Monday 10 July 2023

Epic Borodino 1812 (sort of!) Part 1.




The Shadow of the Eagles (SofE) ruleset by Keith Flint, published by Partizan Press, has a rather interesting scenario based upon the Battle of Borodino 1812. 


Influenced by Keith’s friend, the late Stuart Asquith, the scenario is themed on the battle by taking the major terrain elements along the front and arraying them along the middle of a six foot table.


In his book ‘Guide to Solo Wargaming’, Stuart had condensed the battlefield to its six main points of Russian defence. The fact that the Russian defence was very linear in nature and that the attack consisted of a brutal frontal assault, makes this formula of boiling the battlefield down to its bare essentials, stretched along a table, quite straight forward.


Keith has created an order-of-battle (bath tubbed) that is generic enough that a player can take this base scenario and use whatever nationality of forces that they have in their collection. Further, it is suggested that the names attributed to each defendable location on this famous battlefield can be changed to move the situation to a theatre of the players own choosing.


I am going to be playing this with Keith’s rules and Warlord Games Epic figures on a 6’ x 3½’ table. If interested, please use the ‘read more’ tab for the rest of this post.     




Down the middle of the table, starting from the Russian right, there are 6 major features, each sitting within a one square foot area of the table, so combined they fill the six foot length.


A rough idea how the terrain / objectives will look.



The First is Borodino village (on the right), with its associated bridge over the River Kolotcha, next is the Great Redoubt, sitting on high ground, together with a section of the river. Then we have Semenovskaya on a hill. The next three sections cover The Fléches, The Woods and finally Utitza village, including the Mound. There are of course other terrain features on the table.


This string of defensive positions each have a victory point value and the purpose of the game is to capture / hold these objectives and to inflict casualties, to gain the most VP’s and win.


Obviously, the Russian Army occupy the defences, but in the scenario, they are generically described as the Red Army, so you can put any nationality here i.e. the one that is in your collection.


The text describes what unit types should go in each location. So for example at Borodino, the Red Army must place 1 Light Infantry Battalion, 1 Foot Battery and 1 Light Cavalry Regiment.


Positions one to three will be occupied by ‘1st Division’, positions four to six by ‘Second Division’ and then there is a reserve ‘3rd Division’ that can be placed anywhere along the Red Army base line. 


This configuration loosely gives a corps style force (the term is descriptive for practical purposes, not a reflection on how the Russian army was formed) that could be managed by three players if wished. 


The real battle had several corps / wing sized organisations per side, but what we have here is all part of the ‘boiling things down’ nature of the scenario. For command, on the table, there will be command stands for individual brigades, also for each division and of course the army commander. In total, Red Army will get 25 units (including artillery batteries, but not commanders).


The attackers, historically were the French, but here they are simply referred to as the Blue Army and likewise can be formed of whatever other army is in your collection. They have a total of 29 units and set up near to Blue’s baseline.


Blue Army is divided into three divisions, with the proviso that each division has at least two brigades.


The scenario is allowing us to run an army sized battle on a 6x4 space, with the compromises that brings, it looks to be a splendid way of the wargamer dealing with this battle in a domestic setting, with a modest collection.


To provide enough forces for this game, I will turn to my Warlord Games Epic figures and select the French (Blue Army) as attacking and the Prussians (Red Army) as the defenders of those six terrain objectives. However, since most of this is unpainted, especially the Prussians who are done in black plastic, I will simply proxy them as Russians, so that we get a better sense of this actually being Borodino.


To get the number of units needed onto the table, I will need to drop down to just two infantry / cavalry bases forming a battalion sized unit (frontage 120mm) and a single gun model as a battery.


As we are using Prussian figures instead of Russians, we could have transported this battlefield to somewhere else where the French fought the Prussians, perhaps Ligny in 1815 and renamed the various defensive locations to give a flavour of the Ligny battle, though Ligny in fact had greater depth with some villages laying beyond other villages, so we would need some map abstraction to make that accord to the principles of this scenario.


One point that should be made is that Keith’s rules classify each army to reflect its manoeuvrability on the battlefield. The French for 1812 are described as New Regime (better), the Russians are still classed as Old Regime, though they can use both line and column, except the Opolchenie (Militia) who use only column.


Keith’s army lists describe units by their capability, so for example, the French line are mostly regular, but 25% should be considered inferior to represent the ‘provisional’ battalions of lower quality depot troops.


I have played a boardgame on the subject (by White Dog Games) several times and have enjoyed the variables of cossack, militia, guard etc feeding into the nuances of play, so I set up the boardgame and noted where there was any concentration of those unit types and brought them into the tabletop game.


Boardgame by White Dog Games



Keith’s scenario allows both sides to have a pre-game bombardment, which sounds like an important element that should benefit the battle narrative - so I will open the battle with the guns!



Russian force defending the 6 objectives are in black, the French, in blue, are placed on their own baseline.



Above - This is what the table looks like after set-up. I have slightly adjusted Keith’s instructions by classifying some light cavalry as cossacks and an Infantry battalion as Guard and another as militia, placing cossacks and light cavalry on the right, the Guard behind the Great Redoubt (on the hill), together with the heavy cavalry and the Moscow Militia are behind Utitza on the left.


The right half of the battlefield, nearest is Semenovskaya, then the two battery defences of the Great Redoubt, backed up by infantry and then in the distance we see the river, bridge and Borodino itself.



For the French, I re-named one brigade as Polish, and changed the classification of one heavy cavalry unit, one infantry unit and one artillery unit to Guard. 


The Fléches, with two large batteries of 12 pounders



The French right assault group are Polish. The Guard units are  roughly opposite Semenovskaya and the heavy cavalry placed near to their high ground in the centre. 


Utitza on the Russian left (with the small mound in the background) and part of The Woods, as seen from the French lines



The Russian guns open fire, their large batteries of 12 pounders reaching out to the advancing French, immediately ……..


I will likely play this over the next couple of days, with a few turns here and there, depending how comfortable / uncomfortable the room is (it is under glass).


The next post will give an overview of the action, plus some observations etc.


Edit - part II is up, see link below.


The Russian right, the ‘Legion’ of defenders in Borodino look on with dread as the French advance towards them.

Resource Section.


Part II is now up LINK


https://battlefieldswarriors.blogspot.com/2023/07/borodino-part-ii.html



My sister webspace ‘COMMANDERS’ is being re-configured to showcase various figure and boardgame systems that I am enjoying and gives a flavour of where current projects are up to. Link.


https://commanders.simdif.com


31 comments:

  1. I know it is not your intention Norm but the blue and the black plastic make the set up easier to visualise for us none Napoleonic types. I look forward to the battle assuming this ruddy heat allows you to play it.

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    1. Hi JB, I know what you mean and in the past I have found that once the dice start rolling, I pretty much don’t notice the raw plastic as an issue.

      We have had a spot of thunder and wiz-bang and that does seem to have brought the cooler air with it, so things should be okay, but prior to this, my gaming in this room has been limited, just due to excess heat.

      I have wanted to do this scenario for a while … so here we go!

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  2. I look forward to following this.

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  3. Hi Phil - it is a clever way to go about scenario construction. Borodino on a 6’ table …. Who would have thought!

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  4. What an interesting scenario and how it can be easily modified. I look forward to seeing how it plays out.

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  5. Hi Peter, my changing of a few unit types may ruin Keith’s balanced OoB, but yes, very interesting and I am surprised I have not seen this approach before (it is in Stuart Asquith’s book - Guide to Solo Wargaming, which is testimony to the value of some of the wargame books from yesteryear, which I know you collect).

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  6. Interesting idea. Since the battle is chopped up into smaller, discrete phases (or "zones"), does taking these six discrete battle phases and mashing them together really represent a recreation of Borodino? All phases did not take place in either unison or isolation. Can units present in one "zone" support or divert their efforts to other zones? It will be interesting to see how this plays out and your final impressions on your alt-Borodino experiment.

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    1. Hi Jonathan, ‘zoning’ really only establishes set up and objectives. Once play starts it is just a normal free roaming wargame. Even those Russian units that specifically set up in each objective are not tied to them.

      At this point, I feel that the scenario is a clever proximation of the battle, helped of course by the very nature of the battle, which was linear in nature and just a head on crash by the French, who had little opportunity from their starting positions than to use blunt assault over manoeuvre.

      The table lay out is a fair approximation of the actual battlefield, the compressed order of battle is necessary to get this to the dining table - though the author does state that if using 28’s, unless very small units are units, it would need a larger table, with each zone being 16” x 16” rather than the 12” x 12” that the 6x4 table uses.

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  7. Borodino in six pieces ! Nicely explained and the field is laid out. Now to see what happens. As others I will be watching.

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    1. Hi, I have repeatedly looked at this scenario in the book, wanting to play it and wondering how it would work out, so far I am very pleased and all of the individual situations that are developing are very engaging.

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  8. Very interesting scenario or scenarios as there are six different phases. Looking forward to seeing the next instalment, the bare plastic figures work well for explaining the rules etc.

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  9. Hi Donnie, I’m sure that there will be an army of gamers happily putting on these napoleonic Epic games in the raw plastic that they come in, it just so convenient and instant. As JB has already said, from a camera / illustrative point of view, they make everything instantly understandable.

    The British are red plastic, so the game gives way to tradition red and blue armies meeting. My painting has been very slow ….. but today the Guard of both sides are painted, so I expect them to do great things :-)

    This morning - I am understanding why position 2 was called ‘The great Redoubt’ :-)

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  10. Looking forward to the sequel Norm. Great to see such a nice table set out in such a small space - the decisive advantage of playing in the smaller scales (you know very well my 6mm ramblings).
    As for the heat, well, we know a thing or two about that down here……

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  11. Hi Mike, It does look quite the spectacle and aesthetically very enjoyable, though really (as you know) the camera cannot hope to reproduce in 4” x 3” photo what the naked eye is seeing on the table, it looks so much better in real life. Yes, the heat, our friends to the south would smile at what I am complaining about :-), soon I will be complaining about the cold :-)

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  12. It looks very grand indeed. The only problem I have with Bath tub scenarios like this is that artillery ranges are far too long relative to the ground scale. Years ago we did Waterloo with the WRG rules at a 1:200 figure ratio, and the artillery largely blew both sides apart before the infantry got into action. I'd be minded to cap the maximum artillery range by the distance between each sides forward positions.

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    1. Hi Martin, yes, the opening turns have seen some very effective artillery fire. In this set, the Russians are given an extra fire dice to represent the big batteries and protected behind their redoubt / Fléches, it is an uneqal exchange at the moment. However, my table is 3½’ wide rather than the proposed 4’, so the ‘normal’ engagement distances were present by default.

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  13. A fine set up Norm and a great overview of how you set up the game. I have Stuart's book so will have to check that out too.

    A few years ago I saw a great tv documentary (3 episodes?) on Napoleon and the presenter visited Borodino IIRC. That stats on the cannon balls fired was incredible, with one every second or so IIRC as well as the cannon glowing red so you could see the balls leave as they were fired!

    He did pose the question why Napoleon just did on a bloody head on assault and not manouevre to gain advantage, which one would normally expect him and others to do.

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    1. Hi Steve, that will be interesting to compare the book to Keith’s final presentation. The artillery is a scary thing so far!

      In boardgames that I have played before, the frontal assault is a very obvious outcome with little scope for the French gamer to use their imagination, the fixed set-up already delivers the French to the Russian front line and there are no reserves as such, not tat it matters because there is never any space to manoeuvre them to (as in this game). The French must punch through and break / roll up the line. I will throw up a mid game photo on Commanders later.

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    2. "why Napoleon just did on a bloody head on assault and not manouevre to gain advantage" I suspect he was tired of seeing the Russians pull back covered by a cloud of light cavalry before he could finish them. This had been happening since the invasion started. And he was getting on in years, likely a bit cranky, maybe his morning coffee hadn't been up to snuff.

      Looking forward to the report.

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    3. Thanks, I read a few days ago that one commander wanted him to release the Guard and he refused stating that they could win without them …. There must have been a sense of optimism in his own mind at least.

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    4. The Guard was not only his last reserve, but also his insurance against any internal threat to his rule. He was not only playing the game against Russia, but also had a sleeper game of Junta on the back burner. After his army failed in 1812, there was an attempted coup in Paris. Uneasy lies the head that wears a crown.

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  14. Looking forward to this

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    1. Hi Nick, I am just passing the mid point, I feel it could go either way!

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  15. Looks like a good set up Norm. The finer details went over my head as I know nothing of Borodino but I get there are 6 objs in the center.
    For my money, instead of bath-tubbing a whole battle I would rather just zoom in on the action on a particular section of the battlefield. But it's just what one prefers. 😀

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  16. Hi Stew, I do like zoomed in action, but this is working to get six different locations having different things going on in them over the game. i am winning here, losing over there, unsure about over there etc and one objective at the moment is not impinging on a neighbour, so it is quite cellular. As it opens up, I think some of that will fall away, but looking at the victory point system, I think the game will end before the idea of 6 independent objectives melts down.

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  17. Seems like an interesting idea and one that might be applied to other battles too, Norm. Looking forward to reading all about it in the near future!

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    1. Hi Keith, such a simple idea, but very effective. Part II has just gone up.

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  18. Nice idea I remember seeing someone fight the battles of the ACW but with Napoleonic forces that seemed to give some good games kind of historical games without overfamiliarity? I will follow with interest!
    Best Iain

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  19. Hi Iain, That is interesting, the ‘disguised scenario’ was a big thing in the 80’s. I imagine that some of the terrain would need to be thinned down as Napoleonic fields of battle seem a little more open.

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  20. I must admit I skipped the pregame bombardment when we played it for fear that lucky dice from the defender might stymie the attack before it gets going.

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  21. Hi Stu, that is exactly what happened for me, plus, at. Least half the French guns were still in transit, so could not benefit from the bombardment, which I think also skewed things.

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Thanks for taking the time to comment