Golymin 1806 AAR

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Setup

Initial setup from the French side, with the lead Division of the French I Cavalry Corps nearest. Russian hussars await them in front of the woods. Russian artillery and infantry form a defensive arc in the main approach to the town of Golymin in the far background.

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View from the Russian side, with Golymin in the foreground. The woods and marshes in front of them form a ready defensive barrier to the French attack. Much of the Russian force is being held in reserve ready to respond to wherever the French focus their attacks.
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Turn 1

French hussars move first. They roll [Sa][In]. The [In] is rerolled to give another [In]. The [Sa] is allocated to the lead two regiments as a group to attack the Russian hussars. The Russian hussars are out of command range (5 hexes) so their leader must give up 2 command values to countercharge.
Note the command disc with 2 command values on the leader at the bottom of the picture.
Note also that I am using the following shortcuts for die rolls:
[Sa] saber, [In] infantry, [Ca] cavalry, [Ar] artillery, [Fg] flag

French 1st hussar reg. rolls [Sa][Fg][In][In] scoring a hit and a retreat. The Russian hussars roll [Ca][Ar][Ar][In] for 1 hit. The Russian hussars retreat 1 hex.
Note the use of small red beads placed on the pins attached to the unit stands to represent hits. This seems to work really well and is relatively unobtrusive.
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The French hussars now conduct a bonus cavalry attack on the same unit by moving onto the vacated hex. The French hussars rolls 3 dice (4-1 hit) for [Ar][Ar][In], i.e no hits or retreats.
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The French 2nd hussar reg. rolls [Ca][Ca][In][Fg] while the Russian hussars roll [Ca][In][Ar][Sa]. Both units take 2 hits but the Russian hussars retreat 1 hex.

The French conduct a bonus attack and roll [Fg][Ar], causing the Russian hussars to retreat another hex. The French 1st Res Cav Div finishes its move and its leader flips his command disc.
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The Russian Army commander rolls [Ar][Ar][In][Ca] and allocates them all to the 4th Div commander.
The French VII Corps Leader arrives on the board at B and rolls [In][In][Ca]. These are wasted as there are no leaders on the board to allocate the dice to! By trying to get at the Russian hussars with a charge move the French limited the command dice they could use. Instead the Corps commander moves himself forward.
The Russian 7th Div moves next and rolls [Ar][Fg] but decides not to move.
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The French 1st Div now enters at B and its leader rolls [In][In][In]. Forced March orders are allocated to the whole Division and they move forward in column to attack the woods.

The Russian 4th Div. now moves and rolls 2 die (4-2 from countercharge), resulting in [Sa][In]. With the 4 dice allocated from the Army commander this gives the Division 6 command dice!
The leader orders 1 dragoon reg. to move forward, 2 infantry reg. into the woods and an artillery battery to fire on the French hussars. He moves himself up to maintain contact with the front line infantry.
The Russian artillery Bombards the French hussars at maximum range (6 hexes). The artillery gets 2 dice (1+1 for bombard order) and rolls [Ca][Sa] resulting in 1 hit.

Lastly the French 2nd Div. enters at B and rolls [Sa][Sa][In]. The sabers are rerolled for [In][In]. Forced March orders allow the whole division to advance on the village of Ruskow.
An eventful turn.

At this point it is already clear that the Russian 4th Div. leader has too many units to look after and a cavalry leader should have been included. Therefore a leader (2CV) is added and the 4th Div. leader’s CV reduced to 2. The scenario has been updated to reflect this. This change would have had minimal effect on turn 1 so we just make the change and continue.
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Turn 2

On turn 2 the French VII Corps leader rolls [In][In][In] and allocates 2 to the 1st Div and 1 to the 2nd.
The Russian Army commander rolls [In][Sa][Sa][Ar]. The sabers are allocated to the Cav. Bge. and the others to the 4th Div.
The French I Cav Corps leader enters at A and rolls [Sa][Sa][Ca] after rerolls. The sabers are allocated to the Res. Div. and 1 die is kept to move himself.
Russian 4th Div. leader rolls [In][Sa]. The allocated orders are [Ar] to fire on the hussars, 1 [In] for each of the regiments entering the woods and 1 die to move the commander up.
The first move is the artillery firing. At max range, 1 die is rolled for [In] (no effect).

The French Res. Cav. now take the advantage of attacking first and roll [In][Ar]. Both are rerolled for the same! They have [Sa][Sa] allocated from their Corps leader so the attack can proceed. Both [Sa] are allocated to the stronger hussar reg. for a Charge order. This needs another die because the unit is out of command range. The final die is used to move the leader up. The other hussar regiments sit back in reserve (not much choice on the die rolls but seems realistic in practice).
The Russian hussars can’t countercharge as they are adjacent to an enemy unit. The French hussar reg. rolls 4 dice (4-1 hit+1 bonus) resulting in [Fg][In][In][In]. The Russian hussars retreat 1 hex.

The Russian Cav. Bge. moves next, rolling [Ca][Ca] after rerolls. With the [Sa][Sa] already allocated the orders are a group Charge from both hussar regiments because they are now adjacent to each other after the retreat and their targets mean they can maintain facing and direction through the move! The other 2 dragoon regiments are given move orders with the cavalry dice.

The 1st hussar reg. rolls 4 dice (4-1 hit+1 bonus) resulting in [Sa][Sa][Ca][Fg]! Wow! The French hussar reg. must rout 5 hexes and are nearly off the board. The Russians don’t advance into the hex, wary of the fresh cavalry waiting behind. The 2nd hussar reg. rolls 3 dice (4-2 hits+1 bonus) resulting in [In][Ar][Fg]. The French hussars retreats 1 hex.

The French heavy cavalry Div. enters at A and rolls [Ca][In] after rerolls. Two lancer regiments move as a group to support the beaten hussars.

The Russian 2nd Div. uses its dice to move up the newly arrived dragoon regiment.
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The two divisions of the French VII Corps are the only remaining commands so they finish off one after the other.
The 1st Div. after rerolls has [In][In][In][Ar][Ar]. 3 regiments are ordered to deploy in front of the woods.
The other regiments remain in reserve there being insufficient command dice to order them. The limited command dice appear to constantly create situations where the leaders must make decisions about either keeping units in higher order groups or only moving parts of a command. It looks and feels like napoleonic warfare.

The 2nd Div rolls [Sa][Ca][Ar] after rerolls added to the [In] already allocated. This only allows another single group move bringing the infantry into artillery range.
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Turn 3

The French I Corps Cav. leader takes the first initiative of Turn 3 and rolls [Fg][In][Ar]. After rerolling the [In][Ar] the end result is [Fg][Ca][In]. The [Fg] is allocated to the Res. Div. and the other two to the HC Div. The aim here is to try and save the hussar reg. routing off the board and hit the Russian hussars with the fresh Division.
The Russian army commander rolls [Fg][Fg][Ar][In]. The flags aren’t useful as the weakened hussars are too close to the French cavalry. Rerolls give [In][In][Ar][Ca]. The [Ca] is allocated to the Cav. Bge. and the other three to the 4th Div.

The French HC Div is next and rolls [Sa][Ca] after rerolls, giving a total of [Sa][Ca][Ca][In]. The [Sa] is allocated to the LC Bge group, a [Ca] to each of the dragoon Bge groups and the [In] to the Div. leader.
The 1st French lancer reg. melee the Russian hussars, rolling [In][In][In][Ar] for no hits! The Russian hussars battle back with [Ca][Ca][Ca]!
The 2nd French lancer reg. roll [In][In][Ar][Ca] for 1 hit. With 3 hits the Russian hussar reg. only gets 1 die for a roll of [Ar]. The melee ends in a stalemate.
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The Russian Cav. Bgd. is next and rolls [Ca][Fg] to add to the allocated [Ca]. The hussars are given move orders with the [Ca] and retire through and around the woods.
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The French Res. Cav. are next and roll [Fg][Ca], together with the allocated [Fg], they can save the routing LC regiment! All hits are removed from the hussar reg. with an Inspire order and the reserve LC brigade moves up.
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The Russian 4th Div. rolls next and with rerolls and allocated die gets [In][In][In][Ar][Sa]. The [Sa] is allocated to the lone artillery battery, the [Ar] to the other artillery group, 1 [In] to the left regiment in the woods and 2 [In] to bring up reserves.
The Russian infantry fire from the woods and score 3 hits, a devastating volley!
The lone artillery battery fires at maximum range down the road through the forest with 1 die and rolls [Fg]. The French regiment retreats 1 hex.
The twin batteries fire separately on the French infantry advancing on Ruskow. First battery at range 4 rolls 3 die for 2 hits. The second battery at range 5 rolls 2 dice for no hits.
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The French VII Corps rolls [Sa][Fg][In] and allocates the [Sa] to the 1st Div together with the [Fg] because the Div. is greater than 5 hexes away. The [In] is used to move himself more centrally.
The 1st Div. rolls [In][In][Ca] added to the allocated [Sa]. A French regiment melees the Russians in the woods, another advances down the middle and the third fires on the other Russians in the woods. The firing unit has no effect as it has 3 hits and the target is in the woods giving it 0 dice! The French regiment meleeing the Russians rolls 3 dice (4-1 for target in woods) and scores 1 hit. The Russians battle back with 3 dice and score 1 hit and a retreat. The Russians hold the woods for the moment.

The 2nd French Div. rolls [Sa][In][In] and orders all three leading regiments forward in column against the artillery (centre of photo)
The Russian 7th Div. rolls [Sa][In] allowing the cavalry to move up with the [Sa].
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Turn 4

The 3rd French Div. joins the game at A belatedly (I forgot it was due to arrive last turn).
The French now have 7 leaders to the Russians 4. Another small adjustment to the rules now allows the side with the lesser number of leaders to pass their initiative. This is to stop possible gaming of initiative to achieve two turns in a row against an opposing unit. While this can still happen, there is now a degree of control by both players over that eventuality.
On this turn it is clear that the French 1st Div. would want to get an early initiative so they can melee before being shot at again. Likewise, the Russian hussars would want to escape before being contacted by the French lancers again.
The French VII Corps leader goes first and rolls [In][In][Fg]. The 2 [In] are allocated to the 1st Div.
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The Russian Cav. Bge. goes next, getting in early and not waiting for any dice to be allocated down. A risk with only 2 CV. He rolls [Ca][In] on first roll, then rerolls the [In] for another [Ca]! Both hussar regiments are retired out of harms way and the risk pays off for the moment.
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The French 1st Div. then rolls [Sa][In][Fg] to which is added the allocated [In][In]. The regiment with 3 hits retires and another regiment moves forward. The central regiment fires on the infantry in the woods scoring 1 hit. The left regiment scores 2 hits in melee. The Russians battle back for no effect.
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The Russian C-in-C rolls [In][Sa][Ar] and allocates all to the 4th Div.
The French I Cav. Corps rolls [Sa][Ca][Ar] and gives all to the HC Div.
The Russian 4th Div. rolls [Sa][In]. An infantry regiment moves up behind the artillery. The 2 batteries fire on the advancing French columns at range 3. The first scores 2 hits and the second 1 hit and a retreat.
The lone battery fires down the road at range 5 for 1 hit on the French infantry. The Russians in the woods fire at the same unit for a hit and a retreat. The remaining regiment melees with 1 die for 1 hit. With 2 hits and the Russians in woods, the French battle back with 1 die for 1 flag. The Russians can ignore 1 flag so stand.
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The French HC Div. rolls [Sa][In] giving a total of [Sa][Sa][Ca][In][Ar]. A lancer Reg. heads off to melee one of the Russian artillery batteries while the other cavalry moves up. The Russian artillery decide to retire & reform but take 2 hits from the French lancers. 
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The French now breakthrough for a bonus attack on the second battery! It retires and reforms with 1 hit. The Russian centre is now wide open and the French columns are set to exploit it.
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The French 2nd Div. finishes off the turn by advancing against the abandoned artillery.
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Turn 5

The situation at the start of turn 5. The French cavalry are massed and looking for a target but the woods limit the opportunities. The French need to get in behind the Russian front if they are to take Golymin by the game end.
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On the French left the infantry are struggling against the 2 russian regiments in the woods.
Battle of Golymin 1806 AAR

The French lancers get the initiative and are allocated enough command dice to continue their rampage through to the remaining artillery battery. French dragoons advance in column down the road through the woods.
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The Russians retire through the woods and pull back in the centre. The Russian artillery battery has retreated right back into the town with maximum hits.
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A Russian dragoon regiment moves across to tackle the French lancers but can’t reach them in 1 move.
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Russian hussars await the inevitable French cavalry charge through the woods.
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French infantry head off to threaten the southern approach to Golymin.
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In the centre, The French 2nd Div. columns form into line to attack the Russian infantry line.
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On the French left the infantry advance after the retiring Russian regiments.
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Turn 6

On turn 6, the Russian dragoons use an early initiative to repulse the French lancers and allow the Russian infantry to retire out of the woods.
The Russians are trying to stablise their front after the damage caused by the French lancers. The loss of all their artillery is a massive blow and it will be difficult to halt the tide of advancing French infantry.
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The French infantry take the woods and reserve columns advance down the road.
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Back in the centre, the French suffer an initial setback from the Russian line firing but there are plenty of regiments to fill the breach!
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On the French right, the French hussars head off to try and outflank the Russian position as dragoons advance down the road into the woods.
Turn 6 ends with the French getting a real sniff of victory and the Russians trying desparately to reform a defensive line. They may still hold out the French before the game ends but they risk being decimated if the French cavalry break through again.

Turn 7

On turn 7 the French hussars move on the right flank to try and outflank the Russians. The French 3rd Div. is moving slowly in support but poor command rolls are not helping.
The Russian 4th Div. advances to meet the French cavalry threat placing the marsh between them and the French.

The French dragoons charge through the woods and force the Russian hussars to retreat back across the marsh
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The French have stalled in the centre, without any command rolls to allow them to attack. The leading regiments fire did push the Russian infantry back though.
The Russians pull back in the centre anyway, trying to consolidate their line and ensure the French cavalry don’t breakthrough the woods behind them. The devastation of their artillery has the Russian running scared of the French cavalry.
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On the French left, again command rolls limit the ability to close with the Russian infantry. Instead a couple of the French regiments have rallied. 
The Russian dragoons score several hits on the French lancers but are themselves pushed back. The lull in the French advance allows the two Russian infantry regiments to retire on the village.

Turn 8

Turn 8 and the French hussars continue with a wider flanking movement and again the French infantry column labours in support. The Russian 4th Div peels off one regiment to block the hussar flanking movement.
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The Russian dragoons charge their French counterparts at the edge of the woods inflicting 3 hits. They are in turn attacked by a fresh dragoon regiment as the weakened one retires. The Russian dragoons are pushed back. Another dragoon regiment is moved up to the left of the woods to threaten the Russian infantry.
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The French centre advances, pushing back a Russian regiment. The Russians have now formed a solid defensive line.
The Russian artillery crews are all but lost so they are left as an added buffer to the French attack.
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Little action of the French left with infantry moving up and a stalemate between the two cavalry regiments.
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Turn 9

The French hussars are threatening to expose the whole Russian position. The Russians move an infantry regiment into the marshes to try and slow the advance and give them time to organise a cavalry counter attack. Poor command rolls and pressure from the French on the other fronts have left the Russian 2nd Div dragoons impotent to respond.
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The Russian dragoons guarding the woods charge their French counterparts and inflict a hit and force them to retreat 3 hexes.
The French dragoons then charge the Russian infantry and they form square in response. The Russians bounce the dragoons and they recoil 1 hex. 
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In the centre the Russian infantry fire at the advancing French scoring heavy hits on the leading infantry regiment and a hit on the dragoons. There are plenty of French regiments to fill the gap and it’s looking grim for the Russians.
Battle of Golymin 1806 AAR

On the French left flank the woods have made it difficult to get their infantry forward. The Russian dragoons retreat through the village to bolster the looming threat from the French centre and right flanks.
There are 3 turns to go until nightfall  and the Russians will need some good command rolls to hold the French advance. The woods and marshes are proving to be the key constraint on the French attacks.
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Turn 10

The French hussars get a really good command roll allowing them to charge the Russian infantry. The Russians form square and the French hussars take 1 hit  and have no melee dice because the Russians are in a swamp! The French cavalry will have to go around the square and the supporting infantry is too far away!
This is playing out very much like the actual battle, with the marsh playing a key role in holding up the French and the internal lines of command assisting the Russians. A bit more luck on the French side though could have turned the tables. Having said that, the elimination of the Russian artillery by the French lancers was nearly the clinch move for the French, but the Russians reorganised their defense very well.
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The Russians take advantage of their next initiative by getting in some fire before the French columns close on their infantry. A really good set of command rolls allow the Russians to fire with all available units including a bombard order in the centre.
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The Russian shooting forces a couple of regiments back.
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The French dragoons attack again through the woods but the Russian dragoons countercharge. The French are at a disadvantage with 1 hit and in column. The Russians take 1 hit and a retreat and the French take 4 hits and route!
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The French attack in the centre and left stalls with some poor command rolls, although one Russian regiment is routed over the stream by volley fire.
The French lancers are well out of command range and simply sit waiting until the French can free up enough command dice to use them. Probably still basking in the glory of their decimation of the Russian artillery!
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The Russians give an Inspire order to one of their hussar regiments and finally manage to get the dragoons into action to block the French outflanking attack.
This might be enough to hold the French. Even if they get through the marsh, enough Russian cavalry are in reserve that they are unlikely to make the needed breakthrough. The inability of the French infantry on the right flank to force march in support of the cavalry has been a real problem.
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View from the Russian right flank at the end of turn 10.
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View from Golymin at end of turn 10.
With the game nearing the end I am constantly surprised at how well the rules are working. There have been a few adjustments to cover situations I didn’t foresee but the command dice are giving the game just the right amount of uncertainty to troop movements and combat. The flow of movement, attacks and defense really feels like the accounts of battles I have read about. Generally you can do half of what you would like to do each turn, so you really need to prioritse and allocate command carefully.
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Turn 11

With Golymin in the background, the French hussars attempt to move through the marsh to get around the Russian infantry square. Russian dragoons move to block their path. The French infantry finally look like they might arrive but it is probably too late.
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Through the woods the French dragoons attack again. The Russian dragoons countercharge (as the Russians left the initiative for their cavalry until the French showed their hand) and the melee results in 1 hit each and 1 retreat each.
The other French dragoon regiment looks like it will route off the table. In fact much of the French cavalry is down on strength due to the disadvantages posed by attacking through the woods.
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In the centre the Russian infantry cause little damage with their volleys but hold fast against an echelon of French battalions. The French were unable to get enough saber rolls to melee and instead poured volleys into the Russians.
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On the French left, the infantry advance on the village of Kalezin. The Russian regiment which routed last turn received an Inspire order and will be able to rejoin the fray. The Russians also move up the last of their infantry reserves behind the village.
With 1 turn to go it looks like the Russians will hold out.
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Turn 12
Nightfall is imminent. In a last desperate attack the French right flank fails to get the command rolls for a decisive move. They are too far from their Division leader to get much command support either. With a few more turns the infantry would have been decisive in breaking through the thin Russian defense.
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The last French cavalry attack through the woods routes the Russian dragoons but the French also suffer losses. The routing French dragoons are saved with a Rally roll just before going off the board.
The French chasseurs in the foreground didn’t see any action all game!
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In the centre, the French infantry throw themselves against the Russian line but both sides fail to make any headway. The Russian reserve regiment fills the gap adjacent to the village after 1 regiment retreats from the French fire. The steadfastness of the Russian infantry was certainly telling in holding out the French attacks.
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The French left gain the village of Kalezin, a small win, but it might be enough to get an overall marginal victory.
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Conclusion

The French get Victory points for Kalezin(5), Ruskow(5) while the Russians get Golymn(10) and the cross-roads(5). Three Russian artillery units were lost (15). The French units finished with a total of 26 hits and the Russian units 16 hits. The end result is a draw! The Russians (41) with against the French (41). Despite holding the French out, the loss of the artillery was a major blow for the Russians.

Subsequent research on OOBs for Golymin has resulted in some changes to this scenario. In particular, the command structure for both sides has been amended.




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