Great scenario. Tried as a 2-player version: 6 hours of gaming, 16-10 to the French. French tried fighting their way up the ravine, but were beaten back, then a frontal assault in the centre led by Guard Artillery finally wore down enough Russian infantry.
After 4 playtests I feel the scenario plays reasonable well and close enough to the battle, but needs some adjustments to balance it;
I have 3 main ideas around this;
1. Adjust the ravine to run closer to the town
2. Give the Russian infantry one extra die in close combat attacking a town or castle
3. Give a Time Pressure objective banner to the Russians if they play a Scout card
Time Pressure Objective (new)
When Time Pressure rules are in effect against the attacker, the defending player, after playing a “Scout (Left, Centre or Right)” Command card, may take a Permanent Victory Banner and draw one Command card instead of drawing two Command cards at the end of his turn. Taking a Permanent Victory Banner, instead of drawing two Command cards is not allowed, if doing so would give the player his final Victory Banner to win the battle.
Glory is fleeting, but obscurity is forever.