What Napoleonic wargamer worth his salt doesn't aspire to refight Borodino? The emblematic battle of Napoleon's doomed invasion of Russia is as grand and glorious as Napoleonics gets. (And as grim and horrible: some 70,000 of the 250,000 on the field were killed or wounded in this sanguinary contest.)
We last tried it in 2018. After that playtest, Mark revised his scenario. As if his Tyrol game were not enough fun for one Christmas holiday, he then rolled out Borodino for us last week. (Having also played it with Colin in the interim, per Colin's blog post here.) "Us" was just 2.5 players: Mark as the Russians, me as the French, with Crispin commanding the French left for the first half of the game. Despite being short-handed, we rattled through and finished in about four hours of play - and most excellent play it was.
The short summary is this. We started with a big right hook around the fleches and a pinning attack on the Raevsky redoubt. We shifted pressure to the centre to distract Russian reserves, then stormed the fleches from the south. Poniatowski and Murat got far enough round on the right to threaten the Russian line of communications, but endless Russian reserves eventually stalled them, while more Russians menaced our own LOC on our left. The climax saw the Garde Impériale committed to counter that and attempt to storm Borodino for the one more objective needed for a French win. They came within a moustache whisker of getting in, but Russian artillery made the difference. Result: an epic, tense, gripping, see-sawing, honourable draw.
The following photos give a bit more detail. Skip past them if you want to get straight to my reflections at the end.
Reflections:
Majestic! This was a larger game than normal. Our typical BBB scenarios have maybe 15 units a side. This was more like 25 a side (plus artillery). That meant the whole game felt grander. When you need to shift a corps from the centre to the flank, moving two units rather than one somehow makes it a more momentous decision. Similarly when multiple Russian reserve units were released, it was more daunting than if it had just been one or two. The ebb and flow of the battle happened in great waves of units. It really captured the magnificent, epic, majestic feel you want for such a major battle. I wrote a brief essay on granularity in wargames. Borodino is evidently a case where extra granularity enhances the flavour. Hard to believe that 6mm figures on 6'x4' could provide such a sense of grandeur, but just ... wow.
Reserves. This is something I covered in a recent "Reflections on Wargaming" essay. They were an important feature in this game. Half the Russian force was not allowed to move for the first few turns, representing Russian uncertainty over where the hammer was going to fall, while the French received reinforcements most turns as troops arrived on the battlefield, culminating with the Old Guard. This helped to give the battle a definite shape and ebb and flow and tell a story.
Have a plan! Crispin and I conferred at the start, formulated a plan and stuck to it. Having a clear concept of operations made the decisions each turn easier. It worked well enough to give us a shot at victory on the last turn.
Lulls in the battle. In real C19 battles, it was very rare for every formation to be moving at once. Either because of fatigue considerations, or because of limited information, or command focus and command and control issues, in C19 'impulse warfare' some formations would sit passively while others were attacking, etc. Some rulesets try to represent this with mechanisms such as command points, initiative systems, cards, etc. By comparison, you could criticise BBB in this respect, in that theoretically you could move every unit every turn. However, in this Borodino game at least, it was notable that a major lull arose entirely naturally. There was a point in the second half of the battle where the French right had extended as far as it could, had taken some objectives, and had established itself in a line along high ground. The Russians there had been driven back behind a stream, where they too established a line, brought up reserves, and recovered lost bases. Although each side could have attacked to gain or regain further objectives on that flank, neither was inclined to do so. This felt very real (and looked good on the table).
Shot And Shield Supercast OK, I just had to smuggle this in. Scott Van Roekel, Grand Duke of Florida and creator of the Shot And Shield podcast on imperial-era wargaming, kindly invited me back, this time to talk about BBB and how it makes epic games like our Borodino one feasible and enjoyable. Scott is a great host and I like the style of his show, so I encourage you to have a listen yourselves and tell your friends if you enjoy it.
Before you ask: no, the scenario isn't in the BBB group files, but you might be able to get it soon. Mark has compiled a set of all Napoleon's biggest battles, which we plan to publish as another BBB scenario book.
A fine game there without a doubt Chris! Some very valid points you make in your post-game musings, which I always find very interesting to read. A BBC Nappies book? Sounds too good to refuse!
ReplyDeleteI'm not sure the scenario book is the BBC's sort of thing! ;-) Glad you liked the post, Steve. It did feel good to push so many troops around (and still finish the game, of course).
DeleteGlad to see that you got to play this over the holidays - it is a massive battle with so much going on. Going for a wide rather than deep battlefield also enhances the play value. Colin (the wargamer)
ReplyDeleteJust learned about BBB for Napoleonics getting very honourable mention in the Little Wars TV podcast last September: https://podcasts.apple.com/us/podcast/little-wars-fm/id1530488608?i=1000580357657
ReplyDeleteHuge thank you to Jim Owczarski of Armchair Dragoons for his enthusiastic endorsement!