Monday, April 1, 2024

1 April 2024: Borodino Refight - French Turn 10


Interrupted session at the end meant I was only able to partially complete the full French turn. But what unfolded proved suprisingly interesting. 

Background

Decided to make a change to the game objectives for the simple reason I want to wind this refight up sooner rather than later. So I made the following change (on the fly of course) by scrapping the existing systems and introducing Game Victory Points (GVP) with the stipulation that earning at least three (or more) is sufficient cause to end the game. Each side has their own specific objectives and conditions:
  • French
    • Capture and defend ALL the fleches for 2 consecutive game turns without being dispossessed = 1 GVP
    • Capture and defend the redoubt for 3 consecutive turns uninterrupted = 1 GVP
    • Reach and exit enemy side of table at Old Post Road with at least one Steady/Disordered unit (of any kind) = 1 GVP
    • Reach and exit enemy side of table via New Post Road with at least one Steady/Disordered unit (of any kind) = 1 GVP
    • Kill/capture/rout any enemy Corps/Army commander = 1 GVP
  • Russian
    • Cause total of 25% or more casualties upon the enemy, can be cumulative = 1 GVP
    • In full control (defended, not just occupied) of ALL three fleches by the end of the Russian phase of Turn 15 = 1 GVP
    • Same condition as above but for Grand Redoubt = 1 GVP
    • Kill/capture/rout any enemy Corps/Army commander = 1 GVP
    • Cross over the Kolocha and begin to threaten/attack enemy rear or flank = 1 GVP 
Note: there are five conditions for both sides. 

Utitsa

Outnumbered and outmuscled, the Foch's grenadiers clung to the tiniest glimmer of hope. However, it was to prove to be both futile and as elusive as world peace. A still pond has always proven an irresistible temptation to those with stones. 

























Foch's grenadiers made their last stand against the assaulting Polish cavalry who easily steamrolled them. The unit broke and fled off the gaming table. 



















The fate of the Russian commanders are next determined. Stroganov survives by fleeing towards the nearest Russian unit - Shakovsky's Jagers. But Tuchkov is caught and he is the first Corps commander to fall. 1 GVP to the French. Two to go.

Lost: Tuchkov (III Corps commander) & Foch's grenadier brigade.




















But the Polish cavalry continue their pursuit and slam into the flank of the Jagers who break. The ensuing melee sees Stroganov forced to flee again. The Polish horse are now blown and thus halt after this second round of combat.



















Lost unit - Shakovsky's Jagers (20th and 21st Jagers)

























The Westphalian heavy cavalry earn the second GVP in this turn by moving to table edge and exit the Old Post road. Rozniecki's brigade hasten to support the Germans.

























Musketry firing at Utitsa proves both pointless and useless with neither side causing any serious damage at medium range apart from smoking up their respective locations. Perhaps the supporting Polish artillery, when it finally show up, might turn the situation in the Poles favour? Or the Russians could use the smoke as cover to make good their escape, although that window is quickly closing.



















The situation at the conclusion at Table 2 is now finalised with the Russian left flank virtually non-existent. Only one unit remains but it is completely surrounded. Tuchkov himself is a casualty. The Mound and Utitsa are lost to the French. And the Old Post road is now unguarded. 

Correction
I just remembered that Karpov routed in Turn 8 so his loss is another GVP which means the tally required to end the game has been reached. But I will complete this interrupted batrep because something interesting happened.

Main Table - Fleches

The French are defending the two fleches they've captured. The third fleche is spotted and the French plan on capturing it next. With the arrival of Russian reinforcement last turn, the French push forward their support - cuirassiers and more infantry. 



















Perhaps this decision, on post-match reflection, was a knee-jerk one on my part. But the situation was urgent with the Russian Lifeguard cavalry proving a barrier to any future advance in that region. And the French heavy cavalry were too far away and needed time to reach the area. So it was decided to rush forward Ney's light cavalry to stall until the heavies could arrive and restore the situation in the French favour. 



















Ney's light cavalry comrpised two large units (six stands). And what was sent in was one of those large units plus half of the other. Facing them however, was a Russian Guard elite unit: they were shock heavy cavalry. The Napoleonic equivalent of a mini Death Star as I like to call them. 



















Despite facing two units, the Russians were more than capable scoring four hits on each cavalry units. One unit broke. Ney, leading the other (large) unit, became the first senior French commander to fall. Which was a surprising situation.

Lost: Ney (III Corps commander) & 4th Light Cavalry brigade who also took Russian musketry as it closed into combat and fought as Wavering. 

At this point, the game was interrupted by a family matter. Perhaps fortuituous timing intervened? But given I had just made adjustments regarding objectives and these were now met, I figured this was an appropriate moment to call it a day. Finally. 

I will summarise the entire experience later on this week. Cheers.
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