Firstly, thank you to those who have recently started following the blog, your visible support is appreciated.
Following on from the last post (link below), having played the Jena - Auerstaedt scenario from the Napoleon at War boardgame, a situation occurring in that game has been lifted from the game to create a DBN figures scenario.
The below photo shows the part of the boardgame map and the included units that caught my interest.
The situation has the French on the attack, their immediate aim is to cause casualties (victory points) and capture the village of Lutzeroda, which stands in their way. It is turn 6 in the game, so the early morning fog has lifted.The next photo (below) shows the initial sketch that I made which set the groundwork for the conversion.
There was an immediate problem. The boardgame does not have any command and control rules that causes divisions to be kept together. So even though the counters are give designations such as the 1st Infantry Brigade of Suchet's Division, the integrity of that division doesn't matter in the game and so the hierarchy of units / formations quickly becomes a bit of a mess during play, as individual units are allowed to do their fancy footwork to get them in positions that the players deems the most useful and a lot of intermixing of units goes on.
So my first attempt at creating an exact order of battle based around two or three unified named divisions failed.
Anyway, not only did this complicate matters, but it stopped being true to the situation that the boardgame had given us, as it got rid of things like the presence of guard units that had got caught up in the mix etc.
In fact, I needn't have bothered worrying about this as DBN's command structure is from the corps level (army level for bigger games) looking straight down to a collection of individual brigades, which may group together. The thing of actual divisions within that hierarchy doesn't strictly matter in the system, rather units will start the game grouped into blocks, which I suppose in one respect is very similar to what a divisional organisation looks like and is handled abstractly here. The advantage of these blocks are that all units within the block can be activated as one force, with just a single command point and that is very efficient.
The question then became where and how should blocks exist at set-up? I decided to look for locations where two or more units from the same division existed and to then build each block around them.
So, (a) consider their positions in the boardgame and then (b) loosely place those units into blocks that match in our minds eye as to where the various divisions might sit.
So ..... next (below), we are able to have a simpler schematic of what is needed by putting the units present into divisional sized blocks. DBN allows a block (group) to comprise of up to 7 units, but it seems that 3 - 4 units is a typical average.
Now the schematic fits the map without anything being forced. For example in the French centre, the game had two infantry brigades from Gazan's division, so we can take those two units, plus a couple of other nearby units and group them into a block and in design terms, think of them all as being Gazan's Division.
It turns out that we can visualise our French force as comprising of three divisions, Suchet, Gazan and Desjardins, and so we end up with three 'blocks' of French units at the start.
In the real battle, Suchet and Gazan were is Lannes V Corps, so we may as well have him as the French commander for the sake of giving the commander a name (don't forget, the boardgame does not have command). The Prussians are a bit more fragmented as mentioned below.
And so it is time to start building up a scenario, which of course needs a map. (Below) An area was marked out on watercolour paper and the key terrain features were added in simple form. In essence the Prussian / Saxon forces were broadly on high ground, the boardgame hill is quite irregular and a little convoluted, but we can simplify it here. A contour line was penned in and a slight change to colour was used to show that higher ground. Some watercolour paint was added to give a coloured map. In the photo, the paper is still wet, so it is a little bowed. It does dry flat though.
Finally, I photographed this and ran it through Logoist 6 (Mac) to add units and text and then cropped it to get the final graphic (below), which I think serves well to represent what was going on in the boardgame.
We have already described the French force. The Prussian force is in two parts. Hohenlohe is the commander. All units to his left are Prussian. One line infantry unit occupies Lutzeroda. All units to the right are Saxon allies. We might think of this total force being organised around two divisions(one Prussian, the other Saxon), though it is divided into more groups, as the Saxons are a little stretched to cover the frontage of the centre / right adequately (see the gaps between units in the original boardgame situation) making initial control a little more awkward (costly in command points).
DBN uses 'groups' as part of its command system. The Prussian army starts with 5 groups. There are a group of 4 units, (being physically adjacent to each other is important in defining a block) on the left flank. A lone unit is in the village and a lone light infantry unit is behind the woods. In front of the woods are 2 blocks, each of two units.
This fragmented force will be expensive in command points to direct and so on most turns, with limited Prussian command points likely (a D6 minus 1), only the units that most urgently need command (to move) will get it.
Now we need to look at the DBN rules together with the situation in the boardgame and the official orders-of-battle to build this scenario. The following are to be taken into account;
The maths of unit numbers involved means that once an army suffers 4 units destroyed, it loses the game.
The situation on the map involved a French attack, it was a bit pedestrian to get going in the boardgame, but over several turns, the Prussians were pretty much destroyed as a fighting force. To encourage the French to take the battle to the Prussians, we shall say that if they capture the village of Lutzeroda, they instantly win.
The hill slope in the boardgame has a defensive bonus and in DBN units on the higher ground get a bonus in melee, so that all works without further tweaking. Making the hill difficult terrain would be overkill.
In the real battle, the troops under Hohenlohe had some jägers (light skirmishing infantry), so we will give one company of jäger to the Saxons. In DBN, jäger must start attached to a light infantry unit, so they will be placed touching the unit already behind the woods. In terms of points and unit numbers, this brings the armies closer together. In the figures game, this is an addition, bringing something to the party that the boardgame doesn't recognise at its scale.
In the boardgame, the Saxon infantry units have slightly lower strengths. In the DBN army lists for 1806, the Saxons allies count as Militia (just dampens them down a tad with a -1), so that deals with that.
In reality, Prussian / Saxon cavalry were excellent, so under DBN they will have the status of 'Superior', but it only kicks in when fighting against French light cavalry. This is not represented in the boardgame.
All cavalry on the table is classed as light.
In the boardgame, the French have two very powerful units, which belonged to the guard. The foot artillery on their right has strength 10 and the infantry line unit left of centre has a whopping strength 11. Here we will simply describe both of those units as elite to reflect that, which is enough to give them a leg up in the DBN game.
The DBN army lists require that French 1806 army commanders get a +1 to their command roll (good), while the Prussians get a -1 (bad). By chance this helps represent what was happening in the boardgame as there was a numbers advantage with the French having 56 strength points Vs 37 points for the Prussians, so we can use this command differential to recognise that French advantage by other means.
In DBN, an 1806 Prussian musket armed unit has limited range to reflect the lack of skirmishers. To avoid the French sitting off and just shooting, we can put a time limit of 10 turns on the game (that might need tweaking after a play test) and say that if a winner has not been established by the end of Turn 10 .... The Prussians automatically win!
This should encourage some French aggression and perhaps have them move early to capture Lutzeroda, but who knows? our Prussians may feel obliged to counter-attack ...... which they did in the boardgame. In DBN, the Prussian infantry get an uplift in close combat .... so the game may default along the lines of the French wanting to fire and the Prussians wanting to close and fight ..... that is if the Prussian command limitations can get them to the right place at the right time!
And so there it is. I have no doubt missed something that a first playing will pick up .... and so a play test comes next.
Today I put together (mostly unpainted) the bases that are needed specifically for this battle to be fought using the Warlord Games Epic figures that I have recently bought. However the needed smaller scale terrain (buildings and trees) which have been ordered, are still on the way to me, so for a first game, I will likely use my 28's and proxy the Austrians for the Prussian force (at least the white uniforms of the Saxon allies will be hinted at :-) ).
Much of this preparation will be commented upon over at my Commanders site over coming days.
RESOURCES.
I have another bit of webspace called COMMANDERS that is more snippet based than here and gets updated more frequently. LINK
https://commanders.simdif.com/dear_diary.html
Here is a link to the previous post that covers the playing of the boardgame.
https://battlefieldswarriors.blogspot.com/2026/10/jena-auerstaedt-1806-boardgame.html















