Arquebus Replay: The Battle of Ceresole — Part 2

The Spanish player activates Madruzzo’s (Blue) wing.

Spanish Note – I want to get the battle started so I’ll move my center wing closer.

Ed. Note – For the first few moves we will show the units moving one at a time so we can show how the Missile fire works (BTW shouldn’t it really be referred to as “Ranged Fire” instead of missile fire?).

As the -1 PK unit moves adjacent to the French line, the SB unit (which is highlighted) will do Reaction Fire which happens when a unit enters one of its front two hexes.

Note that the French unit will fire at the Spanish unit, but the Spanish unit cannot conduct Return Fire (see Return Fire on page 11). Hence, the French fire will affect the Spanish unit before it fires back.

Here is the Fire Results Table for Missile Fire

The Spanish PK will end his Move/Fire phase by firing at the SB unit in hex 4506 (the one that fired on it).

This is one of the major changes between Arquebus and the other games in the MOI series. Although you can move and shock in all games in the series, in Arquebus most units can shock AND fire missiles. This means that it is usually best to be the one to initiate an attack. That way you get two attacks to your opponent’s one.

Also note that you complete the Fire/Move phase for all units before you do the Shock phase for all units.

The next Spanish PK unit moves adjacent to the French line, the French PK unit (which is highlighted) will do Reaction Fire. Per the Reaction Fire rules “Only one missile unit (Artillery or not – owner’s choice) can Reaction fire at an enemy unit when it enter a hex, no matter how many units are adjacent to it.” However, you can fire multiple Active units at the same enemy unit. I would do this if the first Active fire did not disorder an enemy unit and I needed it to be disordered.

The Spanish PK will end his Move/Fire phase by firing at the PK unit in hex 4507 (the one that fired on it).

We’ll skip one move and do the 4th Spanish PK unit’s move. We do this last one in detail in order to point out a few facts about Artillery.

  1. Artillery can only fire when Unlimbered. They do this during the movement phase by stopping their movement and then firing which unlimbers them.
  2. You cannot Reaction fire an Artillery unit unless it is unlimbered. So, the game forces you to choose when to unlimber them or you could end up in a situation where your artillery units never get to fire before they are eliminated during shock.
  3. Artillery has no Disordered side so can’t missile fire on them.
  4. During Shock combat they are automatically eliminated.

Ed. Note – Unfortunately, in this case we totally forgot the rule that the Artillery cannot Reaction Fire unless unlimbered. So instead, we will assume that the artillery units fired during their last move. Since they would have been firing at a -2 (needing a 7> to cause a Disorder), we will just assume they all had no effect.

The Spanish PK will end his Move/Fire phase by firing at the MM unit in hex 4510. Note that there is an additional -1 to the fire for firing on a mounted MM unit. Additionally, note that due to the heavy weight of the armor the MM units of this time wore, they cannot dismount. Ever.

I did not counter charge with the MM (because the missile fired on me I could have) because there is a -2 for MM vs. PK units I had a 60% chance of the MM unit becoming disordered. I would rather save the counter charge for the Shock combat where I will at least get a -2 to his roll for counter charging.

Here is the map after all the move/Reaction Fire/Active Fire.

Ed Note – As I warned earlier, the Spanish troops completely outran their artillery which are now basically useless. Also, I understand keeping the leader out of fire, but I would rather move them to the front line in order to use their +1 Charisma modifier (which gives your side a +1 in shock combat). Finally, the Spanish did slightly better at missile fire disordering 5 units to the French 4.

Shock Phase

The first combat involves the Spanish MM units attacking both SB units in 4505 and 4506. I did this so that my other units can concentrate on attacking the disordered French units.

A couple of points about multiple Shock attacks.

  1. Shock is Voluntary. You do NOT have to do it. However,
  2. If you do Shock then everyone in your front arc MUST be Shock Attacked.
  3. If one-unit attacks two units you must Shock attack them separately. You do not combine the attack.
  4. If one-unit attacks two units, each attack suffers from a strength Advantage/disadvantage. This means that if you attack two units each attack is getting a -1 to the die roll.
  5. You must complete both attacks and then, after the results are known, you apply the worst result to your attacking unit.
  6. If two units (or more) Shock Attack one unit, you DO combine the Attack into one Shock Attack.
  7.  

There are a few more rules about this and unfortunately they are not answered in the rulebook. They can, however, be found on Boardgamegeek.

I would like to point out that +’s benefit the attacker and –‘s benefit the defender.

Since the Attacked was Disorder in both attacks, he is just disordered (After being disordered any additional disorder results do nothing). He also received a Retreat 1 hex and Engaged result. A Retreat takes priority, so he is retreated 1 hex and you ignore the Engaged result.

Ed. Note – I’m not sure I agree with this attack. Having a -2 to your attack means the attacker will be disordered 50% of the time. For MM units you definitely do NOT want them in a disordered state because then there is a boatload of stuff they cannot do (Basically they can’t charge, counter charge or retreat before combat).

Remember to always make Disordered units a priority to attack. You stand less than a 20% chance to disorder yourself and any positive DRMs decrease even that small chance.

Ed. Note – If this had been a MM that attacked they would get an Eliminated, continue attack result.

BTW one of the rules sometimes overlooked is that if the Defender either retreats, is Retired or is Eliminated you MUST advance into their hex.

For the rest of the Shock Attacks we’ll just show the results then a picture after the Shock Phase.

Ed. Note – Remember only the Attacker can Advance after combat.

Spanish Comment – Bad luck there. I should have won that battle.

French Comment – My guess is that the Spanish Fire destroyed most of the Wine Bottles the Courtiers were drinking and when the Spanish charged the Courtiers just ran away. Bravely, oh so bravely, they left the field of battle to “Go get some wine for the other troops.”

Continuity

The Spanish will try to activate Salerno (Green). The activation number for him is 2.

The French player plays a Seizure on a 0-5 die roll chit.

The Spanish player play a Seizure Negation Chit.

Spanish player rolls for Green Continuation.

Roll – 4, No.

Ed. Note – This is one aspect of the game that requires some thought. Do you need to use a Seizure chit or not? In this case it ended up that the French player could never had played the Seizure chit and it would have had the same effect. However, you never know. Plus, it did get rid of the Spanish Negation chit allowing the French to use their Seizure chits in the future.

French Comment – Well crap. Then, well OK? That was a whole lotta work for nothing.

Onward my soldiers we shall move our troops to crush the French!”

“General, it looks like the French are trying to get the jump on us and move before we do.”

“Then we must move faster and negate their move.”

“Yes sir…wait a sec, it looks like our troops are not yet ready to move sir.”

“Why not?”

“Well it IS Siesta time sir.”

“Oh yes, I forgot. Well then, carry on. Nap well and let me know when we can continue this battle.”

Conversation between General Salerno and his Aide.

Flight Point Totals

French – 4

Spanish – 0

Enghien (Black) Activation (Free)

The French activate the center wing under Enghien (Black)

Ed. Note – It would be really nice for the French if Boutieres (Red) wing were closer to crash into the Spanish center. Instead they’re off marching in circles?

French Comment – I need to consolidate the holes in my line. Plus, he has 4 units kind of cut off, that I can attack in the Flanks.

Below is the map after the move and fire Phase. The highlighter in green units fired. Notice that the Artillery units fired before the other units moved. They were quite effective.

Ed. Note – Not to harp on this but notice the gap between the Enghien (black) and Boutieres (Red) wings? The French have time to fix this but it’s a risk.

Shock Phase

We’ll only show pictures of stuff that has not occurred before.

The first Shock Combat brought up a question right away. The French MM is charging a Spanish PK unit. However, there is a French PK unit from the Dampierre’s (Green) Wing adjacent to the Spanish PK unit. Does it join in the battle? The answer is that, no it does not Shock because only activated units can Shock.

Ed. Note – The Continue Attack happens AFTER all Shock combat is done for every unit. So, if the French get lucky, the Continue Attack may not take place if the unit in their front arc is not there after Shock Combat.

Next Week: Part 3


Previous Article: Arquebus Replay: The Battle of Ceresole — Part 1

Brett Dedrick
Author: Brett Dedrick

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