I had the pleasure of sorting out the French and Russian
troops for the Battle of Friedland. Sorting and labeling French and Russian
15mm troops for the battle can often take as long as the game itself but it
gives me a chance to play with my toys and speeds up the game set up and play
on game day.
A view of the table from the first time we played in January 2015
The battle takes place in East Prussia June 14 1807. After
the indecisive battle of Eylau earlier in the year, the French pursued the
elusive Russian army until it turned at bay at the confluence of the
Muhlenfluss and Alle rivers. Both armies started out with a screening force
that was gradually reinforced throughout the day. Napoleon got there “firstest
with the mostest” and concluded a brilliant campaign with a victory resulting
in the Treaty of Tilsit.
Our battle was refought using the Commit the Garde rules. These are meant for large scale battles 1”=125 yards and a stand =4-500 men. It is played on hexes and tends to be very decisive.
Brent and I commanded the French and Martin commanded the Russians. The rivers divided the battle field which meant that the cavalry would battle in North and a French Grenadier Division faced Russian infantry and cavalry.
The cavalry battle in the north was ferocious resulting in many casualties. The French held the field and pressed toward the bridge to Friedland and bottling up reinforcements in difficult terrain.
The French Grenadiers in the south competed for defensive terrain with the Russians and were punished by effective combined arms attacks from the Russians.
Both sides struggled to get reinforcements on the board but eventually, the French were able to bring in a decisive number of troops to reinforce a depleted initial force. The Russians saw the desperation of the situation and summoned the Guard Grenadiers to try and turn the tide but it was too little too late.
This is the second time we have played the scenario and the Russian player learned from the last battle to deploy his cavalry Corp in the open to avoid getting penned in and destroyed piecemeal. This let the Russians put up a good fight but the French had better quality troopers and were able to get more actions than their poorer led counterparts.
The battle technically ended early on when the Russians failed an army moral roll. We all agreed to play on as we did not want a single die roll to determine the game and end a planned afternoon of gaming.
Deployment view from the Russian rear
French on the left. Swirling cavalry fight in the North
Same spot a few turns later. Depleted units and French gained ground
This line of hills were the key to the South and hotly contested
Saxon Cuirassier and French Hussars prepare to capture Russian pontoon bridges
End game with the French crossing the river into the Russian rear from the North
Not sure what is coming next. Hopefully, I will find some
motivation to pick up a brush and finish my 1/1200 74 gunner and try out my
rigging plan using paint brush bristles instead of thread. An idea stolen from
another blog.
It is a very interesting battlefield, with plenty of difficult terrain, no doubt resulting in a lot of very local nuanced and important situations. I like those sort of games.
ReplyDeleteWe quite often play on a bit longer after 'sudden death' type victory conditions, just to see whether the victory becomes ever more confirmed or whether the losers did actually have a fighting chance. I have played so many well designed scenarios that take the game down to the wire, that last minute swings of fortune are quite possible.
I agree. The battlefield was "busy" and this made for lots of short term objectives to fight over. A complaint about these rules has been the sudden death die roll that can end a game early. One fix has been disallowing these rolls until the battle is half over.
DeleteAlas that I missed it, sounds like a good afternoon. ,(And looks like my ex-Russians missed me!)
ReplyDeleteThe Russians would have benefited from your wily generalship.
DeleteLooks good. Again, sorry I couldn't make it. I agree with what you said about these rules being decisive. Something about lining up thousands of guys at point blank range with muskets seems to turn out badly for one or both sides.
ReplyDelete