Napoleon in Russia

Strategy & Tactics Guide

Mr. Russian Soldier

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Contents

 

This moustache? Pure bloody girl bait!

Strategy - The Big Picture

While the tactics section below deals with points applicable in almost all games this section focuses specifically on the problem facing the French commander at the beginning of the battle because:

The most challenging scenario is Kutuzov Turns To Fight (Scenario 7) in which you, as the French commander, have full control over the release times for your units, including your cavalry and other reserves and most crucially the Imperial Guard, released too late into the real battle. Equally your opponent, player or AI, can order the full weight of his defenders into the fray at any time and at any location.

 

The Map can be divided into four main fronts:

STRATEGIC MAP

From North to South:

Area 1 - Borodino village, ford and bridge, with the Novoe and Maloe fords to the rear

Area 2 - The Great Redoubt, with Gorkii and Tatarinovo villages to the rear

Area 3 - The Bagration Fleches, with Semyonovskoe to the rear

Area 4 - Utitsa, with Utitsa mound to the rear

We will look at each area, examining the crucial ground, disposition of forces, Russian weak points and problems facing the French advance. To assist in command control it is recommended that Corps be allocated to one area only, as fighting tends to concentrate around a few main points. Splitting Corps forces across area boundaries tends to leave them pulled further and further apart. The one exception is Eugene's IV Corps, who so outnumber their opponents that some forces, notably artillery, can and should be spared to move into Area 2 and assist in the attack on the Great Redoubt.

Thereafter we will look at a recommended overall strategy to win the battle. 

As the in game maps, the paper maps and other material all use different spelling I will use the standard transcriptions from the Cyrillic in the hope that most people will be able to identify the villages and other geographical features named. Please remember that pressing SHIFT in game will bring up the names of these places.

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Area 1 - Borodino village, ford and bridge, with the Novoe and Maloe fords to the rear

Map of Area 1 - Borodino

At the beginning of the scenario the French IV Corps is north of the river with thousands of troops, French, Croatian and Italian. Facing them are three skirmishers and a horse named Ivan. You have, in a nutshell, too many men for the job. It is simply not possible to get all your men in contact with the defenders of Borodino. You therefore need to think what you do with the surplus.

The two threats to you, both relatively minor, come from the Borodino bridge and from Russian crossing at the Novoe ford to the East, the latter unlikely if playing against the AI but possible if you are facing an aggressive human opponent willing to commit a few cavalry units to unsettling you. Unlike the French the Russians can take the riverside road, so expect them to arrive fairly soon. You can remove an element of uncertainty by destroying the bridge in melee, but it hampers an attack along the ridge to Gorkii later in the game.

I recommend leaving half your forces in Borodino and pushing most of the rest across the eastern ford marked by the 1 to assist in the attack on the Redoubt, especially given that it is one of the few routes for artillery and cavalry to take to Area 2. Click here to see more about the Fords. You may wish to send a couple of units to Maloe to unsettle the defender in the hope of pinning his reserves. See 4 below.

Borodino village is held by light infantry who have broken down into skirmisher units. Ranged fire doesn't do much to shift them, so after dropping in some artillery in the hope of disordering the defenders it is simply a matter of getting in there with enough bayonets to win the melee. It helps if you can encircle the village, which exerts more ZOC, increasing Russian melee losses as well as hindering attempts at reinforcement across the bridge.

Once the village it taken set artillery up on its southern edge and start engaging units on the south bank of the Kolocha in the hope of supporting the attack on the Redoubt and attracting the attention of the Russian gunners on the hill. It may help if you send a battalion or two across the bridge - if you are playing against the AI this will be enough to distract it! Even a human player may be tempted to leave prepared positions to counterattack. In the later stages of the game, once the French have taken the Redoubt and beaten off the counterattack and are ready to move forward Borodino and its bridge provide a valuable start line for the attack on Gorkii.

It is a long way from Borodino to the next crossing points of the Kolocha, the fords at Novoe and Maloe villages, but they can be reached. The Novoe Ford is defended by lots of Russians, but Maloe Ford is worth a look. As long as you stay out of the way of the Russian artillery by not taking the riverside road it may be worth sending a brigade with some cavalry all that way for the satisfaction of having units in the Russian rear. It hampers the Russian's freedom to move his reserves and provides an element of uncertainty in the Russian commander's mind when fog of war is in effect.  

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Area 2 - The Great Redoubt, with Gorkii and Tatarinovo villages to the rear

Map of Area 2 - the Great Redoubt

The main geographical disadvantage facing the French in Area 2 is the wood visible on the left of the picture. Unless it is outflanked it leaves infantry who have penetrated it and overcome the skirmishers along the Semyonovka stream the task of crossing an awful lot of open ground under heavy fire without cavalry and artillery support of their own. It is just possible for massed infantry to take the Great Redoubt alone when playing against the AI but fatigued and low on ammunition they can be swept away by the inevitable counterattack.

Control of the Fords is therefore one of the keys to Area 2. There are too many French troops north of the river and the eastern ford allows them to cross and attack the Great Redoubt head on, without doubling back over the bridges to the rear. The Ford allows cavalry, artillery and fresh infantry to pour across to take the Redoubt and defeat the counterattack.

The southern side of the Ford is held by skirmishers, very difficult to shift with ranged fire. A charge by cavalry crossing the Semyonovka stream will do it easily. Click here for a picture showing how it's done. The French must control this small but vital area.

The capture of Borodino is for troops in Area 1 from Prince Eugene's IV Corps. Having captured it they must hold the bridge against the Russian reinforcements and so hold the French left flank. This is not a great challenge. However they can also greatly assist the attack on the Great Redoubt by the troops in Area 2 if they occupy the artillery on the high ground just south of Borodino, essentially by firing at them and giving them something to shoot at. If the artillery insists on pointing towards the attack on the Redoubt then make the best of it by sending a couple of battalions across the river and giving the Russians something else to worry about.

You can expect a counterattack while your troops are on the open ground and had best make sure you have the artillery and cavalry up there with you to fight it off. As they can't come through the woods they will have had to come through the Fleches and Semyonovskoe (Area 3) so click here for further details.

The Redoubt is held by artillery and infantry and has lots more of both in reserve. For some reason the AI prefers to let you capture it then counterattack. A human opponent will probably counterattack before you get anywhere near it. It is undoubtedly the prime artillery position on the map, given the high ground and protected hexsides. Whenever the counterattack arrives you want to make sure you are protected by artillery you have moved up close behind your infantry. Why take a prime site like this and let it go to waste? It is where the artillery arriving from Area 1 has to go, as those from Area 3 will be bogged down around Semyonovskoe fighting (probably) a tough defence. 

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Area 3 - The Bagration Fleches, with Semyonovskoe to the rear

Map of Area 3 - Fleches and Semyonovskoe

At first sight the Fleches look pretty intimidating but if playing against the AI that need not be the case. The AI's main weakness is that it stacks less than 200 infantry with the Fleche batteries. A few artillery shells amongst them and the front positions can be meleed and won, after which it is simply a matter of time.

Against a human player, however, things can become more difficult. If the Russian defender squares the troops on the flanks of the position, exerting greater ZOC to prevent the position being outflanked and changes the infantry in the centre to line formation to add firepower things can get difficult. The Russian player should concentrate his artillery fire on the advancing infantry columns and ensure the bypass is blocked with whatever spare troops or reserves one can find. If the French player neglects to use it himself the Russians can send a couple of Battalions along the trail to appear on the right flank of the French attack on the Fleches.

In this case the French player needs to make sure he has his guns properly sited before the attack proper begins. This includes getting guns immediately to the front of the Fleches, taking the bypass if poorly defended and getting guns to the area shown by 3.

The Bypass: the ground to the front of the Fleches contains steep embankments, which disorder cavalry and are impassable to artillery and supply wagons. This makes progress difficult if all these units have to thread up the Fleches through the few available channels, especially given that these are likely to be blocked by infantry. You can, however, take these forces through the bypass, a forest trail which gives onto the rear of the Fleches and onto elevated ground with good fields of fire. The trail can be cleared by a few infantry and cavalry, then get the guns up there to dominate the area.

Another good artillery position, the west bank of the Semyonovka and Kamenka streams is accessible through narrow woods at this point and offers guns fire onto Semyonovskoe village, the rear of the Fleches and the spur of land to the immediate front of the position. It is tempting to keep the guns in their starting position behind the wood, but the movement will increase results as range decreases and provide a continuing opportunity for fire as the battle continues.

Defence of the Kamenka at the Fleches

You need to get troops into Semyonovskoe quickly to silence those guns on the hill. If not they will hammer away at your victorious troops on the Fleches and severely disrupt your chances of further dynamic advance. The big danger comes, however, if emboldened by your success you allow your troops in Semyonovskoe to press on across the open ground. You want some support for that.

The picture below shows the open ground immediately to the east of Semyonovskoe and shows a Russian counterattack as shown by the green arrows in the picture above, with Russian infantry reserves on the lower ground. Because the French player has moved too fast he has left his infantry very exposed. While the French artillery and cavalry are still in the Fleches area, French infantry on the open ground, disordered by ranged fire and unable to change from column formation, are easy pickings for charging Russian cavalry. It is still only 07.45 am and the infantry should have held their ground in Semyonovskoe and waited for back-up.

 

This is what happens if you forget your back-up

 

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Area 4 - Utitsa, with Utitsa mound to the rear

Map of Area 4 - Utitsa and Artemki

The Area 4 battle around Utitsa is fairly straightforward  in that it is geographically separated from the rest of the battlefield by a largely impenetrable forest. The attack stands or falls by the forces each side bring to bear here and no artillery balls will come hurtling from the flanks. It is here therefore that an early commitment of French reserves (I prefer the Old Guard) can drastically change the odds and turn the tide of the battle by turning the Russian left flank. Most of us have played this battle before when we learnt the game - this time we prefer to fight fair: at least 3 to 1.

Be aware that when holding the French right flank it extends a bit further than you might think. There are Cossacks out there and Artemki (pronounced Artyomki) is as good a place as any to fight them. As the forest road is already congested send two battalions of infantry and some cavalry south down the trail to Artemki, remembering the Cossacks weak point - they cannot claim a charge bonus if the units they are attacking are in good order. Go as far as Artemki then occupy and defend the village, protecting the right flank and any disordered or routed units from the main Area 4 battle. By defending the village and making the Cossacks come to your infantry then counterattacking and meleeing with your cavalry it should be possible to win with inferior numbers of troops.

The main battle in Utitsa is, for the French, a question of getting all your forces to the right place at the right time. Check especially the rules on road movement. The skirmisher screen in front of the village can be brushed aside with melee. Take some time to recover from this and bring your artillery up to bear on the main positions. Advance and make sure your artillery occupy the favourable ground shown by pink dashes in the picture. This allows fire into the main body of Russian troops while still being screened by your own infantry. Keep cavalry ready to charge and press ahead, largely with infantry in line formation given that the enemy have few cavalry to trouble you with. If the enemy cossacks haven't shown up then probe from Artemki and keep some spare cavalry close on your right flank for protection.

It is largely a matter of taste as to whether you commit your reserves early. I prefer to have them close behind the main body of troops, ready to exploit breakthroughs. It does mean that it is more difficult to effect a rapid movement to another area but I think reserves become less useful if they take five or six turns to arrive where they are needed. I would suggest bringing the Old Guard down here and holding them for an attack on the last line of Russian defence and for exploitation into the open ground beyond.

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Strategic Plan

If you have followed all of the above through carefully you will have gathered the essence of the plan already:

Hand me the radio, would you?

Two last points:

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Not tonight, Josephine

Tactics

This section deals with tips to improve play and points to be aware of that are not fully covered in the manual. If anyone has any further suggestions, possibly accompanied by small JPGs illustrating the point, these would be very welcome. See also Credits below.

I will also include some matters that appear in the manual but are often overlooked, such as parts of the disorder rules. Furthermore the nature of the various headings means that several rules or pieces of information are included under more than one heading.

 

Zone of Control

Zone of Control (ZOC) is extended by units (not artillery, supply wagons, lone leaders or skirmishers) into the two hexes they face. This is different to the threat zone exerted by units. A unit in square creates a Zone of Control in all adjacent hexes. Moving into a ZOC of line, square or column infantry or of cavalry or adjacent to a ? unknown unit marker reduces your unit's movement points to zero. It is therefore important to change facing and/or formation before moving into the ZOC and also to avoid being "caught" in unexpected ZOC.

 Zones of Control are very useful in eliminating whole battalions. If you can exert ZOC on every possible retreat hex during a melee, whether or not that hex is occupied by enemy troops, your target battalion(s) in the melee will be completely destroyed.

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Formation

Just before coming into contact with the enemy, i.e. at 2 or 3 hexes range, change into line formation (unless directly threatened by cavalry). You get ranged fire bonuses and ranged fire protection. Once in contact with the enemy there tends not to be much manoeuvre so the reduced movement rate doesn't matter that much. Also once in contact with the enemy it is usually hard to change formation as most units become disordered.

When changing formation remember to change the formation of all units in the hex at the same time, otherwise there will be disorder.

Column? Line? Can't make his bloody mind up!

Be very wary with line infantry facing artillery positions: if the artillery can fire through the front facing of the line infantry it can attack ALL line infantry in that hex, more than offsetting the ranged fire protection enjoyed by line infantry.

Sometimes it is useful to keep infantry on the flanks of the advance in column formation to use their higher movement rate aid in the outflanking and surrounding of enemy units.

If cavalry charge your line of infantry battalions, infantry units adjacent to the one attacked can usually move and trap the cavalry with their ZOCs. Ranged fire then destroys the enemy cavalry. Ranged fire is more effective against cavalry than infantry, receiving a +2 modifier at 1 to 6 hexes range and a +1 modifier at 7 to 12 hexes.

See also:

Gosh that's a big gun

Artillery

Move your artillery as close to the enemy as possible, especially if that enemy is in static defensive positions. Remember to go no closer than three hexes, leaving you the ability to shoot at the target but leaving you (with very few exceptions) out of range. Close range greatly increases the results on a massed infantry target.

When manoeuvring stay out of your guns' line of fire to the target. It is easy to site two batteries with enfilade shots on  a good target only to move an infantry unit in the way.

It is a good idea to plan the artillery positions for your attacks in advance. There are a number of good positions offering elevation and field of fire advantages at crucial stages of the battles, including Utitsa village and the rises to its north and south, the area on the Eastern side of the wood just to the south of the Fleches, Semyonovskoe village and the rise north of the river west of Borodino (for supporting attacks on the Redoubt). Don't clog these areas with infantry - allow your guns to get there, get set up and start firing.

Try to keep at least one battalion with your guns where possible, especially if close to the enemy. A full battery usually has a melee strength of about 200 to 300, leaving it very vulnerable, especially to cavalry, who can close the distance after the defensive fire round that would decimate an adjacent infantry unit. This is not so important when playing against the AI, which normally prefers to remain in the defensive positions and counterattack (often too late) with reserves hidden in dead ground to the rear. However against a human opponent mounting an "aggressive defence" your attacking artillery can be easily lost.

Artillery is one of the biggest killers of your men and large hits will likely cause routing. It is therefore worth making the enemy's guns a prime target, but melee is the only way that can be described as very effective in attacking an artillery position. Therefore if you can reach the enemy guns in a cavalry charge or a burst of movement it may be worth firing your artillery at infantry in the same hex as the problem guns. Good hits may significantly change the melee odds in your favour and a successful melee will remove all enemy cannon in the hex.

Artillery can be used to damage and destroy an empty bridge. This is unlikely to be of much practical benefit, especially to the French player. The Russian player may choose to destroy the Borodino bridge if pressed, allowing him to concentrate on defending the fords.

If you are faced with multiple infantry units in line formation in the same hex fire on them - artillery can attack ALL line formation infantry units if firing through the front unit's front facing.

If playing as the Russian commander you may wish to consider splitting your large batteries into extended line, effectively allowing you to fire at two different targets. This may be enough to kill, disorder or rout large numbers of advancing French infantry, especially if in column.

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Nice Hat!!

Melee

When meleeing try to eliminate the opposing unit, especially by exerting ZOC into all possible retreat hexes. Click here for a fuller explanation.

Only one leader can affect a melee, increasing the attack/defence strength and improving morale. Why risk more than one?

Losses against skirmishers are reduced by 80%

Unlimbered artillery forced by the melee result to retreat is eliminated instead. This (especially by cavalry charge) is the most effective way to attack artillery.

Infantry cannot initiate a melee against cavalry. This rule prevents the player from using the turn system to diminish the dynamic power of cavalry but can be abused, using "static cavalry " to greatly delay the capture of a position.

Melee can be used to damage and destroy an empty bridge. In practice this is likely to be used only by the Russian player against the Borodino bridge.

Melee Modifiers:

BY:

 

AGAINST:

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May be scruffy but he can still shoot you!

 

Ranged Fire

The Actual Tables containing the probabilities of different results of ranged fire can be found in Section 10 "Parameters" of the file NOTES.HLP (Windows Help Format) in the NiR directory on your Hard Disk.

BY:

 

AGAINST:

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Natty Cardigan

Squares

Why would you form a square? They have only 1/4 of the firepower of infantry in line.

However:

If you have to hold a position and think you have the odds against you it might be worth squaring one or more infantry units on the objective (e.g. Utitsa Mound hill top) before the enemy arrive and it becomes disordered and can no longer change formation. It may just win enough time for reinforcements to arrive. It is also worth doing this with battalions stacked NEXT TO gun (artillery) positions, to prevent melees resulting from cavalry charges from sweeping the guns away. The protection squares offer artillery (which is completely destroyed by melee losses) more than offsets the relatively small increase in firepower that the rifles can bring. Your cavalry can be kept a couple of hexes to the rear to counterattack any disordered attackers.

In this example Russian artillery on the right is stacked with an infantry square. This square exerts 360° of ZOC preventing the French units directly above it in the picture from moving along the road and deep into the Russian rear. More importantly the infantry's protection for the guns from the cavalry waiting in the French rear is significantly increased. In the game the infantry lost the ensuing melee badly but did NOT lose the position, meaning that the guns survived. In the Russian movement phase that followed the French melee more troops arrive to hold the ground. Note the French artillery in the village on elevated ground, able to bring two batteries' worth of fire directly into play at close range, even though they are shielded by French infantry.

 

Squares and Artillery = Strength

Squares cannot be formed in obstructed terrain, meaning all terrain except clear or building hexes.

Opolochenye Militia Units and non-Jager Musket-armed Militia cannot form squares. This is worth remembering when you have taken the Fleches or Utitsa and see a couple of thousand militia on the open ground to the rear. Send in the lancers!

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Disorder

 

I wish we had stayed with the other ten thousand

Skirmishers

Skirmishers are a blessing and a bane. They are very resistant to ranged fire as they employ open formations and make better use of cover than troops in column etc. However they are useless at melee due to their low numbers and can be completely eliminated by cavalry units during the charge phase before the phasing player even bother to melee. If the enemy has cavalry that can sweep across your front or has lines of infantry in contact then skirmishers are a way of presenting him with easy victory points.

So when do we use skirmishers?

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Enfilade Shots

Enfilade fire is fire from the side and is especially powerful. It represents fire with an element of surprise against unprepared defenders. If a unit is fired on or meleed from an enfilade position and any casualties are caused there is a good chance that the unit will rout as enfilade attacks cause a -2 modifier to the morale check. Most units, especially if already fatigued and/or disordered are at serious risk from enfilade attacks and the rout of one unit can easily become a chain rout, leading to the capture of a position or the collapse of an attack. In effect enfilade fire and melee attacks can be made against artillery, line or column infantry and cavalry. They cannot be made against skirmishers or squares.

Enfilade fire and melee attacks are the only ways for infantry and cavalry to attack "second row" line infantry. Sometimes a defender will move a severely damaged and fatigued battalion in line formation to the top of the stack, using the game mechanism to allow these 50 men to artificially shield perhaps 1300 other defenders beneath from the fatigue and casualties resulting from ranged fire attacks. Enfilade attacks can target all available units.

In addition to the effect on morale above, melee enfilade attacks are resolved with a +2 modifier for the attacker.

 

 

The art of camoflague was still in its infancy

 

Cavalry

Be open to opportunities presented - the cavalry get, in effect, two movement phases and can be held back a bit behind the infantry to exploit weaknesses, for example attacking and meleeing a defender that suffered heavily in your offensive fire phase.

In the example below the French are attacking the northern Fleche from the Kamenka ravine and find a gun battery positioned with a single light infantry battalion of 150 men. Although the area immediately behind the Fleche is packed with Russian troops and there is no guarantee of success two French cavalry units are sent thundering up the hill and over the top into the Russian position. The ensuing melee is won, the light infantry unit is forced to withdraw and the Russian guns are destroyed. Immediately thereafter the Russian AI withdraws the surrounding troops and the French have taken the guns, gained a foothold in the Fleches and gained valuable objective and artillery victory points.

You never know your luck!

 

Cavalry are only really much use when not disordered. Disordered cavalry cannot charge, have low movement rates and melee very ineffectively. Therefore pamper them by:

 For an explanation of a possible Cavalry Countercharges bug click here.

Remember to use the serious threat zone that cavalry produce out to six hexes from their position, with the effect doubled at four hexes and quadrupled at two. This threat zone can be utilised by keeping a cavalry unit behind attacking infantry, hampering the defender's ability to change formation and affecting morale checks. 

Cavalry are very vulnerable to ranged fire, which receives a +2 modifier at 1 to 6 hexes and +1 at 7 to 12.

It should be remembered that cavalry must be in good order to begin the charge. If they become disordered though crossing poor terrain they may nevertheless continue the charge providing sufficient movement points remain. Becoming disordered during the charge does not cut the movement allowance for that charge.

Cavalry charge on the plateau

Cavalry that has charged automatically becomes disordered at the end of the charging player's turn.

Cavalry are especially useful against skirmishers in open ground (i.e. on clear hexes crossing unobstructed hexsides). If the cavalry is twice as strong as the skirmishers they have a 75% chance of completely overrunning and eliminating the skirmishers. This is a good way to clear a line of skirmishers quickly. It is almost as effective if you charge then use the Cavalry Can Continue to Melee function (up to four times), although the skirmishers sometimes partially survive if there are hexes to retreat to.

In the example below the French are trying to move a build-up of infantry from Area 1 (Borodino) to Area 2 (the Great Redoubt) over the west Borodino ford. They were being prevented by a line of skirmishers on the south side of the Kolocha river and ranged fire was not doing much to shift them beyond depleting ammunition stocks. At this point three cavalry units arrived on the west bank of the Semyonovka stream. The first charge of two units (see illustration) cleared the skirmishers from the south bank in THREE successive successful melees. The second charge combined with infantry (pink arrow) to attack another skirmisher unit then meleed again to beat another one on the high ground it occupies in the picture. Two cavalry charges had completely changed the tactical situation in the area.

 

Clearing the South Bank of the Kolocha

Before charging split your cavalry units into smaller groups (by using the Skirmisher button) - it reduces the effect of counterfire following the melee, allowing more to remain undisordered and so charge again sooner. It also allows more creative use of ZOC, either to eliminate enemy units or to channel them in their retreat.

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Tireder than a very tired person who is especially tired

 

Recovering Fatigue

 

Leaders

 

Leadership

It is important to keep leaders close to their units. You can find out who belongs where by right-clicking the unit or leader in the unit listing at the bottom of the screen. No command radii are given in the paper manual, so here they are for Brigade and Divisional level.

Brigade commanders need to be within 3 (French) or 2 (Russian) hexes of their units to exert their authority.

Divisional commanders need to be within 6 (French) or 4 (Russian) hexes to their units to command.

It is not clear how the Corps or Army commanders (Napoleon, Kutuzov, Barclay de Tolly and Bagration) function. It is likely that they exert extra command powers on troops in a similar radius to that of divisional commanders.

 

Supply

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Blast! Forgot the map!

Terrain Considerations

 

Disruptive terrain disorders some units passing through it. Other terrain may be impassable to some units or formations.

 

Line Infantry and cavalry are automatically disordered by crossing obstructed hexsides including

 

Road movement deserves a special mention. Inconvenient though it is every unit must be moved individually along the road and may not pass through any other unit on that road if it is to receive the road movement rate. Stacks of units may not be moved together. This is especially important when moving through a forest, such as Poniatowski's Fifth Corps is required to do in the early stages of the advance on Utitsa. The forest movement rate is very high, especially for artillery, cavalry and wagons, so care is essential. Leaders are the only exception to this rule.

Obstructed hexes (all those bar clear and building hexes) prevent the forming of infantry squares.

When you wonder if units will be able to see each other from one hill to another remember that each map contour is 10 metres and that:

 

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Come on then if you think you're hard enough!!

 

Known Program Bugs

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Recommended Optional Rules

Rout Limiting - this makes for a slightly more predictable game. Units rout when they are under pressure, rather than their neighbour. It is debatable which is more realistic but in the days before radio and in the smoke and confusion I prefer battalions to stand on their own two feet. This rule normally favours the attacker.

Victory Points for Leader casualties - this makes the game a bit more interesting and can reflect the honour code of the time, as letting your standard fall into enemy hands was considered a disgrace.

Isolation rules - makes for deliberate encirclements and, again, more interesting play. This rule normally favours the Russians as only Russian leaders and Cossacks are affected by these rules, whereas all French units are.

Partial Retreat - to avoid total elimination by an arbitrary stacking total of units when 70% could often be saved.

We're all going on a .... Summer Holiday!

 

Links

BattleGround Waterloo Unofficial Home PageHotter than a very hot thing

Official NiR Home Page (Talonsoft)

Email Talonsoft

Games Domain's Review

Online Game Review

Computer Games Strategy Plus' Review

Game Spot Links for Napoleon in Russia

Battle of Borodino Panorama Museum, Moscow

Yahoo! Search

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Message from Talonsoft

Talonsoft have asked me to point out that this is an unofficial home page for the game and that they retain all copyright to the names Talonsoft, Napoleon in Russia and to all graphics.

 

Credits

Thanks to Roger Lai for many of the above tips.
Thanks especially to Jon Martina for his Defence Strategy.
Thanks also to Pierre-Yves Guinard for some cavalry tips.

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I'm too sexy for my breastplate, too sexy!

 

Send in your Tips

This Guide is intended to be a collaborative effort - your suggestions and tips are gratefully welcomed. Just click on the Email graphic or Email address below.

 

 

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E-mail me

Page prepared by:

Photos from India

Ian Boys

London, UK

ianboys@easynet.co.uk

http://easyweb.easynet.co.uk/~ianboys/

  

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