Tag Archives: Writing Rules

Clausewitz Available on Steam Workshop for Tabletop Simulator

Okay, this is a pretty big deal for me. I’ve spent the last week and a half putting the finishing touches to the Clausewitz Mod for Tabletop Simulator!

This is available to download now from the Steam Workshop.

The mod includes all of the British and French units, and future updates will include other armies and terrain.

Now you too can playtest Clausewitz without the need for miniatures or even a tabletop!

Please try it today and pass any feedback you have to clausewitz.tabletop@gmail.com

Screenshots below:

Vimeiro Battlefield
The French Grande Armee
The British Army
The French attack a British position

Grand Scale Battles
It even includes a copy of the latest draft rules!

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Clausewitz Wargames Intro

As the YouTube channel is going to become busier over the next few months with playtest etc I thought it was time to have a professional looking intro to the videos.

If my IT skills are proficient enough this should also start appearing past videos as of next week.

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Feedback on v0.2 of the Rules

Many thanks to those who have contacted over email, Discord, WhatsApp and Reddit to give their feedback on the latest rules. I was really pleased to have my rules read by so man people, so thank you!

I’ve written the comments that were given to me below along with my responses for each.


Diagrams would be helpful
Yes, I completely agree. However I want the diagrams to look professional so there will take me some time to introduce. That being said, the latest version will have the first few diagrams included.

There are 30 turns to a game of Clausewitz, this represents 5 hours of battle. Players may wish to add more turns if they’re refiguring a historic engagement, refighting was meant I suppose?
Yes, this has now been corrected on version 0.3

A glossary with technical definitions technical terms/language, with little interchangeability would be helpful.
I hadn’t thought of this, but I will include this on future versions.

Quick Reference Sheet table with most commonly used distance ranges etc all collated on a single page.
Agreed, although not included yet, I’m hoping version 4 will have this included. That said, I have now included a table under the movement section for all units and terrain types they may enter.

We used the drawn chips from the bag to “mark” activated units as they came out, made tracking easier.
This is exactly as I imagined the phase to work, similar to Bolt Action.

Resolving CC is not clear in the current rules
I’ve hopefully included a more detailed melee process under the melee section of the rules.

Entering the Zone of Control (ZoC) of multiple units, a “hold” test for each could get quite involved with mounting rolls per single turn.
I’ve written a sentence stating that only one morale test or hold test needs to be taken regardless of how many enemy units are inside the ZoC. And the same for holding fire.

The same for morale rolls, having multiple units all have to roll morale on every action of one of them meant a lot of rolls, almost guaranteeing one or all failing at some point. Morale becomes problematic when a lot of enemies and friendlies are in close quarters, sheer weight of dice means even well-supported units will eventually fail even with good morale and no damage.
As above

Columns being un-chargeable by Cavalry, there is no reason the be in square as it stands, confers no additional benefit above the column
Agreed! I’ve changed this so that Cavalry can now charge column formations, but the cavalry unit must make a morale test before doing so. On top of this, the Cavalry special rule is reduced by one for units in Column i.e., Cavalry (-2) becomes Cavalry (-1).

The difference between morale damage and damage is often not clear
I’ve retitled the section as receiving damage and morale damage. This may help, it may not. If not I’ll think about rewording this section.

Morale for single element brigades (lone battalion, lone artillery, single squadron) meant that operating while within ZoC is basically impossible. (single artillery unit will almost always retreat before getting to unload at effective range, single squadron of cavalry took three turns before making it into combat.) The game is supposed to be brigades, but the demo game was easier with smaller elements first (in addition, double battalion brigades were common, so the morale problems will probably affect those similarly and they will be soon more often than the single element brigades as they still fit in the intention of the rules).
Agreed! I think the only way around this is by giving each Brigade the same starting morale which can be affected by elite units. For example, all units begin with morale 5+ but adding an Imperial Guard unit may make this 3+

For the hold action, a command test is needed while a morale test is needed for all others. is this a mistake, or do you need to pass both? note the glossary and clear technical terms recommendation below
This should be morale test and not command test. I have now changed this thanks!

Any counter battery fire?
From what I understand this didn’t happen too often, that being said there’s nothing to stop players targeting enemy batteries with their own.

What is the penalty for being caught in skirmish order?
I’ve removed Skirmish formations and included skirmish dice for each Brigade. A unit may grant the Brigade skirmish dice which that Brigade can fire at the weapons full range as though it were at effective range.

Attempting a charge, set distance to charge for inf/cav, simply walking into melee (forming square too easy if cavalry have to walk into combat)
I’ve re-included the charge action for cavalry and its affects in the special rules section. I’ll consider some more on the charge ranges of Infantry.

Wheeling while within ZoC, for elite units with a test?
Wheeling is removed and has been replaced by the action About Face! for a cost of 1 action.

Canister?
This is fairly complicated for what should be a simple subject. For example how to differentiate between Canister and Grape shot? I’m not dismissing this, I just want to replicate it in an easy to do but accurate fashion.

The way the strength etc is written, stats start at 0 and increase as brigade is “built”. does this hold true for morale, as in 8+ on 2d6, with 1st unit meaning 7+, 2 meaning 6+, etc until a maximum of 3+.
This is how I initially imagine it, but given the comments above on Morale, I’m going to change this to a set 5+ with only elite units adding to this.

Command test on every turn? 8+ means half of army wont move without intervention? we played without, as CP expenditure mechanics to improve command test not yet clear. in rules it says 8+ on D6… would mean without direct intervention a unit would never act.
Apologies this should read as 2D6. The thought behind this was that you would have to decide which units you would really want to act while risking the lower roll on the others. Towards the end of the game I was concerned that all units would be activated and would therefore slow the game down. However, I am happy to revisit this.

Does morale penalties from cav etc stack? if so, a stack of much beyond 2 or 3 would typically be enough to force even an infantry unit that started with a 3+ to fail at least once before 5 actions are done, making an well ordered undamaged unit rather easily breakable at the mere sight of 2 or 3 squadrons of heavy cav.
No, Cavalry penalties do not stack, the player must used the most influencing modifier on their morale test i.e., Cavalry (-2) trumps Cavalry (-1). I’ve written this down clearer in the special rules section.

Line of Sight?
I’ve cleared this up in the Firing section of the rules hopefully.

Is melee an action, i.e. do you fight until resolved if both sides stand, or do you spend actions like firing?
Melee is not an action and occurs immediately once base-to-base contact has been made.

Counter charge as a reaction?
This would be easy to implement, I imagine it would be one action cost which then advances your Brigade a march move with the enemy testing against their morale once the move has been completed.

Taking damage when breaking within firing/melee range missing.
Now included

Shooting/melee from flanks or the rear effects
I need to address this in the next update

Artillery limber/unlimber/ effect of artillery on the movement of a brigade, mixed brigade movement missing.
Now Included in the Brigades section

Recover morale action missing?
Now included

General rallying troops?
Now included

Troops surrounded?
I will write this up in the section under movement.

Shouldn’t the different terrain types be placed up in the Terrain section rather than after Firing? And perhaps the Advanced Rules should be placed between firing and the unit types so that all the basics aren’t interrupted by them and to provide a good stopping place in the rules before the unit types.
This has been changed as suggested, thank you!

It says to see the section on ‘Other Miniature Scales’. But there isn’t one
Like a fool I forgot to include this, this has now been corrected.

Any listing of what die face represents what formation is missing from this version of the document
I’ve added this in to version 3. Thank you.

Page 3 & 4 has formations but Skirmish is not listed but on page 7 it’s listed under change formation. Is it no longer a formation and just a function of per 1000 men as an automatic action? Each formation has advantages and dis advantages, what are the skirmishers disadvantage? Does it weaken the rest of the formation because those men are missing or do they fire twice if you fire skirmish and fire? Does it no longer act as a screen from enemy units?
I’ve removed skirmish formations and as you’ve correctly assumed built them into the Brigade mechanics itself. I forgot to update the first few pages.

Skirmishing troops give the advantage of being able to use their skirmish dice at full range as though they were at effective. (Hitting on 4’s instead of 6’s). You’re right though, the rules should really suggest removing one combat dice to use a skirmish dice. This I hadn’t though of so thank you!

As I said, I was unsure of the skirmish mechanic and felt that it may slow the system down to much.

Nothing specifies dice type to use, as far as I can see I can use a D20 and pass 75% of my rolls.
Again I’m a fool and forgot to specify, this is now included at the beginning.

There are no step-by-step instructions.
I’ve tried to include these under “The Turn” section, however I’m willing to admit this may need a lot more work.

How many units should I have? Is there a standardised way of tracking their stats and sharing information with my opponent?
Game size can vary depending on what type of battle you’re trying to fight, i.e. historic or matched play. If playing matched play I would assume that each player would be commanding a Corp each of roughly 4-5 Divisions with 2-5 Brigade a Division. The opponent should be able to see the number of firing dice each unit possess as well as the morale of that unit, these can be easily represented by using dice markers on each base. But I do hope to include some simple fog of war mechanics at some stage.

How close do I place my units together?
There must be no less than 1cm between each Brigade while units inside a Brigade must be in base-to-base contact with each other.

How do I track which ADC goes to which unit?
ADC’s are represented by figures on small round bases with an objective marker numbered between 1 and 6. Once activated these ADC’s stay with their activated unit.

Three die rolls needed to determine combat, Morale, Steady, Fire! is a little too much?
This could be something that could be condensed down to perhaps two die rolls, but would require a lot more play testing.

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A note on Scale

Now that a lot of the rules have been written and I’m working through the faction rules, I thought I would just touch base (see what I did there?) with scales and miniature basing.

As written I initially had the ruleset in mind for 6mm, but there should be no barrier to using a rule set at any miniature scale.

For example our current base size for 6mm is 40mm wide bases (or less if you prefer! – I know some testers have been using 30mm). This base width currently translates nicely into movement (2cm moves for infantry) and musket ranges (4cm long range). SO there should be nothing stopping us from scaling this to other size miniatures. Of course you could still use 40mm base widths for a lot of other miniature wargaming scales – 10mm and less primarily.

All the scales can be used on a 6 foot long table, the only adjustment would be the size of the engagement. For example, 10mm miniatures and below based on 40mm wide bases would be suitable to represent Battalions as part of a Corp+ size game. But perhaps 28mm miniatures on 150mm wide bases could represent companies in a Brigade sized game.

As an idea of scale I’ve suggested base sizes below as a guide, remembering that the base size can be used to determine the majority of move and firing distances (e.g. a march is half a base width, a long range musket shot is one base width and an effective ranged shot is half base width etc).

Alternatively, 28mm on 180mm wide bases would also work well as battalions, with each mini representing 50men. Once a hit is inflicted a mini can be removed to represent the loss in strength. This would only be reasonable for smaller games of between 5-10 battalions each.

French Infantry Units

The infantry was the core of every Napoleonic army and the French army was the largest in the world during these times. Having such a powerful army was necessary for France with enemies such as Prussia and Austria forming part of her land borders. The strength of the French infantry varied during the wars, at the beginning of Napoleon’s reign France had 90 line regiments and 26 light regiments, In 1813-1814 this reached a peak of 137 line and 35 light infantry units. At Waterloo this was reduced to 90 line regiments and only 14 light regiments.

The number of line regiments was almost identical to the number of departments in France (Similar to an English County). In 1790 France had been divided into 83 departments with 4-5 parts to each department. Each of these departments had to supply the army with 4-5 battalions of line Infantry.

The French operated under a levee en masse procedure where everyone of fighting age was signed up for military service to France should they be needed. This meant that Napoleon had a large amount of troops at his disposal should he need them. But these new recruits were very basically trained at the depot before joining their battalions where it was expected that the veterans of the battalion would pass on their knowledge to the newer members. This often meant that the level of training the infantrymen would receive would not be comparable to that of the other countries.

Line and light infantry both performed in similar capacities during the wars, but light infantry were trained more intensively in marksmanship and executing orders at higher speeds than their line counterparts. They also formed the advance guards and scouting parties of an army on the move.

1794 FIRST ORGANISATION OF THE FRENCH ARMY

Aleksandr Averyanov. The Struggle for the Bagration Strongpoint

In 1793-94 the French introduced the change moving their battalions into what would be called demi-brigades which consisted of three battalions of infantry. The second battalion would be made up of seasoned veterans who had already seen service, while the 1st and 3rd battalions would be made up of conscripts  and known as volunteer battalions.

Because of this the French developed the “Column of Attack’ as this required much less training of the conscripts rather than advancing in formed lines.

This structure of Demi-brigades lasted until 1803.

French Infantry 1793-1803

n.b. The maximum number of combat dice any of these units can have is five dice.

Special Rules (Light Infantry Only)

  • Deployment Marker – Units of Light Infantry allow the owning player to use an additional deployment marker in the scouting phase.
  • Skirmishers – Light infantry are able to deploy skirmishing troops in front of the main battle line. When doing so they can only be attacked by cavalry or opposition skirmishers.

1803 SECOND ORGANISATION OF THE FRENCH ARMY

Napoleon reintroduced the term “regiment” as of 1803 and demi-brigade was only used from that point for provisional troops. At this point there were 90 line Infantry battalions of which 19 had four battalions and the remainder had three. Of these battalions one would be the depot battalion and the others would serve in the field. The light infantry had 3 regiments of four battalions and the other 24 had three battalions, once again with one battalion acting as a depot battalion.

1803 ‘war’ battalion

1 grenadier company (80-90 men)
8 fusilier companies (120 men)

Occasionally the Grenadier companies would be detached from their parent battalions and formed into Grenadier battalions or even entire Grenadier divisions.

In 1805 one of the fusilier companies of each battalion was converted into a Voltigeur company and in 1806 before going to war with Prussia the 3rd battalions were dissolved to replenish the 1st and 2nd battalions.

1805-1808 Battalion
1 Grenadier company (80-90 men)
7 Fusilier Companies (120 men)
1 Voltigeur company (120 men)

French Infantry 1805-1808

n.b. The maximum amount of combat dice these units can have is five.

Special Rules

  • Deployment Marker – Units of Light Infantry allow the owning player to use an additional deployment marker in the scouting phase.
  • Skirmishers – French Light and Line Infantry are able to deploy skirmishing troops in front of the main battle line. When doing so they can only be attacked by cavalry or opposition skirmishers.
French Line Infantry

1808 THIRD ORGANISATION OF THE FRENCH ARMY

In 1808 Napoleon ordered the restructure of war battalions from nine companies to six stronger companies. Between 1808 and 1815 a battalion numbered 840 men in strength on paper, in reality a battalion would normally be between four to six hundred men in strength. Marshal Davout was of the opinion that a battalion of anything larger than 960 men was too cumbersome to be managed properly by its commanders.

1808 War Battalion
1 Grenadier company (140 men)
1 Voltigeur company (140 men)
4 Fusilier Companies (140 men each)

This image has an empty alt attribute; its file name is image-9.png
French Infantry 1808-1815

n.b. The maximum number of combat dice these units can have is 4.

Special Rules

  • Deployment Marker – Units of Light Infantry allow the owning player to use an additional deployment marker in the scouting phase.
  • Skirmishers – French Light and Line Infantry are able to deploy skirmishing troops in front of the main battle line. When doing so they can only be attacked by cavalry or opposition skirmishers.

NATIONAL GUARD

Napoleon did not believe that the middle-class National Guard would be able to maintain order and suppress riots. Therefore, he created a Municipal Guard of Paris, a full-time gendarmerie which was strongly militarised. However, he did not abolish the National Guard, but was content to partially disarm it. He kept the force in reserve and mobilised it for the defence of French territory in 1809 and 1814. In Paris during this period the National Guard comprised twelve thousand bourgeois property owners, serving part-time and equipped at their own expense, whose prime function was to guard public buildings on a roster basis. Between 1811 and 1812 the National Guard was organized in “cohorts” to distinguish it from the regular army, and for home defence only. By a skilful appeal to patriotism, and judicious pressure applied through the prefects, it became a useful reservoir of half-trained men for new battalions of the active army.

After the disastrous campaign in Russia in 1812, dozens of National Guard cohorts were called up for field duty the next year; four cohorts being combined to form one line infantry regiment. The 135ème to 156ème Régiments d’Infanterie de Ligne were thus formed. Many of these fought in the campaigns in Germany in 1813 and the invasion of France by allied Austrian, Prussian, Russian and British armies in 1814. Existing National Guard units, such as those of Paris, were deployed as defence corps in their areas of recruitment. Mass conscription was extended to age groups previously exempt from military service, to provide more manpower for the expanded National Guard. Students and volunteers from gamekeepers and other professional groups formed separate units within the National Guard. Clothing and equipment was often in short supply and even the Paris National Guard was obliged to provide pikes as substitute weapons for some of its new recruits. These field and regional units were disbanded in 1814 after the abdication of Napoleon I.

Six thousand national guardsmen took part in the Battle of Paris in 1814. Following the occupation of Paris by the allied armies, the National Guard was expanded to 35,000 men and became the primary force for maintaining order within the city.

French National Guard

n.b. The maximum number of combat dice the national guard can have is five.

IRREGULAR INFANTRY

Chasseurs des Montagnes Uniform

There were several units of irregular infantry.

The chasseurs des montagnes were formed to deal with the Spanish irregulars, bandits and gangs of deserters along the French-Spanish border. They were uniformed in dark brown with sky-blue facings. They earned reputation as excellent guerrilla hunters and eradicators, specializing in swift cross-country movements. However, this unit was weak and had only 3 battalions of light infantry. Although these battalions were made of regular troopers their replacements were apprehended efractaires from the Pyrenees departments, who returned to duty under the pledge that they would serve only on the Spanish frontier. In 1814 the chasseurs des montagnes were disbanded and transferred to line and light regiments.

the miquelets francais was another unit formed on the Spanish border during 1792-94 and 1808-09.. It was an old French custom to recruit independent companies of Basques and smugglers for partisan mountain warfare. Moncey and Perignon commanded such units early in the Revolution. For many Frenchmen the Basques’ features suggested extreme ferocity. These irregulars were armed with very long-barrelled muskets with a set-trigger and pistols.

In 1815 Napoleon formed Chasseurs des Pyrenees to guard the Spanish frontier. Napoleon wanted nine battalions but the time was short and only seven and half were formed.

The Chasseurs des Alpes were formed in 1813 in preparation for an Austrian offensive in Italy and for fighting the Piedmontese Barbets. It had 1-2 battalions formed of former smugglers, poachers, gamekeepers and ordinary mountaineers. In 1814 the Bourbons disbanded this unit. In 1815 Napoleon formed 2 battalions.

The Chasseurs de la Reunion were formed as part of the garrison of the Isle de France (Mauritius). It was an all-black formation.

The cipayes (sepoys) were made of natives in India. There were only few companies and they were disbanded in 1803 when the small French colonies in India were lost to the British in 1803.

French Irregular Infantry

Special Rules

  • Deployment Marker – Units of Light Infantry allow the owning player to use an additional deployment marker in the scouting phase.
  • Skirmishers – French Light and Line Infantry are able to deploy skirmishing troops in front of the main battle line. When doing so they can only be attacked by cavalry or opposition skirmishers.
  • Guerilla’s – Infantry of this type can move through Difficult terrain as though it was open ground and move through impassable terrain at movement of 2cm.

I hope you enjoyed this article, if you have any suggestions for improvement or you’d like to submit your results of playtesting please email me on Clausewitz.Tabletop@gmail.com

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Russian Artillery Units

Up to the Austerlitz campaign the Russian artillery was often found to be woefully under prepared, with the Russians only able to carry half of the ammunition the Austrians could in their caissons. The horse were also underfed and badly tended. This was to change however with Sir Wilson (who was attached to the Russian army during the campaign) noting “The Russian artillery is of the most powerful description. No other army moves with so many guns, and with no other army is it in better state of equipment, or is more gallantly served.”

George Nafziger considered the Russian artillery in 1812 as:

highly professional and very well trained” and their horses as “the finest horses available“. About the unicorns he wrote that they “had a greater range and more accuracy than the howitzers used by the other European armies.

Nafziger – Napoleon’s Invasion of Russia

In 1812 the field artillery consisted of:

  • 176 12pdr cannons
  • 524 6pdr cannons
  • 524 foot unicorns (10pdr and 20pdr)
  • 132 6pdr horse cannons
  • 132 horse unicorns (10pdr)

Pieces were formed into platoons of two guns, two of which (4 guns) formed a division. Three platoons (6 guns) formed a half-company, and two half-companies (12 guns) formed a company. In combat the companies guns were placed 8 cannon to the centre and 2 unicorns on either flank.

This image has an empty alt attribute; its file name is image-15.png
taken with thanks from http://www.napoleonguide.com

Using the table above we can establish the ranges of the Russian weapons in the scale we’re using (1:5300).

WeaponMaximum RangeEffective Range
6 Pounder Cannon25cm16cm
12 Pounder Cannon34cm16cm
Unicorns42cm12cm
Russian Artillery Ranges at 1/5300 scale

Unit Attributes

Russian Artillery Unit Card

Special Rules

Artillery – When in melee this unit halves its combat dice.

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The Rulebook

Firstly apologies that I’ve not been as active recently with the website, but I promise you that work has continued unabated in the back ground.

As such, I wanted to share with you what the Rulebook looks like so far for Clausewitz. I’m hoping that I’ll be able to produce this in full colour on its completion, though to do so I will need to start raising funds soon!

The artwork included is original artwork commissioned for this project and drawn by Tom Pennifold with my heartfelt gratitude. Tom’s unique style enables the rulebook to stand out from a crowd and allows me to break up large boxes of text with his fantastic pieces. I’ve not labelled who all the characters are yet, I’ll let you all take guesses.

The play test team will also have copies and as a thank you anyone who commits to playtesting and provides me with feedback will receive a free PDF copy (if not a full printed colour copy) of the Rulebook when the time comes as well as a special mention in the credits.

Again, apologies for the wait, but great things are coming!

Download the WIP rulebook here:

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Russian Cavalry Units

The basic cavalry unit of the Russian army during the Napoleonic period was the Squadron with each squadron having 16 flankers (Skirmishers) with all Hussar troopers being trained as skirmishers. The Cavalry was split between Guard Cavalry and Army Cavalry, with varied types of Cavalry all assigned to the Guard Cavalry. In 1805 the Guard Cavalry was made up of two Cuirassier, one Hussar and 1 Cossack Regiments in the Guard, while there were six Cuirassier, twenty Dragoon, three Horse Jagers, one Uhland and nine Hussar regiments in the main army.

COSSACKS

These are in all likelihood the most famous units of Cavalry in the Russian army during the time of the Napoleonic Wars. There were large numbers of these troops that Russia could call upon (77,000 in 1795). Originally from the descendants of outlaws who settled in southern Russia these troops were often led by their tribal Chiefs or Atamans and although they would seldom have much effect on disciplined enemy unit they were extremely useful when it came to such aspects as scouting, raiding or skirmishing. Their large number which accompanied by their war cry would strike fear into many enemies. With terrible discipline these troops were often seen as robbers, looters and drunks.

These troops were armed with a variety of weapons which would usually be in the form of lances or firearms and although some of the Cossacks would have uniforms many were outfitted in their own tribal manner.

Unit Attributes

Russian Cossacks

Units of Cossacks were included in the Imperial Guard, if you wish to upgrade a unit to an Imperial Guard Cossack unit, then change their ‘Steady’ roll to 4+ and their base morale to 8, also remove their undisciplined special rule.

Special Rules

  • Pistols – Cossacks are armed with short ranged weaponry. If the player wishes, this unit may fire its pistols once an enemy closes within range. Pistols have a long range of 2cm and short range of 1cm.
  • Cavalry (-2) – Units of Cossacks have a fearsome reputation on the battlefield. As such any enemy foot units that are within 10cm of a unit of Cossacks suffer a -2 modifier to any morale checks that the unit makes.
  • Impetuous (5+) – Cossacks occasionally struggle to maintain their composure in the heat of battle. After this unit has fought in melee, during its next action roll a D6; on a roll of 5+ the unit can act normally, if the unit fails this roll it must make its quickest move towards the nearest enemy unit and contact them in melee if possible.
  • Deployment Marker – Units of Cossacks allows the owning player to use an additional deployment marker in the scouting phase.
  • Undisciplined – Units of Cossacks are usually nothing more than tribesmen used to living in harsh conditions and as such are not used to facing disciplined enemy cavalry. As such any cavalry units with Cavalry special rules affect Cossack units.

CUIRASSIERS

The name Cuirassier comes from the name of the breastplate armour that the cavalry wore; the Cuirass. They were also armed with a brace of pistols as well as a heavy pallash and a carbine or rifle. In 1812 the Carbine and Rifles were taken away leaving the Cuirassiers with only a brace of pistols and a sword.

Unit Attributes

Russian Cuirassiers Unit Card

Units of Cuirassiers were included in the Imperial Guard, if you wish to upgrade a unit to an Imperial Guard Cuirassier unit, then change their ‘Steady’ roll to 4+ and their base morale to 8.

Special Rules

  • Pistols – Cuirassiers are armed with short ranged weaponry. If the player wishes, this unit may fire its pistols once an enemy closes within range. Pistols have a long range of 2cm and short range of 1cm.
  • Cavalry (-2) – Units of this calibre have a fearsome reputation on the battlefield. As such any enemy foot units that are within 10cm of a unit of Cuirassiers suffer a -2 modifier to any morale checks that the unit makes.
  • Impetuous (3+) – Cuirassiers occasionally struggle to maintain their composure in the heat of battle. After this unit has fought in melee, during its next action roll a D6; on a roll of 3+ the unit can act normally, if the unit fails this roll it must make its quickest move towards the nearest enemy unit and contact them in melee if possible.

DRAGOONS

Dragoons were armed with a brace of pistols a straight sabre and a musket. Each squadron also had men armed with rifles.

Unit Attributes

Russian Dragoon Unit Card

Units of Dragoons were included in the Imperial Guard, if you wish to upgrade a unit to an Imperial Guard Dragoon unit, then change their ‘Steady’ roll to 4+ and their base morale to 8.

Special Rules

  • Muskets – Dragoons are armed Muskets. If the player wishes, this unit may fire its Muskets once an enemy closes within range. Muskets have a long range of 4cm and short range of 2cm.
  • Cavalry (-1) – Units of this calibre have a fearsome reputation on the battlefield. As such any enemy foot units that are within 10cm of a unit of Dragoons suffer a -1 modifier to any morale checks that the unit makes.
  • Impetuous (4+) – Dragoons occasionally struggle to maintain their composure in the heat of battle. After this unit has fought in melee, during its next action roll a D6; on a roll of 4+ the unit can act normally, if the unit fails this roll it must make its quickest move towards the nearest enemy unit and contact them in melee if possible.
  • Rifles – During an action the unit can choose to fire its rifles instead of performing any other action. If it does so it can use 1 combat dice and fire at the enemy using the rifle weapon profile (long Range 8cm / Effective Range 4cm).

HORSE JAGERS

Russian horse Jagers were the equivalent of the French Chassuers-a-Cheval and were another aspect to Russia’s extensive light cavalry. Horse Jager troops were armed with a sabre, two pistols and a carbine.

Unit Attributes

Horse Jager Unit Card

Special Rules

  • Cavalry (-1) – Units of this calibre have a fearsome reputation on the battlefield. As such any enemy foot units that are within 10cm of a unit of Horse Jagers suffer a -1 modifier to any morale checks that the unit makes.
  • Impetuous (4+) – Horse Jagers occasionally struggle to maintain their composure in the heat of battle. After this unit has fought in melee, during its next action roll a D6; on a roll of 4+ the unit can act normally, if the unit fails this roll it must make its quickest move towards the nearest enemy unit and contact them in melee if possible.
  • Pistols – Horse Jagers are armed with short ranged weaponry. If the player wishes, this unit may fire its pistols once an enemy closes within range. Pistols have a long range of 2cm and short range of 1cm.
  • Deployment Marker – Units of Horse Jagers allows the owning player to use an additional deployment marker in the scouting phase.

UHLANS

Before the Battle of Austerlitz there were three horse regiments: Polish, Lithuania and Tartar, and a single Uhlan regiment, the Grand Duke Constantine Uhlans. In 1807 the horse regiments were changed to Uhlan regiments.

Uhlans were recruited mainly from Poles and Lithuanians living in western Russia.

Russian generals had mixed feelings about their Polish and Lithuanian cavalrymen. The problem was not their horsemanship and skills with weapon, but with their commitment to Russia. In the summer of 1812 the Uhlan regiments had several times more deserters and missing men than casualties in combat. For this reason General Bagration, didn’t want the Lithuanian Uhlan Regiment being included in his rear guard.

The Uhlans were armed with sabres, pistols and a lance. Flankers in Uhlan regiments also carried Rifles.

Unit Attributes

Russian Uhlans Unit Card

Special Rules

  • Cavalry (-1) – Units of this calibre have a fearsome reputation on the battlefield. As such any enemy foot units that are within 10cm of a unit of Uhlans suffer a -1 modifier to any morale checks that the unit makes.
  • Impetuous (4+) – Uhlans occasionally struggle to maintain their composure in the heat of battle. After this unit has fought in melee, during its next action roll a D6; on a roll of 4+ the unit can act normally, if the unit fails this roll it must make its quickest move towards the nearest enemy unit and contact them in melee if possible.
  • Pistols – Uhlans are armed with short ranged weaponry. If the player wishes, this unit may fire its pistols once an enemy closes within range. Pistols have a long range of 2cm and short range of 1cm.
  • Deployment Marker – Units of Uhlans allows the owning player to use an additional deployment marker in the scouting phase.
  • Rifles – During an action the unit can choose to fire its rifles instead of performing any other action. If it does so it can use 1 combat dice and fire at the enemy using the rifle weapon profile (long Range 8cm / Effective Range 4cm).

HUSSARS

“Honour of your regiment – is honour of your family”

– Russian Hussar saying

In no other branch of the army, were there so many volunteers. Many came from families with a long military tradition and were excellent swordsmen and men who were raised as horse riders. Hussars’ gaiety around a bottle of wine, or vodka, and their rolling swagger were well known. Opening the bottle of wine with a sabre cut and drinking from woman’s shoe were just two of their many customs. In every hussar regiment their existed a camaraderie and pride of belonging to a special group within the army.

Hussars were armed with a sabre, two pistols and a carbine with flankers also issued a musketoon.

Unit Attributes

Russian Hussars Unit Card

Special Rules

  • Cavalry (-1) – Units of this calibre have a fearsome reputation on the battlefield. As such any enemy foot units that are within 10cm of a unit of Hussars suffer a -1 modifier to any morale checks that the unit makes.
  • Impetuous (5+) – Hussars occasionally struggle to maintain their composure in the heat of battle. After this unit has fought in melee, during its next action roll a D6; on a roll of 5+ the unit can act normally, if the unit fails this roll it must make its quickest move towards the nearest enemy unit and contact them in melee if possible.
  • Pistols – Hussars are armed with short ranged weaponry. If the player wishes, this unit may fire its pistols once an enemy closes within range. Pistols have a long range of 2cm and short range of 1cm.
  • Deployment Marker – Units of Hussars allows the owning player to use an additional deployment marker in the scouting phase.
  • Muskets – During an action the unit can choose to fire its Muskets instead of performing any other action. If it does so it can use 1 combat dice and fire at the enemy using the Musket weapon profile (long Range 4cm / Effective Range 2cm).

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Russian Infantry Units

“The Russians had to be beaten down man by man … our soldiers fired upon them at 25 paces, they continued their march without replying, every regiment filed past, without saying a word, or slackening its pace for a moment. The streets were filled with dying and wounded, but not a groan was heard … you might have said that they were firing at shadows. At last our soldiers charged the Russian soldiers with the bayonet, and only when they pierced them could they be convinced that they were dealing with men.”

Baron de Marbot – Battle of Golymin
General Raievski and the Russian Infantry in 1812

According to the French author Loraine Petre the stamina of Russian foot troops were incredible. The Russians were able to march for days at a time at night and still have the energy to fight in battle, all with very little rest or food.

The vast majority of Russian infantry were uneducated country people. Their illiteracy ratio was higher than that of any other European country at the time with only 1 private in 24 being able to read and write in the 1790’s. Even among the NCO’s 1 in 6 corporals and 4 in 14 sergeants were literate.

The Russians also had a reputation for drinking, with the troopers receiving 3/8 litre of ‘liquor’. Anything stronger than beer was often diluted. According to Bulgarin, in the Battle of Heilsberg (1807), Grand Duke Constantine brought two wagons of ‘Grain Wine’ and Suhary for his Uhlan regiment before they were to go into action.

“When they are on the offensive they are fortified by copious distributions of alcohol, and they attack with a courage which verges on a frenzy, and would rather get killed than fall back. The only way to make them desist is to kill a great number of their officers .. The Russian infantry withstand fire fearlessly, but their own fire is badly directed .. they are machines which are actuated only by the orders of their officers.”

Tedd Kosciuszko – Polish revolutionary leader

Each Russian regiment was made up of three battalions of four companies, Grenadier Regiments had one Grenadier battalions and two fusilier battalions. Musketier (Musketeer) regiments had one Grenadier battalion and two Musketeer battalions, while Jager regiments were composed of three Jager battalions.

Like my articles for the Austrian forces, I will run through each unit type and then summarise their unit attributes and any special rules at the end of their sections.

LINE INFANTRY

“The bullet’s an idiot, the bayonets a fine chap’

“Pulia duraka, no shtyk molodets” – Suvorovian Motto

The Russian weaponry was often a mix of different calibre muskets as well as muskets from foreign nations in addition to their own. Many muskets were so old and worn out from firing that they would no longer function.

There were thousands of captured weapons, and the Russians considered the French ‘Charleville’ musket as the lightest and best made, the British ‘Brown Bess’ was larger but more durable while the Prussian, Swedish and old Russian muskets were considered unwieldly.

Between 1803 and 1812 the Russian factories in Tula issued 20,000 rifles, but this was withdrawn in June 1808 and used only by NCO’s and 12 marksmen in a line infantry’s Jaeger company.

Unit Attributes

Russian Line Infantry

Special Rules

  • Jaeger Company – One firing dice per firing action can be rolled using the ranges of Rifles (8cm Long/4cm Effective).

GUARD INFANTRY

The elite of the Russian infantry, which were comparable to the French Guard units. The officers of Guard infantry were from nobility and were treated as two ranks above their counterparts in the other infantry regiments, while NCO’s were treated as a rank higher.

The guard received the best uniforms, the best weapons and the best recruits. Tsar Paul revised the Guard and imposed discipline and accountability on its commanders. Tsar Paul also removed all officers not on active duty and the Guard were to learn the Prussian drill which at that time was considered to be the best in Europe. Tsar Paul was eventually murdered, some of those involved in his murder were Officers of the Guard…. His son Alexander took the Guard to battle at every opportunity which garnered them experience and soon made them some of the best troops in Europe. They became particularly well known for their endurance.

Unit Attributes

Russian Guard Unit Card

Special Rules

  • Brave – Each turn a unit with this ability may automatically pass one morale test.
  • Jaeger Company – One firing dice per firing action can be rolled using the ranges of Rifles (8cm Long/4cm Effective).

JAGERS

The Russian troops were assigned regiments depending on their stature. The tallest would become Grenadiers, while the smallest would become Jagers. This changed later in the war when in 1811 Field Marshal Barclay de Tolly changed the system so that personal merit and worth determined a man’s assignment.

Jagers were the standard Russian light infantry unit, and while classified as light troops their skirmishing ability was almost non-existent. The majority were armed with Muskets, while a few 12 sharpshooters in each company were equipped with Rifles.

Unit Attributes

Russia Jager Unit Card

Special Rules

  • Jaeger Company – One firing dice per firing action can be rolled using the ranges of Rifles (8cm Long/4cm Effective).
  • Deployment Marker – Units of Jagers allows the owning player to use an additional deployment marker in the scouting phase.

OPOLCHENIE

Raised in 1812 as part of the defence of Russia from Napoleon. These makeshift units were poorly armed and poorly trained. There were often not even enough muskets for each man, and instead pikes were issued where muskets were not.

Unit Attributes

Russian Opolchenie Unit Card

Special Rules

None

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SOURCES

http://napolun.com/mirror/napoleonistyka.atspace.com/Russian_guard.htm

https://www.napoleon-series.org/military-info/organization/c_russianskirm.html

http://www.theminiaturespage.com/boards/msg.mv?id=212800

https://blundersonthedanube.blogspot.com/2012/02/russian-opolchenie-militia-1812.html

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Artwork for the Rulebook

This is a quick post to firstly apologise, as I haven’t been to active recently (in the foreground anyway) due to a number of issues which I won’t bore you with.

The rules writing is continuing in the back ground and I am currently putting together the Russian Infantry article, which should be up later this week.

I’ve also managed to procure the services of a very talented artist who I have purchased some original art work for the rule book. Early days I know, but this is how dedicated I am.

I’ve included the first piece below, there are no prizes for guessing who this is of!

Everyone’s favourite

Tom is a fantastic artist and I would urge you to visit his instagram account to see his other works. Perhaps even purchase a self portrait from him!

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