Got this one on the table today as a solo game and in all honesty it didn't go very well as it turned quickly into a French walkover with only 17 cards being played!
The reason it went that way was because the French got the cards AND the dice. As an example, in the first turn, they were able to play a 'Short Sopply' on a 'Mother Russia' enhanced battery at the front of the Russian Right Flank. So from the off, their infantry were pretty free to advance to their own tune on that flank.
On the Allied left, where a group of Austrian Grenzers and light cavalry were situated, the Grenzer advance here turned into a nightmare. Advancing on the French in the hope of taking advantage as the French concentrated on the other flank, the Grenzers only rolled 1 hit against French infantry with their 6 dice that were rolled. Of course in reply on their own turn, French fire proved devastating. One Grenzer unit losing 3 blocks. The other, losing just 1 block but had 3 flags rolled against it. Although able to retreat 1 hex and have a leader ignore another flag, the remaining 3 hexes could not be completed as they were blocked by friendly units. This eliminated that Grenzer unit.
It was all down hill from there as Allied rolls after Allied rolls produced nothing of substance whilst French ones were murderous. Another example of Allied misery was a leadership enhanced heavy cavalry charge against a French battery. 6 dice rolled, no hits and no retreat. French reply with 4 dice, 2 CAV hit and a retreat! The game ended as a 6-1 thrasing by the French and that 1 Allied banner was already allocated to them at the start of the game!! French incursions came on both flanks with their light infantry leading the way supported by artillery fire.
My game was not a good advert for this scenario as it was so perversely lop-sided in dice & card fortune. Therefore, if you are reading as a potential player, I would go on right ahead and play. Do not let the scoreline here put you off. The sceanrio situation itself is interesting. My one question, given the amount of units on the board was whether a 6 banner win score was high enough? I could see this deserving 8 banners or at least 7.
Played this twice today
First game was very close, French won 6-5
Second game the Allies were up 3-1, when the French played LGM and marched into Russian lines. The Russians had no appropriate response card, and chipped away. The French followed up with Cold Steel, taking 4 banners in the subsequent 5 attacks, and destroying the Russian Left. The final banner fell as the sole survivor attempted to escape, and was killed on the battle back.
A highly successful maneuver, well timed, and lucky. French won 6-3 in a complete reversal of fortune.
Glory is fleeting, but obscurity is forever.
TheMP wrote: Although able to retreat 1 hex and have a leader ignore another flag, the remaining 3 hexes could not be completed as they were blocked by friendly units. This eliminated that Grenzer unit.
Nice AAR, though I assume you executed this retreat not according to the rules, as Leaders Stop Retreats (pg.13.):
Leaders Stop Retreats: A unit without an attached leader may retreat onto a hex that contains an unattached friendly leader
(i.e. a leader alone in a hex). The leader is immediately attached to that unit and the unit’s retreat stops in the leader’s hex. The retreating unit will ignore any additional retreat movement.
Hawkmoon wrote: Hi,
We want to play this scenario.
Can you tell us how much Tactician cards shall we draw ?
Based on other scenarios, I judge 3 Tactician Cards each. Reading the intro it sounds like a bad day for the French command structure but you could give 4 TC for the French if you give them the benefit of Lannes being in joint command with Murat.