204 Mohrungen (25 January 1807)


Mohrungen - 25 January 1807
Historical Background
In early January Bennigsen ordered the Russian Army to go on the offensive. On the 19th Ney, who had extended his line in search of provisions, was attacked and brushed aside. General Markov then advanced toward Mohrungen where Bernadotte was concentrating his forces.
Both sides had opportunity to deploy the morning of the 25th before Bernadotte’s cavalry launched a charge against the Russian center. The Russian cavalry, with support from their artillery, drove back the attack but were in turn driven back by French artillery fire and fresh cavalry. The ensuing artillery exchange inflicted little damage. The battle began in earnest when French light infantry advanced in the center to threaten the Russian artillery and Dupont’s arriving division pushed the Russians on the left back from their forest defensive positions. As dusk fell the French were making progress all along the line. Suddenly, Bernadotte heard firing in his rear in Mohrungen. Fearing the worst, he called off the battle to retrace his steps. It was a false alarm—only a few squadrons of Russian horsemen had entered the town and were pillaging the French supply wagons. They were quickly driven off.
The stage is set. The battle lines are drawn and you are in command. Can you change history?
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Set-Up Order
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Battle Notes
Russian Army
• Commander: Markov
• 4 Command Cards
• Optional 3 Tactician Cards
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3 | 5 | 1 | 1 | 1 | 2 |
French Army
• Commander: Bernadotte
• 4 Command Cards
• Optional 3 Tactician Cards
• Move First
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7 | 4 | 1 | 1 | 1 | 4 |
Victory
7 Banners
Special Rules
• Flanking Force: Place a Russian Leader Block on the hex lower right corner of the battlefield, which represents a flanking cavalry formation. The Russian player advances the leader block one hex along the French baseline toward Mohrungen each time a Scout Command card is played, by either side, or when the Russian player plays a Leadership Command card. When the block is moved onto Mohrungen hex, the Russian player will immediately gain three Victory Banners. The block representing the flanking force cannot be eliminated and its movement is not stopped when units or leaders occupy a baseline hex.
• Each of the four town hexes of Pfarrersfeldchen are a Temporary Victory Banner Objective, worth one Victory Banner each at the start of the turn for the French (Temporary Victory Banner Turn Start)
• The Lakes are Frozen.
• Pre-Battle Mother Russia Roll rule is in effect. Saber rolls have no effect.
Tags: Expansion 2, Banners: 7, Army: French, Army: Russian, Special Rule: Temporary VB, Special Rule: Flanking Force
I had no scout cards. This meant I did not have the dilemma of playing and advancing the clock, or holding and clogging my hand.
I had a bayonet charge right off the mark, and used it to push into the center. Getting his ART off the hill was important. He retreated into a city hex and was a royal pain the whole game. He also had a GR unit on the hill in the middle. It was like a fortified city right in my path. So, I had to use some cards to bring up my flanks as well. With only four cards in our hands, we were limited to some degree anyway.
I wanted to bring in my CAV, but decided to hold them for the late game if I could find some weak units. The attack on the French right to secure a line on the city was a critical battle. Surviving and then destroying his GR and its leader was the backbreaker for the Russians.
Judd played a great game falling back as needed, but he just did not have the cards he needed. Think about a game where the French have two scout cards. Play and you push the clock have way. Don’t play and you are down to just two playable cards.
I did have some breaks with bad rolls by Judd, but I also played a patient game as well. Certainly, a scenario worth playing again.
Good game Judd!
Aside from the fact that the scenario setup is one of the most outbalanced ones,
i would try it next with a small housrule.
Similar like Memoir 44, all units which enters a Frozen Lake/River hex, indifferent of the reason (also on retreats),
roll 2 dice. And for each XSW (Saber), the unit loose one block.
And i would try this houserule for all frozen lakes/rivers
