The game was fought across a 8ft by 6ft table. We used the 66% movement and range version of the rules. The table represented part of Borodino near the Bagration fleches which we represented with 2 redoubts.
The terrain on the table was open ground except for woods lining the southern edge of the table. The Russians had 2 brigades each of 4 battalions of grenadiers and a cavalry brigade with a large cuirassier regiment and a Don cossack regiment. Dave deployed a grenadier brigade around each of the fleches/redoubts with the cavalry split between the flanks. A battalion and a gun occupied each of the redoubts
|Garrison of a fleche - we counted them as 1 gun and a battalion|
I made all the commanders 8s for this game.
How the game played
Dave stood on the defensive and I threw an infantry brigade against each of the redoubts. My initial attack on the redoubts proved a disaster as the first 2 battalions to charge in broke when suffering artillery hits. Eventually I got a battalion to charge into the left hand redoubt but after 2 rounds of combat it broke and a supporting unit followed it from the field.
|Attack on a fleche - right hand unit broke to the artillery fire...|
|The unfortunate dice - its a blunder of the table|
It was a good game and took 2 hours to play. The game was characterised by amazingly poor break tests dice rolls, truly appalling musketry fire, very good artillery fire and excessive blunder rolls! Dave is away to build some more realistic fleches for a bigger version of the game....