The Clash at Kutzdorf - a Seven Years War AAR

It was back in September 2023 since I last had The Seven Years War collection on the table (here).  Looking back I bemoaned that it had been two years since my first SYW game (here), and concluded by writing "I must get a larger game in which hopefully won't be another two years time".  Well it's not quite two years and I've finally played another game!

For this game I followed The Clash at Kutzdorf scenario from the Honours of War rule book. 

Austrians - Dashing Commander-in-Chief commanding: Infantry brigade (Austrian) commanded by a Dependable Brigade Commander (BC) of 3 standard infantry battalions and 1 superior medium artillery battery; Infantry brigade (Hungarian) commanded by a Dependable BC of 3 standard infantry battalions and 1 superior medium artillery battery; Cavalry brigade commanded by a Dithering BC of 2 superior cavalry regiments.

Prussians - Dashing Commander-in-Chief commanding: Infantry brigade commanded by a Dashing BC of 4 superior infantry battalions and 1 standard medium artillery battery;  Light infantry brigade commanded by a Dependable BC of 2 standard light infantry battalions; Cavalry brigade commanded by a Dependable BC of 2 superior cavalry regiments; Artillery brigade commanded by a Dependable BC of 2 standard medium artillery batteries. 

Turn One 

Turn 1 starting positions

The Austrians win the Movement Initiative, and a Poor Command Performance roll for the Hungarian Infantry Brigade means that it doesn't move.  The Prussian Infantry brigade with a Steady result moves up as does it’s attached artillery.  The Austrian brigade does the same, with a Steady roll meaning they move up to where their Commanding General had moved.  The Prussian Light Infantry infiltrates into the wooded area on the flank of the Austrians.  With a Steady roll the Austrian Cavalry moves along the road towards the town.  A Poor roll means that the Prussian Cavalry stay put, unable to advance towards the enemy.  The final brigade to move is the Prussian Artillery, which gaining an Admirable Command Performance roll takes one half move to limber and then moves up the road towards Kutzdorf.   

There are no units in Firing range so that’s the end of the turn.  

The Prussians advance

Turn Two

Turn 2 starting positions

The Austrian General moves to take charge of his Hungarian Brigade and chivvy them along.  The Prussian General advances slightly to show the way for his troops.  

The Austrians win the Movement Initiative again.  Under their C-in-C's watchful eye the Hungarian brigade now get moving.  The Prussian Infantry brigade steadily moves forwards wheeling slightly to face the Austrian threat on their left.  The Austrian brigade spurred on by their Dashing Brigadier moves in line towards the mass of Prussian Infantry.  

The two lines advance on each other

The Prussian Artillery brigade makes a 1/2 move then unlimbers to face the Austrian brigade.  A Poor Command Performance roll for the Dithering Austrian Cavalry commander, sees them halt on the road towards Kutzdorf.  The Prussian Light Infantry brigade, unhindered by the woods now emerge into the right flank of the Austrian Infantry brigade.  And the final brigade to move is the Prussian Cavalry who gets themselves going towards the town. 

The Prussians win the Firing Initiative.  Their cannon attached to the Infantry brigade fires at the Austrian Infantry but it's ineffective.  The Austrian Infantry brigade's artillery now responds.  Their Superior quality tells and they score 1 hit on a Prussian battalion. 

The artillery duel

Both guns from the Prussian Artillery brigade open up, but a combination of having moved and being at long range their fire has no impact on the Austrians.  None of the infantry are within musket range and there’s no checks to be made and that’s the end of Turn Two. 

Turn Three

Turn 3 starting positions

The Austrian Commander Moves to take control of his Austrian brigade. The Prussian General moves so he can wheel his infantry to engage with the Austrian Infantry brigade.  

The Prussians win the Movement Initiative roll with the Infantry brigade moving up on the Austrian Infantry brigade.  The Austrians get an Inspiring roll on the Command Performance table and they are obliged to charge into the advancing Prussians. Two battalions make contact, the other is short of the Prussian line.  Away from the centre of the battle, the Prussian Cavalry move forward and have now entered the outskirts of Kutzdorf.  The Hungarian Brigadier has an Admirable Command Performance roll and advances his brigade two moves towards the fighting.  The Prussian Light Infantry move forwards to the rear of the Austrian Infantry brigade.  The Dithering Austrian Cavalry commander steadies himself with a good roll and move his troopers into the opposite end of the town to where the Prussians are. The final move sees the Prussian Artillery remain static, aiming their guns.

The cavalry are in town.

The Prussians gain the Firing Initiative. Their Artillery brigade fires on a battalion of Austrian Infantry, with each gun scoring a hit.  

Prussian artillery pounds the Austrian line

The Austrian Infantry brigade has one battalion not in melee and they fire at a Prussian battalion hitting once.  Their attached artillery also scores one hit on another Prussian battalion. The Prussian Infantry that aren't in Melee fires back at the Austrians that have been shooting at them.  It's a roll of 5, which means that with them being Superior Infantry they've scored four hits on the Austrians, who'd already had two hits caused by artillery fire,  The unit is Done For.  It Routs away from the action.  That's the end of the shooting. 

The action in the centre of the line.

Onto Melee.  One of the Austrian battalions hits once against two in reply from the Prussian Blue Battalion.  As this is inconclusive the melee must continue.  In the second round it's the same result.  In the third round both sides score three hits.  This takes both units to five and six hits respectively and they are both Done For.  

The other Austrian battalion does better, trading blows with the Prussian Red Battalion it's three against two in their favour .  The Prussians Red Battalion has now accumulated four hits and retreat back through the Prussian Yellow Battalion which takes a hit.

This time there's a bit to do in the Rally Phase.  The one Prussian and two Austrian battalions that are Done For are removed.  The Austrian army is now only one Break Point from losing.  The Prussian battalion with four hits is unable to rally off as there's still an Austrian unit close by.  Their dice is swapped to red to show a loss of morale.  End of Turn Three.

Turn Four

Turn 4 starting positions

The Austrians win the Movement Initiative.  The Hungarians under the tutelage of the Austrian C-in-C move forwards towards the Prussians. 

The Hungarians get moving

Two Prussian battalions move up to pressure the remaining Austrian battalion.  The Austrian Cavalry go into column and enter the town of Kutzdorf from one side as the Prussian Cavalry do from the other side.  The remnants of the Austrian Infantry brigade stand where they are.  The Prussian Light Infantry move on an Austrian artillery battery. 

The Prussians win the Firing Initiative and the two Light Infantry battalions subject a deployed Austrian battery to flanking fire scoring three hits.  The battery responds, loading canister they fire back and score one hit. 

Prussian lights assault the Austrian atillery.

Two of the Prussian battalions fire at the remaining Austrian battalion.  Their combined musketry scores four hits on the Austrians.  Added to the two existing hits the unit is Done For and they Rout.  That's another break point against the Austrians. 

The last Austrian battalion is Done For.

The Austrians don't have any other units capable of shooting, so firing reverts to the Prussians.  Theie  Artillery brigade opens up on the Hungarians hitting twice on one of the battalions.  

We're now onto the Rally phase.  The Prussian battalion with four hits rallies off one.  The last Austrian Line battalion that is Done For is removed from the table.  

Turn Five

Turn 5 starting positions

Initiative is with the Prussians.  The Infantry brigade swing round to face the Hungarians, who align to meet the Prussian threat.  One Prussian Cavalry regiment charge into an Austrian cavalry regiment.  The second Austrian Cavalry regiment moves up to support their comrades.  The Prussian Light infantry charge to take a gun which fires at them scoring two hits.   And that's the end of the movement.

The Prussians gain the Firing Initiative.  The artillery continue their bombardment of the Hungarians.  Scoring three hits this moves the battalion to 5 hits, meaning it's Done For.  The Hungarian artillery respond and they score one hit on the Prussian Blue Battalion. 

The Hungarians under bombardment.

The Prussian battery attached to the Infantry brigade also scores a hit on the Hungarians forcing it up to six hits.  

Onto Melee.  After subjecting the Austrian artillery to musket fire last turn, the Prussian Light Infantry assault the Austrian battery.  They score one hit to drive the hits up to four for the artillery.  The resulting roll of three sees the gun abandoned and the unit counted as Done For,  

The last action of the turn is the cavalry melee in the town.  In the first phase the Prussians hit twice, the Austrians three times.  The second phase is three apiece with both units being Done For.

Cavalry combat in Kutzdorf.

With another two units Done For the Austrians army exceeds their Break Point and flee from the field.  Victory to Prussia!

Conclusion

This was only my third game of Honours of War and it's taken me five years to achieve that!  Too many periods and too little time is my excuse.  As with the previous games it was thoroughly enjoyable.  It's easy enough that you can pick it up even with a long gap between games, and after a quick read through you are able to play.  I think I got most rules right. although for one turn I forgot to roll for the Brigade Commanders performance.  This may have made a difference but at least it was across both sides so didn't disadvantage one army against the other.

This was also the biggest game I'd played using more of my collection.  I still have a bit more to bring onto the table, and need to ensure I play again while I still remember most of the nuances.  

I used the paper/card buildings and the woodland areas that I'd made this year.  I thought the woods looked quite good, the buildings less so, although this could be in comparison to the resin ones.  I'm also wondering whether to go to 3mm rather than 6mm buildings.  I'm thinking that more 3mm would look better than a few 6mm, and 6mm can also look a bit overpowering compared to the figures.  Decisions, decisions!

Comments

  1. Enjoyed your report. I always try to use buildings one scale down from the figures. Many buildings for the same footprint looks better in my opinion. So, 3mm buildings is thecway to go. No one notices during a game.

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    Replies
    1. Thanks Richard. Pleased that you liked the report and good advice too. That's helping me to make my mind up.

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    2. A nice report that will help visitors understand how the game works. I certainly enjoyed reading through it. Good luck with future games.

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    3. Thanks very much for the kind comments. I try to get a balance with the reports of giving an idea of how the game works but also with some narrative so it's not too dry.

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  2. Top looking game and lovely 6 mm troops. It was interesting that the armies turned one another around, which seemed to occur quite often in the period from my knowledge/recollection.
    Best wishes, James

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