I. The document proposes rule changes to better simulate artillery effectiveness in the Borodino wargame. Artillery is given an increased range of 3 hexes and its strength attenuates with distance. It can fire defensively before other combat.
II. Cavalry attacking unsupported infantry is at half strength. Cavalry can cooperate with artillery. Guard units losing counts double losses and ends a French rule benefit if eliminated.
III. Victory conditions are modified based on destroyed strength points ratios and key location control. Different levels of victory are outlined based on French and Russian losses and position holding.
I. The document proposes rule changes to better simulate artillery effectiveness in the Borodino wargame. Artillery is given an increased range of 3 hexes and its strength attenuates with distance. It can fire defensively before other combat.
II. Cavalry attacking unsupported infantry is at half strength. Cavalry can cooperate with artillery. Guard units losing counts double losses and ends a French rule benefit if eliminated.
III. Victory conditions are modified based on destroyed strength points ratios and key location control. Different levels of victory are outlined based on French and Russian losses and position holding.
I. The document proposes rule changes to better simulate artillery effectiveness in the Borodino wargame. Artillery is given an increased range of 3 hexes and its strength attenuates with distance. It can fire defensively before other combat.
II. Cavalry attacking unsupported infantry is at half strength. Cavalry can cooperate with artillery. Guard units losing counts double losses and ends a French rule benefit if eliminated.
III. Victory conditions are modified based on destroyed strength points ratios and key location control. Different levels of victory are outlined based on French and Russian losses and position holding.
I. ARTILLERY– effectively double. the loss of other
II. CAVALRY, when attacking units. They count twice in A. Has a three hex range. Its infantry– determining victory points. If the Combat Strength attenuates with A. –is attacking at half Strength French "Old Guard" is eliminated, increased range as follows: when unsupported by any other class the French lose the benefit of rule #1. 1st hex – printed Strength + 1; of unit. III. Victory conditions for the 2nd hex –printed Strength; B. –can co-operate with artillery Grand Battle game are based on the according to rule 2-C. ratio of destroyed Strength Points as 3rd hex – ½ Strength (fractions rounded upwards. e.g.: A 7-3 unit modified by rule # 2. The table is as REASONS FOR SUGGESTED becomes a 4-3 unit). follows: RULES CHANGES FOR NAW AND BORODINO B. Can fire defensively– I. Artillery was often the French Russian Victor Level and 1. – before other combat when Killed Killed Conditions decisive weapon to a degree not being attacked by a cavalry or reflect in the current games. 2+ 1 Russian Decisive– if infantry unit. The artillery bombards holding with a doubled Strength. If the A. While its effectiveness was Borodino and 2 Redoubt attacker survives, the artillery unit is considerably reduced, artillery hexes. eliminated (by survival is meant the smoothbores could. and did engage 1-2 1 Russian Substantial–if infantry or cavalry does not suffer an massed targets a kilometer away. holding Great "Ae" or "Ar." An exchange would be Again, 400 meters was considered Redoubt. computed with the artillery as point blank range. 1 1 Russian Marginal–if defender). If more than one Cavalry holding Great B. Artillery could literally blow Redoubt. and/or infantry unit attacks, the away a force advancing against it defensive fire is concentrated against 1 1 French Marginal–if with grape shot at close range. Also, holding one hex only – the other unit(s) black-powder cannon cannot conceal Borodino and automatically eliminate the artillery. 3 Redoubt its position once it has fired. Counter hexes. The defender has the option of battery work was a usual part of" a defending only at normal odds in 1 2 French Substantial–if heavily engaged battery's job. holding which case the battle is resolved Borodino and without this rule. C. A battalion or brigade square all Redoubts against cavalry presented a perfect 2. – when artillery bombards 1 3+ French Decisive–if artillery target. Usually, only a few holding artillery – salvos were required to annihilate the Borodino and all Redoubts. a. at the defender's option after hex. resolution of all other combat in that IV. French units exited off map II. Against disciplined, trained phase, on or between the two roads east infantry under effective command b. units surviving on the hex they (anything else is eliminated in these force the removal of double their began that phase can return the fire game mechanics) cavalry, by itself is Combat Strength in Russian units. (bombard) an artillery unit that impotent. The Russian units are counted as attacked the defender's unit. lost. SUGGESTED RULES c. supporting a cavalry attack CHANGES FOR BORODINO V. Russian optional militia is against infantry causes the odds used as 1-3 units unless Russian I. French Infantry, when player is markedly inferior. column to shift up one column in attacking, receive a bonus of one favor of the attacker. For example, a RATIONALES Combat Strength Point per unit of 1 to 1 attack becomes a 2 to 1 attack. infantry involved in the attack. I. French infantry was still at its The Cavalry and artillery should each be at least one third of the II. Guard Units may be peak of offensive training. This infantry Strength. committed at will, but their loss is bonus helps restore the superior strength for attack the French II. I think that the considerations V. Historical .variants should be actually possessed. In a historical leading to certain decisions should accurate possibilities or admitted situation where France had half be given preference over forcing the attempts to achieve play balance. again as many men, the game gives player to accept someone else's The strength given to the militia the French 172 CSP and the Russians decision. (much of which was still mustering) 144 CSP in their field force, plus 15 gives them better logistics, III. See comments on rule # 1. CSP in redoubts, plus an optional 33 leadership, and training than seems CSP in the militia (a force which IV. The thought of Napoleon possible. historically would have been between them and holy Moscow –Arthur Pigg shattered by half its numbers in would have driven most Russian regulars). All this in a situation units east as fast as possible – where the Russian is often safe in without orders – at the time of the taking the offensive, makes a French battle. victory unlikely in the game.
Руководство По Программе Mout Actd. Экспериментальная Тактика, Методы и Процедуры Для Пехотного Стрелкового Взвода и Отдедения в Городских Условиях. 1999 г.