218 Champaubert (10 February 1814)
Champaubert - 10 February 1814
Napoleon’s 30,000 men were tired and hungry after their defeat at La Rothiere, but Blucher believing the French force to be spent, did not make any attempt to unite his army. On February 10th, Napoleon turned and moved on Olsufiev’s 5,000 isolated Russians. Lacking cavalry, Olsufiev decided to stand and fight instead of trying to run and rejoin the main army. It was a fatal decision.
Marmont’s French infantry slowly advanced forward, while the cavalry sent the Russians into squares that were pounded by the French artillery. After suffering heavy losses, Olsufiev and many of his survivors were taken prisoner. Only a few Russians made good their escape.
The stage is set. The battle lines are drawn and you are in command. Can you change history?
• Commander: Olsufiev
• 4 Command Cards
• 3 Tactician Cards
• Commander: Marmont
• 5 Command Cards
• 4 Tactician Cards
• Move First
• French line infantry are conscripts and do not receive one additional die in melee when attacking an enemy infantry unit.
• No Pre-Battle Mother Russia Roll.
Two First Strikes and two generals falling to double XSWs, one French, made this a quick game even for a five banner scenario, 7 turns each. The opportunity for the French to regain the initiative after their cavalry attack failed was limited by cards and the demands of "fire fighting" whilst their right flank was distant from the fighting. The last French move shows that the French player was keen to get his right into action and regain the initiative. This was late but yet, a turn too early. Instead, the player could have taken his vulnerable 2 block infantry unit to safety. Easy to miss in the heat of a game but this one action would probably have changed the final score to a 5:4 French win.
No doubt the same Russian strategy would fail in the face of a less cooperative card draw or a couple of die rolls going the wrong way.
The Russians avoided the French where they were strongest, especially on the flanks - refusing on the Russian left and using the woods for cover on the right, aided by a First Strike. Both Russian flanks attempting to support probing attacks from the centre. All but one of the Victory Banners on both sides came from battling in the centre. Luck held for the Russians in this game.
Allowing a Mother Russia roll probably isn't enough, but maybe some fieldworks would be some help.
Not sure what you are saying about the guns and Victory banners.
Therefore is wished for the simple C&C games, more balanced and less historical Setups
In most unbalanced scenarios it would be help much, if you change only little things.
1 command card more/less and/or changing the starting player, would already help.
In the Champaubert scenario, a "Exit Victory Banner" would be also an alternate