Tuesday, May 29, 2012

Battle of Domburg – Move 3

1400-1500 14 August 1813

Table at the start of move 3

The French have abandoned any attempt to occupy Domburg
This, and the forward cavalry screen, was to delay the Russian approach
The French are now falling back to a position west of the town
Their plan is to hold until 8th division arrive to even the odds

French Right - 7th division

General Morand (Average)
9 Command Points
Orders – Hold right of town
Cavalry start to retire to the rear of the division
25th infantry regiment have rejoined the division
The rest of the infantry have formed either side of the artillery

Russian Right - 4th division

General Potemkin (Average)
9 Command Points
Orders – Move to hill north of town
The cavalry have taken position on the hill
The remainder of the corps move up in column of march behind the hill

French Left - 16th division

General Fontanelli (Poor)
8 Command Points
Orders – hold left of town
Cavalry retire behind the infantry
The infantry form square because of the enemy cavalry on the hill

Russian Left - 6th division 

General Gailitzin (Poor)
8 Command Points
Orders – Move to Domburg
Cavalry move forward to pin the enemy infantry
Infantry form column of attack and advance beyond the farm

Marshal MacDonald (Poor)
5 Command Points
Leave battlefield to join 8th division who are due at the end of the next move

General Sacken (Poor)
6 Command Points
No action, satisfied with current orders issued to each division

Russian Centre - 5th division

General Bistrom (Average)
9 Command Points
Orders – Move to Domburg
Grenadier regiment enters Domburg
Infantry and artillery move to left of town
Cavalry remain in position right of the town

Game Notes
We have already found a major flaw in the new Wargame Rules. 

Rule 03 allows one CP for each regiment, plus the total of an average dice and plus 1 for a Poor commander, plus 2 for an Average one and plus 3 for a Gifted one.   The total CP allows commanders to do everything they wish.  That was not the intention.

We are now testing a new system of CP.   One CP for each FORMED regiment (nothing for Rout, Shaken or Disordered).   No average dice, but plus 1 for a Poor commander, plus 2 for Average and plus 3 for Gifted.

This will ensure that each formed regiment can carry out one function each turn, but the commander will have to prioritise if he wants to carry out multiple moves, skirmish, fire or melee. 

It will also give a slight advantage to a Gifted commander, and a slight disadvantage to a Poor one.

Wargame rules can be found at

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