| Borodino - 7th
September 1812 © Geoffrey Wootten 1998
The following scenario has been developed by Geoffrey Wootten, the maps have been drawn by Martin Soilleux-Cardwell. The scenario consists of: Notes on Scenario, Orders of Battle and Scenario Specific Rules:
Orders of Battle: Note: Geoffrey is the author of the Osprey Campaign Series Title "Waterloo - 1815" and in addition has written his own Napoleonic rules "Corps d Armee" published by WRG. Notes on the Scenario, Orders of Battle and Scenario Specific Rules: Game Length: 12 full turns; 7am French start. 1st & 2nd Army, Wing & Corps Commanders: These may rally any in their command, at which time their command radius drops to 0. Corps may attach to any in their command. Kutusov spent the entire battle getting slowly drunk at Gorki, and had little impact on the battle itself once begun. As such he may not be voluntarily moved once placed, although the Russian player does get other higher officers (4). 1SP Detachments/Skirmishing/Light infantry Units: All Line infantry brigades may break down 1 SP as a permanent detachment to occupy a vacated village or works after combat, or to hold it as they move through it. These remain in place there for the duration of the game or until eliminated. Any Guard infantry may break down any number of 1SP bases, otherwise only light infantry units within a brigade have skirmisher capability (=s). Individual skirmisher bases may not have btn guns. Light and Guard detachments may rejoin the main body as per the normal skirmisher rules. Opolchenie/Russian Militia: Only a few of these were musket armed. They get only 1 fire dice at long range. They are classed as militia. Grenadiers /Grenadiers Present: Whereas Russia consolidated her Grenadiers at a high level, into Divisions, the French did this at a much lower level. Raevskys own account of the battle suggests the highly effective manner in which the French were able to consolidate a local reserve of Grenadiers within the Division, and it was these that initially swept into the Great Redoubt and took it by storm for the first time. To reflect this extra local flexibility in hitting power, all French/French allied units are considered to have Grenadiers Present, and for Divisional flexibility one brigade in each French Division has been allocated an extra morale pip compared to normal line morale. Russian Grenadier brigades, Converged Grenadier brigades and Russian Guard infantry are also considered to have Grenadiers present. Special Russian Artillery Rules: Russia had modern artillery, but had problems in her army command structure which hindered getting it all deployed. When deploying at the start of the game, one Russian battery in every Division has usually been broken up and allocated to infantry brigades - as was their practise. In the orbats this is reflected in most Russian brigades getting battalion guns ( bg in the orbats). This also slows their movement, which I feel fits in with precedent for the battle and their dreadfully slow goose-step drill. Although Russian medium weight field guns have been attached to brigades as btn guns, they still hit on a 6 in combat ( as per normal btn guns ), to make up for the poor Russian musketry that would also be present. Other guns have been allocated to specific redoubts etc., some retained as Corps assets, and the remainder have been allocated to the army Reserve park, where players may have control as to where the guns will eventually be sited. Corps Position Batteries are Corps Assets, and must be in Corps Command radius to unlimber. Corps Commanders are required to position such guns, and may only unlimber one artill base per go. During this process, he may not be attached to another unit or rally routers. If subsequently moved, they need to be positioned again by the Corps commander. Russian Reserve Artillery in the Reserve Artillery Park should be set up so that the horse batteries from 1st Army Reserve are at the front, and the foot artillery for each army reserve is segregated behind it in two wings. All artillery in the park must be released to be used by the main army. This was not straightforward, historically. From turn 2 onwards, therefore, the Russian player may release any one horse battery automatically and move it in the movement phase. A further 2D6 each is rolled in the movement phase - one each for 1st and 2nd army reserve park.
Once released, the artillery may be used freely on the field, and support either army. To unlimber it must be placed by any Corps officer in the usual way, and takes exhaustion at the same time as the officer who positions it. If a double is rolled to release artillery, then it is possible that no further artillery of any type may be released from the artillery park for the rest of the game. In such circumstances, guns remain limbered in place, but retire towards/off table if the army withdraws or if formed, non-exhausted enemy comes into charge reach. The double roll to halt all artillery deployment is:
French Artillery Deployment: There was a French grand battery of 100+ guns in front of the Flèches, including massed howitzers from the Guard batteries. Up to nine bases of artillery may therefore be deployed, comprising of the five bases from I Corps, together with any four from the Guard. Other French artillery may begin the game limbered or unlimbered at the French commanders choice. Artillery in III Corps may be placed limbered up to ½ move in front of the leading units. No French guns may begin the game stationary. To help you to determine the location of the Grand Battery, the centre of the hill where Borozdins troops line the rear of the Flèches is just within 1,000 yards for this battery. Russian troops deployed in a line along the rear of the Flèches are in line of sight and in range. The slope is too gentle from the edge of the hill to give combat or morale advantages when upon it, but is rising sufficiently to allow the troops to be fired upon. There should be a 300 yard gap between the rear of the Grand Battery and the French infantry lines behind it. French Turn 1 Barrage: To get players straight into the battle, the first game turn is 7am, one hour into the start of the real battle. The French Grand Battery had been deployed during the night, and was out of range of the Russian positions when the 6 am bombardment began. They were immediately advanced into range - their game start positions here - where they then opened fire on the static Russian lines. To represent the effects of this fire before 7am, the game will start with a bonus round of French fire from this Grand Battery only. This is not stationary fire. After the bonus barrage fire the game begins immediately with the 7am French turn. Notes on Terrain Features / Maps: Borodino: Is a town base. All other built up areas are villages. Borodino is not comprised of substantial buildings, however the works that edge Borodino turn it into a standard town in V&B terms. Water Features: The main river is the Kalatsha. This was a considerable obstacle, especially north of Borodino, where the banks could be precipitous. Treat all rivers north of Borodino as Marshy Stream. All other water courses are classed as standard Streams. Hills: All hills are flat topped for the purposes of the game, although there were local undulations on them, this is really insufficient to merit any combat bonus unless troops are lining the edge of the hill and meeting enemy actually coming up the slope that turn. The Great Redoubt is beyond a second hill contour. The Utitza mound is a two-contour hill with a flat top large enough to hold a brigade of infantry. The knoll by Gorki is a one-level flat topped hill large enough to hold one brigade of infantry behind the hasty works on it. Redoubts and works: The Great (Raevski) Redoubt: The Great Redoubt is on a second contour hill. Bogdanovich , who was present at the battle, considers this redoubt to have been weakly fortified, and comprised of a shallow trenchwork hindered by the rocky ground and the fact that the Moscow militia who made it had no shovels and pickaxes! There was a gentle slope to the earthworks, which he said would not hinder assault, and the builders did not have the capacity to construct gabions and fascines. Raevski had made efforts to improve the situation before ( and during ) the battle, extending the shoulders of the redoubt, and using timber from the wooden village of Semenovskaya (which had been dismantled because it was in the way!) to construct some lengths of palisade across the rear. Nonetheless, Morands troops were quite able to storm into the redoubt, albeit not frontally. The Great Redoubt is therefore considered Works, with the rear open. Artillery in the redoubt may be considered supported by friends directly behind them. A total of somewhere between 18 and 26 guns were put into the redoubt, although only 9 emplacements had been provided, and some were still limbered when the Saxon cavalry stormed in later in the day ( not unlimbered yet?, or preparing to be withdrawn? - your choice). A small infantry escort was also present, at least by the time the Saxon Garde du Corps broke in. To represent this in game terms, the redoubt will be big enough to hold 2 bases of artillery, or equivalent base(s) of infantry, with earth walls on three sides. If attacked through the redoubt walls ( centre of the attacking unit crosses it ) the defenders count protection of Works. Ignore Attacked from flank morale modifier for any troops in the Great Redoubt attacked through the walls. The Flèches & The Shevardino redoubt: Simple V shaped works, solidly built and open at the rear. Each Flèche may hold one base of artillery, or one infantry skirmisher base. Occupants may issue fire through any part of the V and may split fire dice across both sides of it. The open end is wide enough to allow an infantry brigade to support an artillery base within the works. The third flèche should therefore be positioned to allow a Russian brigade to be placed at the rear of the flèche in front of it. Ignore Attacked from flank morale modifier for any troops in these works unless they are attacked through the open rear. Entrenchments: Unless specifically mentioned below, all entrenchments are hasty field works, with open sides and rear. They hold one infantry brigade or equivalent frontage. Troops may not be more than one unit deep while in the works. Special Entrenchments: The long entrenchments at the woods near Platovs location may hold two brigades or equivalent. The works in the open woods near Utitza are 300 yards long along the shorter (North-West) lines, by 600 yards on the south-facing lines. There was a small works near the ruins of Semenofskaya, this full works is open at sides and rear and capable of holding one base of artillery or one base of infantry skirmisher/detachment. Bridges across the Kalatsha: There are three in total, all off the main Moscow road that runs across the table and through Borodino. One crosses north of Shevardino, directly in front of the Great redoubt and 1,900 yards away from it. The other two are either side of Borodino itself. Kutusov expected the French main assault to be along this main road, and positioned his great redoubt to dominate the approaches to Borodino. The most western bridge is directly in the line of fire from the redoubt, and from the guns in the redoubt to the southern (Redoubt) end of the bridge is 600 yards ( = close range for heavy guns ). The eastern bridge is out of arc of fire from guns facing forward in the redoubt, and is 700 yards from the southern side of the bridge to the nearest point of the Great Redoubt. This bridge may not be used by French forces unless Borodino is in French hands. Historically the bridge was destroyed by the Russians after Borodino fell, but its destruction did not affect the French attacks unduly, as it was very quickly replaced by a pontoon bridge. As both of these activities are outside the spirit and scope of Volley and Bayonet, all bridges remain intact for the duration of the game. Thus troops north of the Kalatsha are always at long range from artillery fire from the position of the redoubt. Dual Unit locations: Note that Delzons and Ornano appear twice on the deployment map. This is because the game is starting at 7am, by which time Delzons was winning Borodino ( it took only 15 minutes to take the town ), and Ornano was screening his attack. If the French player wishes to attack Borodino, he may place Delzons and Ornano around Borodino as shown, and launch his combat on turn 1. If not, he places them further back in the positions indicated. Russian Mounted Crossing the Kalatsha: During the morning Russian patrols discovered a ford which would allow them to cross the river. The die roll below represents the time it takes to discover the crossing place, to scout the opposite banks, and the time it takes to get permission to cross the river. Historically Platovs and Uvarovs cavalry made the crossing, tying up French forces before being checked North of Borodino. Unless agreed by players before the game begins, only mounted troops may cross. Begin rolling at (Russian) 12:00 turn; 4,5,6 to cross. DRM +1 every turn until crossing is achieved. A Note on Designing the Armies: After a lot of careful thought re Russian infantry in this battle, and looking at how they manoeuvred and fought against their French/Allies opponents, we get a picture of a hard, sometimes desperate struggle, where the French line Divisions and their artillery support were repeatedly resisted by a force that just would not break, and whose counterattacks repeatedly snatched back French gains in a see-sawing pattern of local gains and losses. After a full day of fighting both sides were battered, exhausted, but still ready to fight if need be. The Russian army had been pushed back wholesale, but was still intact, and as combat ended, was still able to remove itself from the field as an army in being, and able to meet the French again on another day. This is reflected in the morale ratings of both sides, and regular line troops on both sides get a sound basic morale of 5, although there will be considerable differences in levels of training and tactics. One of the challenges with this battle was considering the Russian Grenadiers and Converged Grenadiers, the latter being made up of the companies of better troops stripped from the Line Regiments . Something like 25% of Russian infantry have the title of Grenadier. A rather high proportion of the army if they are all true Grenadier quality. However, I feel that there probably should be some distinction between these companies and the regular companies in the line battalions from which they came. After careful consideration I have used a morale rating of 5 for both Line and Converged Grenadiers, but consider the latter to be better trained than the Line, who are classed as Poorly Trained ( see below ). The genuine Grenadiers fought very well, and are fully deserving of their 6 rating. Veterans in Guard units such as Napoleons Vistula Legion are also 6s, and exceptional line troops have been uprated to reflect their stature. Thus the Line Cuirrassiers who plugged a hole in the French lines and stood uncomplaining under intense Russian artillery fire deserve their 6 rating; and the Saxon Heavy Cavalry, who broke an infantry square, pushed back a second line, and then stormed into the Great Redoubt are well worthy of their M6 shock status. The top Guard units on both sides are 7s Russian Jägers also pose something of a problem. These were not primarily troops selected for their natural marksmanship or prowess with a rifle, and in fact a large number of Russian Jäger regiments were simply line units ( regts 33-46 ) which had recently been designated as Jägers! Even the established regiments had poor training for skirmishing as we might understand the term, and Russian skirmishing can really be thought of as a very loose line, suitable for poor terrain, rather than groups of individual specialists operating independently over a wide area. The Jäger units themselves were very unhappy about being deployed in skirmish order on the day, and the Russian senior officers didnt normally like to have them deployed out of sight either! On the morning of Borodino, many of the skirmishers were called in and formed up to try to beef up their morale. There is a case for considering Russian Jägers as morale 4, but this would not reflect their dependable performance when formed up, certainly not inferior to Russian line quality ( where a goodly number of them had originated ). To have two ratings for formed and skirmish order would be too complicated, so on balance, I have given the Jägers M5, made them Poorly Trained, but limited their skirmishing to just one x 1SP base per brigade. Russian artillery and line cavalry have been rated as a good average. Some of the Cossacks were actually trained units, and may be considered line quality. These have been used to increase the strength of light cavalry SPs in the same brigade. The remainder are rated as M4 skirmish-only light cavalry. Poorly Trained Infantry: You may initially be surprised by the rating of Russian infantry as Poorly Trained, except for Guard, Grenadiers and Converged Grenadiers. It was a considered decision, and you may be interested to understand the rationale.
Poorly Trained allows me to represent all this, without detracting from morale, which was good, and resilience (Exhaustion) which was excellent for the Russian infantry. The one area that Poorly Trained does not allow me to address is the very poor Russian musketry. Russian musketry was far inferior to the French, and especially at long ranges, and in a musketry duel the French should clearly be seen to have an advantage. To redress the firepower balance, therefore, I have downrated the battalion guns present to standard BGs, even though the pieces are really six-pounders. Exhaustion Levels: Both sides endured heavy artillery punishment for hours at a time. Although the Russian army may not have been the best trained, best led or most nimble in its period, the steadfastness and bravery of its men, standing shoulder to shoulder under horrendous fire, yet still able to launch effective local counterattacks throughout the day makes this army one of Napoleons toughest adversaries. Despite huge losses, the Russian army simply would not collapse, and during the day it had ground down the French army until it was incapable of further assault or pursuit. The Russians therefore have their great staying power in the line infantry formations reflected with a wide use of 60% exhaustion ratings. The lead French Divisions who showed themselves capable of enduring for most of the day are also rated 60%. Other regular troops on both sides have 50% exhaustion, Militia and Cossacks 40%. The key to the battle is the Flèches. By winning here you wipe out the best Line troops the Russians have, and open up the main hill for a deep sweeping manoeuvre toward the Russian rear; or an assault onto the main Russian positions from their flank and using a broader front than would be available frontally. If you co-ordinate Morands attacks in support, you may be able to pin the Russian reserves. Either way, it will be something of a slogging match, with artillery playing a key part, just as was the case historically. With only twelve turns, the French cannot sit back and let long range shooting soften up the Russian positions indefinitely. They have to take it right to the Russians on the Flèches more or less on turn one. If the Russians can hold them at the Flèches for several turns, it may well be impossible for the French to do enough further damage in the remaining time, and the likelihood of large amounts of Russian reserve artillery being present at key points increases with every turn of delay. Both sides were out to destroy the other, plain and simple. Napoleon had to destroy the Russian army if he was to get a peace settlement. Kutusov had to destroy the French army to save Moscow and end the invasion. Both sides will therefore be looking to inflict Exhaustion on the enemy. At the end of the game, count up all the Exhausted Infantry and Cavalry Divisions in each army. If 40% or more of the Divisions are exhausted, then the army is said to be Exhausted too. In the event of neither army reaching exhaustion, the Russians get a marginal win, as their army remains in being to continue the campaign, and Napoleon does not get his peace treaty in the face of a looming Russian winter. So the onus is definitely on the French player to achieve results. Victory Table:
Finally, dont forget the French Imperial Guard. Unlike other Borodino scenarios/board games you may have played, there is no advantage here in hoarding the Guard and not using it. Napoleon probably missed his opportunity to win the battle decisively by not sending in the Young Guard in the afternoon. Strategically, he probably thought it would be an error to lose his last reserve so far from home, but in the event, of course, he lost it anyway. Of the 50,000 men comprising the Imperial Guard, only 500 were still under arms by the time they stumbled out of Russia at the end of the year, and almost without firing a shot. So use em, and give them a heros fate, not a diabolical winter march home if you fail today! One of the biggest changes to the play of the game is to change the category of the woods at Utitza from Dense to Open woods. This allows cavalry to move through it, with a limited flank attack on the Flèches. A wide flanking manoeuvre was also considered on the day, with the objective of pinning the Russian army against the bend of the Kalatsha and destroying it, something like another Friedland. However Napoleon dismissed this, fearing a Russian assault with superior numbers on a much reduced French centre. The optional extra 36" ( full scale ) table width in the game allows this to happen, however, with a flanking manoeuvre enveloping the Flèches wide of the woods. If using this option, the Russians should be allowed to cross the Kalatsha with any troops, not just mounted. Artillery should use bridges or fords. Another variant which is always worth trying is to allow both sides free deployment, and see if history can be bettered. Kutusov has been criticised for leaving a large part of the army idle on his right flank when the fighting at the Flèches was becoming critical. The delay probably reflects more of a command and control problem on the day, but what if these troops had been deployed elsewhere, or even off table? The choice can now be yours! Map and Key to numbered locations: Map One - General Terrain:
NB: The following grid references are based on A-F along the top edge, 1-4 down the left side. North is in the bottom left hand corner of the map.
Note: Gorki and Semonofskaya works are protected on three sides, open at rear. Gorki is one brigade sized, Semonofskaya one skirmisher size equivalent. Map Two - Deployment:
Do enjoy the game, and copy anything you like for your personal use, but I do reserve copyright if you are thinking of publishing any part of it commercially! © Geoffrey Wootten 1998 Breda, the Netherlands Orders of Battle:
NB: Wing Commanders may control any Grande Armee troops. Army Troops:
Left Wing: IV Corps, Eugene (CC) Corps Troops
Italian Guard Division, Pino (DC), Exhaustion 3
13th Division, Delzons (DC), Exhaustion 8
14th Division, Broussier (DC), Exhaustion 8
1st Division, Morand (DC), Exhaustion 9
3rd Division, Gerard (DC), Exhaustion 8
Corps Cavalry, Ornano (DC), Exhaustion 2
III Cavalry Corps, Grouchy (CC) Corps Troops
3rd Light Cavalry Division, Chastel (DC), Exhaustion 3
6th Heavy Cavalry Division, Houssaye (DC), Exhaustion 2
III Corps, Ney (CC) Corps Troops
10th Division, Ledru (DC), Exhaustion 9
11th Division, Razout (DC), Exhaustion 9
25th Division - Württemburg, Scheler (DC), Exhaustion 3
Corps Cavalry, Wollwrath (DC), Exhaustion 2
VIII Corps, Junot (CC) Corps Troops
23rd Division, Tharreau (DC), Exhaustion 4
24th Division, Ochs (DC), Exhaustion 2
Corps Cavalry, Chabert (DC), Exhaustion 2
IV Reserve Cavalry Corps, Latour (CC), Exhaustion 5
Note: Rating these two brigades as shock is a special scenario rule. Count as having shock value as long as they are not disordered and are attacking infantry. I Corps, Davout (CC) Corps Troops
2nd Division, Friant (DC), Exhaustion 9
4th Division, Dessaix (DC), Exhaustion 9
5th Division, Compans (DC), Exhaustion 9
Corps Cavalry, Girardin (DC), Exhaustion 2
I Reserve Cavalry Corps, Nansouty (CC) 1st Light Division, Bruyere (DC), Exhaustion 2
1st Cuirassier Division, Germaine (DC), Exhaustion 2
5th Cuirassier Division, Valence (DC), Exhaustion 2
II Reserve Cavalry Corps, Montbrun (CC) 2nd Light Division, Pajol (DC), Exhaustion 3
1st Cuirassier Division, Wathier (DC), Exhaustion 2
4th Cuirassier Division, Defrance (DC), Exhaustion 1
Right Wing V Corps (Polish), Poniatowski Corps Troops
16th Division, Zayonchek (DC), Exhaustion 5
18th Division, Kniaziewicz (DC), Exhaustion 3
Polish Cavalry Division, Sebastiani (DC), Exhaustion 2
Reserve Imperial Guard, Mortier Guard Reserve Artillery
2nd Young Guard Division, Rouget (DC), Exhaustion 6
3rd Division, Curial (DC), Exhaustion 8
Vistula Legion, Claparede (DC), Exhaustion 5
Guard Cavalry, Bessieres (CC) Cavalry Division, Walther (DC), Exhaustion 3
Note: Army Commanders may command any troops in their army line of command. Wing Commanders have troops allocated to their wing, and may command any troops within that wing. 1st Army of the West - Barclay (AC) 1st Army Reserve Artillery
Right Wing, Miloradovitch (AC) II Corps, Baggovout (CC) Corps Troops
4th Division, Eugene (DC), Exhaustion 8
17th Division, Olsoufieff (DC), Exhaustion 8
IV Corps, Tolstoi (CC) Corps Troops
11th Division, Bakhmetieff (DC), Exhaustion 8
23rd Division, Bakhmetieff (DC), Exhaustion 4
1st Cavalry Corps, Uvarov (CC), Exhaustion 3
2nd Cavalry Corps, Korff (CC), Exhaustion 3
VI Corps, Ducturov (CC) Corps Troops
7th Division, Kapsevitch (DC), Exhaustion 6
24th Division, Lichatcheff (DC), Exhaustion 7
3rd Cavalry Corps, Kreutz (CC), Exhaustion 3
V Corps, Constantin (CC) Corps Troops - 1st Converged Grenadier Division, Exhaustion 4
1st Converged Grenadiers, Exhaustion 5
Guard Division, Lavrov (DC), Exhaustion 11
1st Cavalry Division, Depreradov'ch (DC), Exhaustion 3
Cossack Division, Platov (DC), Exhaustion 3
2nd Army of the West, Bargration (AC) 2nd Army Artillery Reserve
Left Wing, Gorchakov II (AC) VII Corps, Raevski (CC) 12th Division, Vasilchikov (DC), Exhaustion 7
26th Division, Paskevitch (DC), Exhaustion 6
VIII Corps, Borozdin (CC) Corps Troops
27th Division, Neverofski (DC), Exhaustion 7
Attached Converged Grenadiers, Voronzov (DC), Exhaustion 5
2nd Grenadier Division, Mecklenburg (DC), Exhaustion 7
4th Cavalry Corps, Sievers (CC), Exhaustion 4
2nd Cuirrassier Division, Knorring (DC), Exhaustion 2
III Corps, Tutchkov (CC) Corps Troops, Exhuastion 4
Note: These troops may be allocated to the divisions in which case they exhaust when the division does. 3rd Division, Konovitzin (DC), Exhaustion 6
1st Grenadier Division, Stroganov (DC), Exhaustion 7
Militia Division, Markov (DC), Exhaustion 5
Militia Division, Lebedev (DC), Exhaustion 3
Left Flank Guard, Karpov 2 (DC), Exhaustion 2
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