This is a fictional action, the Battle of PEREKRJOSTOK, set in the northern front in the 1812 campaign in late October 1812 played using Black Powder Rules. What follows are a note on the troop ratings, the player briefings, orders of battle, BP rule changes and scenario special rules.
Troop Ratings and Rule Changes
As for previous games I gave the French infantry the Reliable in Attack Column useful rule and gave the Russian infantry the Stoic useful rule. In addition I made the Russian infantry poor shots with a -1 factor on their shooting. The Bavarian infantry, Cossacks and Opolcheniye are unreliable. All the units are BP standard sized units except for the French Guard Infantry who are large units and the Polish Lancers who are a small unit. The House Rules used in the game are given later.
The initial troops of the table can be ordered onto the table from turn 1. The troops on both sides marching to the action can be ordered to come on - in a relatively random order decided by the umpire and chance - one brigade a turn but only in the turn after the preceding brigade had arrived.
All the commanders are rated 8.
Map of the table
Photos of the game being played with descriptions are at
http://www.flickr.com/photos/bill26048/sets/72157630485186994/
PEREKRJOSTOK 28 October, 1812
Background
Folllowing the 2nd Battle of Polotsk on 18th October St Cyr’s command withdrew to cover the vital supply base of Vitebsk which was one of three massive supply depots Napoleon had established in the western part of the Russian Empire. By the end of October the strategic balance of power had shifted dramatically with it becoming known in the northern theatre that Napoleon’s main body was in rapid if not a destructive retreat from Moscow headed towards Smolensk via Vyazma. Wittgenstein’s force had been further reinforced by troops from Finland and St Petersburg and the Franco-Bavarians had suffered further attrition from the worsening local conditions.
On October 28th, Wittgenstein re-opened his offensive against the supply lines aiming at the vital road junction of Perekrjostok south west of Vitebsk.
French Briefing
Marshal Gouvion Saint-Cyr
Friendly Polish landowners have reported that Wittgenstein’s army is surprisingly on the march towards the road junction of Perekrjostok southwest of Vitevsk. The capture of the junction will cut your direct communications with the retreating Grande Armee and threatens Vitebsk. You must expect a general action today.
The terrain is generally open the main features are the St Petersburg to Minsk and Vyazma to Vitebsk highways which cross at Perekrjostok. There are some large woods flanking the roads entering from the north. The villages are lightly built and only provide cover from shooting. The exception are the heavily built village of Geminskii and the convent of Piredovichii which are treated as built up areas.
Your order of battle is attached.
At the beginning of the action only the remnants of the combined 19th and 20th Bavarian infantry brigades which were heavily battered at Polotsk are deployed on the table. They can be deployed anywhere including in the 2 heavily built locations. The Light cavalry brigade is available but is held of table and can be ordered on from turn 1.
You have ordered the rest of your available forces are marching to the field and will arrive as the action develops. This includes 2 small brigades of the Guard which you have been informed the Emperor despatched early from Moscow to secure this vital area.
Your objective is to hold the vital road junction.
MARSHAL GOUVION ST CYR 8
II & VI CORPS
INITIAL TROOPS
COMBINED 19th 20th BRIGADE BAVARIAN ON TABLE
3 LINE BTN OF 24 FIGURES
1 LIGHT BTN OF 24 FIGURES
FB
1ST LIGHT CAVALRY BRIG OFF TABLE
2 CHASS A CHEV REGTS OF 12 FIGURES
HB
REINFORCEMENTS
6th BRIGADE FRENCH
4 LINE BTN OF 24 FIGURES
FB
9th BRIGADE FOREIGN
4 LINE BTN OF 24 FIGURES
FB
3rd LT CAV BRIG FRENCH/POLISH
HUSSAR REGT OF 12 FIGURES
LANCER REGT OF 8 FIGURES (Sm)
HB
1ST GUARD CHASSEUR BRIG
2 GUARD BTN (Lg)
FB
2ND GUARD CHASSEUR BRIG
2 GUARD BTN (Lg)
FB
8th BRIGADE FRENCH
4 LINE BTN OF 24 FIGURES
FB
Russian Briefing
General Pyotr Khristianovich Wittgenstein
Your order of battle is attached.
Your Cossacks report that the French have a Bavarian infantry brigade defending the road junction at Perekrjostok with some cavalry support in reserve. In addition more French troops are camped within marching distance of the junction.
The terrain is generally open the main features are the St Petersburg to Minsk and Vyazma to Vitebsk highways which cross at Perekrjostok. There are some large woods flanking the roads entering from the north. The villages are lightly built and only provide cover from shooting. The exception are the heavily built village of Geminskii and the convent of Piredovichii which are treated as built up areas.
At the beginning of the action one infantry brigade is deployed on the table and another infantry brigade and the 1st cavalry brigade are held of table and can be ordered on from turn 1. Your other brigades are marching to join the action.
The 2 reserve foot guns can be attached singly to any of the infantry brigades.
The Opolcheniye brigade are poorly trained militia volunteer troops but all are now equipped with new English muskets.
Your objective is to capture the vital road junction.
1st Detachment 1st Army of the West
CinC LG PYOTR KHRISTIANOVICH WITTGENSTEIN 8
INITIAL TROOPS
1ST BRIGADE ON TABLE
4 LINE BTN OF 24 FIGURES
FB
2ND BRIGADE OFF TABLE
4 LINE BTN OF 24 FIGURES
FB
1ST CAV BRIGADE OFF TABLE
2 HUSSAR REGTS OF 12 FIGURES
HB
MAIN COLUMN - REINFORCEMENTS
3RD BRIGADE
4 LINE BTN OF 24 FIGURES
FB
2ND CAV BRIGADE
2 CUIRASSIER REGTS OF 12 FIGURES
HB
3RD CAV BRIGADE
2 COSSACK SOTNAS OF 12 FIGURES
HB
1st COMBINED OPOLCHENIYE BRIGADE
4 MILITIA BTN OF 24 FIGURES
FB
ARMY RESERVE ARTILLERY
2 FB (H)
HOUSE RULES USED IN GAME
INTERPENETRATION
Rule - When Interpenetrating a formed friendly unit, if the centre of your formed unit does not pass through the friendly unit, then there is no penalty - however if the centre does pass through then you risk disorder - dice for each unit and on a score of 1,2,3 it becomes disordered. This is from Hail Caesar.
TERRAINRule - Formed troops move at half speed through woods except when moving as the result of a break test when they move full speed.
Rule - Formed troops are not an ‘unclear target’ in woods. (To give them this would give them the same cover as skirmishers in woods).
To clarify - Troops in woods get the morale modifier for cover except when charging to contact or in hand to hand combat.
BREAK TESTS FOR SUPPORTING UNITS
Rule - Only the nominated units which provide the +1 support need test if the supported unit breaks - surplus supporting units do not need to test.
66% MOVEMENT AND RANGES
In these games we agree that though ranges and moves were decreased that given the physical size of the 28mm units that Command and Proximity radius is standard 12”and Support distance is standard 6”.
DISORDERED CAVALRY RALLY BACK
Rule - a disordered cavalry unit not in combat can rally back a move under Initiative.
BROKEN BRIGADE ATERNATE RULES
I do not like the optional standard ‘Broken Brigade’ rule in BP and in particular it tends to penalise small brigades of two or three units such as cavalry brigades. Instead, I suggest the following system:-
a) -1 Command Modifier for each lost or destroyed unit in the brigade.
b) -1 Break-Test modifier for each lost or destroyed unit in the same brigade.
Do not count the loss of tiny units or guns.
LEVY USEFUL RULE
Levy Useful Rule - Unit must roll 4+ to remove disorder at the end of its turn.
STOIC USEFUL RULE
Stoic Useful Rule - Unit can reroll the first break test it makes.
MODIFIED SEQUENCE OF PLAY
Initiative Phase
Declare and undertake initiative movement – there is no change to the basic rules for this.
All moving units to be marked as having moved this turn. (They cannot move again in Command Phase).
Reactions - Any units charged may deliver ‘Closing Fire’ at the end of the initiative. Units evading are moved at the end of the initiative moves. Counterchargers move to meet their chargers as usual.
Firing Phase
Moving player carries out firing as per the rules.
All firing units to be marked as having fired this turn (for modified Command Penalty).
Command Phase
Give orders and move as per the Command phase of the rules.
There is an additional command penalty:
“-1 if fired this turn”
Any units charged may deliver ‘Closing Fire’ if they have not fired before in this turn.
Melee Phase
Conduct Melees as per rules
FINAL NOTE
This is actually a hidden scenario - based on the Battle of Quatre Bras 1815 - with the French playing the Anglo-Allied role and the Russians the French. The Bavarians are the Dutch Belgians and the French Guard are the British Foot Guards.
Bill how were you able to translate the names into a russian variation?
ReplyDeleteI have a family advantage in such things as my wife, Helena, is from Moscow.
DeleteI originally asked her what Four Arms would be in Russian ie a straight translation of Quatre Bras, but in the end we agreed just to use the Russian for crossroads