Total Plays: 7
Top Army
(29%)
Avg VP: 18
Bottom Army
(71%)
Avg VP: 20.6

Historical Background
On the morning of the 7th, Prince Eugene’s corps advanced against the village of Borodino. After a hard fight, the village was captured from the Russian Guard Jager defenders. However, the disorganized French attackers failed to advance any further against the Russians that occupied the heights above Borodino. General Delzons took up the defense of Borodino to prevent the Russians retaking it, while the remainder of Eugene’s forces crossed the Kolocha to the south, placing them on the same side of the 
stream as the Russians and the Raevski redoubt.

After Eugene’s corps crossed the Kolocha, Cossack patrols reported that the ground in front of them was clear of the enemy. Very quickly a large Russian cavalry force advanced to flank the French and attack the French rear. As the cavalry force, which included General Uvarov’s 1st Cavalry Corps, moved south it eventually arrived in the rear of Eugene’s Corps. The sudden appearance of enemy cavalry so close to the army's supply train prompted Eugene to immediately cancel his attack on the Raevski redoubt 
and pull back his entire Corps to deal with this alarming situation.

The next French attack was spearheaded by Polish troops. They went in against the village of Utitza at the southern end of the Russian left flank positions at Borodino. The Utitza woods, however, were very dense and well suited for Tuchkov’s Russian Jaegers that were deployed there in some numbers. All total, Tuchkov had some 23,000 troops, but many were untrained Opolchenye (militia). Poniatowski had about 10,000 trained Polish soldiers, ready and eager to fight.

The success of the flanking attack inspired more troops, but despite Marshal Davout’s suggestion of moving his corps to outflank the weak Russian left, Napoleon was unwilling to spend the time needed to shift the troops and instead ordered him to move forward toward the Russian fleches (small redoubts). The flanking maneuver was left to Prince Poniatowski. By late morning the fight for the fleches and Semyonovskaya had become a grinding struggle of attrition. A second French assault was being turned back until Murat’s cavalry charged forward and took the flèches. Barclay sent his reserves on his own initiative to retrieve the situation. A full-scale attack against the Raevski (Grand) redoubt was also launched around 2:00 PM. The French infantry moved to engage the redoubt from the front, while the cavalry swung around to its rear. Kutuzov 
counterattacked with his Guard reserves, but they in turn were decimated.

The Russians were spent, but Napoleon would not release the Imperial Guard infantry and cavalry to destroy the disorganised Russian left wing. With no fresh troops committed to decide the issue, both sides ceased fighting out of mutual exhaustion. In spite of losing some areas in the battlefield, the battered Russian army did not collapse. During the night, Kutuzov ordered a retreat.
The stage is set. The battle lines are drawn and you are in command. Can you change history?

Battle Notes

Russian Army
- Commander: Kutuzov (Iconic - add 1 die to each Mother Russia roll)
- 5 Command Cards

Allied Corps Commanders
Right    Command 2  Tactician 2  Mother Russia Roll: 3
Center  Command 2  Tactician 2  Mother Russia Roll: 3
Left      Command 2  Tactician 2  Mother Russia Roll: 3

French Army
- Commander: Napoleon (Iconic)
- 6 Command Cards (Deal 7, discard 1)
- Special: After playing Scout card(s), draw 2 cards, keep both, discard 1 from hand.
- Move First

French Corps Commanders
Left       Command 3 Tactician 3
Center  Command 3 Tactician 3 
Right    Command 3 Tactician 3

Victory
23 Banners Victory Banner hexes:
* The two building hexes of Borodino form a Temporary Majority Victory Banner worth one banner for the Russian Army player or two banners for the French Army player that occupy the absolute majority of these two hexes at the start of their turn. The Russian Army starts with one banner.
* The two building hexes of Utitza form a Temporary Majority Victory Banner worth one banner for the Russian Army player or two banners for the French Army player that occupy the absolute majority of these two hexes at the start of their turn. The Russian Army starts with one banner.
* The two Great Redoubt hexes form a Temporary Victory Banner worth one banner when Russian unit(s) occupy either hex or both at the start of the Russian player’s turn. The Russian Army starts with one banner. Note: A "Short Supply" Tactician card may not be played against a Russian unit that occupies a hex of the Great Redoubt.
* The French Army gains two Temporary Victory Banners when the Russians do not occupy both Great Redoubt hexes at the start of the French player’s
turn.
* The redoubt hex on the hill near Semyanovskaya is a Temporary Victory Banner worth one banner for the side that occupies it at the start of its turn. The Russian Army starts with one banner.
* The building hex of Semyanovskaya is a Temporary Victory Banner worth one banner for the side that occupies it at the start of its turn. The Russian Army starts with one banner.
* The French Army gains one Temporary Victory Banner at the start of the turn, for each French unit that occupies each one of the five hill hexes (French left section) near Borodino on the Russian side of the Kolocha River.
* The French Army gains three Temporary Victory Banners when the Russians do not occupy any of the three designated fleche field works hexes at the
  start of the French player’s turn.
* The Russian Army gains two permanent Victory Banners for each Russian cavalry unit that exits the battlefield from a French baseline hex. To exit, the unit must start its turn on French baseline hex.
* The French Army gains two permanent Victory Banners for each French cavalry unit that exits the battlefield from a Russian baseline hex. To exit, the unit must start its turn on Russian baseline hex.

Special Rules
* The Kolocha River is a fordable river. In addition the two shallow fords do not stop movement, but battle restrictions are still in effect.
* The Semenovka Stream is a fordable stream. The stream does not stop infantry movement, nor does it cause any battle restrictions for infantry units. Artillery and cavalry units follow the fordable stream rules, except at the one shallow ford, which has no movement or battle restrictions for artillery and cavalry units.
* Pre-Battle Mother Russia Roll rule is in effect. Saber and cavalry symbols rolls do not have any effect.

© 2025 GMT Games, LLC

Log in to comment

RiverWanderer replied the topic:
2 months 1 week ago
One of Richard Borg's play-testers posted a video and, some time later, a set of photos, of his set up for the Borodino Grand Battle Extended scenario. You may view the post with the set of photos  here (Facebook Commands & Colors Napoleonics Group access required).

This later post has three notable difierences from the official scenario:

1. Road terrain representing the New and Old Smolensk Roads - starting at opposing board edges and passing through Borodino Village and Utitsa Village respectively.

2. A 4-block Lancer unit, which I take to be Russian Militia Lancers replacing the middle of the three Cossack units on the Russian right.

3. Two Young Guard units directly in front of the Old Guard, each replacing a French Line unit. I'm making that assessment based on distinct plume on the figures and the formation (Stan seems to deploy Light in a "line" and other troops in column). Anyway, I would swap in no more than one Young Guard unit, as an overall proportion of units present. By the way, not to be confused with the Young Guard in the standard Borodino Village scenario - I suspect that one is superseded in the Grand Battle scenario by the Grenadier Unit, in each case representing a composite elite unit of the Italian Royal Guard.

I've played using tweaks 2 & 3... no dramatic effects on the game so far. No Russian cavalry breakthroughs yet, though worth noting that Militia Lancers offer a potential banner to the French. The Young Guard might help foster a French assault on the Grand Redoubt but the advantage is slight compared to the obstacle of the Russian batteries.

I haven't tried the roads - clearly a non-standard terrain type for C&C Napoleonics. You might implement Memoir 44 rules for them (which, from a more recent Waterloo post of his, I think Stan does); If I was using this variant, I'd prefer to add that any such movement is treated as a "March Move" with regard to the proximity of enemy units (i.e. no starting, passing by or ending next to enemy units; nor battling).