Wednesday, October 22, 2014

Big Battles for Small Tables - A Little Play Test.

Two Hungarian Divisions close in upon the French
14th Division.
The early stages of the Rhinelands campaign in April 18** had not gone well for the French.  Left without the Emperor's guiding hand, Marshal the Prince of Neuchatel had botched the operation. Marshal Dubonnet's Corps had been left isolated 'in the air', and came near to being cut off, surrounded and destroyed by the advancing Austrian Army.  Fortunately seeing the danger betimes, Dubonnet had ordered a retreat by the only available road.  But to safeguard that retreat, he required General Morlot's 14th Division to stand flank guard at the hamlet of Inkheim, there to watch the Ingolstadt road.

It was as well he did, for the redoubtable Feldmarschall Sax, commanding the Austrian II Corps, was advancing up that very road to cut off the French retreat.  Coming upon Morlot's command at Inkheim, two divisions of II Corps were quickly engaged.  Morlot had deployed in two lines behind a screen of voltigeurs between the hamlet itself and a nearby wood.  The Feldmarschall, for his part, disdained finesse for a straightforward columnar attack.

The French skirmishers suffer heavily and are driven in.

The early exchanges went rather well for Sax's Hungarians.  The French skirmishers failed to register a single hit (one die per figure, needing 6s - yep: this is fistsful of dice country), but even at 2 dice per 3 shooting and ignoring first hits, in two turns the Hungarians had inflicted 2 hits upon the enemy. Reduced by 50%, the remaining light infantry fell back onto the leading close-order line.
The Hungarians prepare to engage the forward
French line.

The Hungarians now closed up to bring the 14th Division main body into action.  
Pressing close...

At this point, the voltigeurs having joined the line, the French could bring as many muskets to bear as the Hungarians, 12 figures apiece. But of course the latter had huge reserves upon which to draw.
As the Hungarians closed the range, losses on both sides began to mount.  Having so far 14 figures engaged - the 4 voltigeurs and the 10 figures of the first line - the French line could take 4 more hits before a fifth hit (i.e. totalling 7 of the 14 engaged) forced them back onto the final line.
So it happened.  Despite giving somewhat better than they received in the close quarter action, the French were forced back.
The Hungarians drive French forward line in upon
its supports.
All this was taking time, however.  A good five or six turns had gone by - as many hours - and the French were still holding out against double their numbers.  Once driven back upon their last reserves, moreover, the final French line became a formidable obstacle.  The 10 figures of the 'reserve brigade', plus the 7 survivors from the action so far, meant the French could bring 17 figures into the final stand.  Remaining in their divisional columns the Hungarians could bring 12 only.
For all that, it was a brittle line that faced the Hungarians - 5 hits would reduce it to 12 figures, whereat the French would have to retreat.  There was no danger of the Hungarians being halted. This was due to my decision that morale is represented solely by the 50% rule.  But there seems to be a need to assess the results of the close combat move by move - a reaction test. Given such a test, the French might well have stopped the Hungarians.  I know: I'm probably reinventing the wheel a bit with all this, but for mine it bears thinking about.


The extra French firepower cost the Hungarians heavily - 8 figures in two turns.  But the Hungarian return fire - 5 hits - was enough.  Reduced to 12 figures, 50% of their original strength, the French made off to rejoin the retreat of Dubonnet's IV Corps.  The overall Hungarian losses, amounting to 6 figures from one division and 7 from the other, slightly exceeded the French.  Considering that the voltigeurs were driven in without loss, that was quite a good performance by the French.







The final stand of 14th Division.  Though giving better
 than they receive, it is not enough.
This gamelet, played upon my overturned chessboard (of less than 19 inches square), Involved 1 French Division (14th from IV Corps) against two Hungarian, all of 24 figures each.  It was intended partly to test out my proposed 'fistful of dice' musketry, but mainly to try out the proposed supported linear formation of the French Division against a columnar attack. 

On the whole it went the way I hoped it would.  As the leading lines fell back upon the supports, the rear lines thus augmented grew the stronger in firepower, but more brittle as well.  The Division became less able to absorb further losses.  
The defeated French Division makes off.


Having said that, I need game mechanics to produce results a little more quickly than what was achieved in this test.  The whole thing took seven or eight moves to complete.  It is true that in similar circumstances in April 1809 a Division from Davout's III Corps held up strong Austrian attacks for the best part of a day.  But, professional soldier as he was, Marshal Davout devoted a lot of time to keeping his troops at the peak of efficiency.  One imagines that not every French Division could have achieved such a feat.  At most I want the average Division to hold for three or four moves - about the expectation of a Division fighting on its own hook against odds.

In my last posting Ross Mac had (among other things) this to say:
British Division  in line, covered by light infantry and
a detachment of 5/60th Rifles.  The lead French Division
is in a rather peculiar T-shaped ordre-mixte formation.
However, coming at last to the post in hand, noting that you have skipped over the division in line, which will be needed for Brits at least, I think whether or not you need to show a line of battalion columns vs a column/mass of lines is whether you have away to show the added flexibility of the series of small columns vs the solid mass. (Actually I've never seen evidence of any advantage of the solid mass and have trouble figuring out why it was ever used, esp by competent commanders)
Did I miss how you are going to do squares? For some reason my attempts to respond timed out.  I have no idea why.


Now, my first thought about this was, yes, I did omit single the divisional line, and I had reasons for this. But, without going into them, they seem on reflection to be less than compelling.  For one thing, it is known that at the Medellin battle (28 March 1809), the Spanish were drawn up in a long thin line.  The attacks by the French V Corps and Werle's brigade were met by similarly shallow formations of Spanish and British muskets.
These two pictures are to illustrate the sort of situation that arose
at Albuera with the attack of the V Corps.  Of course there ought to be
a Spanish Division in place of the British, with the latter hurrying to
their aid...  But the question is this: is it war game-able?

And here we run into a problem.  In effect V Corps attacked with successive Divisions, Girard leading in a T-shaped ordre-mixte formation, and Gazan following so closely as to present a whole mass of 8000 soldiers.  In effect this was met by my 'supported line' formation, this comprising a first line of Zayas's and Ballesteros's commands, with Stewart's Division forming a second line.  This was somewhat complicated by Colborne's Brigade placing itself on the flank of the French column, whereat a close quarter firefight ensued, with heavy losses on both sides.

A French Division in a single square.
How do we effect this kind of action on the table top?  One way is to use the methods of Paddy Griffith or Col Wilbur Gray: determine the win-loss outcome, and then adjudicate the losses.  It has the virtue of convenience, sure.  But I would prefer to determine losses and then reaction to those losses - the 'perception of risk' thing.   Work is still needed on this, and decisions made as to method.  The musketry thing I like, as being not especially decisive in itself.  To obtain results, one has to get 'up close and personal.'  Mr Griffith and Col Gray have shown the way there!

A French Division in Brigade squares.

Friday, October 17, 2014

Big Battles for Small tables: Divisional Formations

15th Division, V Army Corps (represented by 17th Light Infantry)
marching in a Division column.  The carabiniers on the right
and voltigeurs on the left are intended to  give the impression
that the column comprises successive 'battalions' in line. 
 It is considered a war games 'truth' that one should depict in the table the level of detail not more than two grades below the overall command level.  If it's an army level game, then your tactical units are Divisions, or, as Army Corps are miniature armies, we might at a stretch go to Brigade level.  If you want your tactical unit to be the individual man, then what you are looking at is a platoon level game - a skirmish game, withal.
The column of 15th Division advancing with
skirmishing voltigeurs thrown forward.
Figures are Front Rank.
It is one of those 'truths' that has always irritated me.  It seems to me that what is being popularly prescribed for miniatures war games are the restrictions imposed by board war games.   Your cardboard counter, or other form of unit, and the scope of the playing surface - battlefield or strategic map - implies a kind of 'grain' to the game.  Board games by and large are coarse grained.  In a game like Axis and Allies a tank represents an army or, more likely, an army group.
As this Division is represented by a light infantry unit, I
am allowing it double my standard skirmishing capability.
Here, the voltigeur skirmishers have been reinforced by the carabiniers.

My own Big Battles for Small Tables concept is also 'coarse grained'.  That the proposed figure scale is 1:200 right off obviates depicting units below regimental or battalion level.  I could have a formal organisation of 4-figure battalions, but I'm disinclined to do this.  Rather, I am looking to depicting what can happen inside an infantry Division without any formal lower organisation.  This series of pictures shows what I mean: Divisional columns, with and without skirmishers deployed forward;  a Division deployed in successive lines, with skirmishers deployed; and a possible ordre-mixte formation.
15th Division deployed in successive lines, again with a
heavy cloud of skirmishers to the fore.  How this will work in action
I hope to show in my next posting.


One of several possible Divisional ordre-mixte formations.
One formation that doesn't seem to 'work' is the 24-figure Division broken down into 'battalion' columns.  There I have to accept the 'fudge' - much as is done with the Age of Eagles rule set, and allow the single block to stand for all columnar formations.  Or, alternatively, field two 10-figure brigade columns behind the skirmish screen.
An attempt to depict the Division deployed in battalion,
 Regimental or Brigade columns.  Not a very good look in my view.
What in effect I am attempting here is to depict, within the constraints imposed by my figure, ground, and time scales, the internal workings of a Division, but without a formal organization below the Divisional tactical unit.  What I hope this will achieve is that the soldiers themselves carry the information to the Army Commander what it is doing and how it stands.  
11th Division (a.k.a. 33rd Line Infantry), IV Army Corps,
deployed in brigade columns with a screen of skirmishers.
This doesn't look so bad, but I still don't know whether I want
this sort of thing.  First generation Minifigs figures.

11th Division in Brigade columns.

Recent Acquisition:
1. I must welcome the 111th 'follower' of this blog spot.  Unfortunately, I can't tell who that is!  At any rate, I do hope you enjoy what you find herein.

2. I recently acquired (two or three weeks ago now), through the good offices of Brent, who always has his eye on what's being offered on TradeMe, a fine metal battery of Prussian artillery.  A couple of years ago, I rescued a half-finished plastic Prussian Army (Revell, I think) that was about to be 'deep-sixed' by a friend, and offered it a good home.  To this I've added a couple of cavalry units (I've only begun painting these guys - horrible figures, which doesn't help the motivation).  And then came this windfall.  The 'buy now' price was right for me (no percentage in haggling) and here they are.
My Prussian guns, as they were about a fortnight ago.
Not sure of their manufacture.  Possibly Hinchliffe?
 Not much work needed on these at all.  Here I've already begun a refurb of the tyres and metal furnishings of the guns.  since these pics were taken, I've painted all three cannon a lightish mid-blue, and given the gun barrels a light ink touch-up to highlight the details.   I've yet to apply a blue ink overwash to the woodwork.
The guns look like 2x3pr and a 6pr piece.  Not that I'll
concern myself overmuch with that!
 As for the figures, aside from the basing and flocking (now done), there is little more to do on these figures. I did add a little of my gloss-black-and-silver mix to represent churned up water in the bucket (see the battery's right hand gun), and I'm thinking of adding a little yellow and red the the lighted end of the slow matches, but that's about it really.
3 guns, 12 gunners and an artillery officer.  Just the thing.
Of course, for my BB4ST rule set, each gun will represent a Corps Reserve artillery park.  But as it stands, it is a fine looking unit - just right for my Corsican Ogre rule set.

Sunday, October 5, 2014

Down at the Club...

War Games fantasy is not really my thing, but the gadgetry and
large monstrous creatures do have a certain appeal.
You know, it is quite 10 months since I last visited the Woolston Club and its war games section.  I'm no longer a financial member, as you can imagine.  But as a friend who had acquired for me on TradeMe some second hand Napoleonic Prussian Artillery (which my army lacked) had a game on, I thought I'd drop by.  Naturally, I had to reimburse the cost of the 3 pieces plus 13 gunners, and my hope that Brent would have brought the merchandise with him was realised as well.

While I was there I figured I'd take a few pictures of the sort of thing one might see at the club. fantasy in one form or another has always been strongly represented, and there were a couple of FoG (Fields of Glory) games as well.

Basil's bat-dragon thing apparently choking on an equine bone...
The picture doesn't do it justice: the thing had a considerable ...
cachet ... on the battlefield...

...along with the wraith-like dude behind the massed infantry.
Meanwhile, check out those dwarfish assault guns.  They would
not look out of place in a Steam Punk sort of game.

Over the years you see more often 'finished' armies and terrain
pieces - great to see! 

One of the two FoG games.  I didn't enquire into the actual armies,
though they all looked Middle to Far Eastern to me. 

Nice-looking armies...

I have always figured that if you are going to have elephants,
you should have lots of them.  Brian Sowman's sub-continental
army taking on Brent's Chinese.

Watching over Brian's army, this fine, pachydermous
deity.  Eat your heart out Cthulhu.
After the action.  I took this picture as an example of the sort
layout I really like: well finished terrain (without going nuts about it)
and imaginatively laid out.  Excellent!

A bit of a quiet day 'at the office', really, but what was there to see was worth a look.

Friday, September 26, 2014

Big Battles for Small Tables: Battle casualties and morale.

Really by way of prettying up this posting: an attacking French Army Corps
(Ist) at double (half?) the scale proposed for BB4ST: 48-figure divisions;
ground scale 1:1800; 1 turn represents 40-45 minutes.

This posting has been sitting in the draft for so long it has probably gone cold. It was inspired by another bloggers' ('Ross Mac's') observations of what Brigadier Peter Young - co-author of the classic Charge! - or How to Play War Games - had to say about the application of morale in war games. Check it out.

The Brigadier's view was that as much as possible, the moral effect of close action, the need to take quick decisions and the pressure of losses, should be held in the mind of the player.  In my experience, players do respond very differently to the pressures of war games battle.  Not only do you get the stoic, the mercurial, the rash, the deliberate, the cautious, the active... you get differences in sensitivity to battle losses, to unexpected events, and to surprise.

In reply to Ross's posting I said: YES!! Brig Young's ideas on morale rules I have shared as long as I have been a war gamer.  At that they have been confirmed from observation.  It is surprising how many war gamers will give up a fight long before there is any real call to do so.  I've even seen the battlefield quit - this in a campaign game - when the army under command was getting the better of it.  On occasions when I have been feeling a bit below par, my own stoicism in the face of losses has failed to stand the test.

Associated with this is my adherence to figure removal by way of casualties.  Many players are probably unaware of the difference that apparently primitive and unsophisticated game mechanic can make.  I know one gamer - beautiful painter of troops - who quite openly admitted to me that he couldn't stand seeing his troops physically whittled away once they got into a fight.  This was on the occasion of a refight of the Redinha rearguard action (1811), in which I handled the French.  He was making heavy weather of it, despite his skilled handling of the British attackers, bemoaning losses I would have considered fairly trivial - and he was giving as good as he was taking into the bargain. He won the game (well, it was really that kind of scenario: although driven from the field, I was happy to have inflicted as much loss to the British as I took myself, and got my people off in good order), but I formed the impression he found it a harrowing experience.
A Division in square, forming two Brigade squares.  The enemy
Attack is expected from the right of the picture...

Then I foreshadowed elaborating this in a future posting (this one).  That was seven or eight weeks ago - not a good look.  I hope what I have to say here will have been worth the wait...

In my proposed Big Battles for Small Tables rule set, I believe that something as simple as the Young and Lawford game mechanic is called for, given the organisational building block is the 24-figure Infantry Division, and 12-figure Cavalry Brigade.  This went simply: a unit that retains more than 50% of the strength with which it began the battle, may behave normally.  This system will apply to my 'unit-formations' - Divisions and Brigades. There will be other occasions in which unit-formations will slip from a commander's control.  These will be occasioned by events, and the effects of those will be temporary.  Once a unit-formation has reached 50% losses, it suffers for the remainder of the battle from loss of morale - that is to say: its effects are permanent.
A single Divisional square under heavy attack from
Austrian cavalry: dragoons and cuirassiers.

Having lost morale, such a unit:
1.  It said to have 'broken' and, to use Young and Lawford's terminology: is also 'understrength';
2.  Must retreat for at least one full move, or into cover outside musketry range of the enemy;
3.  Must then spend at least one move, stationary and disordered, rallying;
4.  Henceforth are permanently disadvantaged in all fire and close combat (The notions of 'advantage' and 'disadvantage' in combat will be elaborated upon in a future posting on combat mechanics for BB4ST);
5. May be converged with other understrength unit-formations (of the same type, of course; horse with horse, foot with foot), but the moral effects still remain with the converged unit-formation.

This loss of morale is permanent for the duration of the action for understrength units, converged or otherwise.  But there will be occasions in which loss of morale will occur to unit-formations not yet understrength, and in consequence will be temporary.  This really is more by way of an uncontrolled reaction to adverse events.  The sole 'adverse event' that will cause this in war games terms will be this: defeat in close combat.

V Army Corps: 17th Division deployed in successive lines,
skirmishers out.  How will morale and reaction apply to
The Division deployed in this way?  See next time.

Close combat in game terms will occur when the skirmishing screens have been driven in, and the unit-formations' main bodies have pressed closer than outer musketry range (tentatively 3" or 7.5cm) into close musketry range (1" - 2.5cm - or less).  I say 'less than 1 inch' as players might elect to depict the close combat by bringing the opposing forces into contact.  I'm inclined to go with Paddy Griffith on this (Napoleonic Wargames for Fun), and maintain a small gap, depicting not so much a crossing of bayonets as a frantic fire-fight at very close range, or maybe simply the action of both forces, the one by edging closer, the other by standing its ground, in attempting to intimidate the enemy.

Having been defeated, a unit 'breaks' and retires at least one full move rearward, where it must spend a whole further move rallying (I have yet to decide whether this takes place in the same or the following turn.  I'm leaning towards the latter at present).  The victorious unit-formation may then occupy the ground won, possibly even exploit onto targets further on, or even rally back.  Until it has spent a move stationary, that unit remains disordered.  Disorder places a unit at a disadvantage in combat until the unit-formation has been rallied....
IV Army Corps: 11th Division.  The pictures in this article foreshadow
 the topic of the next in this series: Division deployments and
how morale and reaction effects will apply to them.

Acknowledgement: 
May I extend my welcome to Follower #110: Vasiliy Levashov.  Thanks for joining.


Monday, September 22, 2014

Age of Eagles: Rearguard Action at Chyornoi.

Rearguard action at Chyornoi - overall picture at the outset
of the battle.  All the following pictures are taken from
the Russian point of view - probably not the fairest
photographic coverage...
Last weekend (Sunday afternoon), Geoff and I had a second outing of the Age of Eagles game system for Napoleonic Battles, and, with a more careful reading of them, attained a much more satisfying game, with plenty of action.  Not bad in maybe 5 hours play!  In the following narrative I will pause here and there to comment on the play and game mechanics.
Sketch map of the action.  North is to the right, the Chyornoi
town, at the top of the map lies on the east-west road; Sinoi
village close by the bend in the river of the same name.  The Russians
are approaching from the east. 
We set up a quick scenario based (very loosely) upon the Krasnoi action of 17 November, 1812.  A glance at the pictures will indicate this action did not take place in the Russian winter, but at some other place and/or time.  In pursuit of the French Army, the leading Russian Corps of Miloradovitch caught up Marshal Davout's rearguard Division (Morand) close by Chyornoi town.  There the Marshal had paused to round up stragglers and send them off westward.  Before departing the scene himself, the Emperor had placed under Davout's orders a Division of the Imperial Guard, commanded by Marshal Mortier himself.  To guard the nearby Sinoi River crossings, a small brigade from Davout's Corps stood close by the stone river bridge east of the town, whilst a further small brigade of the Imperial Guard held the nearby Sinoi village, on the opposite bank where the river trended westwards.

I decided that this was going to be an asymmetric set up in order to get as broad an experience of the rule set early as we could obtain in an afternoon.  To get into action quickly, it doesn't do to have both sides deploy on their respective table edges.  We did that last time and only barely got into action (see here).  The small outlying brigades would bring the Russians (mostly) early into the fight.  In large measure this was to offset the French advantage in leadership.

The forces were as follows:

French:

G-o-C Marshal Davout (+2)

Morand's Division (I Corps): G-o-D Morand (0)
Bridge guard: R4/3/2 (Regular fresh/worn/spent).  This Brigade had to begin the game with at least one stand physically touching the bridge (there was no other restriction on its placing or subsequent movements).
3 Brigades: R7/5/4
Artillery: Heavy foot battery attached to bridge guard
Heavy foot battery close by Chyornoi;

Mortier's Command: Marshal Mortier (0):
Garrison at Sinoi guarding ford: E4/3/2 (Elite fresh/worn/spent) This brigade garrisoned the Sinoi village, from which it could effectively defend the crossing.
2 Brigades: E7/5/4
Artillery: 1 heavy foot battery;

Beaumont's Cavalry Command (0):
Cuirassier Brigade R4/3/2;
Dragoon Brigade R4/3/2
Light Horse Brigade: R4/3/2

Army Troops:
Reserve heavy foot battery to be assigned as 'Davout' chose (it was attached to Mortier's command).

Overall, this represented a considerable force of over 17,500 horse and foot with about 32 guns in four gun batteries.

Russian:

G-o-C: Count Miloradovitch (-1)

Tukmakov's Division (-1):
1st Brigade: R5/4/3
2nd and 3rd brigades each: R7/5/4
Battery heavy foot artillery;
Podgaets's Division (-1):
4th and 5th Brigades, each R7/5/4
Battery heavy foot artillery
Razuvaev's Division (-1):
6th, 7th and 8th Brigades, each R7/5/4
Battery heavy foot artillery
Karpov's Cavalry Division (-1):
Cuirassier Brigade, R5/4/3
Dragoon Brigade, R5/4/3
Battery light horse artillery;
Kuzmin's Cavalry Division (-1):
Dragoon Brigade, R5/4/3
Cossack Brigade, Irregular Light Horse: C5/4/3 ('Conscript' fresh/worn/spent)

The whole represents a force of over 23,000 troops, also with 4 gun batteries, but these comprise a total of possibly 48 guns.

Looking across the Russian Right, and Tukmakov's and Karpov's commands.
The French bridge guard can be discerned just beyond the trees, and the rest of
Davout's command and Beaumont's cavalry close by Chyornoi town.
For this action, the Russians enjoyed the advantage of numbers overall, and a 'qualitative' edge in artillery.  Probably their biggest advantage in the event might have been that, owing to the advance positions of two isolated enemy brigades, nearly the whole force began in the 'tactical zone'.  Against this, the French enjoyed an overall qualitative superiority of its infantry.  Not only was a high proportion of it 'elite', but, as 'Impulse Infantry' as defined by the rules had stand-for-stand double the fire power of the 'Columnar' Russians.  All the French foot were capable of skirmishing as well, unlike any Russian infantry in this scenario.
Looking south from behind Russian lines.  Between the wooded
areas, Podgaets's Division; and approaching Sinoi village,
 Razuvaev's Foot and guns, and Kuzmin's Horse.  The village garrison
is elite, but outnumbered more than five to one.
Finally, though the superior French leadership was to some extent cancelled out by the Russians beginning with only two or three units in the reserve zone (compared with most of the French), Davout's +2 modifier gave them a big advantage in the Initiative Rolls at the beginning of each turn. Miloradovitch's (as all the Russian generals) modifier was -1 - a +3 French edge to determine in any given turn which side went first. In the event, I believe Miloradovitch 'won' the initiative just the once - but did he choose a decisive moment!

Razuvaev's Brigades storming Sinoi.
 The isolated garrison hadn't a prayer, and
its broken remnants hastily quit the place as the triumphant
Russians surged through the streets.
Given the situation: a rearguard action by the French, the onus was on the Russians to attack. This being congenial to me, I took a very aggressive line throughout.  For the most part it paid off, but not everything was to go the Russians' way.

Tukmakov's Division advanced briskly, each Brigade in successive lines (supported line in game terms) towards the stone bridge, though 1st Brigade began somewhat hesitantly and was to remain in echelon back for the rest of the day. Covering Tukmakov on the right flank, Karpov's dragoons and artillery advanced forthrightly enough, but it took a sharp order from the General himself before the Cuirassiers lurched into motion (In 'reserve', this unit failed its march roll in Turn 1, but got going a move later.  It often happens that a unit that fails its 'reserve movement' roll will remain move bound for quite while afterward. I was a bit lucky there...). 


For all the interest along the main road to Chyornoi, the first real action was occurring around the Sinoi village on the opposite flank.  A little hesitation led Razuvaev to consider bring up infantry and guns to shoot the garrison out of village.  But as the artillery was taking some time to come up, and as the early exchanges were ineffectual on both sides, the moment 6th Brigade caught up with its companions, Razuvaev ordered the charge.   It was never quite clear why the garrison commander decided to defend, rather than evacuate the place (Geoff did think about it), but with Kuzmin's Cossacks sweeping into its rear, evacuation was rapidly becoming a problematic option.  Things might have been different had the 2nd Brigade Imperial Guard had marched to their aid, but, for reasons never properly established in the Court Marshal Enquiry subsequent to the campaign,  this powerful formation remained, in march column, completely immobile on the road (This unit I think twice failed its Reserve Movement roll, which was pretty bad luck, and even when the Cossacks approached within maybe a mile (18", assuming the ground scale is roughly 1 inch to 100 yards), moved rather hesitantly.

Outnumbered five to one, assailed from two sides, the gallant but isolated garrison's resistance quickly collapsed.  Soon the triumphant Russians had entered the village and surged through the streets looking for fresh foes, whilst the spent remnants of the defending guardsmen scattered along the river bank.  That was the end of them.

On the Chyornoi front, as 3rd Brigade closed the range, it came under fire from the bridge guard's skirmishers backed by artillery (Skirmishers aren't physically depicted under these rules, but the capacity for skirmishing permits a Brigade to extend its musketry range, at half effect, from 2 to 4 inches).  Lacking skirmishers, the Russians could not reply until they could close the range, and/or its own Divisional artillery could come up.  Even then, Russian musketry and gunnery were to remain ineffectual throughout the entire day.
Podgaets Division storming the ridge line.  This was to prove a
protracted and very bloody battle...

What was happening meanwhile in the centre?
With commendable elan, the  Division of Podgaets advanced between the woods south of the Chyornoi Road, splashed across the stream, and began their climb up the ridge beyond.  So rapid was their advance that the Divisional artillery was left rather behind.  A Brigade (3rd) of the French Imperial Guard had already seized the feature betimes and formed a line to receive the attack. Two gun batteries were hastening up to bolster the defence.  One had indeed almost reached a fine battery position on Guardsmen's right, but had yet to unlimber when General Podgaets unleashed his assault.

With no help to be had from the artillery, the Guardsmen's volleys were sufficient to disorder the oncoming Russians, but not enough to stop their drive.  Still, the Frenchmen presented a solid and staunch front.  The close combat degenerated into a close quarter scrimmage in which losses mounted on both sides, with the outcome long in doubt.  But it gradually became apparent that the scales were tipping in favour of the assailants.  The outnumbered 
The pressure mounts upon Davout's bridge guard.
Help was a long time coming...
guardsmen finally broke, shattered, and were swept down the hill.  Exploiting on, Podgaets's troops overran and captured the artillery as well: a signal victory for the Russians.

Note: This really was a protracted struggle. At that, it was made possible owing to 'Davout's' choosing this precise moment to lose the Initiative Roll. 'Podgaets' was not going to let slip this golden chance!  Fortunately the Tactical Movement rolls were favourable, too. Incoming fire disordered both Russian Brigades as they closed.  In the ensuing combat, the Guardsmen's elite quality and good order went to offset the numbers against them (14 stands to 7: 2 to 1).  'Locked in battle' after the first round (the modified die rolls were even), both sides lost a stand.  A die roll determined that on the Russian side, 4th Brigade took the hit. 


Both sides were disordered by the combat, but as the Russians were so affected already, this simply went against the French.  Now the odds were definitely on the Russians' side, but the second roll - the fight continues in the same turn until a result is determined - also left the combatants 'locked in battle.'  I took the stand lost from the 5th Brigade, and now 12 Russian stands faced 5 Guard.  The Russians were still 'fresh', but the Guardsmen now 'worn' from losses.  With something like a plus-3 differential on the dice roll for the third round, the odds were now heavily in the Russian favour.  The D10s were rolled and the Russians scored much higher - enough to 'drive back' the French down the hill.


Given the opportunity to exploit on and overrun the French artillery (voluntary with this outcome), Podgaets seized it with both hands, and half Davout's artillery went into the Russian bag.

As 3rd and 2nd Brigades close up to the bridge, with artillery support,
in the distance, the Russian brigade of dragoons chances
 its arm against their French equivalents.  
Victories achieved on the southern flank and centre left Marshal Mortier with just the single brigade of the Imperial Guard south of Chyornoi to oppose five Russian plus horse and guns.  But on the northern flank, things were not going the Russians' way.  This was not to be wondered at: as Morand and Beaumont outnumbered the Tukmakov and Karpov except in artillery.

Karpov's brigade of dragoons swept up the gentle slopes of the north ridge, but, emphatically met by a determined enemy, were swept back down the slope and across the river, having lost 40% of its strength (2 stands out of 5 - the extra stand had been no help in the combat).

Apparently galvanised by their dragoons' success, Beaumont's Cuirassiers closed upon the Russian. The French light horse also weighed in.  Outnumbered by more than 3 to 2 (8 stands to 5) the odds of victory were rather against the Russians, but I figured that a victory here would leave the French northern flank very badly placed.  To be sure, the more likely defeat would place the French in more or less and equivalent position, but Miloradovitch felt he whole the risk worth the taking.   He stood to gain more than he was risking.

Karpov's defeated cavalry having fallen back to and over the
river, were subsequently to recover their elan,
and turn once more to face the enemy horse.
The outcome could have been worse: the Russians were given the right about, but only enough to compel a withdrawal.  They fell back to the riverbank.

Note: We messed this up a bit.  It turns out my guys should have withdrawn just 2" (about 200 yards) rather than all the way back to the river. I simply misread the perfectly clear 'Withdrawal' effects.  We did wonder how two-brigades-to-one combats were supposed to be adjudicated, given the twin brigades being of different types (Armoured Heavy Cavalry and Hussars vs Armoured Heavy Cavalry). Nothing seemed to indicate anything but that is was classed as a single combat, one roll determined the outcome, and the the presence of the Heavy Brigade at all gave the French the same modifier as the Russians received.  OK: made sense, and had the virtue of simplicity at least.  How more complex combats are adjudicated will be left for another day!

The actions on the flanks having been resolved, the situation about the Chyornoi road bridge was developing slowly.  The Russian third Brigade, supported by a battery to its right rear was engaging the bridge guard in a musketry and gunnery duel that was rather livelier on the French side (Russian shooting, such as there was, was pretty dismal desultory all day - they seemed keener on the bayonet!) .  It wasn't too long before 2rd Brigade (Russian) were looming up on the right flank of their comrades.  But Mortier had formed up one brigade on the north ridge, and was bringing another to fill the gap between them and the bridge guard.  He had found it difficult to put his troops into motion early on - Marshal Davout had himself to direct forward the brigade in the town.  But at last the french were forming a coherent line.

Panaramic view of the scene south of the Chyornoi road.
Razuvaev has carried the Nisoi village; and Podgaets the ridge.
Marshal Mortier has turned his remaining Imperial Guards
Brigade towards the town.  But those Russians on the ridge - what of them?

The Russians carry the bridge crossing,
 and fling back the defenders 
The Russian 3rd and 2nd Brigades take the position held by the
defenders.  Two of the latter's 4 stands have been removed
(routed) and the gun should have been as well (captured).
As it transpired, the Tukmakov got in his bridge assault before Morand could intervene effectively.  Disordered in the charge by enemy musketry as much as by the river crossing, and having taken heavy losses already  - the Russians could still count double the enemy (in the earlier fire fights, 2nd and 3rd Brigades lost a stand each, and 2nd Brigade was to lose two more in the charge. That was a serious matter, as it left them with a -2 modifier for the subsequent close combat, and 2nd brigade was now spent.  Fortunately 3rd Brigade still counted as 'fresh', and having in consequence more stands in action than the 2nd, could count a +2 modifier to cancel the losses. Overall the French modifiers added up to +1; the Russians' to +2).

To French dismay, the Russians swept into and over the gallant bridge defenders, and captured the supporting battery.  The 'shattered' remnants of the bridge guard fell back and scattered, presumably to join the stragglers in the long retreat.  
Note:  The Russians enjoyed phenomenal luck in the close combats overall.  In the  pictures to the right, you will see the French supporting battery retreating (silenced) with the surviving infantry, but in fact it ought to have been captured given the 'shattered' outcome.  The Russians were also to have been compelled to make a compulsory half move charge towards the closest enemy.  All that did, on account of terrain effects was to bring the Russians clear of the stream.

Kuzmin's Cavalry has rallied - the Cuirassiers with elan, too.
A fine recovery from their defeat.
The Russian right flank remains secure
As night began to draw in (literally: it was just about time for me to go home for dinner) the situation was this:
1. Karpov's cavalry had rallied, the Cuirassiers with elan, and were ready to try conclusions once more with the enemy horse.  
2. Having stormed the bridge, 2nd and 3rd Russian Brigades, yet to rally, were now facing the prospect of a heavy French counter-attack that in all likelihood would recover the lost river crossing.  
An annoyingly fuzzy picture, only partially remedied by the
monchrome effect.  Razuvaev and Kuzmin making slow progress
against nil opposition, but Podgaets's infantry, leaving their artillery
far behind, seems about to fall on the flank of the column
comprising the remaining Brigade of the Imperial Guard 

3. General Podgaets's infantry had also rallied betimes with elan, and, sweeping rapidly down the hill seemed about to pounce upon the march column of the Imperial Guard crossing their front. 
4. Finally, the Divisions of Razuvaev and Kuzmin were advancing rather slowly (problems of Reserve Movement and terrain) to exploit their earlier success.

On the whole we gave the Russians the victory. We did do a quick, I suspect not very accurate, Victory Point count, which came down in Russian favour (9-5, from memory), but it still looked as though the Russian hold on the stone bridge could not survive a brisk counterattack.  Against that, the last remaining Guards Brigade looked to be in deadly peril.  We did try an initiative roll (won by 'Davout') which indicated that the French would at least make a partial recovery, recapturing the stone bridge, and possibly the Guard either making its escape, or even turning at bay and facing off the pursuing Division of Podgaets.  

This was an enjoyable game pretty much from my point of view, and I think Geoff got some satisfaction from it.  We are still somewhere along the learning curve of grasping the rules (and reading the quick-play sheet), but at least this time we were able to get into action quickly, and with plenty of action.  If the Russian shooting was abysmal all day, they performed wonders in the close combats, and rallied admirably late in the day from the disorders of combat.  The French had some trouble getting their Brigades into action, which left the village garrison and bridge defenders unsupported for too long.  I know Geoff did consider pulling these out - the scenario did not forbid him doing that - and had he done so we would have had an entirely different sort of battle.