Big Bloody Scharnhorst – Setup

This is going to be one Frankenstein of a post. My recent game of BBB (Big Bloody Battles by Chris Pringle; Blog) left me in high spirits. I’m also reading Donald Featherstone’s Solo Wargaming. The book hasn’t aged well in some regards but I constantly get new ideas while reading and that’s what counts.

So I’m starting a new campaign. Nothing on the scale of my ECW campaign, as I don’t need another huge time sink to keep me from progressing. the idea is to combine Blücher‘s (Sam Mustafa; Website) campaign system Scharnhorst with BBB as battle engine and enrich it with order writing mechanics. The basic inspiration is Napoleon’s Russian campaign near the Borodino phase. The map and forces will only very vaguely resemble the historical ones, though. The French get to field an Austrian and Prussian Division, although they are not happy to be there.

Scharnhorst has rules for a bigger, 10 day (turn) game surrounding the Waterloo campaign, which I will borrow as well. The map is four times the size of a normal campaign map and the forces involved are nearly as much as I can field miniature wise.

Around Bolkhov

This is known as the larger Bolkhov area where forces will clash. The city of Bolkhov is in C9. French enter from the left, Prussians into A5 on day 2, Austrians into L6 on day 2 as well. Russians enter from the from the right side and at least one force must use each road. The road leaving in A16 leads to Moscow.

Terrain shows only the major features. During a battle further terrain will be added to the six sectors of the battlefield.

Added Fog of War Campaign Rules

The campaign will progress as double blind game. Usually both sides can see all forces but not the contents of a force marker. Each side has eight division strength force markers. In my modification a marker can always spot enemies around it within one map sector (diagonally as well). Two sectors away it may spot enemies on a roll of 4+ on 1d6. Friendly forces can always be seen within a two sectors radius. Everything beyond can only be conveyed by orders from the C-in-C or adjacent forces. These test will be made for both sides every time a force enters a new sector.

To make matters more interesting for me I will use written orders for the campaign and all ensuing battles. On the campaign map, forces receive an order of the day at the beginning of each day which they then try to achieve during the day.

In order to model the difficulties of campaign command (around 50.000 bayonets per side alone), there can be a transmission delay. The C-in-C has its own marker on the map which has 10 movement points (normal force markers have 6). It moves after all friendly and enemy forces have moved in the day but has to end its movement within one sector of a friendly marker.

When handing out the order of the day it will arrive safely if the receiving force is two sectors away. If the force is farther away 1d6 has to be rolled. On a 1 the order is lost. Every other face indicates when the order will arrive in the force’s move. If I roll a 3 for example, the order arrives after the force spend the first three movement points that turn.

Added Battle Rules

During a BBB battle each C-in-C gets a stationary figure. Orders are written down either as instructions or as movement arrows on a map and have to be followed. They can be changed at the end of each turn on a roll of 1+ on 1d6. For every full cavalry move of distance between C-in-C and division commander add 1 to the difficulty. If the division commander is not in line of sight add 1. If the recipient is not French add 2. If the C-in-C from the map is not present add 1. If the dice roll fails, write the target number -1 on the order and roll again at the end of next turn.

The French use the Corps structure but Corps commanders are integrated into the C-in-C during battle. The Russians form impromptu columns.

Overall Goals of the Campaign

The main goal is to bring the enemy to battle in a decisive manner. Villages, towns and cities grant no points in this campaign. Unless one force is crushed in battle I will determine the winner at the end of day 10. Strategic position will play a factor but how intact one’s forces are in comparison to the enemy is the main factor.

French Forces

The allied Austrians were quite reluctant to fight their longtime allies and I classed the Fragile as well as Passive.

C-in-C Ramille

I Corps Lebeau

1st Division Lessard (Marker A)
6S Trnd Plante
4S Trnd Saindon
4S Raw Varieur
Foot Artillery

2nd Division Merle (Marker B)
6SA Trnd Condert
2SA Vet Émond

Cavalry Reserve Collin (Marker C)
2A Trnd (Dragoons) Salois
3A Trnd (Dragoons) Blanchard
3AH Trnd (Cuirassiers) Courcelle
Horse Artillery

II Corps D’Arconet

1st Division Corbin (Marker D)
4S Trnd Audibert
4S Trnd Durepos
3S2A Vet Fabien
Heavy Foot Artillery

2nd Division Ménard (Marker E)
4S Trnd Routhier
3S Vet Franchet
3L Trnd (Lt. Dragoons) Jetté

3rd (Guard Division) Pirot (Marker F)
3S Vet Minonde
3HA (Guard Cavalry) Penterre
Horse Artillery

Allied Contingents

Prussian Division von Steuben (Marker G)
5S Raw Müller
4S Trnd Wiczorek
2H Vet (Cuirassiers)
Foot Artillery
Heavy Foot Artillery

Austrian Division Faltenbach (Marker H)
4PFL Vet (Hussars) Beyen
6SPF Trnd Hain
6SPF Trnd Kaltenmaier
Foot Artillery

Russian Forces

The Russian infantry was quite difficult to command and poor at musketry but they had high morale. Therefore I gave them Passive, Ragged Volleys, no Skirmishers (apart from some Jägers) and Veteran. The Veteran status of course does model their morale, not their training.

C-in-C Kurkovik

Division Vorodnin (Marker 1)
3SP Vet Primakov
5RP Vet Esen
6RP Vet Demidov

Division Darydov (Marker 2)
6RP Vet Pugin
6RP Vet Abramaov
4RP Vet Bychkov
Heavy Foot Artillery

Division Medhorovcky (Marker 3)
3RP Vet Sakharov
3RP Vet Tarask
Foot Artillery

Division Koltsov (Marker 4)
5L Trnd (Hussars) Zimin
5L Trnd (Hussars) Polunin
Horse Artillery

Division Beretschov (Marker 5)
3RP Vet Godorschenkov
3RP Rechensky
Heavy Foot Artillery

Division Nosov (Marker 6)
6RP Vet Bogdanov
5RP Vet Kravchuk
2LA Raw (Cossacks) Loginovsky

Division Ilyin (Marker 7)
3SP Vet Frolov
4RP Vet Katzbach
4RP Vet Kirilov
Heavy Foot Artillery
Heavy Foot Artillery

Cavalry Reserve Zimin (Marker 8)
3H Vet (Guard Cavalry) Popov
3H Vet (Guard Cavalry) Clazkovsky
2LA Raw (Cossacks) Grishkin

The 2020 To Do List

After my review of 2019 I will now look into my plans for 2020:

Modelling & Painting

Still more terrain to finish. Especially woods and painting houses. Town bases to but said houses onto are also on the list. There are two terrain types I haven’t covered in a satisfactory manner: Swamps and rocky terrain. I have concepts how to build them easily, though.

The packing chips I use as smoke markers lately are not the best looking solution but they are very practical to use and stow away (space is at a premium). Maybe cutting some shapes will make them look better.

Still lots of painting to do on my Sword & Sorcery dungeon crawling games. It progresses nicely but will need many month before completion at my speed.

The look of the 2mm figures from Irregular Miniatures is not what I was looking for in Napoleonics. I need to use some different period paint schemes to see if I can salvage them. American and English Civil Wars come to mind.

The movement trays I sometimes use for Blücher are really barebones. Something nicer with re-useable unit labels is on the list. Tests were disappointing so far.

I did some experimentation with a Kriegspiel-look DBA set. It did turn out Ok but is only a side project. Even if I don’t continue I should probably write a blog post about it.

Campaigns

The For King & Parliament ECW campaign will continue. If I can make good progress I will be able to finish it this year.

I have a new, smaller Napoleonic campaign in the wings. Several posts are already written up.

There is also an Ancients campaign with DBA 3.0 campaign I started but packed away for Napoleonics quickly. Not sure if i’m motivated enough to finish this.

Battles

Playing games is of course the main focus every year. I mostly play fictional battles or campaign games but I’m interested in trying out scenarios. There are several good Blücher scenarios here. As I like Big Bloody Battles I would like to give the Aspern-Esslingen scenario a spin. I have enough forces to field the armies but need more road crossings and bendy river sections to set it up.

Then there is 2 Hour Wargames. I quite like the scenarios of the book but I have one or two new ideas to represent encircling and interior lines. Another idea of mine was to randomly combine two scenarios into one larger battle. Some groundwork has been done but a test has yet to be conducted.

I have a large collection of starship miniatures begging me to use them. Maybe this year. Talking of maybe’s, Hordes of the Things arrived over Christmas…

Rules

Over the past years I have tried out a wide array of rule sets for Napoleonics and other periods. Lately I am more and more jaded about most of them. To a point where I’m thinking about getting rid of some. For a self proclaimed rules collector a sacrilegious thing to say! I will think more about this but so far here are my categories for Napoleonics alone:

Rule sets I currently play and like:

  • Blücher: It simply works.
  • Big Bloody Battles: With modifications that are not set in stone yet.
  • Black Powder: I’m using a fair bit of house rules. But this set is easily adaptable.
  • C&C Napoleonics: With the rule that a block can absorb two hits before it is removed.

On the fence:

  • 2×2 Napoleonics: I only played one game which I liked but the rules are all over the place. I started a re-write for my own purposes but it is not finished or tested.
  • General d’Armee: The rules are nice and give a good game but they simply seem less elegant and slower than Black Powder. If I had to replace Black Powder, this set would probably be it. The ADC system is a big draw towards General d’Armee but in order to really get it going you need sizeable forces on the table which is difficult for me figure- and spacewise.
  • Bataille Empire: Again, great rule set for people who want the detail and slower gaming speed. I still think I prefer Black Powder. The move away from YGO IGO will probably much more interesting for people who play this head to head. For solo play the sequencing is actually difficult to game through. Maybe I give it another try with a more traditional turn order, because most of the other rules are quite good.

Rule sets I tried and didn’t like:

  • Field of Glory: Napoleonics: The terrain generation and pre-battle rules are slick but the main rules are too complicated for me, given that it is a tournament set. I want to like them, but I cant.
  • Portable Napoleonic Wargame: Didn’t give me the period feel I’m looking for.
  • Polemos: Neither the small nor the large scale set convinced me. The rules are not written clearly and don’t give a satisfying period feel in my opinion. To be blunt, Polemos is probably the worst on the list.
  • DBN: It feels too much like DBA for me.
  • Age of Eagles: More detailed in scale and rules than Big Bloody Battles. It needs an absurd amount of bases and has some fiddly stuff that is thankfully abstracted away in Big Bloody Battles.
  • Twilight of the Sun King: Not Napoleonic but I tested them in order to modify them for the period. The concepts are great but the writing is quite vague and some details could have been omitted for my taste.
  • Several variants of 2 Hour Wargames Horse and Musket: All the variants I tried added more chrome to the rules but the game still felt very basic and too attritional in a sense that you nearly always inflict some damage to the enemy. Compare this with Blücher or Black Powder where fights can be over quick or last a long time with some regularity. There is no disruption or disorder of any kind which is key for the period in my opinion.
  • Shako: To be fair, I only started one game and it was Shako I not II. The order system is very good and has been nicked immediately for other games. All the other stuff… Somehow too fiddly for me. Hard to put a finger on though. It somehow felt too old school.

Rule sets I want to try:

  • Napoleon’s battles: Brigade scale and they don’t seem too complicated. Hard to obtain the rules or information about them, though.
  • Grande Armee: I already heard that it is very time consuming so I’m going into this to find new mechanics and ideas, not a new rule set.
  • Volley & Bayonet: Command & Control seems underdeveloped from what I read but it has a scenario system I ‘m interested in and maybe I like the combat mechanics.

Rules I want to write:

I developed my own starship combat rules quite often in the past. I even came up with something remarkably similar to early Starmada in the time of dial-up internet. I refrained from doing so for historical periods though, as my grasp on them wasn’t good enough and design space seemed less open. You can do crazy thinks in science fiction which are hard to explain in historical periods. Lately there are some ideas froming for a Horse & Musket rule set of my own:

  • Strong command system that makes it necessary to have a plan in advance. Some form of (written) orders which can be changed at a delay or lost in transmission or misunderstood.
  • A turn order that rewards the battle plan, not good initiative dice and moving unit X before unit Y to get into the building first. I have no solid idea for this yet.
  • A simple, free flowing movement system that is constricted by command and control and not by measuring degrees of wheeling.
  • A combat system a bit like Twilight of the Sun King but even more radical. There is no musketry, there are no charges! The driving concept is the proximity of units and the intensity of their orders and will. For example: My cavalry on attack orders, barely an inch away from your infantry is really hurting your infantry’s morale. Whether they fight or threaten each other is abstracted away in Brigade scale. This idea goes back to a quote I read about French infantry breaking next to Prussian cavalry (which didn’t charge).
  • A pre battle system for stratagems and terrain selection. My working idea is that one player has to offer battle at a battlefield but the enemy can decline, going to another battlefield.
  • Mechanics which allow strong period flavor and national differences.

Battle of Asendorf

I’ve been trying out several different Napoleonic rulesets lately:

  • 2×2 Napoleonics definitely was quite interesting as you can read about here.
  • Field of Glory: Napoleonics 2 is a set I want to like. I began my foray into Napoleonics with the first edition and have fond memories of the one big battle I played. The new set-up mechanic is nice. Essentially a little guessing game about who commits to an attack or defense complete with pre-battle bombardment. The rules however are unnecessarily detailed for my taste. Blücher pulls that off better with less rules in my opinion. When I try FOGN nowadays I get bored halfway through.
  • Age of Eagles: It needs a ton of bases and seems to be incredibly fiddly
  • DBN (De Bellis Napoleonicus): Tried it several times and bounced off hard. The problem is, that it plays like playing DBA, so I rather play DBA with ancients.

So I decided to get back to Blücher again with a full blown Scharnhorst campaign up front. If you want to call five days leading to a battle a campaign. Here is the map I came up with for some fictional German territory early in the Napoleonic period (early war lists)

The French entered from the left, the Prussians from the right. Several days of maneuvering brought the French forces strung along row C from Schwengen (B§) to Asendorf (C7). The Prussians saw an opening when there was a gap in the French front at C4. Prussian cavalry exploited this and battle was about to commence with half of the French forces on the march. More importantly the French cavalry reserve was cut off from the rest. See letters and numbers in the order of battle for map references of the starting positions. The battlefield was C4 to D6. The river was only crossable by two bridges.

French Order of Battle

I Corps (A on the map)
6 Ligne
1 Heavy artillery

II Corps (B)
6 Ligne
1 Heavy artillery

III Corps (D)
2 Elite Infantry
2 Ligne
2 Dragoons
1 Heavy artillery

Cavalry Reserve (C)
2 Light cavalry
2 Dragoons
1 Horse artillery

300 points

Prussian Order of Battle

I Corps (1 on the map)
2 Avant-Garde
1 Infantry
1 Light cavalry

II Corps (2)
1 Grenadiers
4 Infantry
1 Light cavalry
1 Foot artillery

Cavalry Corps (3)
4 Heavy cavarly
1 Horse artillery

IV Corps (4)
2 Grenadiers
5 Infantry

301 points

Deployment

Prussian II corps

Prussian I corps

Prussian Avant-Garde ended up as reserves. A day earlier this corps was in the center of the potential battlefield. But the French maneuver towards Asendorf shifted the corp’s position to the far left flank. Above you can see Prussian cavalry on the hill.

Opening Moves

As the Prussians have a huge numerical advantage they begin the battle with an aggressive frontal attack along the whole line.

On the left flank French artillery and musket fire is telling. The first brigade is already retreating back.

Prussian artillery has been brought up in the center. It quickly breaks a french brigade occupying the hill.

The Prussian left flank up to the river takes casualties from clouds of skirmishers and artillery.

Avant-Garde corps on the march. The Prussians figure they have to throw everything at the French to break them early.

Prussian heavy cavalry are crossing the bridge to apply pressure on the French right flank. Meanwhile the horse artillery battery on the hill provides support fire.

Early Morning

Prussian cavalry is kept in check by a long line of battalions in square. Meanwhile the Prussian attack falters and depleted brigades fall back.

Prussian traffic jam as the Avant-Garde units try to bolster the line and depleted brigades fall back.

Midday Breakthrough

The second Prussian attack brings Grenadiers and Avant-Garde brigades to bear. Although the French lines holds in most places there are two breakthroughs

Prussian fusiliers repeatedly charge and beat back the French on the far left flank. They now occupy the forest. This is crucial, as Prussian heavy cavalry are waiting to the left just outside the picture to exploit.

Meanwhile on the Prussian right flank, another unit of infantry, supported by Grenadiers push back French infantry. This is not nearly as dangerous as on the other flank, though. There are still fresh brigades in the vicinity pouring fire into the enemy exhausted from hours on the attack.

Victory is within Reach

As the French artillery runs low on ammunition, fresh Prussian troops are thrown into another aggressive attack. Here, on the Prussian right flank, Hussars charge up the hill. They quickly dispatch of the enemy and take the objective from the French. With so few French units on the field morale runs dangerously low and the battle seems lost.

The hill on the left flank is also stormed by Prussian grenadiers. The French are falling back everywhere.

“This battle is completely lost. However, there is time to win another.”

The fateful words of Desaix at the battle of Marengo hang in the afternoon air as dust clouds signal the arrival of French reinforcements. The French cavalry corps arrives in the back of the Prussian cavalry, ready to attack. Their position is not ideal, as they are far away from the faltering infantry lines. The moral boost the French receive is significant, however.

Half an hour later, French Dragoons and light cavalry crush into the Prussians at full gallop. The Prussian cavalry defends the hill and can bring more heavy cavalry to bear, though. The result is indecisive albeit bloody. The Prussians are forced to bring back their cavalry from the other side of the river. A relieve French infantry desperately needed.

Speaking of French infantry. After hours of fighting both sides have to patch up holes in their lines. The French are still holding by a thread. The Prussian cavalry unit on the hill which broke through earlier hasn’t moved for nearly an hour. It seems their horses are blown or the hill is deemed too important to leave.

Counterattack in the Afternoon

With the cavalry battle in full swing French III corps finally arrives on the other side of the river. Elite infantry, artillery and Dragoons march on the field and begin the counterattack immediately. The French general couldn’t have hoped for a better tool or time to get the situation under control.

French Dragoons charge up the hill to dislodge Prussian Hussars. The hill is under french control again, signalling a shift of initiative.

The cavalry battle on the other side of the river bogs down to costly charges and counter attacks. Both sides are blown and exhausted. The situation becomes increasingly confusing. In the back you can see Prussian staff who have been observing the situation, suddenly finding themselves in front of enemy Chevau-légers.

French reinforcements swing out on the French far left and begin to flank the Prussians. With command of the hill comes the ability to bring artillery fire to bear again. French heavy guns begin to canister with great effect.

On the French right flank up to the river things look promising as well. With the threat of Prussian cuirassiers gone and elite infantry advancing the Prussians have no choice to vacate the hill they stormed some hours ago. It is now Prussian morale cracking. The Prussians haven’t lost that many units but they have retired many of their battered brigades after the first and second attack in the morning. These are now missing to stem the tide as the evening approaches.

A Result at Dusk

The pitiful remains of the once proud French cavalry corps stream away from the battle in retreat. The Prussians broke them but at what cost. There is not much left to pursue or support the infantry any more. The deed has been done, so they say.

And indeed the French managed to pull of a second Marengo. French infantry is pressing on to the Pas de charge. The exhausted Prussians are retiring in orderly fashion and many can slip away under the cover of darkness. But there are also so many still on the field, dead or wounded.

The Strategic Situation

With their army beaten and many casualties the Prussians retreat. But the terrain makes it difficult to consolidate all the parts of the army and one day after the battle of Asendorf French forces attack the Prussians seeking shelter in Ventring, near the original battlefield. It is here where the fate of the nation will be decided. If the Prussians can keep control of Ventring for long enough the wounded and exhausted parts of the army can pull together. If not the French will be able to defeat the smaller parts of the enemy in detail.

Stay tuned for the Battle of Ventring.

Wargaming Everything in 2019

So much I want to do and try out in wargaming. In order not to forget most of it and motivate myself I wrote up a to do list:

  • Acquire a Napoleonic Prussian Army: This is a task bleeding over from 2018. I already ordered a fully based and painted army in 6mm Baccus. It should arrive by end of winter.
  • Acquire a Napoleonic British Army: This is the last big army I need in my set of the five great Nations. I’m thinking about cutting down in size on this army though. I need to make a plan how many British and minor nation allies I need (see below).
  • Acquire some Napoleonic minor nations units: To add some color to armies and support the British army. I’m thinking about units with distinct uniforms and common presence in the age of Napoleon. Bavarians, Hanoverians, Brunswickers, Vistula Legion, Portuguese
  • Play more test battles with Age of Eagles: Only played two so far which I didn’t enjoy that much. There are some AoE scenarios I downloaded and want to set up.
  • Play more test battle with Bloody Big Battles (Napoleonic mod): I downloaded two Napoleonic mods for the rules. I want to try them and compare with my AoE games. Playing the same scenario with AoE, BBB and Blücher (my go to rule-set) should give me some insights about the rules systems and how much I like them or not.
  • Paint the remaining 6mm houses: They are sitting in the box where I primed them. No excuses this year!
  • Test Twilight of the Sun King rule-set: I ordered it in December and waiting for it to arrive. If I like the rules I want to make them work for Napoleonics.
  • Set-up and play an ECW campaign with For King and Parliament tabletop rules: So many ECW blogger campaigns I follow. I desperately want to set up my own but it has proven difficult to find a campaign system I’m satisfied with.
  • Find suitable campaign rules for a Europe-spanning Napoleonic campaign: Yeah, good luck with that…
  • Make counter armies for Fistful of Tows 3: Some easy to read NATO-Symbol counters for WW2 armies. Probably for the eastern front.
  • Play some Fistful of Tows 3 test battles: Read most of the rules and want to try them out. Something easy first like a WW2 eastern front tank battle without artillery.
  • Base all remaining trees: I have about 40% done since yesterday. I single base them to be more flexible. I build a test forest template a few month ago, however. I have to decide if I like it enough to keep it or rip it apart to re-base the trees.
  • Test a C&C Napoleonics variant: My biggest critique of the game is the time to kill. It is very easy to kill whole units off without much time to react. For the scale and time frame the game conveys to me this seems wrong. On top of that it strengthens the luck aspect of the card drawing. I’m thinking about a variant where each block simply takes 2, 3 or even 4 hits before being destroyed.
  • Design a random army generator for C&C Napoleonics: Either with dice or as a little coding project with Python (programming language). I already made a list of all available blocks for this and have some basic ideas. I want to tie it to certain periods though, like “French – Russian campaign” or “French – Waterloo campaign” or something along those lines.
  • Design a random terrain generator: Already have a prototype which I tested once. I need to incorporate rivers and roads in a better way and tweak some stuff. Currently it uses playing cards. Maybe I should switch it to a program or custom terrain cards (according to my collection of terrain).
  • Make counter armies for ancients: This is a long term project. The problem is, to make counters that don’t feel too generic.
  • Get some ancients battles going. Preferably in a campaign setting: I have downloaded some campaign rules, mostly with DBA tied in. They require a set of multiple armies each though.
  • Designing a cold war era social game: I began work on this in 2018. It is currently planned as a matrix game for six players and a game master. The setting is a spy war on cold war Berlin.
  • And last but not least: Play games!

Battle of Mialensk – Blücher AAR

I decided to play a (fictional) straight forward pick-up battle to test out a terrain generator draft and get some soldiers on the table. The battle has the early French under attack by Russians somewhere in the vast Russian countryside.

Terrain generation worked well and gave me a table with many features. I replaced a swamp with a lake and had to improvise a bit with rubble. I use most hills as flat topped, so only the outer crest is important for defensive bonusses of course hills block line of sight. One could imagine these as minor elevation present on most battlefields.

Russians begin and play on the odd turns, french on the even ones.

Turn 1 & 2

The battlefield. French deploy in the south and have the blue objectives. Russians attack from the north with Mialensk as objective in their control.
French left wing and center: I Corps is arrayed in front of Lesobkin farm, its flank screened by some light cavalry. Back on the road you can see III Dragoon corps in reserve. On the lower right IV Guard Corps in reserve as well. Napoleon rides in front of them.
On the french right wing, isolated by the woods in the center of the battlefield II Corps protects the objective.
View from the russian left wing and center. Two corps of infantry with heavy artillery formed a line over the entire front. Behind them left of the town of Mialensk the Guard Cavalry is waiting in reserve. Right of the town another infantry corps is held in reserve.
From the center to the right wing numerous line brigades are deployed and in reserve. On the outer right wing there is another heavy battery on a small hill and a corps of light cavalry waits for flanking opportinities.
Russian artillery in the center open fire and the battle commences. The rather unknown general Taikonov advances his center and right against Napoleon’s forces.
French I corps advances as well to take the hill, though they are outnumbered.
In the centre french light cavalry maneuvers into position for a flanking charge on the incoming russians.

Turn 3 & 4

As the russian infantry advance on the hill french brigades open fire along the whole line with some effect.
Overview after turn 4 viewed from the french side. While firefights break out in the center, french light cavalry is seriously outnumbered on the far left side. On the right wing russians move closer more carefully in order not to strain command (MO points) too thin. Napoleon has no command problems at all but has to think about his reserves on the left wing already.

Turn 5

Russian light cavalry stream down the right flank near the village of Sevechny and send the lone french division flying.
With his forces committed Taikonov has time write orders for his left wing corps. Some turn towards the center while others stay as token force or retreat due to telling artillery fire from the french.

Turn 6

French cavalry tries to throw the advancing russians into disarray but are beaten back with heavy losses. Napoleon’s centre is already under threat.
The emperor decides to counter russian maneuvers with an attack order to II corps. Cavalry is swinging around lake Nargut while brigades advance on the thinning russian left flank.
But there is trouble brewing everywhere. Trusted ADC’s are send to the left flank to release II corps from reserve. Two Dragoon divisions rush forward.

Turns 7-11

During the next turns both sides are hampered by low command rolls. Napoleon’s release of the cavalry reserve proved to be just in time. At least some divisions can engage each turn and beat the russians back after bloody fighting. Fresh Divisions are brought forward slowly to exploit the situation.
The firefight on the central hill rages on for several turns and both sides are exhausted. The russian brigade on the lower left side of this picture just eliminated an artillery battery though and the french position suddenly becomes dire. In the upper right you can see Napoleon behind his troops surveying the situation of the unfolding cavalry battle.
On the other fronts, the lack of solid command and disorderd ranks make progress difficult. General Taikonov sees french troops in the centre wavering and orders the guard cavalry corps into the breach.

Turns 12-14

Emergencies keep popping up for Napoleon. Only his right wing is strong and fresh but has difficulties getting their troops moving. Finally II corps is shifted through the woods to get to the endangered centre sector faster. Russian infantry engages them in the woods and buys time for the guard cavalry to arrive.
After much deliberation and pleas from his marshals the emperor relases to Old Guard. Their task is to build a new defense line around Lesobkin farm. Meanwhile most of I corps is on the retreat.
At least the french Dragoons keep on pushing the russians and threaten to turn the flank. Maybe they can delay the russians long enough for the french reserves to build a new line.

Turns 15-19

Russian guard cavalry rushes through the center and charge the preparing Old Guard head on. Retreating frnech streaming from the hill are trampled under the hooves of the russian guards. It is now midday and the french lost four units against only one russian. Although several russian units are low on morale and three have retired from the battlefield. The battle is far from lost however. Napoleon still has a firm grip on his army. Taikonovs troops are scattered all over the battlefield trying to exploit french holes in the line. Commanding his forces becomes increasingly difficult for the russian general.
French Dragoons appearing in the russian rear also add to the problems of general Taikonov. Some reserve brigades are activated to salvage the situation. The heavy artillery in the upper right is too far away, however. It will be overrun next turn.
Although the russian infantry conquered the hill, reforming took too long. Most of the retreating french manage to slip away.
Taikonov rides forward to push his forces onward but the Old Guard has managed to dig and and keep the enemy in check.
French II corps slowly pushes onwards and suddenly the strong russian position in the center is in danger.

Turns 20-29

French Dragoons also still gallop at everything in the russian rear, crushing retiring russian troops. Russian losses mount rapidly while the french stabilize a bit.
Russian reserves are massed in the center and supported by the guard cavalry to get the situation under control again.
After hours of battle II corps light cavalry manages to loop around lake Nargut and threaten depleted russians in the rear. Both russian flanks are now turned and exhausted troops are scattered around trying to escape. The Russians are danerously close to breaking.
The “Grumblers” defend Lesobkin farm vigorously. They throw back several attacks. One russian brigade (center of the image) is caught in deadly crossfire and rapidly breaks.
French II corps pushing the russian center in under heavy losses. Light cavalry moves in to flank.

Turn 30

This is the situation after the battle (all markers removed), viewed from the french left flank. Lesobkin farm to the right.

Conclusion

The french are three units shy of their breakpoint (thanks to Napoleons morale boost). The next russian loss would seal their fate. The french are still in command of two objectives versus the russian one. A narrow win for Napoleon by the skin of the Old Guard’s teeth. Ultimately General Taikonov overextended his army to expoit every perceived weakness. The french managed to counterattack with a few units here and there stretching russian command structure to the point of breaking.

A very interesting game. The russians had the initiative and were in a good position to win the game. Napoleon’s ability to keep his army together under heavy losses gave him time to recover from the early game. His superior command ability was the reason to counterattack successfully, while general Taikonov was struggling to keep his forces together.

The terrain generation worked very well. The battlefield was interesting and challenging. I’m going to refine the system and post it later.