AAR 4
From: Brandon Musler, CGC Member
The 90th Anniversary of the Battle of Borodino was commemorated in
early
September with an enormous historical miniatures (25mm) recreation at
JodieCon: Borodino 2002. Over 100 miniatures enthusiasts gathered at
Fort
Monroe in Hampton, Virginia to stage the epic battle of 1812 as the
Russian
Army tried again to defend Moscow from the tender mercies of Napoleon
and
his Grande Armee.
Borodino 2002 was a special four day event sponsored by the Historical
Miniatures Gaming Society (HMGS), those wonderful folks who bring you
COLD
WARS, FALL IN! and HISTORICON. Earlier JodieCon Campaign Conferences
have
reenacted Austerlitz, Crete, Gettysburg, Kanev, Market-Garden,
Monmouth and
Waterloo.in lead. Borodino was staged once before in 1992; perhaps it
was
this prior practice that made for a nearly perfect gaming experience
in
2002.
War and Pieces
Borodino 2002 was a full-scale historical convention that included a
Napoleonic conference (courtesy of MagWeb.com), historical re-
enactors,
vendors and a museum tour, but the main-feature was unquestionably the
Borodino wargame. Gamers acted as Army, Corps or Division commanders.
Each
Russian and French unit was represented at a scale of 1:50 by
employing
literally thousands of lovingly detailed Old Glory 25mm Napoleonic
figures.
The battlefield terrain, arrayed over the equivalent of about 30 Ping-
Pong
tables, was built on an ambitious scale of 1 inch to 25 yards and
compellingly rendered the Great Redoubt, Fleches, Kalatasha river and
Borodino village itself. The tactical scenario, including the complete
historical 1812 order-of-battle, employed Nigel Marsh's Carnage and
Glory II
(C&G2) computer moderated rule system. It was a feast for the eyes,
but the
operative question was how would a wargame on this scale play?
C&G2: Plays Great, Less Filling
Coordinating the activities of 100 competitive, and occasionally sleep
deprived, lead pushers is a daunting challenge. Many rules systems can
handle a basement-scale game of 10-20 units per side over an
afternoon, but
the task here was 50 times greater. Organizers estimated that between
12 and
20 turns might be played during the weekend. With a game scale of 15
minutes
per turn, this represented only 3-5 hours of historical time. While a
reasonable goal, the Battle of Borodino was fought for 14 hours.
Despite the
complexity of coordinating so much carnage, C&G2 covered itself in
glory by
allowing 33 turns (over eight hours) to be played in full. A decision
was
reached.
After Action Report
Historically, Napoleon's Grand Armee chased two Russian Armies across
the
Russian steppe towards Moscow. The armies of Bagration and Barclay
combined
at Borodino, 70 miles West of Moscow, under the overall command of
Kutusov.
Fearing the Russians might maneuver away again; Napoleon eschewed the
flank
attack urged on him by Davout. Instead, he sought a battle of
annihilation
through attrition leading to extraordinary unit densities and the
bloodiest
single day of the entire Napoleonic period, including Wagram, Leipzig
and
Waterloo. Quite a challenge to recreate.
At Borodino 2002, although initial deployments were not historically
mandated, Napoleon followed Davout's plan of a sweeping southern
hook. In
addition, after taking the village of Borodino, the French also
embarked on
substantive tests of both the Great Redoubt and the Fleches while
demonstrating with cavalry on their northern flank. Kutusov (played by
Charlie Elsden who led the British to a decisive victory in the
Peninsula
during a visit to the CGC in August) anticipated the French maneuver
but
underestimated its ferocity.
Despite tenacious resistance, the French eventually stormed Utitza
and the
Fleches, substantively turning the Russian left flank. The morale of
Barclay's First Army collapsed as French cavalry fought its way
through the
opposing screen and rode down the Russian gun line beyond. Exhausted
from
killing so many dispirited Russians during the heat of the day, French
impetus ran out just short of a key road juncture.
In the center, the Great Redoubt changed hands with multiple charges
and
countercharges, before the Russians prevailed by substantial margin
with a
"death or glory" ride to victory by the Empress' Guards Cavalry.
Maneuvering
under the mouths of cannon belching death and flame from the Great
Redoubt
proved extremely costly to French manpower and morale. As the battle
waned
in the center, Constantine was contemplating sending in his Guard on
the
morrow, to retake Borodino, where Napoleon's Guard Corps, the flower
of the
French Army, surely waits.
On the Northern flank, the initial demonstration by French cavalry
was met
with a ferocious Cossack counterattack. The Cossack commander, who
flew in
from Turkey with his fiancée and had never played miniatures before,
bedeviled the French throughout the day. He turned the French flank
with the
help of Bagration's line troops who forded the Kalatasha and drove the
Wurttemberger Division back on the village of Borodino again. In the
end,
the battlefield had shifted from an east-west to north-south
alignment,
using the Great Redoubt as its pivot point.
And the Decision Goes To...
In 1812, Borodino was a tactical victory but a strategic defeat for
Napoleon. The Grand Armee marched on to take Moscow but never
destroyed
Kutusov's army. What followed is perhaps the most notorious retreat in
military history, as the French army was first depleted by callous
logistics
and then destroyed by General Winter and marauding Cossacks.
The results of Borodino 2002 were similar. The French managed to turn
the
Russian flank in the south and slay 15,000 troops but they suffered
15,000
casualties themselves in the shadow of the Great Redoubt. More
importantly,
although the Russian Army was battered, it retained control the Main
Post
Road -- i.e. its lines of communication. In other words, the Russian
Army
survived to fight again.
Why It Went So Well
There is no doubt that the overall JodieCon convention was a triumph
due to
the considerable logistical planning, expertise and hard work of Pete
and
Jodie Panzeri as well as the volunteerism of the HMGS faithful. But
Borodino 2002, the wargame, played fast and true primarily due to the
Carnage & Glory II moderated system.
C&G2 brings three distinctive innovations to Napoleonic miniatures,
all of
which improve play dynamics by helping gamers appreciate friction and
fog-of-war. C&G2's chief innovation is its built-in assumption that
army
morale and fatigue are the key determinants of battlefield
performance. Far
from a "bolt-on" afterthought, successful leadership is primarily a
function
of how efficiently these factors are managed. Low-key computer
moderation,
the second innovation, makes it possible to keep track of the myriad
variables impacting morale. Not removing figures when casualties are
incurred is the 3rd innovation. The interaction of these ideas
improved
historicity and streamlined the gaming during Borodino 2002.
C&G2 is, at heart, a morale management system. Its primary unit of
measure
is the human heart. Muscle endurance (human and equine) is a related
consideration. Mammals are not machines. As they grow tired, their
capacities diminish and determination wavers. Napoleon tacitly
recognized
this with his comment that 'morale is to material as 3 is to 1'.
Gamers
accustomed to commanding mechanized armies often learn it the hard
way --
after pushing their men and horses too far, too often. C&G2 models and
measures the limits of leadership by punishing those who fail to
husband
available muscle energy and morale.
Computer moderation, especially a "black box" approach, offers many
benefits. Foremost is the offloading of calculation and endless
recalling of
minutia. The system prompts players to consider modifiers and
remembers past
events accurately. This not only enables a genuinely morale-based
system,
but it's invaluable when gamer fatigue sets in after about four hours
of
real-world playing time. By doing the math, it drastically reduces
friction
between opposing camps over whether a modifier was factored correctly.
Moreover, it abstracts the role of Game Master (GM) away from each
individual player and makes them think in terms of general tactics.
This
dynamic manifested itself at Borodino 2002 where most arguments were
about
appropriate tactics (amongst allied players), instead of across the
table,
between opponents.
The practice of not removing casualties (lead stands), combined with
computer moderation, creates an element of uncertainly from which
miniatures
gaming benefits. Historically, when men in the front ranks fell,
their place
was quickly back filled, continually presenting a full line to the
enemy.
With black powder smoke and dust covering the battlefield, even a
general
situated on a hill would have a hard time discerning unit casualties
precisely, never mind communicating them to subordinate commanders
below.
So, it is important to offset the computer's 'perfect' memory with
players'
fallible (and often convenient) recollections. The fog-of-war aspect
incites
the hyper-aggressive to ask too much, and the timid too little, from
their
troops. Best of all, when you beat somebody, they can't blame it on
bad dice
because they never threw any. If they beat you, on the other hand.
Other Observations
CGC members Tom Cusa and Frank Luberti served alongside Nigel Marsh
and Dave
Bonk as able GMs; these guys were integral to the success of Borodino
2000.
They worked every minute of the battle and attended pre- and post-
session
meetings besides. At Borodino 2000 the GMs provided an absolute
minimum of
granular data. This was disconcerting to those accustomed to seeing
every
modifier, and result, spelled out -- as in other Napoleonic rule
sets. Some
diecast grognards found it difficult to accept the uncertainty
inspired by
C&G2, at first. This is because the role of the GM in C&G2 is more
akin to a
soccer referee than an American football official. Bear with me here.
Americans expect referees to be intrusive -- stopping games
frequently and
not restarting play until the infraction and violator are identified,
remedies discussed, and an accounting of the incident delivered up to
all
players. Indeed, in many games far more time is devoted to dealing
with
technical distractions than actually playing. The GM mechanics of C&G2
produce a very different experience in spirit and practice.
C&G2 is designed as a fast-paced game with few interruptions. Players
request a GM service (change formations, fire unit), rather than the
GM
overseeing their activities, per se. Because C&G2 does the
bookkeeping, GMs
are free to apply their understanding of history and precedent rather
than
apply modifiers by rote. Minor miscues can be overlooked if the GM
considers
them to have marginal impact. The GM can also "play through" trivial
transgressions, especially if doing so negates the opponent's
advantage,
like when a maneuver technically stretches the rules, but allowing it
will
exhaust the army that is artificially extending play boundaries. In
other
words, the GM can let you do dumb things.if you insist.
It is especially easy to fall prey to obsessive rules lawyering and
neglect
surrounding context in a heated contest. Rather than argue, most
players
prefer to "get on with it" after they realize the extra turns
afforded by
smooth C&G2 game play influence final results far more than any one
isolated
situation or modifier. As a general rule, players focus on "the bigger
picture" better. If not, a GM can render an argument moot by entering
his
decision into the computer and continuing, leaving bitter enders to
debate
in the wake of a progressing game. With 50 players per side facing
off all
weekend, this helped move things right along.
Of course, GMs like Bonk, Cusa, Luberti and Marsh strive for
uniformity of
interpretation as strenuously as us players strove for command
excellence.
Everybody did their best and the inevitable human variations were in
keeping
with the pre-industrial eccentricities of the Napoleonic
battlefield. C&G2
enabled an exploration of line tactics on a gaming scale never before
possible. It was a glorious experience!
For further convention information visit www.jodiecon.org and for a
more
detailed accounting of Borodino 2002 game events check out The Great
Redoubt
Newsletter available there. A complete description of Carnage & Glory
II is
available.
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