Showing posts with label batrep. Show all posts
Showing posts with label batrep. Show all posts

Sunday, June 8, 2025

June 2025 Digest #2

Norm's Train

US modeller whose passion are trains. His works though are a sight to behold - visually appealing at a higher level than usual scratch building. His train displays are based upon real life. Highly recommended if you're interested in next level modelling utilising both standard modelling construction and incorporating 3D printing and laser cutting. An inspiration if looking for more in-depth modelling design and construction techniques. High quality, detailed, production. In some ways, he reminds me of my idol, the late great Donald F. Featherstone.

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World of Warships

Earnings for the past two months (April and May) are as follows (from Co-Op Battle mode and all the rewards from the various WG events foisted upon us). Column one is for April while column two represents May:

In-game credits:    17,175,000        15,227,860
Doubloons:            3,650                 4,148
Grey EB:                430                    861
Green EB:              223                    376
Blue EB:                146                    103
Red EB:                  4                        24
Elite Cmdr XP:       474,000             580,675
Free XP:                 147,250              191,230
Signals:                   1,094                  786
Camo:                      25                      58
Coal:                       127,600              106,550
Premium days:        25                       26
Ships:                      1                         7
Steel:                       4,800                  4,650
Port slot:                  3                         4
Commander:            2                         3
Miscellaneous:        1,139                   1,271
Research points:      -                           -
Event tokens:           5                          10,949
Community tokens: 600                      -

Fairly steady overall. Not surprised by the absence of Research Points as they belong to probably the most expensive means of obtaining ships. That, and steel ships. 

EB stands for Economic Bonus which helps with performance rewards. Range from common (grey) to rare (red). Miscellaneous represents such items as Action reports (part of the Experimental Ships event), unique Explosion effects (recently introduced to make explosions looks "pretty"). Elite Cmdr XP is only useful for upskill captains. 

Currently gunning for more Free XP (in June) so I can participate in the next Reserach Bureau line reset. Which will be the Harugumo line. Which means I am simply following the recommended approach. 

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New event although I wasn't aware - rehash of Soviet era warships. Played for the crates expecting nothing; ended up getting the Tier VIII Soviet premium destroyer Provorna (formerly German Z-33 and paid as war reparations to the Soviets). Not taken it out of port as yet; no intention too so far.

Card game is a simple but delightful diversion from the daily grind. Even jumped into Operations to complete one of the common mission requirements. 

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Dunkirk 1940

On the evac mission, plonk At All Cost mod card on any ship to win irrespective of your opposing card's strength. Usually apply this winner on the two level three missions which are the most difficult. So, you need a minimum of 48 Support tokens to win at these missions but I aim for around 114 support tokens: you can boost your stockpile by playing all the support missions where you'll find opportunities to earn extra support tokens. 


























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Vietnam War solo campaign project

I will be using the solo variant of CDS as devised and promoted by Andy Bailey from Georgia, USA with some "house rules" variations thrown in for good measure to keep the narrative flowing. Core rules remain CDS, naturally.

Next, I am going to rate the various Allied "Big Men" who will be platoon-level commanders along with a couple of company and battalion level officers. NCOs, for now, will not be rated; however, should a platoon-level officer "Big Man" become casualty, the next in command (SNCO/NCO) will step up accordingly. Should company-level commanders get knocked over or incapacitated, same procedure will follow, ie someone steps up. 

All skill levels are diced randomly ranging from 2 (avg) to 4 (excellent). And these apply specifically to those undertaking the first phase of Operation Reprimand Sweep. Because they're ANZACs their skill level will be rated above average than their US counterparts. For now, these will be the BIG MEN with others added as the campaign unfolds.

6 ANZAC Bn CO - Lt.Col. Angua Kildove (AUS) = 4

A Coy 6 ANZAC, OC - Maj. Leigh Porter (AUS) = 3
A Coy 2IC - Capt. Brett Longford (NZ) = 3

1 Platoon cmdr - Joe Wilkinson (AUS) = 3
2 Platoon cmdr - Mike Sommers (AUS) = 3
3 Platoon cmdr - John Galbraith (NZ) = 4
4 Platoon cmdr - Peter Jensen (NZ) = 3

C Coy 6 ANZAC Bn, OC - Maj. Bruce Ford (AUS) = 4
C Coy 21C - TBA

9 Platoon cmdr - Kyle Simpkins (AUS) = 3
10 Platoon cmdr - Bill Hollis (AUS) = 3
11 Platoon cmdr - Ken Jackson (NZ) = 3
12 Platoon cmdr - Malcolm Ledbetter (AUS) = 4

Commanding the tanks - Ross Kilpatrick (AUS) = 3
Commanding the APCs - Miles Ramsek (AUS) = 3

NZSAS det - Capt. Mike Heeley (NZ) = 3

Next step will be to lay down the terrain for the table according to the solo variant rules. 

Phase 1 - Secure main road

The scenario will begin with a sweep through the village of Lang Dong Nam on the main route through the area. A Coy 6 ANZAC are leading the sweep in an inverted triangle formation on foot after demounting from APCs and trucks. 

Company headquarters and 4 platoon are in reserve. 

A Coy's mission will be twofold:

  • sweep and clear the town of any possible enemy threat
  • provide protection for a team of mortars that will set up therein
  • secure town the for further use as forward Bn HQ

On call is direct artillery support from the NZ 162 bty at Firebase Montenegro. Air support will be also available via USS Abilene carrier group but the threat perceived is deemed low but they will be on standby should the situation deteriorate fast. 

C Coy ANZAC will remained mounted and move through and secure Ap Mo, a small hamlet a couple of kilometres along the main route. Defensive perimeter to be established. Kilpatrick's tanks will move up to connect with Ford's infantry and provide added fire support as required for the evening.

The remainder of the battalion (B Coy and D Coy and Spt Coy) will not be involved during this first phase.

Commentary: Overkill? Probably but when dealing with the VC you never underestimate their capabilities to disrupt and ruin your best laid plans. 

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Warm up scenario: Hounds and Hare

First game tonight was a warmup reacquaintance which is a prelude to the above designed campaign. And occurs several weeks prior to the official campaign. A US infantry patrol is conducting a normal sweep in a hostile area when it encounters (surprisingly) a VC squad...

Used the solo variant for terrain placement only which uses deviation dice. Mark your table centre and go from there. Diced fifteen terrain items for this scenario. Below image shows some of the placements. 
































Reverted to the basic ruleset for subsequent activities. Next thing after terrain placement (shown above) was determining the route of march for both forces (see below). I simply chose one table edge (short side) to the other for the VC. This led to a logical development. The Free World forces (an infantry platoon) would be marching from long edge to long edge (south to north). 

































Once deployed the game happened pretty quick as one of the Free World squads spotted the VC. Moving up into an overwatch position, two of the squads engaged the VC who returned fire. 

But the weight of fire by the Free World fellas seemed to spook the VC who decided to flee. But the weight of fire and accuracy proved decisive as the VC unit suffered heavily losing all bar two in quick succession. The survivors surrendered. Unfortunately the VC commander was one of those killed. 

Still the Free World patrol enjoyed great success. 

















Conclusion: Quick warm up game. Been a long while since I last played this game. However, as this is an ongoing campaign game, things are about to develop very quickly...

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Saturday, April 20, 2024

20 April: Another game of ....uh...Burglars and bunglers??

Got a late text from my regular gaming friend while I was dying from doing yardwork with my son last night. Would I? Could I? Should I? I replied yes and then quietly died. Later, I got up and ate potato chips, that little-known miracle cure for dying from doing yardwork. Then started work on my ECW figures to keep the momentum trotting along nicely with a hot cup of barista-style coffee.

Today, at high noon, we met and resumed our introduction to Bratwurst and Bogans. If my wife had joined us, it would be a game of Bed and Breakfast....! As it was, we jumped down the rabbit hole with gusto.

The Missing Treasure of Toad Hall

Word reached far and wide that there was treasure in the ruins of Toad Hall. Many had ventured, but so far nothing was found.











It was rumoured that the former lord of the manor, Master Toad, had departed for far off lands to seek further fame and fortune. Unfortunately, in his absence, his estate fell into ruination as those left in charge absconded with all of Toad's worldly possessions leaving the buildings to fall into decay and desecration. But none were able to locate the missing treasure, said to be full of precious gems and gold.











It was rumoured to be never in the same spot, changing location always on a whim. 











This time, however, two warbands were on a collision course, choosing the same time to seek the treasure of Master Toad.











Leading one group was Sir Hopworth O'Hare. With him was Daisy the Witch, Robby the Mouse thief, and Akenarsty the Crocodilian. 














From the opposite corner approached the group of Sir Mikky Mouse. With him was Mini Mouse the Shieldmaiden, Ron Weezly the Stoat with his trusty and accurate crossbow, and the sneaky Silas Addermouth. 











The other side's plan (as revealed later) was simple: use the tall buildings to provide cover for the missileman (Mr Weasel) to target the enemy backed up by the spell caster (Mr Adder). Meanwhile the others (Mr and Mrs Mouse) would search the buildings. And it seemed to work out for them as the Hare leader got targeted and took heavy hits.











Then Mr Adder successfully cast the Transpose Spell and my Crocodilian warrior suddenly found himself switching places with Mr Weasel; instead of rushing toward the statue of Master Toad he found himself standing on the open third level of the ruined tower building! 











Meanwhile Daisy - sometimes known as Wanda - the Witch was able to cast the Brilliance spell which would last for 3 turns (roll d4) and meant she couldn't be targeted by missile fire or spell casting unless she suffered a wound (i.e. falling over a cliff and hurting herself or missing a jump). So she could slink about relatively untouched until the spell died out.











While all this was going on, and my warband's attention was distracted, the mice duo searched through the various buildings levels. And, fortuitously, the Mouse leader happened across the loot. 

Game Over.

Postscript: thanks to my host for setting up a glorious table. Setting enhances gameplay (naturally) and really brighten and colourizes this batrep. 

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Summary

Today we tested group dynamics focusing on shooting and casting magic spells. Firstly, allow me to state that the rules themselves are poorly written with the wording vague. There is much leeway for misinterpretation as we are finding out as we continue our introduction to them. But we persist because we both enjoy skirmish games, like animals, and like quick games. We also enjoy ripping rules to shreds.  

When determining wounds with shooting, the number of wounds leftover from the roll-off can prove offputting. But as we nutted the situation out, we realised that the number of wounds, as mentioned in the rules, actually describes the severity or degree of damage done. It was the only possible explanation for the fact that 1 crossbow bolt fired can cause 5 wounds on a heavily armoured figure with a heavy shield!

This also hints at the location of the wound although this is not as important as understanding the reason behind the quantity being what it is. For example, a wound to the arm is less severe than one to the chest. In the game, the Hare leader was targeted by the Weasel crossbow. The shooting was successful and modifiers applied. What was left over was the number of wound which ended up being 5 wounds suffered by the knight. Ouch!

Of course, part of the problem is how we understood the wording of the rule. Hence my claim that the wording needs to clear and unambiguous. It's my personal bugbear. I cannot speak for others who may find it perfectly clear and understandable. 

Spell casting. Be aware that, in most situations where casting a spell is directed against an opponent, that it's based on rolling off against a zero outcome. For example, my opponent wanted to cast the Transpose spell against my Crocodilian in favour of his Weasel. For my Crocodilian to defeat the Adder's casting, he had to beat the caster's target (5). Sidenote: as my Crocodilian does not exist in the rules, we agreed to use the Raptor's skill stats instead as it seemed closest. So, he got to roll his Fortitude (d8) against the adder's Presence (d8). Which meant he had to roll a 6,7,8 to defeat the caster. He lost. 

With Spells, we ignored the cost for Ingredients choosing to agree that our spell casters had the required ingredients. Also, we opted to run with just two spells. 

Before we found the Search section in the rulebook, we chose a house rule of rolling 2d6 to determine if treasure is found - 11 or 12. Any other double reveals the location of a map (carried over to the next scenario if not discovered in this game). Each floor triggers a search. Once a search is done, that floor cannot be searched again. Like I said, we did this PRIOR to discovering the Search section in the rulebook. Worked for us anyway...well, for my opponent, I mean!

Next game of Bungalows and Belligerent is scheduled for a fortnight. Hoping to acquire more warband figures in the meanwhile from Critters Kingdom. 

Our eventual goal will be playing one of the rulebook Scenarios. Eventually, once we're familiar with the rules as a whole, we will conduct a full Campaign. Cheers.

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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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Thursday, March 28, 2024

28 March 2024: Victory Without Quarter

English Civil War

Tonight (Wednesday) was my first introduction to Victory Without Quarter, a ruleset designed specifically for the Pike and Shot period, in this case, the English Civil War. I was paired with another who was also new to the game although he had played more than my first-timer no-game experience. We were Parliamentarians. And this was Early Period (up to 1642). My teammate supplied his army which was short in cavalry. But it was all good as this was primarily a learning experience for both of us and therefore did not impede or matter come game time. Our host filled in as the Royalist opponent until one other arrived not long after we started. 

























Table was set up by the host with three objectives (as shown above). Our deployment areas were centralised and quite compact.

























For identification purposes, I will henceforth ID my opponent as heretics. Lol. 


















The brigade with our only cavalry was deployed primarily a blocking force. Outnumbered but defiant, we purposely marched to our fate, singing hymns in praise of the Almighty...



















Our battle plan was both innovative and daring. Unfortunately our opponent was not privy to our genius Battle Plan and therefore did not comply despite our utmost numerous orisons to His Magnificence and Majesty to smite down our foes and/or make them compliant. 
















They say there is no profit in being coy. And the heretics chose to exploit their overwhelming strength in cavalry and infantry by striking directly at the objectives. It was a surprise therefore to our ministers who never believe such intelligence was possible from such a depraved and heretical lot. 

In the beginning the world was created out of chaos. Order supplanted disorder and strife. And for our Parliamentarian forces, the start was not ideal. Nor did it improve as our opponents devised and took every advantage they could to win their prize for several turns until we discovered the deceit by which they had gained their unfair advantage - the Orders Cards. 

















While Prince Rupert harried Newcastle's command, the dragoons on the other flank made for the convoy. Which they soon captured and began to transport to the safety of their rear. 

























In the centre, the Lords Essex and Fairfax seized the crossroads and began to engage the Royalist foot beyond scoring several successes but taking heavy casualties. 




















With two of the three objectives and the loss of two units in our command, the Royalists looked to have won the ground. But we fought back and managed to even things out before the final turn when the pendulum of Victory edged in the Royalist's favour. 

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Summary

First time playing. Rules are easy to pick up. Guys have tweaked it further to make playable without being over the top. I reckon I need to play it multiple times to feel comfortable with it. 

The major sticking point is the card activation system employed. For much of the early part of the evening's play we Parliamentarians were forced to watch while the Royalists activated frequently. In one instance, one of our Foot units had the bead on one of Rupert's cavalry units but could not fire because they were unable to activate. So it ended up with Rupert's cavalry trotting away out of danger's way. 

It's not the first time this complaint has been aired. And the guys will have to figure out something soon to make it work. Trouble is most are used to the YGIG system for so long that it's a given that every ruleset will follow this system. But the guys are also aware that the Cards can work; they just have to figure out a suitable way.

Next meetup in a couple of weeks time will see if a solution is forthcoming. Cheers.
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Monday, March 25, 2024

24 March 2024: Borodino Refight - Russian Turn 9

Quote for today's gaming session: "...Feeling lucky, punk?! Well, do you?!..." 

Russian Turn 9

I was so sure this game would end. How wrong was I?

Table 2 

Situation is now becoming dire for Tuchkov. No reinforcement will be arriving now: the earliest they will hope to arrive is Turn 15. He only has three units left at his disposal from his original corps. He has no cavalry and no artillery. Given his options, Tuchkov chose the option least expected: Stand and fight. I rolled a d6 giving him the following options:
  • 6 - Stand and fight (less chance this would happen)
  • 4,5 - Withdraw in good order (hoping this option would win out)
  • 1,2,3 - Flee (worst possible option available)
Tuchkov's choice set the tone for the rest of their turn as it turns out. 



















View of the Old Post Road from the woods. Foch's grenadiers are facing the threat of enemy cavalry lurking nearby on their own.



















View south towards Utitsa, also from the woodlands. Shakhovsky's Jagers are in a shaky state while Mersheryakov's infantry are left to deal with the Poles at Utitsa also on their lonesome.
















With this many enemy in the area, Tuchkov is probably hoping for a miracle. He is unable to prevent the enemy from moving up the Old Post road and begin to threaten the Russian rear, despite the presence of the militia posted on the road to prevent desertion and act as stretcher bearers. Situation is reminiscent of what Platov and Uvarov planned and enacted historically at the other flank.

Main Table - Fleches

For Borozdin, responsible for the defence of the fleches and up to Semenovskaya village, the arrival of elements of Russian Imperial Guard couldn't have been better timed. But, in the meanwhile, he still has to somehow recapture the fleches with the French assaults slowly but steadily pressing forward. 



















However he is distracted to his immediate left as von Mecklenburg's grenadiers are being pressed by Davoust's lead units. His efforts however don't start off well as his opening fire is ragged in outcome. Meanwhile the French better coordinate their return fire as shown above.



















Thankfully, the effect causes little disruption and Borozdin orders a realignment of his new defensive line.



















Meanwhile the Guard lifeguard cavalry instigate their own "line breaking" and declare a charge on a suitable target, the Westphalian light cavalry of Junot's VII Corps. 



















Of course, the brave Westphalians are up to the challenge, daunting as it is. 



















For it's a predictable outcome. Shock heavy cavalry versus light cavalry is always going to end up one way. The Westphalians are too shaken up as they beat the feet but fail to outrun the pursuing Guard cavalry. A second round of combat takes places. Much worse than the first as they are caught in the rear.



















As the picture above states, the Westphalians are broken and removed from gameplay but not before raising the courage banner for nearby friendlies. But these are veterans and they manage to steel themselves. Combat ends and sees the Guard cavalry now holding their earned ground. But for however long? They're mounts are blown and they are now Spent (remove one base to indicate this).

























Unexpected help arrives however with Uvarov's 1st Reserve Cavalry Corps showing up along with the remaining unit in the Guard cavalry division - Shevich's brigade. There is a collective sigh of relief (and release of bowels) by the senior commanders in this sector.

Lost: von Hammerstein's Westphalian cavalry: -2 points.

Main Table - Grand Redoubt

At the redoubt, twin assaults by the French and the struggling Russian defenders ramps up. This time round however the Russians prevail and the French are soon repulsed and they retire leaving the exhausted defenders victorious - albeit until the next assault.



















The above photo shows how hampered the defenders were - two units ready to break and one feeling queasy. Yet they won out somehow. Now all they need are some reinforcements...any!

























And they receive it as Raevsky asks Baggovout for help citing the dire consequences if it's not forthcoming. Baggovout immediately agrees and orders his relief column to change direction and issues a new directive - defend the redoubt at all cost! 

In the same photo above, to the north, Korf's 2nd Reserve Cavalry Corps and Osterman-Tolstoy's 4th Infantry Corps show up to bolster the defensive line. Platov's Cossacks are still in the north (off-table) watching and guarding the now emptied Russian right flank. 



















Kreutz's dragoons now declare an assault on one of Almeras' brigades - the 35th Line. The French quickly form square to receive the charge. Firing might work but odds say play it safe and sure. So, square it is. 



















It does not fare well for the Russian dragoons as they are quickly sent running away. 

























At Gorki the Russian defenders finally win their third round of combat against St Aubin's brigade. Again, French experience wins out as the surrounding friendlies remain unaffected by the rout. 

Lost: French St. Aubin's bde: -2 points

The Russians enjoy success rallying those troops in and around the redoubt. At least better than those at the fleches. 

Summary

The Russians show their mettle and dig in despite the earlier mass losses. The region around the redoubt and Gorki still remains under their direct control. With the arrival of three new Corps and part of a fourth, they can now reset their defensive line with some degree of assurance and confidence. Question is: do the Russians abandon the redoubt when the fleches and Utitsa are lost and retire to form a second defensive further east? Turn 10 may provide some answers. Or more questions. 

Cheers.
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