Dave O’Brien and I commanded the Russians whilst Colin Jack and Bill Millar commanded the French. It was a hard fought game but proved to be an obvious French victory. Dave has written a full account of the action on his Facebook page. I provided all the troops and most of the terrain. The stream was kindly loaned by Dave Paterson. I reduced the strength of the brigades on each side cutting the Russians to 4 battalions instead of 6 and the French from 5 to 4 battalions. I used my Swiss and Berg troops to represent 2 of the French brigades.
I played the game again on Friday against Dave Paterson without making any changes to the scenario. It proved to be an even worse defeat for the Russians who lost 6 battalions. All the units that crossed the stream were either destroyed or thrown back across it.
French left about Saltanovka plus some of their centre |
Russian brigade facing Saltanovka |
Here is the OB for this version of the battle
RUSSIAN
OB
VII
CORPS GEN RAYEVSKY SR 8
12th
DIVISION
1ST BRIGADE GEN PALITSYN SR7
3 INFANTRY BATTALIONS
1 JAGER BATTALION
LIGHT BATTERY
POSITION BATTERY
2ND
BRIGADE GEN PANTZERBITER SR 7
3
INFANTRY BATTALIONS1 JAGER BATTALION
LIGHT BATTERY
26th
DIVISION
1ST
BRIGADE GEN LIBHARDT SR7
3
INFANTRY BATTALIONS1 JAGER BATTALION
LIGHT BATTERY
POSITION BATTERY
2ND
BRIGADE GEN LADYZHENSKY SR 7
3
INFANTRY BATTALIONS1 JAGER BATTALION
LIGHT BATTERY
4TH
CAVALRY DIVISION
12TH
BRIGADE GEN PANCHULIDZEV SR72 DRAGOON REGTS
HORSE BATTERY
13TH
BRIGADE GEN EMMANUEL SR7
AKHTYRSKII
HUSSAR REGTLITOVSKII LANCER REGT
RUSSIAN
DEPLOYMENT AND TERRAIN ETC
Villages
being Russian are only scenic they have no effect. Some basic defences have been thrown up in
front of the villages of Saltanovka and Fatova – these count as an unclear
target to shooting and give a +1 to morale throws in hand to hand.
Units
can ford the river if they are in base contact with it at the start of a turn. If they get 1 move they cross on a 4+, if
they get 2 moves they cross, if they get 3 moves they cross and can make a move
after crossing. The river is fordable between the swamps at either end. Artillery can only cross by the bridges.
Initial
Russian infantry brigade in each division starts up to 8” onto the table. The others may march onto the table on turn 1. The cavalry brigades are available on turn 4.
Game
lasts 10 turns.
Struggle around Saltanovka - Russians have stormed the defences |
Continuing struggle for Saltanovka |
FRENCH
OB
IST
CORP MARECHAL DAVOUT SR9
85th
BRIGADE FRIEDERICKS SR7
4
BATTALIONSREGT BATTERY
4 BATTALIONS (SWISS)
FOOT BATTERY
REGT BATTERY
108th
BRIGADE LEGUAY SR7
4
BATTALIONSREGT BATTERY
4 BATTALIONS (BERG)
REGT BATTERY
5TH
CUIRASSIER DIV VALENCE SR8
3RD
CHASSEUR A CHEVAL REGT (HUSSARS)2 CUIRASIER REGTS (CARABINIERS)
FRENCH
DEPLOYMENT AND TERRAIN ETC
Villages
being Russian are only scenic they have no effect. Some basic defences have been thrown up in
front of the villages of Saltanovka and Fatova – these count as an unclear
target to shooting and give a +1 to morale throws in hand to hand.
Units
can ford the river if they are in base contact with it at the start of a turn. If they get 1 move they cross on a 4+, if
they get 2 moves they cross, if they get 3 moves they cross and can make a move
after crossing. The river is fordable
between the swamps at either end. Artillery can only
cross by the bridges.
French
start on the table except for the 111th Brigade which is available
from turn 2 and the Cavalry Division which is available from turn 3.
2
French battalions can start the game hidden in the wheat fields.
The
3 French have 3 veteran infantry units otherwise all the other troops in both armies are line/regular troops. These veterans can be assigned by the French commander to any of the French brigades on the table at the start of the game.
Game
lasts 10 turns.
Here are the troop ratings that I used.
FRENCH
|
Weapon
|
Type
|
H_H
|
Shooting
|
Morale
|
Stamina
|
Special
|
Old/Middle
Guard Infantry
|
Musket
|
Infantry
|
7
|
3
|
3
|
4
|
Reliable, Elite 4+
|
Veteran
Infantry/Yng Guard
|
Musket
|
Infantry
|
6
|
3
|
4
|
4
|
|
Line
Infantry
|
Musket
|
Infantry
|
6
|
3
|
4
|
3
|
|
Light
Infantry Sk (Small)
|
Musket
|
Infantry
|
4
|
2
|
4
|
2
|
Skirmishers
|
Guard
Heavy Cavalry
|
Sabre
|
Cavalry
|
9
|
4
|
3
|
Heavy
Cavalry +D3, Reliable
|
|
Cuirassiers
|
Sabre
|
Cavalry
|
9
|
3
|
3
|
Heavy
Cavalry +D3, Reliable
|
|
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
|
Artillery
|
32”
|
1
|
3-2-1
|
4
|
1
|
Marauders,
Reliable
|
Guard
Foot Artillery
|
Heavy
Artillery
|
40”
|
1
|
3-2-1
|
4
|
2
|
Reliable
|
Horse
Artillery
|
Artillery
|
32”
|
1
|
3-2-1
|
4
|
1
|
Marauders
|
Heavy
Artillery
|
Heavy
Artillery
|
40”
|
1
|
3-2-1
|
4
|
2
|
|
Foot
Artillery
|
Artillery
|
32”
|
1
|
3-2-1
|
4
|
2
|
|
Regimental
Artillery
|
Light
Artillery
|
24”
|
1
|
2-1-1
|
4
|
1
|
Infantry
are Reliable in Attack Columns and have “must form square” rule. Other small units reduce Hand to Hand by 2,
Shooting by 1 and Stamina by 1.
Elite
X+ Rally of Disorder at start of turn by roll of X+
Heavy
Cav +X Add X to combat result
Lancers Opponent
has -1 cav -2 inf saving throw when lancers charge/countercharge
Marauders Ignore distance modifiers for command
tests
Reliable Add 1 to Command tests
Skirmish Can adopt skirmish formation
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
|
|
Position
Artillery
|
Heavy
Artillery
|
40”
|
1
|
3-2-1
|
4
|
2
|
|
Horse
Artillery
|
artillery
|
32”
|
1
|
3-2-1
|
4
|
1
|
Marauders
|
Light
Artillery
|
Artillery
|
32”
|
1
|
3-2-1
|
4
|
2
|
All
Infantry have “must form square” rule.
Other small units reduce Hand to Hand by 2, Shooting by 1 and Stamina by
1.
Heavy
Cav +X Add X to combat result
Lancers Opponent
has -1 cav -2 inf 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
Poor
Shots -1 when shooting
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.
French cavalry arrived but never struck a blow |
French veterans holding firm at Fatova Mill. |
Stunning game
ReplyDeleteBill did you see the new Clash of Eagles 1812 Russian Campaign supplement out soon for BP
ReplyDeletePeter
Yes will buy it. Did not like the setup for this action that appeared in one of the magazines. Russian command was so poor they could never win what is a difficult action to start with.
DeleteThis game has a genuinely brilliant look. I have one question - in your notes your reference units of converged grenadiers. Where are they in the OB?
ReplyDeleteThey are not on the OB. When I was putting the troops on the table I decided to use the 3 Combined Grenadiers battalions instead of some line units. I decided the French player could allocate them to the any of the French Brigades that started on the table. In both games they were assigned to the 61st and 85th.
DeleteI have updated the log report to say this.
Delete