Etudes Militaires
Special Study Nr. 5

A Module for 1807:
The Eagles Turn East

Additions & Corrigendum

by Michael J. Bowen

Continuing Michael J. Bowen's dialogue from last issue, here are more rulings resulting from his questions.

BATTLE SCENARIO 1, pp. 16-17

Correction: To allow Augereau to command his entire force, dispense with Milhaud or Watier and make the remaining unit a 2c; or place a MG.

Clarification: The bulk of the Russian artillery is assumed to be left behind near Ostrolenka.

Correction: The strength of the Gallitzin combat unit should be 1c.

BATTLE SCENARIO 2, p.17

larification. Hex N-2635 is the same hex as C-2601.

Clarification. d'Espagne had not caught up with the army by this time.

BATTLE SCENARIO 3, pp. 18-19

Clarification: The French Player moves second in each Game-Turn in this scenario.

Clarification: The Polish Corps, Sacken, Tolstoi & Pahlen are not in Battle Scenario 3 (map section out of play).

Campaign Scenario AP Levels

Clarification: Note that the battle scenarios allow for a somewhat higher level of activity than the Campaign Scenarios. These levels would be possible on some turns but not every turn (and this is a consideration of the Campaign Game). The assumption is that Administration had been built up gradually and is then rapidly depleted.

CAMPAIGN SCENARIO 1, pp. 19-20

Correction: Platov enters at S-6112, and Tilly at S0113.

Correction: Treilhard sets-up at S-2630.

CAMPAIGN SCENARIO 2, pp. 22-22

Correction: The Russian Supply Source is N-6130.

Correction: Soult's IV Corps sets-up at S-2629.

CAMPAIGN SCENARIO 3, pp. 23-24

Addition: If using the optional rule, the French start with three transport btns.

Clarification: Redoubts may set-up faced any direction at owning player's option.

Correction: The French Supply Source is hex N-0135.

Correction: The Prussian Reinforcements arrive in hex N6118.

Correction: Sacken should be in C-2402, adjacent to Bennigsen.

Correction: Lasalle should be in C-0101.

Correction: Kamieniecki's Polish division should begin the scenario in Warsaw under a Major General.

Comment. Savary was an aide-de-camp and available for employment throughout the campaign. He was often employed on diplomatic missions.

Correction: Bronikowski's Prussian Reserve sets-up on N6118 but may not move until 10-11 June, or until the French approach within 7 hexes.

GRAND SCENARIO, p. 24

Correction. Lemarois- an aide of Napoleon with raw recruits-enters at S-0123 on 15-16 January, strength 6i.

Correction: Rouquette and Scheuler are replacement counters, and Stutterheim is a replacement leader. Note that the various replacement counters and leaders sometimes appear and disappear from the set-ups.

Clarification. Replacement Counters enter the game just like March Regiments. They may be assumed to be available at any time, or if listed on the Turn Record Track, anytime on or after that entry. A Replacement Leader is created either when another leader is captured, or when and if fisted on the Turn Record Track, either to replace any leader in play whom the. Player wishes to remove, or simply entering the game and moving as an unemployed leader.

Clarification: When Bagration enters he has no combat units /strength.

Clarification: Blucher enters with the corresponding combat unit at strength zero.

Comment: The Prussians receive a large amount of cavalry replacements, partly because mounts and riders were relatively abundant in East Prussia. Many were escapees from the wreck of the army in Saxony-whereas no-one escaped on foot-some arrived by sea and/or escaped late from Danzig.

STANDARD RULES

Using the Initiative Comparison Matrix to Ignore Enemy Zocs

Often a player can send a small cavalry force around a much larger enemy force to block its retreat path. The ZOC of this small force can have an inordinate impact. The current Initiative Comparison rule allows a force to attempt to exit an Enemy ZOC. Movement from one EZOC to another is prohibited. Now, however, a force may completely ignore the EZOC in its hex upon a successful initiative die roll. This will allow leaders to force march out of some tight spots they would have been unable to leave heretofore.

Resistance Modifier, p. 10

A successful Initiative Die Roll now signifies that the currently-occupied Enemy ZOC is ignored. The Active Leader must make a successful Initiative die roll as he attempts to exit the EZOC. If the Initiative die roll fails, all ZOC effects apply. If the Initiative die roll succeeds, the EZOC in that hex at that moment does not exist.

Initiative Comparison in Retreat

The Initiative Comparison Matrix can be consulted during Initiative (only) Movement and Forced March as always; now it may also be consulted during Retreat- if successful no doubling of losses ensues for that EZOC (Priority 4, p. 14).

MJB: Does the cavalry modifier apply?

KZ: What's your opinion?

MJB: I think you need a size modifier, e.g., if a 1 SP cav unit, leader 4, blocks a 10 SP unit, leader 2, the leader 2 is going to suffer double losses but if we said a 1 DRM for each 2:1 odds step that would help.

KZ: Yes, I agree in principle; I fear this would make the procedure too complex, unless you could explain this graphically.

Pursuit

MJB: Should it apply to pursuit as well so a force to the rear, if large enough, could stop the pursuer?

KZ: Note that the pursuer has already consulted the Matrix once to get his pursuit distance. Now you could add yet another modifier to his die roll...

More than One Enemy ZOC

The owning player must roll separately for each enemy ZOC to be ignored, even if controlled by the same enemy force. (Because no ZOC effects apply, a Force may move directly from an ignored EZOC to another EZOC.)

More than One Opposing Leader.

(Change): If two leaders control a single hex, combine Resistance Modifiers for each and add to the die roll. Example: Two leaders, of Initiative 5 and 4 respectively, control the same hex. An enemy leader of Initiative 5 wishes to ignore the ZOC in his hex and exit. He must add a modifier of 2 + 1 = 3 to the die roll. If a modified 4 or 5 results, the ZOC may be ignored and the force may move. It may then move into a hex controlled, for example, only by the leader 4. It may roll again to exit that hex with a modifier of 1.

Optional Combat Effect

This could be taken a step farther, and allowed to apply during Combat. In this case, it would replace the rule which currently allows a Counter-Attacking force to ignore enemy forces to which it is adjacent (under "Designate the Attacking Force," p. 13). All forces would have to pass an Initiative die roll.

MJB: can you clarify please? I think you mean you can only ignore the enemy if you pass the test. Personally I feel you ought to attack all enemy that you are adjacent to.

KZ: This is THE question. I have even been thinking: does it make sense to have ZOCs at all at this scale? What would happen if we left them out? I would like to try a game like that, just to see what the actual impact of ZOCs is (by leaving them out).

The Following three items emerged at Point Con in West Point, New York. Many thanks to Major Lechowich.

Outposts (Vedettes): Exclusive Rules, p. 5

Clarification: Outposts/Vedettes cannot find out the strength or identity of real enemy forces. They can merely cause enemy Vedettes to flee as they also flee.

Priorities of Retreat, 4): Standard Rules,.p. 14

Addition: A retreating force may attempt to repulse a force in its path. If successful, the repulsed force's ZOC does not double losses. If unsuccessful, the losse's of the retreating forces, instead of being doubled for the enemy ZOC, are tripled.

Grand Scenario, Russian Order of Appearance: Exclusive Rules, p. 24

  • Kollogribov is part of the Guard and arrives on 3 April, strength 2c.

  • Dolgoruky is a Dragoon Brigade replacement counter associated with Gallitzin.

  • Borosdin, Baggovut, Markov and Litov (Litov Bestuchev)- and any other combat units not mentioned anywhere in the set-ups or the Turn Record Track- are replacement counters. The combat strength of Advanced Guard and Rear Guard detachments was always taken from the regular infantry divisions (see the end of this section, under 'Grand Scenario," for discussion of replacement counters).

    Severe Weather Table

    Fortnights VII-VIII only

    2 Mar - 29 Mar

    Die and Effects of Severe Weather
    1 Mud
    2 Snow
    3 Frost
    4 Frost/Snow
    5 Severe All the effects of Frost and Snow apply.
    6 Severe No part of attrition losses during Severe

    Weather are available to be recovered through Hospital. Add one to the weather die roll if the previous turn was Frost or Severe.

    Result of 7 Any Weather Table result of 7 between Fortnights IV and VIII inclusive is "Severe."

    The Counters

  • The back of the Supply Source marker was intended to say "Inactive." The change to "Initiative," though not wrong, may be misleading.

  • Seroux's artillery should be identified as part of VI Corps, not IV Corps.

    Etudes Militaries: Napoleon's First War Against the Tsar 1807


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