grenadiers of the Austrian reserve.

The Austrians reserve ascends the slope with ineffective artillery support, whilst the columns move up. Latterly the lead elements of the columns manage to deploy.

The next domino draw is double 3 double 1. One thing I forgot to mention. If double double dominoes are drawn at the same time, the turn immediately ends and the sequence card decks are shuffled ready for the next turn.

Pictures showing the field at the end of turn 1


The grenadiers of the Austrian reserve are assaulting up the hill. Visible in the foreround, ACR14 is about to leave the table in rout.

Austrian infantry of the first line is formin up in and to the north of Pantern.  On the far side of the field the  situation following the cavalry engagement can be clearly seen. Note that wagos represent limbered artillery (I don't have limbers yet).

The columns of the first and second lines are coming up into position ready to assault the Prussian position. There is sure to be a bottleneck, and the Austrians will be forced to attack in waves.
Now back to the table for Turn 2.