Two cavalry regiments on opposing sides charge each other. Each regiment has another regiment right behind it in support.
One regiment is Prussian cuirassiers and rolls a five and places 4 blots upon the other. The second one is French dragoons and only gets two hits on the cuirassiers.
There is not much room to manoeuvre in this battle, so the cavalry regiments are lined up one behind the other.
As I understand it, the dragoon regiment that has taken four hits must retreat and the only reasonable way is through its supporting regiment of dragoons right behind it. This means the supporting unit is temporarily disrupted and must remain stationary that turn.
Can the cuirassiers charge again, having charged the turn before? (Using the Marlborougian rules for 15mm, so turn length is 15 minutes.)
Hello jerry, welcome to Marlburian; we get so few visitors that it's nice to hear from you! The answer to your question applies equally to the 7YW and WSS/GNW. The Draqoon regiment must retreat and this is a minimum of a single normal move and up to twice a normal move. You can try to avoid friends within the normal movement limitations but in the situation you describe you will pass through your supporting Dragoons inflicting a hit on them as they do so. All normal movement has now taken place but your Cuirassiers will now have a chance of making a "pursuit" move, perhaps contacting another unit. Your supporting Dragoons are almost certainly the target of this and they might be able to counter-charge depending on distance apart. All this is covered on pages 32/33, then to pages 29 and 23. Hope this helps.
Sorry jerry, I only just saw your original query in the main site. To be clear, the Marlburian amendments are "tweaks" to the main rules, mainly embodied in the alternative playsheet, so all game mechanics remain the same except where noted in the amendments.
I went for a notional 15 minute turn reflect a number of things. Infantry, cavalry and artillery all moved somewhat more slowly than in the later wars. Infantry didn't march in cadence and stopped far more often to dress ranks, firing was usually carried out at the halt and rates of fire were lower. Cavalry moved at the walk for most purposes with few going above a trot and even then only for the last 20 or 30 yards. Using shorter moves and much reduced fire factors would lengthen a game. The 15 minute timing allows movement and a reasonable fire effect rather than allowing units to do more in that notional time span.