If skirmishers want to engage in melee with other skirmishers they move forward and the defenders have the chance to fire at them. If the defenders roll a 5or 6 on a d6 then the attack is deemed to have stalled. Assuming the attackers close to melee then three 'roll offs' are carried out (one for each figure on the skirmisher stand). If the defender is in a built up area then they roll a d8 rather than a d6. If the die rolls are tied then both sides roll a d6 to decide the issue. After all three rolls the losers move back 4 inches and the winners roll a d6 - if they roll 5 or 6 then the losers take one casualty.
Also, as the bridges in the south (on the Mill road) were broken the Austrians were deemed to have engineers present. They required three clear moves to get the bridges ready for infantry to cross. The engineers could be fired at by the Poles and a roll of 4 or more on d6 prevented that move counting towards the 3 necessary for the bridge to be completed.
We also took up the article's suggestion of having to roll a 4 or more for the reinforcements to arrive on the table.
For the Poles, loss of the school house and Markkleeberg would be disastrous as the whole French position would be outflanked and the Austrians trapped to the west of the Pleisse would be able to enter the battle.
The battle starts with the Austrians gaining control of Markkleeberg Manor and the School House. (Historically the Poles neglected to destroy the bridge and their outposts were caught 'napping'. Seven battalions of Prussians under the command of Kleist are advancing on Markkleeberg from point D and Grenz skirmishers are covering the engineers who are trying to repair the bridge by the mill.
Dombrowski has three battalions in Markkleeberg, one between the town and the mill and one supporting Markkleeberg on the road to the school house. There are four battalions available as reinforcements from turn 3. Steve took command of the Poles and decided that the battalion on the mill road should move back to Markkleeberg asap.
|Over view of the table|
By this time (end of turn 3), the Poles had regained the school house, but failed to stop the repair of the mill bridge and also the main Prussian attack was closing in on Markkleeberg itself. Steve now had a stroke of luck as his first reinforcements arrived right on time.
The Austrians now began to arrive on the road by Markkleeberg Manor, three line battalions marched down the road keen to seize control of the school house. At their head were the Warasdiner Grenz. They charged over the bridge and threw out the Polish defenders in a trice. Behind them came two battalions of the Weidenfeld Regiment.
We adjudicated the game to end in a draw. It was a thoroughly enjoyable scenario which swung one way and then the other. The 'special' rules worked well. In terms of figures it was one of the smallest Napoleonic games we have done, only about a dozen battalions were involved, but that was down to the nature of the terrain which precluded much in the way of manoeuvre.