This was the latest Napoleonic game that I played at my house. The 200th anniversary of this battle fell on my birthday but I did not get round to staging the game for a further 2 weeks. We used Black Powder with 66% scale movement and ranges and my latest Napoleonic house rules. Here is the scenario, game map, order of battle and troop ratings. The photos from the game are on Flickr at
Historical Background
In early March 1814 Blücher was moving north with the intention of joining the Prussian corps of General Friederich von Bülow and the Russian corps of General Ferdinand von Winzengerode. By 5 March they had combined, giving Blücher over 100,000 men. The Emperor Napoleon believed that Blucher was retreating from him and planned to advance on Laon and attack the Army of Silesia’s rear with 30,000 troops of the Imperial Guard. However, on 6 March he learnt that there was a substantial enemy force on the Plateau of the Chemin Des Dames. He assumed that it was Blücher’s flank or rear guard and decided to attack the next day. In fact Blucher wanted Napoleon to attack the Russian infantry commanded by General Mikhail Vorontsov. His plan was that Winzengerode’s cavalry and General Friedrich von Kleist’s Prussian corps would then sweep round the French northern flank and attack their rear. This flanking attack had to move over difficult terrain that had not been properly reconnoitred. It consequently moved very slowly and failed to get into the action on the 7th. The French forces engaged at Craonne seemed to have been 17,000 infantry and 6,000 cavalry. Whilst the Russians engaged 19,000 infantry and 4,000 cavalry.
Sources
My main sources for this game were:
The Greenhill Napoleonic Wars Data Book by Digby Smith
Napoleon at Bay by F.Loraine Petre
Terrain
The battle was fought along the Chemin Des Dames ridge from east to west. I omitted the initial struggle for the village of Heurtebise and designed the game around the area of Ailles, Paissy and Cerny. As I don’t have a ridge 12ft long to fit on my table I represented the steep valleys, which led up the flanks of the ridge narrowing it at certain points, by placing areas of impassable terrain. The French start of table and have to be ordered on using the 3 entry points on the east end of the table. Only 1 brigade per turn may use an entry point. They could decide not to use the narrow route past Ailles but that would limit their entry points to 2 and delay their deployment.
Terrain map showing the 3 French entry points and the 3 Russian deployment lines. The table is 12ft by 6ft.
Objective/Timing
The game begins at 10am. The game ends at nightfall. Dusk falls at 6pm which limits visibility to 16” and night falls at 7 pm. Each turn is half an hour. The French move first. The French must drive the Russians off the table to win. If they fail the Russians win. The Broken brigade rule is in use and when more than half an armies brigades are broken the army must retire.
Command Levels
The commanders in chief are rated as 9 and 8 respectively. All infantry commanders are rated at 7 and cavalry commanders at 8. I have simplified the command levels by omitting the Corps commanders and each of the divisions is represented by a BP brigade.
ORDERS OF BATTLE AND DEPLOYMENT
FRENCH FORCES: NAPOLEON C-in-C SR 9
OLD GUARD DIVISION Gen Friant
3 OLD GUARD BATTALIONS
2 HEAVY GUNS
1st YOUNG GUARD DIVISION Gen Meunier
3 YOUNG GUARD BATTALIONS
FOOT GUN
2nd YOUNG GUARD DIVISION Gen Curial
3 YOUNG GUARD BATTALIONS
FOOT GUN
BOYER’ ‘SPANISH’ DIVISION Gen Boyer
3 LINE BATTALIONS
7th YOUNG GUARD DIVISION Gen Boyer de Rebeval
3 YOUNG GUARD BATTALIONS
FOOT GUN
8th YOUNG GUARD DIVISION Gen Charpentier
3 YOUNG GUARD BATTALIONS
FOOT GUN
1ST CAVALRY DIVISION Gen Colbert
GUARD 1st LANCER Regt
GUARD HORSE GRENADIERS REGT
GD HORSE GUN
2nd CAVALRY DIVISION Gen Excelmanns
2 HUSSAR REGTS
HORSE GUN
3rd CAVALRY DIVISION Gen Laferriere-Leveque
LANCER REGT
CHASSEUR A CHEVAL REGT
DRAGOON REGT
TOTAL
18 BATTALIONS
7 REGIMENTS
8 GUNS
DEPLOYMENT
All troops start of table and have to be ordered onto the table:
10.00 am - Boyer , Meunier; Excelmann
11.00 am – Colbert, Curial, Boyer de Rebeval
12.00 am - Laferriere, Charpentier
13:00 am – Friant
There are 3 entry points for the French shown on the map. Only 1 brigade per turn may use an entry point. They can decide not to use the narrow route past Ailles but that would limit their entry points to 2 and delay their deployment.
Variable French troop quality. Dice for the quality of the French Young Guard brigades and Boyers line infantry brigade when first in action. On a 4, 5, 6 the Brigade is the higher quality given below:
Young Guard infantry = Marie Louises or Line infantry
Boyers infantry = Line infantry or Veteran infantry
ALLIED FORCES, GENERAL VORONZOV C-IN-C SR 8
14th INFANTRY DIVISION, Gen. Harpe - 1st LINE
4 BATTALIONS
FOOT GUN
HVY GUN
24th INFANTRY DIVISION, Gen. Swarikin - 1st LINE
4 BATTALIONS
FOOT GUN
21st INFANTRY DIVISION, Gen. Laptiev - 2nd line
4 BATTALIONS
FOOT GUN
1st CAVALRY CORPS, Gen.O’Rourke - 2ND LINE
2 HUSSAR REGTS Pavlograd, Soumy
SMALL COSSACK SOTNA
HORSE GUN
12th INFANTRY DIVISION, Gen. Chowanski - 3rd LINE
4 BATTALIONS
FOOT GUN
HVY GUN
13th INFANTRY DIVISION, Gen. Szeltzin - 3rd LINE
4 BATTALIONS
FOOT GUN
CAVALRY CORPS General Vassiltchikov - OFF TABLE
2 HUSSAR REGTS Achtirskii & White Russia
SMALL COSSACK SOTNA
HORSE GUN
TOTAL
20 BATTALIONS
4 REGIMENTS
2 SOTNAS
8 GUNS
DEPLOYMENT
Russian: Army is drawn up in 3 lines facing east.
The Russian 1st line cannot move until turn 3.
The Russian 2nd line cannot move until turn 5.
The Russian 3rd line cannot move until turn 8
Vassiltchikov’s Corps starts off table and may appear in the afternoon as deemed appropriate by the umpire.
TROOP RATINGS
FRENCH
|
Weapon
|
Type
|
H_H
|
Shooting
|
Morale
|
Stamina
|
Special
|
Old Guard
Infantry
|
Musket
|
Infantry
|
7
|
3
|
3
|
4
|
Stoic, Reliable, Elite 4+
|
Middle Guard
Veteran Infantry
|
Musket
|
Infantry
|
6
|
3
|
4
|
3
|
Elite 5+
|
Infantry
|
Musket
|
Infantry
|
6
|
3
|
4
|
3
|
|
Marie Louises
|
Musket
|
Infantry
|
5
|
3
|
5
|
3
|
Levy 4+, Poor Shots
|
Light Infantry
Sk (Small)
|
Musket
|
Infantry
|
4
|
2
|
4
|
2
|
Skirmishers
|
|
|
|
|
|
|
|
|
Guard Heavy
Cavalry
|
Sabre
|
Cavalry
|
9
|
|
3
|
3
|
Heavy Cavalry
+D3, Reliable
|
Cuirassiers/Carabiniers
|
Sabre
|
Cavalry
|
9
|
|
3
|
3
|
Heavy Cavalry
+D3,
|
Guard Lancers
|
Sabre
|
Cavalry
|
8
|
|
4
|
3
|
Marauders;
Lancers, Reliable
|
Dragoons
|
Sabre
|
Cavalry
|
8
|
|
4
|
3
|
Heavy Cavalry
+1
|
Guard Light
Cavalry
|
Sabre
|
Cavalry
|
7
|
|
4
|
3
|
Marauders, Reliable
|
Lancers
|
Lance
|
Cavalry
|
7
|
|
4
|
3
|
Marauders;
Lancers
|
Light Cavalry
|
Sabre
|
Cavalry
|
6
|
|
4
|
3
|
Marauders
|
|
|
|
|
|
|
|
|
Guard Horse
Artillery
|
Light artillery
|
32”
|
1
|
3-2-1
|
4
|
1
|
Marauders,
Reliable
|
Guard Foot
Artillery
|
Artillery
|
40”
|
1
|
3-2-1
|
4
|
2
|
Reliable
|
Horse Artillery
|
Artillery
|
32”
|
1
|
3-2-1
|
4
|
1
|
Marauders
|
Foot Artillery
|
Artillery
|
32”
|
1
|
3-2-1
|
4
|
2
|
|
All Infantry have
“must form square” rule. French infantry
other than Marie-Louises are Reliable in attack column.
Elite X+ Rally
of Disorder at start of turn by roll of X+
Heavy Cav +X Add
X to combat result
Lancers Opposing infantry has -1 saving
throw when lancers charge/countercharge
Levy X+ Need
to roll to rally of disorder at end of their turn by rolling X+
Marauders Ignore
distance modifiers for command tests
Reliable Add
1 to Command tests
Skirmish Can
adopt skirmish formation
Stoic Can
reroll first break test
RUSSIAN
|
Weapon
|
Type
|
H_H
|
Shooting
|
Morale
|
Stamina
|
Special
|
Guard Infantry
|
Musket
|
Infantry
|
7
|
3
|
3
|
4
|
Elite 4+, Stoic
|
Grenadiers
|
Musket
|
Infantry
|
6
|
3
|
4
|
4
|
Stoic, Poor shots
|
Line Infantry/Jaegers
|
Musket
|
Infantry
|
6
|
3
|
4
|
3
|
Stoic, Poor shots
|
Opolchenie
|
Musket
|
Infantry
|
5
|
3
|
5
|
3
|
Poor shots, Unreliable,
Levy 4+
|
Jaegers Sk (Small)
|
Rifle
|
Infantry
|
4
|
2
|
4
|
2
|
Skirmishers,
Poor shots
|
|
|
|
|
|
|
|
|
Cuirassiers
|
Sabre
|
Cavalry
|
9
|
|
3
|
3
|
Heavy Cavalry
+D3
|
Dragoons
|
Sabre
|
Cavalry
|
8
|
|
4
|
3
|
Heavy Cavalry
+1
|
Lancers
|
Lance
|
Cavalry
|
7
|
|
4
|
3
|
Marauders;
Lancers
|
Light Cavalry
|
Sabre
|
Cavalry
|
6
|
|
4
|
3
|
Marauders
|
Cossacks
|
Lance
|
Cavalry
|
5
|
|
5
|
2
|
Marauders;
Lancers, Unreliable
|
Cossacks
(Small)
|
Lance
|
Cavalry
|
4
|
|
6
|
2
|
Marauders;
Lancers, Unreliable
|
Hvy Foot
Artillery
|
Artillery
|
40”
|
1
|
3-2-1
|
4
|
2
|
|
Horse Artillery
|
Artillery
|
32”
|
1
|
3-2-1
|
4
|
1
|
Marauders
|
Foot Artillery
|
Artillery
|
32”
|
1
|
3-2-1
|
4
|
2
|
|
All Infantry have
“must form square” rule.
Elite X+ Rally
of Disorder at start of turn by roll of X+
Heavy Cav +X Add
X to combat result
Lancers Opposing infantry has -1 saving
throw when lancers charge/countercharge
Levy X+ Need
to roll to rally of disorder at end of their turn by rolling X+
Marauders Ignore
distance modifiers for command tests
Reliable Add
1 to Command tests
Skirmish Can
adopt skirmish formation
Stoic Can
reroll first break test
Unreliable Do
not move on an equal command roll. This
counts a command pass.