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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