Wednesday 12 September 2012

Borodino 1812-2012 - The MegaGame!

Lachlan explains how his Corps will win the day!
Well, we did it! After many months of preparation, of building, painting, practice games and developing rules amends,
agreeing victory conditions, and arranging teams and roles, 20 wargamers from NSW and South Australia met this weekend to mark the 200th Anniversary in grand style.

So what did we achieve? We refought the Battle of Borodino, in a single day, like the original, using Battalion level rules, on a 1:20 figure scale, with every engaged Corps and Division represented. I calculated that we had well over 5,000 figures on the 240 sq feet playing area, with the French boasting 70 line battalions of Infantry, averaging 34 figures each, and the Russians 59 battalions of similar size. The French had the edge in Cavalry, and the Russians in Artillery.


We succeeded in getting in 10 rounds of hard fought action, so that the Victory conditions could be fairly assessed within the context of a completed game.


Many spectators joined us in the evening to look over the spectacular terrain and wish us well...Above, a facebook post from the French Commander's wife wishing everyone well...

Photo from HoH Gallery

All the major ingredients of the actual battle were recreated – the passion, the assaults, the counter attacks, strong points changing hands, break throughs and strategic redeployments...


The huge planning and preparation effort, the troop stats, rules amends and victory conditions, the practice games, can all be seen on earlier posts, suffice it to say that a real feeling of anticipation, a fitting sense of pre-battle tension, prevailed on the Saturday, the eve of battle...

Prince Eugene, aka Barry, give IV Corps an eve of battle speech that was later to hang on the Oval Office wall...
After the hard work of setting up the tables and models was completed, with the Russians deploying first, and then the French, reactively; we celebrated with a bottle, well, bottles, of local wines and a pig roast, prepared by Matt, who demonstrated that he had culinary skills as well as being a landscape artist of no small talent, as these photographs of the terrain will attest...
Prussian Uhlans (For my Prussophile mate von Peter!)

A few of us crashed out in the Hall of Heroes overnight, and I can confidently inform you that the trains start running through Campbelltown at 5.00am......Still, I was like a kid on Christmas morning, and spent the early morning gloating over the terrain....

Once the teams were in the briefing started. Now umpiring can be a boring job, but as each team captain revealed his plans, I could see that we would be in for a hard fought, and closely matched, battle, and that the outcome was going to be close.

The French Captain briefed his team, with minutes to spare before game start, that he was no longer interested in achieving the Victory Conditions, which had been months in preparation, and was now aiming for a battle of attrition....Deep breath time! I reflected that, actually, that might lead to a closer historical outcome - Borodino was hardly a battle of fine manoeuvre!

Photo from HoH Gallery
Troy’s plan, was to mask off the Raevsky Redoubt, and also only feint towards each flank; Borodino in the North and the Utitsa Kurgan in the South; and unleash the main effort at the Fleches, after a suitable period of bombardment to soften its defences, punching  through the Russian lines there to achieve a battle of annihilation.

Photo from HoH Gallery
The Russian team captain then briefed his plan, which had been emailed to me the week before and so was less of a shock...The cavalry would be concentrated to the North, to impede French movement on the flanks and support Borodino. The other flank to the South would also be strongly held, reinforced by a massive grand battery concentrating 2/3rds of the Russian heavy guns. The central area would be less strongly held, with the hope of creating a ‘cauldron’ or killing zone, the shoulders of which would be formed by the Grand Battery to the South and the Guards to the North, who would be committed early. Once the French had been attrited in the cauldron, they would be eventually be mopped up by the Infantry reserves...

So both team captains were aiming  to bring on a battle of attrition in the South-Central sector, and the fighting around the flanks, and the Redoubt, would be half hearted...This was going to be very interesting...Surely no plan survives contact with the enemy!

Dogged defenders - The Russians, L-R, Motty, Greg, Dave, Bryan(C), James, Mick, John. Mark and John Snr inbound...
The opening Russian pre game bombardment from the 3 position batteries in the Raevsky Redoubt was limited in its effect, the French VIII corps opposite having deployed out of effective range, a single Battalion becoming disordered, but it was a taste of things to come...

Valiant stormers - The French, L-R, Blake, Matt, Lachlan, Gus, Philip, Troy  (C), Richard, John, Barry
In the French opening move, however, their Grand Battery concentrated their fire on the Fleches as planned, and highly effective fire soon reduced it to a mere heap of sand providing no benefit to its defenders...


Ney’s I Corps then promptly took full advantage, charging the Fleches, whilst in the North Prince Eugene followed orders to the letter, with a tentative feint followed by a prudent resort to squares as the massed Russian cavalry began to stir....

Similarly in the South the action was initially confined to light cavalry and Cossack skirmishes and a careful clearing of the large patch of scrubland by the light infantry of both V and III corps acting in unison to flush out and engage the concealed Russian Jaegers and Cossacks. So in the opening pair of moves both teams stuck rigidly to their plans!

The French Assault on the Fleches, as befitted the French main effort, slowly and painfully began to make headway, and I reflected that had they not concentrated all their artillery firepower on reducing its defensive value to zero it would have been nigh on unbeatable.



At this point the Russian team debated pulling out of the Fleches to allow the supporting Grand Battery full scope to play on the French in the ‘Cauldron’, but decided instead to commit the Guard Infantry forward to be ready on the flanks of any French breakthrough...

With its initial task achieved in Grand style, the French Grand Battery limbered and attempted to move north to assist VIII Corps, which you will recall was tasked with screening off the Raevsky redoubt. 




Cunning use of the dead ground in the balkas and creeks had allowed it to approach the redoubt without too many losses,

but earlier events had demonstrated that more firepower would be needed to allow any closer engagement.


Unfortunately a series of unlucky dice throws, including a visit to the infamous ‘blunder’ table, slowed down the Grand Battery’s redeployment....Meanwhile the Fleches finally fell to the French after a passionate and hard fought struggle.


The first Victory point went to the French! The Russian team had anticipated this loss, and set in train their Infantry reserves on their strategic march south to deal with any French strategic breakthrough.

 I was glad to see a strategic movement on a game of this size. Its not often you see a game where 2 Infantry Corps only form a part of the reserve, much less engage on a long flanking march, which of course Black Powder allows you to do...

The footprint of Borodino represented by its Orthodox Church, scratch built by Blake. Our expert on Eastern Theology, James, assured us that it was named 'The Church of the Fallen Madonna'...
The French brought on their Guards Heavy Cavalry in the Northern sector to engage the masses of Russian Heavy cavalry which had been holding Eugene’s Corps in square. The village of Borodino, despite receiving regular and well coordinated attacks, was still holding out, although of course its gallant defenders were not to know that these were merely feint attacks!

At this stage I detected a change of emphasis in the French plans. Their troops inside the captured Fleches were receiving the concentrated attentions of the main Russian grand battery, with, as one French player put it, entire battalions disappearing in a pink mist! But having, with commendable foresight, retasked their Grand Battery against the Raevsky redoubt, where by now it had reduced its defensive value by 50%, VIII Corps was either ordered to take it, or their commander got carried away.... Either way, wave assaults were launched against its defenders....

The Russians attempted to relieve the pressure by committing the Guards Heavy Cavalry, but once again the astute use of our local ‘Cavalry Overwatch’ order meant that the Saxon Heavy Cavalry brigade were able to intervene.


This was a real challenge to my impartiality as umpire, as these are my little darlings, and it gives me great pleasure to report that after several rounds of swirling heavy Cavalry melee,


 the Russian Garde was pushed back, and the French infantry assaults on the redoubt continued unchecked by anything so boring as having to form square...

James' Perry Artillery in the Grand Redoubt - 3 Heavy Batteries!
As the game was drawing to its last moves, the intensity and passion of play somehow increased.


To the North, the opposing massed cavalry formations continued their might clash, but the Russians were being herded back to their rear, and IV Corps lost no time in forming back into columns from the squares which they had been in so long, and sweeping forward.

However, the Borodino Garrison, though shaken, disordered, battered and bruised, somehow continued to hold on to the smoking ruins of the village. Overall, however, the Russian defences, particularly the firepower of the massed batteries in the Central South sector, seemed impregnable...

The tension and excitement continued to rise however, as Matt fought his Corps like a demon to break through to the Russian batteries which had been tormenting his troops so long. At the same time, VIII Corps managed to break into the Raevsky redoubt.


Would the French snatch victory from the stalemate at the eleventh hour? At this point, with 1 move each to go, the victory points were even – The French had gained one for the Fleches, and had committed less of their reserves than the Russians, who had thrown everything in to hold the line, so gaining another VP for a total of 2.

Corps cards as used by the French team to aid with force marshalling prior to the game - the Russians simply scalpeled the excel spreadsheet Orbat into strips - simple but effective - rather in character! VIII Corps was the smallest French Corps, but seemed to be in all the action...
 The Russians were holding the Utitsa Kurgan, and Borodino was still holding out, albeit by a thread.... gaining a VP each. The Raevsky redoubt was still a broiling mass of hand to hand fighting, so could not be claimed by anyone at this stage...

 In their final desperate charge through the Russian rear to get to the guns, Matt had led 4 Battalions onto the Russian rear table. According to the victory conditions, he was entitled to a VP for each unshaken Infantry Bde of 4 Bns, so if they all survived the last Russian move in good order, it would be a French victory...

However, perhaps fittingly, the Russian Artillery, the Red God of War as it is known in Russian military doctrine, spoke loud and clear – when the smoke cleared, and the race was run, 3 of the 4 battalions had indeed been shaken by the sheer firepower of the Grand Battery...

So despite the intensity of the fighting, or perhaps because of it, our game resulted in a similar stalemate to the original...However this does not reflect on the strategy and planning of the team captains who both, as I hope I have recounted, stuck broadly to their plans, and reacted intelligently to the enemy's movements. It was pleasing to see that they both managed to remain aloof from the scrimmage and keep cool heads to observe the action and act strategically. An opportunity given to few wargamers in a mega game of this scale and they both responded to the challenge magnificently, as did the teams they led so ably. Bryan remarked to me afterwards: 'I think I had a grin on my face all day'! So it wasn't just me who had the wargame of a lifetime!

For more eye candy, please check out the Hall of Heroes website:

http://www.thehallofheroes.com.au/gallery

Huzzah!

Sunday 2 September 2012

One Week to Go - BORODINO 200!

So how exactly do you wargame the Battle of Borodino, in 28mm scale, on a 1: 20 troop ratio, with all major formation represented, in a single day? The Borodino project team, a collection of a couple of dozen wargamers from in and around SW Sydney, and the Illawarra, will be finding out on Sunday 9th September! So my next post will let you know if we succeeded in our ambitious aim to commemorate the 200th Anniversary of that great Battle in the Grand Manner!

Troops of the Reserve Army march past in Review Order - 'Such Warriors! Such Regiments! With soldiers like these why do we need to retreat?'
Followers of my blog will know that we have not undertaken this project lightly! Next Sunday will be the culmination of almost a year’s regular games and preparation. This will be necessary if the two teams will be able to complete the huge mega game to a satisfactory conclusion in the space of a day. After all, they will be clashing armies consisting of over 5,000 28mm model soldiers over 240 square feet of landscaped terrain!

Russian last minute reinforcements - Perrys painted by MMPS
So although this post will not feature any tales of table top derring do, it may be of interest to review where we are at before the great day.

So what do you need to mega-game Borodino? I suppose, in decending order of importance, three main things; a dedicated bunch of wargamers, beautifully painted model armies, and a suitable venue and landscaped model terrain carefully researched to represent the salient features of the original battlefield.

WIP - Initial work on the contours...
I want to review the last first, because this has represented the biggest contribution from a single individual – Matt, the genial propreitor of the ‘Hall of Heroes’ FLGS – Friendly Local Games Store - situated in Campbelltown, New South Wales. Now Matt, with occasional help from his pixies, has somehow managed to fit in creating a masterpiece of terrain building whilst running a thriving business, and bringing up a young family. Obviously he has had huge help and support from his patient wife, Michelle, but this has been a herculean task. Additionally, others have helped with set pieces, Mark producing an impressive temporary model Raevsky redoubt for our all important practice games, and Blake producing a model Russian Orthodox church that would grace an architect’s office!

WIP - The Raevsky Redoubt Mk II now set flush within the modules
 Then there are the teams, led by 2 indomitable captains. The Russian team has, true to the originals, undergone a variety of leadership changes, but in the latter form of Bryan, stability and wisdom has unified his team with a single purpose and a convincing plan. Troy has firmly led the French on Matt’s behalf since the project inception, and has inspired his team with his professional outlook and determination to fight the good fight.

WIP - HoH logo to be added...
The last email I sent out to the teams to keep them motivated may be of interest, so some extracts here:

Dear All,

D-DAY for the Borodino 1812-2012 Mega Game will soon be upon us!

For nigh on a year we have sweated and drilled and marched. We have pored over maps…we have planned, we have painted our armies – but soon we fight!
  
......Also attached are the Orbats, and the stat lines for your troops. Please become as familiar with your troop’s capabilities as if they were your own sons…

....The pregame festivities planned by Matt include a Pig Roast and a film show, possibly of Borodino!

.....Thank you all for your hard work and enthusiasm thus far. It has been a pleasure and a privilege for me to work with you gentlemen on realising my ambition of commemorating the 200th Anniversary of this momentous and iconic battle in ‘the Grand Manner’.
Please bring the same enthusiasm, drive and courtesy you have already all exhibited on the day itself to make it a Mega game we will all remember for a long time….

WIP - Contours completed and modelling begins. Foreground a 'Corps Card' to aid deployment...
The model armies are now all complete, and organising armies on this scale throws up problems all of their own. Inexplicably, we didn’t realise until one of the final rehearsal games, the first time that the entire orbat was laid out, that we had a major shortage of command figures, which has led to some interesting expedients as ordering metal originals would not have arrived in time..
Bodge Job #1 Victrix Mounted Austrian Colonel now as Russian Flugel Adjutant courtesy of a Warlord Grenadier's Kiwer...
One thing I haven’t mentioned of course are the rules. We are using Black Powder, whose speed and ease of play encouraged us to attempt the crazy undertaking of attempting to play Borodino in a single day in the first place! However, over the year's practice games we have amended and stripped them down slightly further to attempt to reflect our view of the nature of the fighting. These local rules are reproduced below, along with our troop stats, should they be of interest:

Bodge Job # 2 French Chevaux Lancier Legere Officer from Perry Dragoon torso and Carabinier head
            Cavalry Overwatch Order

1.         In their initiative turn, a cavalry Bde commander can order a cavalry unit, or Bde, to ‘support/intercept’ a nearby Infantry Unit or Bde, in which the unit does nothing but remain in ‘overwatch’.

 In the event of the Unit or Bde being supported being charged in the next turn by an enemy cavalry unit, the cavalry unit or Bde can then counter charge the cavalry unit attempting to charge the infantry. Both units would count as charging in that melee. A ‘Supp Intercept’ counter must be placed by the unit or Bde under this order during the orders phase.

        Must form square rule:

2.     Any Infantry charged by cavalry throws a x D6. On a 1 it fails to forms square, 2-5 it forms an orderly square, on a 6 it forms a disordered square. (This is in line with the advice on the forum. )

3.     Squares charged by Infantry who are required to consult the Break Test results do not use the
square modifier (i.e. may have to fall back in disorder). Therefore the proximity rule does not apply to
infantry in square. 

The proximity rule:

4.     Any unit may formation change when in proximity to the enemy to change facing to any front,
 without moving the centre of the formation.

5.     Any movement within 12’ of the enemy must be either straight forward or straight back

6.         Artillery ranges : 

Horse Arty Light 6 pounders : Canister 6’’ Medium Range 18’’ Long Range 3’
Foot Arty Medium 6 pounders : Canister 18’’ Medium Range 3’ Long Range 6’
Foot Arty Heavy 12 pounders : Canister 18’’ Medium Range 4’ Long Range 8’

7.         Grand Batteries. Any third unit, in base to base contact with 2 batteries gets an extra dice to add to its firing throw, calculated at the lowest caliber, each additional battery adding a further extra D6

8.         Artillery Stamina for all types is 2

Formation Tallies - These will help Players keep track of their Commands with so many Brigades/Divisions on the tables. These are about a third of the French tallies alone, with each representing 4-8 units averaging 36 figures each...
Infantry Characteristics.

9.         Skirmishers being Charged

On being charged, the skirmishers may give fire at the initial or maximum range (no closing fire bonus), then may evade 2D6 inches on contact (predictable bell curve 5-9.) The attacking unit completes their (entire) moves (unless driven off by skirmisher shooting) - if skirmishers contacted dispersed (removed). Or the skirmishers may choose to issue closing fire then stand and fight as normal like true Russians/Frenchmen/Poles/Germans etc…

10.       All formed Russian Infantry, except Militia, are ‘Superbly drilled’, which means when in Column they get an automatic move even if orders are failed.

11.       Russian Resilience Attribute: Any Russian Infantry unit that has a break test result below 5 and thus forced to leave the table rolls a D6. On a result of 1-3  it continues to be broken. On a higher result, it acts as having had an adjusted score of 6 on the Break Test, ie retires 1 or 2 moves and becomes disordered.

Jaegers lead the way!
12.       The  Playing Area

For the game, play will take place over 3 tables, each of 24’ length. The main table will be 6’ in width, and set back from the main table, with a gangway to allow player access, there will be further 2 side tables of 2’ width, one on each side, to extend the total depth of the playing area to 10’.

Because of the screening effect of the intervening players, all movements and firing actions conducted on the side table are to be notified, and acknowledged by the umpire and opposing team captain or relevant player.

a.      Movement.

There will be no difference in terms of rules for movement between the side tables and the main table. Any movement from the main table to the side tables, whether forward or backwards, or diagonally, shall be measured in the normal way, ignoring the gangway gap. Similarly, if a unit is forced to retire, and the retirement move requires movement across the gangway gap, such movement will occur as if the gangway does not exist. Should a unit be required to retire off the rear edge of the side tables, that will count as being removed from the table, and thus destroyed.

Naturally, any formation desired to be moved, whether designated Reserve or not, on the main table or side table, must be given an Order to move, save when it is making an initiative move. Courtesy demands that such orders are clearly articulated to the opposition, but this is particularly important for orders and movement on the side table which will be obscured by the players bodies from the opposing team.

b.      Russian Deployment.

The Russian team shall deploy all units first, on the afternoon/ evening prior to the game. Units may be deployed on the Russian side table, and on the main table, but with no formed unit or battery forward of a line drawn from the front (Western) face of Borodino, down to the front face of the Raevsky Redoubt, and so on down to the front of the Fleches and the Utitsa Kurgan. Skirmish and Cossack units may be deployed up to a further foot Westwards. Skirmish units may also be deployed, and concealed, in the area of brush and scrub lying between the Fleches and Utitsa Kurgan.
Marching to a rendezvous with destiny!
Designated Russian Reserve units (Imperial Foot Guards, the Army Artillery Reserve, and all Heavy Cavalry Brigades) shall be confined to the rear of the Russian side table, with the rear of the formation at the rear of the side table. In such position they shall count as being out of artillery range. The Umpire and French Team Captain shall be informed when an order is given to activate any of these units. Army Artillery Reserve units shall be deemed to be limbered, whether or not provided with Limber models. However once deployed their further limbered movement, if not represented with limber models, must be clearly articulated to the umpire and opposing team captain.

To reflect the gallant death of General Kutaisov, the Russian Army Artillery Reserve shall not be able to be given an order to deploy until the start of move 4, and shall suffer a penalty of -1 to the activation roll on each attempt until successful.

c.      French Deployment

The French may then deploy in response, ideally on the evening prior to the game. French units may be deployed on the French side table, and on the main table, but with no formed unit or battery further forward than 1’ into the main table. Batteries may be deployed unlimbered. However once deployed their further limbered movement, if not represented with limber models, must be clearly articulated to the umpire and opposing team captain. Skirmishers may be deployed upto a further 1’ Eastwards into the main table.

Designated French Reserve units (the Old Guard, and all Heavy Cavalry Brigades) shall be confined to the rear of the French side table, with the rear of the formation at the rear of the side table. In such position they shall count as being out of artillery range. The Umpire and Russian Team Captain shall be informed when an order is given to activate any of these units.

To reflect the controversy over the commitment of the Old Guard, this shall not be able to be given an order to deploy until the start of move 4, and shall suffer a penalty of -2 to the activation roll on each attempt until successful.

d.      Shooting across tables

For the purposes of shooting across tables, the intervening gap will be ignored. With the exception of designated Reserve formations with their formation rear at rear of the side table alluded to above, all units on the side tables may be engaged, within the usual limitations of range and dead ground.

For the purposes of shooting calculations, the side tables will be assumed to be of the same height above sea level as the main table. Areas of dead ground shall be clearly delineated to both team captains prior to the game. Whilst some areas of the Russian side table may appear to be sheltered by the elevation of the the Redoubt and fleches, this will not apply to reflect the higher exposed ground on which the Russian reserves were placed in the battle. Similarly it will be evident that heavy guns placed in the Redoubt will have little difficulty in covering most areas of the French side tables, but designated French Reserve formations with their rear to the rear table edge will count as out of range.

13.       Number of moves.

The game will play for 10.5 moves. The Russians will start with a firing phase only move, then the French will start the first of 10 moves, with the game finishing after the Russian 10th move. A schedule will be drawn up for breaks and meals, players are asked to attend to the game during the move periods.

14.       Victory Pips

The game winners will be those with the most ‘Victory Pips’ at the end of the game.

Victory Pips are won every time a team wrests control of an objective from the enemy or in make Strategic outflanking moves:

1 for the Village of Borodino
2 for the Raevsky Redoubt
2 for the Fleches complex
1 for the Utitza Kurgan (Mound)

2 for each intact Infantry Bde (3 Line Bns unshaken advanced off the specified point of the far side of the enemy reserve table (which will not return)(French only)

1 for each intact regular Cavalry Bde (2 Regts unshaken advanced off the specified point on the far side of the enemy reserve table (which will not return)(Russian only)

Half of the above points will be awarded for such formations attempting to advance off the far side of the enemy reserve table but who finish the game entirely on the enemy reserve table without reaching the far edge, but who otherwise meet all the requirements above

 So for example if the French assault and take the Village of Borodino, they earn a VP. Should the Russian then counter attack and win it back, they also get a VP. Should the French repeat their successful assault and win it back, they win a second VP….

Should the Russians retain a position through the game, they will receive 1 VP for each location held. This gives the Russian team a slight advantage.

1 Victory Pip is lost every time a team commits a designated strategic reserve formation, with the exception of Reserve artillery formations.

Designated Reserve Formations are:

French Imperial Old Guard Infantry  (4 x Large Elite Bns)
Russian Guard Infantry  (4 x Large Elite Bns)
All Heavy Cavalry Bde of two units of Heavy Cav.

15.       Assaulting Fortified Positions

The procedure will match that in the rules, in that assaulting units must have 6” units in hand. The implication is that units starting their assault further out than 6” will need at least 2 moves to assault.

Supports. However, to reflect the open nature of the rear of the Russian fortifications, units occupying these will be allowed to count one supporting unit each to the rear, if such a unit is so placed. (Not Borodino). The Units assaulting built up areas and Fortified positions may be also supported to their flanks and rear.

Number of units occupying and assaulting fortifications.

Borodino can only be garrisoned by one bn, which may be large, and will be so intitially – Finland Guard Jaegers.

The fortifications may be garrisoned according to the footprint of the unit and its formation, with only one line deep of units enjoying the benefits of being fortified. If occupying Infantry Bns are deployed in line they may fire the full 3 D6. Assaulting units may assault as many units as are occupying defences, but no more than one unit is to assault each defending unit.

Objective
Combat bonus to occupiers being assaulted  (automatic – no die throw)
Morale Bonus to defender’s saves.
No of 12 Pdr hits on structure to remove combat bonus of defences & obstacle effect
Borodino
2
+2
8 (6 hits reduces by 50%)
Raevsky Redoubt
2
+2
10 (8  hits reduces by 50%)
Fleches Complex
1
+1
6 hits
Utitsa Kurgan
0
-
-

Troop stats to be used are also reproduced:
Russian Troop Stats
Command Values – Barclay, Bagration, Platov 8, all others 7.
Unit
Range
H-to-H
Movement
Morale
Stamina
Special Rules
Heavy Btty
18”(3d6) – 4’(2d6) – 8’(1d6)
1
All – 6” Prolong
Foot Limbered  12” + 1 move penalty  to Limber/Unlimber
Horse Limbered 18” No penalty to L/U
4+
2
Pass Break test on D12 – 7

Grand Btty +1 d6
Medium Btty
18”(3d6) – 3’(2d6) – 6’(1d6)
Horse Btty
6”(3d6) –18”(2d6) – 3’(1d6)
Unit
Type
Size
Range
H-to-H
Shooting
Morale
Stamina
Special Rules
 Jaegers
Skirmishers
Small
18”
3
2
4+
2
1 move on failed order
Russian Resilience Rule
Line &
Grenadiers
Infantry
Normal
6
3
4+
3
Guards
Infantry
Large
8
4
3+
4
As above & Elite
Unit
Type
Size


All Cav move 18”


H-to-H

All Inf move 12”
Morale
Stamina
Special Rules
Lancers
Lt Cay
Normal
8
5+
3
Lancers, Marauders
Hussars
Lt Cav
7
4+
Marauders
Dragoons
Cav
8
4+

Cuirassiers
Heavy Cav
9
3+
4
Elite, Battle Cavalry +3
Cossack Sotnia
Small
5
5+
2
Marauders, Lancers, Immortal
Cossack Pulk
Normal
8
2
Artillery taking a break test pass on 7+ otherwise is destroyed

Grand Battery. Any third and successive additional battery adds an extra dice to its firing value calculated at the lowest caliber of guns present.

Formed Russian Infantry units may make one move on a failed order.
Russian Resilience. Any Formed Russian unit in column or square that has a break test result below 5 rolls a further D6 1-3 it is still broken, if a higher result retires 1 or 2 moves disordered.
Lancers. Opponents morale save throw decreases by one when charged.
Marauders. No command penalty for distance from commander
Elite. May attempt to overcome disorder at start of move on 4,5,6 on D6
Battle Cav +3. Combat results increased by D3.
Immortal. Cossack units removed from table as broken can re-enter once 1 pip of stamina replaced by Commander.

French Troop Stats
Command Values – Davout, Eugene, Ney , Murat 9, all others 8.
Unit
Range
H-to-H
Movement
Morale
Stamina
Special Rules
Heavy Btty
18”(3d6) – 4’(2d6) – 8’(1d6)
1
All – 6” Prolong
Foot Limbered  12” + 1 move penalty  to Limber/Unlimber
Horse Limbered 18” No penalty to L/U
4+
2
Pass Break test on D12 - 7
Grand Btty +1 d6 per addl Btty over 2
Medium Btty
18”(3d6) – 3’(2d6) – 6’(1d6)
Horse Btty
6”(3d6) –18”(2d6) – 3’(1d6)
Unit
Type
Size
Range
H-to-H
Shooting
Morale
Stamina
Special Rules
 Skirmishers
Skirmishers
Small
18”
3
2
4+
2

Line & Middle
Guard
Infantry
Normal
6
3
4+
3
Old Guard
Infantry
Large
8
4
3+
4
Elite
Unit
Type
Size


All Cav move 18”


H-to-H

All Inf move 12”
Morale
Stamina
Special Rules
Lancers
Lt Cay
Normal
8
4+
3
Lancers, Marauders
Light Horse
Lt Cav
7
4+
Marauders
Dragoons
Cav
8
4+

Cuirassiers and Carabiniers
Heavy Cav
9
3+
Elite, Battle Cavalry +2
(Saxon Hvy Cav +3)
Cuirassiers and Carabiniers
Heavy Cav
Large

11
3+

4

Elite, Battle Cavalry +2 (Guard +3)
Old Guard
Battle Cav
Artillery taking a break test pass on 7+ otherwise is destroyed

Grand Battery. Any third and successive additional battery adds an extra dice to its firing value calculated at the lowest caliber of guns present.
Lancers. Opponents morale save throw decreases by one when charged.
Marauders. No command penalty for distance from commander
Elite. May attempt to overcome disorder at start of move on 4,5,6 on D6
Battle Cav +2. Combat results increased by D2.

The iconic view of Napoleon at Borodino by Verashagin
So thats it! The men are ready, the horses jittery, and staff and commanders review their plans and orders one final time - soon the silence will be broken by the roar of a thousand cannon...

As we prepare to commemorate the actions of these brave men who fought so long ago, let us be thankful we don't have to utter the same fateful words as Colonel Dufour, 15eme Legere:

'Alright, Let's go and get ourselves killed..'