BORODINO 1812

2.0 GAME TURNS INTRODUCTION Welcome to an exciting, fast-paced wargame Borodino 1812 is played in Game simulating the famous , fought Turns that simulate one hour of real time. between Napoléon’s Grande Armée and the Each Game Turn has four distinct phases: Imperial Russian on September 5 and 7, Initiative, Action, Battles, and Supply. 1812. The objective of the game is accumulate Night TURN: There is no actual night the most Victory Points which are scored mainly turn; this is when victory is determined for eliminating enemy units. or players prepare for the next day in The map covers the historical battlefield, divided the campaign game into areas. units are represented by units which provide elegant mechanics for Fog 2.1 INITIATIVE of War and Step Reduction. To start each Game Turn, both players Rulebook Organization roll two six-sided dice. High total is Player This rulebook is formatted so that the sidebar 1 for this Game Turn. French win ties. (right column) contains definitions, examples, Exception: French player has the first design notes, optional rules, and suggestions to turn for all scenarios (no roll). help you understand and enjoy the game.

2.2 ACTION Living Rules We maintain the latest rules for this game on Player 1 completes all three Action our website for free download: phases, then Player 2 does the same: GAME EQUIPMENT www.columbiagames.com/borodino [1] Command friendly units by activating • Game Map (turning face-up) any/all HQs in their Game Scale • 103 hardwood blocks: Borodino involved about 135,000 French and current location. HQs may instead move 47 French (blue), 56 Russians (green) 150,000 Russian troops. The main battle on into an adjacent friendly or vacant area • Label sheet (for the units) September 7th was the single bloodiest day of and then activate. fighting in the 19th century. • Order of Battle Cards (2) [2] Bombard with any desired Units represent divisions, corps • Dice (4) under command of an active HQ. • These rules or divisions, or artillery brigades. Each step is Artillery bombard into adjacent areas; 1600 infantry, 1200 cavalry, or 24 guns. The 1.0 DEPLOYMENT firepower may be modified by terrain. map is roughly 7.1 miles (11.5 Km) by 6.2 miles [3] Move any/all friendly units (except (10 Km). Borodino was fought over two separate Artillery that bombarded) within days; a September 5 meeting engagement Fog of War command range of an active HQ. Units between the vanguard of the French army Fog of War is a great feature of all block games. generally move to an adjacent area, but and the left wing of the , and Except in combat, the units stand upright, their can move further by road (5.41). After the main battle on September 7. You may label facing the owner. This promotes bluff all movement is complete, active HQs and innovative strategies because players are play each battle separately, or combine are reduced one step and can move never sure of the strength or identity of an them into a three day battle. normally. enemy unit. You must be bold and decisive in an atmosphere of doubt and deception. 1.1 ORDERS OF BATTLE (OB) Note: subject to a Straggler Roll (5.7), The game includes two OB cards, one units may move without command. Random Initiative French and one Russian. These cards are a Random initiative simulates the uncertainty 2.3 BATTLES roster of all units in the game. of battle. Player 1 moves first and controls the After both players have completed battle sequence, but Player 2 can react to enemy Choose sides (French or Russian) and their actions, battles are fought between movement. Coping with the chaos produced the scenario to be played. The Russian opposing units in the same area. They by random initiative is more realistic than fixed Player deploys first, then the French Player, are fought one at a time in any sequence alternating turns. as outlined in 9.0, Scenarios. determined by Player 1. The attacker must Important: Units start at full strength, win a battle by the end of round 3, or CREDITS except as noted in 9.2. retreat in round 4 taking pursuit fire. Designers: Tom Dalgliesh 1.2 MAP DEPLOYMENT 2.4 SUPPLY Carl Willner Headquarters (HQs) are deployed After all battles are resolved, a Contributors: Fred Bauer in the areas indicated on the map, such simultaneous Supply Turn is played. Grant Dalgliesh as Russian 7th Corps HQ in the Great This phase simulates a complex variety of Ron Draker Redoubt area. Units attached to each battle effects, such as restocks of ammo Stan Hilinski HQ are deployed as desired, subject to or rallying troops. There is rarely enough Nina Willner command range and stacking. Militia, supply to keep all units at full strength Jägers, and Voltigeurs are deployed within so players will have to make choices and Art: Mark Churms (cover) range of any friendly HQ. Details: 9.0. defend their supply lines. Tom Dalgliesh (map)

© 2012 Columbia Games Inc. 1 Version 1.1 BORODINO 1812

3.0 MAP 3.3 TERRAIN EFFECTS BORODINO TERRAIN Movement, Combat, and Stacking For such a battle, Borodino terrain was 3.1 AREAS are affected by terrain. Border terrain can difficult, well chosen by the Russians for it favored the defense, but tempted a French The map is divided into Areas which differ from Area terrain. For example, a offense. govern the location and movement of Woods area might have one or two Woods units. Areas are separated by Borders borders, one Clear border, and one Stream Woods which restrict movement into battles. border. The woods depicted were mostly light with Startline: A dashed green line that runs scattered brush. They could be easily traversed 3.31 Stacking Limits by infantry, but obstructed artillery fire and northeast to southwest across the map Stacking is the maximum number of cavalry charges. is an area border that also divides the units that can occupy an area. It varies battlefield for scenarios. with area terrain. See Terrain Effects Swamps The French player sits along the west The swamps depicted were marshy, lightly Chart (back cover). edge of the map, the Russian player along wooded areas with some stagnant ponds. the east edge (roads to Moscow). Stacking Limits apply separately to Unlimbering artillery off-road in swamps was each player for battles. Hence, each player not generally possible, and even where it could can have 4 units in a clear terrain battle, or be done, cannon balls did not perform well on 3.2 TERRAIN soft ground. A variety of terrain types appear 3 units in a woods battle, etc. on the mapboard. Some types apply to Stacking Limits apply to all units, Villages Areas, some to Borders, some to both. For regardless of strength. These limits can be Borodino, Yelnya, and Utitsa were larger movement and combat effects, see the ignored during movement, but apply at the villages, but the rest were a small collection of Terrain Effects Chart (back cover). end of a player's Action Phase. Units may log cabins called izbas. not overstack, but see 6.75. CLEAR: fields of crops and pasture. Rivers & Streams WOODS: mostly light woods. Artillery 3.32 Battle Limits The Moskva River seen in the northeast corner and cavalry have combat penalties. Borders do not limit movement except of the map eventually flows through Moscow. Impassable to artillery unless entering At this point it was about 40 feet wide and 4-6 to Attack, Reinforce, Retreat, or Regroup. feet deep. The river section shown is now a lake or moving along a road. In these cases there is a Battle Limit called the Mozhaisk Reservoir. SWAMP: marshy ground covered across each border per Action Phase. Most of the streams were just 2-4 feet wide and by light woods and brush. Artillery See Terrain Effects Chart (back cover). shallow at this time of year (September) due to and cavalry have combat penalties. Bombard: Battle Limits are not affected a long hot summer. But moving a division of Impassable to artillery unless entering by bombarding. 5000-8000 men across these small streams was or moving along a road. still difficult. Dense brush lined most banks and 3.33 Multiple Terrain REDOUBT: The map has five redoubt the lower water meant steep banks. There were Applicable terrain is that which also a large number of deeper millponds created areas: Shevardino, Great Redoubt, Les predominates in an Area or Border. If by dams. Flèches, Gorki, and Maslovo. Redoubts multiple terrain types exist, use the Border give the Russian player defensive terrain with the lowest Battle Limit for Redoubts advantages (6.51). The redoubts were field defences hastily built a movement, but most restrictive Area few days before the battle. They amounted to VILLAGE: Scattered across the map are Terrain for combat. numerous small villages. Attacking units an earth wall created from a perimeter ditch, The Psarevskii Wood area has three with embrasures for guns, reinforced with log have a combat penalty. villages, but additional villages have no ramparts and wolf pits to trap attackers. The RIVER & STREAM: The Moskva and extra defensive effect. redoubts were defended mainly by artillery, but Kolocha rivers are impassable, except players may deploy any one unit there. Some river/stream borders have at Bridges, Dams, and Fords. All other multiple fords or other crossings; this does waterways are Streams that can be Roads not increase Battle Limits. All roads are treated the same. Three main crossed anywhere, but easier via roads cross the map from east to west. They Bridges, Dams, or Fords. 3.34 Bombard Terrain lead to supply sources. BRIDGE, DAM, & FORD: All are Woods, Swamps, and Slopes modify treated the same. French Bridge Bombard fire. Combat effects are Multiple Terrain (crosses the Kolocha river west of cumulative such as when firing upslope Stream+Woods: Battle Limit 1 (stream); Battle effects for Woods. Borodino) is only in play for fighting on into a woods area. See Terrain Effects Clear+Slope-Down: Battle Limit 2 (Slope- September 7; see 9.2. Chart, back cover. Down); Battle effects for Clear. SLOPE: The top of a slope is indicated Swamp+Woods: Battle Limit 1 (Swamp); by the dark line. Slopes modify Battle 3.4 OFF-BOARD MOVEMENT Battle effects depend on battle area. Limits and Bombarding. Units cannot move or regroup offboard, but can retreat offboard. They ROAD: Roads do not alter terrain; a cannot return to the game, but do not slope traversed by a road is still a slope. count as enemy VPs. See Road Movement 5.41.

© 2012 Columbia Games Inc. 2 Version 1.1 BORODINO 1812

4.2 UNIT TYPES 4.0 UNITS UNIT TYPES The units represent French (blue) 4.21 Headquarters (HQs) Unit French Russian and Russian (green) forces. One sheet of HQs represent commanders, , die-cut labels is included. One label must couriers, and an escort guard. They are HQs 8 12 be attached to each unit, blue on the blue treated like other units for movement, Infantry 19 21 units, and green on the green units. Lightly combat, and supply, but have a unique position each label, ensure it is centered command ability. HQs have a zero (0) step. Cavalry 9 9 and straight, then press firmly. Artillery 11 14 B3 The French have one Army

NAP 3 TOTAL 47 56 4.1 UNIT DATA 2 Headquarters (AHQ),

0 Napoléon, and seven (7) NOTE: voltigeurs 4.11 Unit Strength 1 A Corps HQs (CHQs). and jägers, and Russian militia are The current strength of a unit is the 3 included in the Infantry totals. number on the top edge when the unit is 2 B2 The Russians have three (3) Barclay

standing upright. Strength determines how 1 AHQs, Barclay commanding many six-sided dice are thrown for a unit the 1st Army (green corps

in combat. For a unit at strength 3, roll I 0 2 box), Bagration the 2nd three dice. Army (red corps box), and The French Imperial Guard Kutuzov the supreme commander of both Napoléon maintained an elite Imperial Guard 4.12 Step Reduction . They also have nine (9) CHQs. corps of infantry, cavalry, and artillery, marked For each hit taken in combat, strength with the letter "G". These were the best units is reduced by rotating the unit 90 degrees 4.22 Infantry in the French army, and likely in all of Europe. Foreign guard units like the Polish Legion of the counter-clockwise. The diagram below C2 Units with a crossed musket

14 4 Vistula and the Italian Guard are treated like shows the same unit at strength 3-2-1. symbol. They represent 3 Guards. Napoléon was reluctant to commit his

1 divisions, approximately

4 elite Guard to battle as these veterans could not

2 3 A2 2 1 2 1600 men per step. A easily be replaced. Heavy 4 2

1 Both armies had detached 2 3

Heavy

3 1 The Russian Guard

A 2 Heavy regiments of light infantry, called jägers or

4 4 The Russians also maintained elite Guard units, voltigeurs. These were agile soldiers, often some dating back to . They were rifle-armed, most useful for skirmishing Some large divisions have maximum the finest men in the army, specially chosen for and covering flanks and forward outposts. strengths of 5 or 6, and steps that increase their height. At Borodino, the Russian Guard Historically, the Russians deployed jäger was the 5th Corps, initially held in reserve, but by multiples of 2, such as 6-4-2-1. One hit detachments in the village of Borodino and by afternoon fully committed. It suffered heavily will still reduce this unit from 6 to 4. the Utitskii Forest at the start of the battle. from French artillery.

4.13 Firepower d 3 C4 Guard infantry, cavalry, and The Russians also have four divisions;

Firepower is a letter and number such 2 artillery in both armies are Grenadier 1 and Grenadier 2, and Combined 1

as A1 or C2. The letter determines when a Old Guar and Combined 2. These were elite regular army 1 indicated by a gold unit unit fires, the number is the maximum roll G symbol. units, not guards. that scores a hit in combat. 4.23 Cavalry Russian Example: a unit rated B1 scores a hit Cossacks were irregular drawn Units with a crossed saber for each “1” rolled, and one rated B3 3 B2 from the various Russian or Ukrainian Cossack 3CC

2 symbol. They represent scores a hit for each 1, 2, or 3 rolled. “hosts” scattered across southern and

corps or divisions, 1200 men Siberia, together with some Asiatic irregulars. I 1 per step. Their small, nimble mounts made them most effective for scouting, raiding, and pursuit. STRENGTH (4-3-2-1) 4.24 Artillery Russian Militia The Russian militia, or Opolcheniye, consisted DIVISION 2 A1 Units with a crossed gun

Light of recently organized irregular troops. They had (14th) barrel symbol represent 1 little combat experience and were armed with a collected batteries of 24 mixture of muskets and pikes. They were used C2 guns. There are three 14 4 II historically to defend the woods south of the

3 artillery types: Light, Heavy, Old Road under 3rd Corps command.

TYPE 1 and Horse. All types can bombard, but (Infantry) 2 only Light and Horse guns can move into Artillery Ratings 4 battles. Heavy guns cannot move into Artillery units are rated "A" to reflect their battles, but can defend in them. superior combat range but, except for horse FIREPOWER artillery, they cannot retreat in their first combat (C2) round. CORPS (4th)

© 2012 Columbia Games Inc. 3 Version 1.1 BORODINO 1812

5.0 ACTION PHASE After commanding movement, each Command Range active HQ is reduced one (1) step and HQs with CR1 command in the same or 5.1 AREA CONTROL may then move normally, including by adjacent areas, HQs with CR2 command within Area control is determined by the road, even if it moved when it activated. two areas, HQs with CR3 command within three current location of units, Areas can either areas. CR ratings reflect a commander's ability Important: HQs at strength zero (0) be Friendly, Enemy, Contested, or Vacant: to handle troops spread over a wider range. cannot activate. Friendly areas contain only one or more Army Command friendly units. 5.21 Command Range (CR) Barclay at strength 2 commands any 2 units Enemy areas are those friendly to the HQs have a command range (CR) within his army at CR3; at strength 1, any 1 unit enemy player. of 1, 2, or 3 (yellow number). CR is the at CR3; and at strength 0, no units. Contested areas contain units of both maximum number of areas an HQ may AHQs may also command artillery to Bombard, players, awaiting battle resolution. They command. CR can be traced into or hence Napoléon at strength 3 could command are friendly to neither player. through friendly or vacant areas, but never two artillery units to Bombard, and one unit to Vacant areas are neutral, meaning through enemy areas, nor over impassable Move, all within his CR3. controlled by neither player. rivers. Command can be traced in/out of The Russian I and II Army reserve units IMPORTANT: Changes to area control contested areas, but never through them. can only be moved by their own (Barclay or are effective immediately. Friendly Bagration) AHQ Command, or by Kutuzov, or as 5.22 Corps Command (CHQs) stragglers. They are not like corps units that can areas become immediately neutral CHQs may only command units when left vacant. Similarly, attacking all be moved when their CHQ activates. AHQs attached to their own Corps. may command any units within their army an enemy area immediately converts it EXCEPTIONS: Murat may command to move. AHQs can move CHQs, but cannot to contested status. activate them – CHQs must have a step for that. any French cavalry or horse artillery 5.2 COMMAND within command range. Platov can An active AHQ can move itself and this does not reduce the number of other units it can HQs command the movement and command any Cossack unit. command. combat of other units. The first action in 5.23 Army Command (AHQs) a Player Turn is to activate (turn face-up) The French AHQ is Napoléon. The Multiple CHQs any number of desired HQs. They may Russians have three AHQs, Kutuzov, Only AHQs can command units of different corps. When two CHQs are located in the same move to an adjacent friendly area (no Barclay, and Bagration. Napoléon and area, both need to activate to command their overstacking) or vacant area and then Kutuzov command any friendly units. activate. Active HQs can: own attached units. Uncommanded units can Barclay commands only 1st Army units, move as Stragglers (5.7). • Reveal and bombard attached guns Bagration only 2nd Army. within command range. AHQs do not command like CHQs. • Move attached units within command They command friendly units equal to their range, except any guns that bombarded. current strength within their command DIAGRAM 1 Player 2 (French): activates 4th Corps HQ (Eugene) with Command Range 2.

4 3 C2 • Heavy Gun in Bezzubovo bombards Russian C2

14 4

2 units in Loginovo. Because of the slope-up, DIAGRAM 1 2 A2 3

Horse bombarding is -1 (A3=A2). One hit on the

1 1 1 2 2 Russian 3C2, now 2C2. 4 4 • Horse Gun bombards Loginovo at A1 (due to 2 A3 -1 for swamp border); misses. Heavy

1 • 14th Infantry attack Loginovo via Ford. Battle Limit is 1 because of Swamp. 2 • 13th Infantry attacks Loginovo via the C2 Stream/Slope border.

13 5

4 • Cavalry attacks uphill to Loginovo.

1 • Italian Guard moves by road to Bezzubovo, 4 2 then north to the area held by the Horse Gun. • HQ deactivates, minus one step, and moves to Bezzubovo. Round 1: Russian infantry declines square. All 2 B2 3 B2 French units are -1 fire in Round 1 for Village. Eugene 1 A3

2 2 • Russian 2A3; 1 hit on 5C2. Heavy

1 0 1 • French 3B2 (-1 village); misses. 4 2 4 • Russian 2C2; retreats eastward. 4 d 2 C3 • French 4C2 (-1 village); 1 hit on 2A3

1 • French 4C2 (-1 village); 1 hit eliminates 1A3, Italian Guar ending the battle. 4 French now Regroup as desired.

© 2012 Columbia Games Inc. 4 Version 1.1 BORODINO 1812 range. An active AHQ may move itself Important: Units can never attack, [ ] Flanking (optional) after commanding and this does not count reinforce, retreat, or regroup using the When attacking via two or more borders, one as one of its moves. road bonus. border (attacker choice) must be declared the Main Attack. Units crossing all other borders 5.24 Special Command Bridges, dams, and fords do not are placed in Reserve. Reserve units are delayed impede road movement. For example, Jägers, Voltigeurs, and Militia can be one round but have +1 firepower (C2=C3) on Infantry can road move from Borodino commanded by any active AHQ or CHQ in their first battle round only. This flank attack to Gorki, crossing a bridge. Cavalry can bonus does not apply if the main attack units command range. road move from Borodino to Maloye Selo, are eliminated in round 1. 5.3 BOMBARD crossing two fords. Flanking rules also apply when Player 2 is All artillery types can bombard. The attacking or reinforcing. Main reinforcements 5.5 PINNING arrive in round 2 and flank reinforcements arrive active player may reveal any artillery units Attacking units prevent an equal in round 3. commanded by a CHQ or AHQ, and fire number of defending units from moving. them into an adjacent enemy area. This rule simulates the difficulty of coordinating The defender chooses which units are separate attacks in battles, but gives a bonus for Bombarding hits are applied normally pinned. Unpinned units may leave the the surprise effect of outflanking. including double defense for the single battle (Battle Limits apply) but not via any redoubt defender. Players do not have to border used by the Attacker; they cannot Battle Limits reveal the units taking hits. attack or reinforce another battle this turn. Movement of units in/out of battles cannot Only one (1) artillery unit can exceed the Battle Limit (3.32) of any border. HQ OPTIONS: Unpinned HQs may Hence, with a border rated 2, two units can bombard each . This has through border activate in a battle, or move to an enter the battle, or two can withdraw, or one of no effect on Battle Limits. adjacent vacant or friendly area and each. Only unpinned units can withdraw from a Rivers and Streams do not affect then activate; Battle Limits apply. A battle as a Player 2 move. artillery bombardment, but modifiers and pinned HQ may not activate. restrictions apply to some terrain types. Battle Headquarters Headquarters must be unpinned to activate in See Terrain Effects Chart (back cover). 5.6 PLAYER 2 ACTIONS a battle. Unpinned HQs may also move to an After Player 1 has completed all Players may bombard adjacent adjacent friendly or vacant area to activate and contested areas (where a battle is pending bombardments and movement, Player 2 command normally, including adding units to but not yet resolved) but rolls of "6" are can activate any HQs normally. Options: the battle they just left, and/or withdrawing friendly hits in that area, applied normally. Bombard with desired artillery units other unpinned units from that battle. Moving under command. units in/out of battle areas is always subject Bombarding hits never eliminate to Battle Limits. An HQ which moves out of a the last step of any unit. Instead, the Move units under command normally, battle area to activate counts as one unit for the unit is forced to retreat (6.7) and is only including starting a new battle. Units Battle Limit of the border used. eliminated if it has no possible retreat or that reinforce are Reserves (6.4). would be overstacked. Grand Battery 5.7 STRAGGLERS Artillery units bombarding into one area through Exception: one step units in Redoubt Units without command can move multiple borders of that area simulates the areas ignore a bombardment hit; they with a straggler roll. Unpinned units in a grand battery tactic favored by Napoléon. For are not forced to retreat, but can at contested area may leave the battle with a example, if three French artillery units are owner discretion. straggler roll. positioned in three areas adjoining the Fleches and all bombard in the same turn, perhaps 5.4 MOVEMENT Make straggler rolls after all friendly commanded by the Napoléon AHQ, this can movement is done, but before combat. amount to over 200 guns firing into the Fleches. The active player can move any/all units under command except artillery that For each unit, roll 1d6: just bombarded. 1-3 Unit moves/retreats but loses one Units entering an enemy area have step; elimination possible. border limits that vary (3.32) with terrain. 4-6 Unit moves/retreats with no loss. Units can only attack/reinforce an ATTACKING: Units that attack or adjacent area. Light and Horse guns can reinforce with a straggler roll, subtract 1 move into battles; Heavy guns cannot. from the die roll (1-4 causes a step loss). Units can move only once per Player Step losses are taken before battle. Turn, except to Retreat or Regroup. Squares: Units in square require a 5.41 Road Movement straggler roll when retreating. Units can move further by road. Most BOMBARD: Straggle rolls can never units can move 2 areas along a road, be used to bombard. but HQs, Cavalry, and Horse Guns can move 3 areas. The roads must be directly connected. Battle Limits (3.32) are not modified by roads.

© 2012 Columbia Games Inc. 5 Version 1.1 BORODINO 1812

6.0 BATTLES 6.4 BATTLE RESERVES Battle Sequence Any units moved by Player 2 that The sequence of fighting battles is determined 6.1 ATTACKING reinforce a battle started by Player 1 are by Player 1 and changes to area control are effective immediately. Consider the effect of Units entering an enemy area are Reserves. Such units may not fire, retreat, being Player 1 and attacking an enemy group attacking; the enemy units are defending. or take hits in Round 1. They are revealed with just one unit. This may not pin all enemy Units may attack or reinforce from and arrive at the start of round 2. units in that area, but it will deny retreats multiple areas subject to Command (5.2), If all defending units are eliminated in or regroups into that area until this battle is Stacking (3.31), and Battle Limits (3.32). round 1, the Attacker is now the Defender resolved. Player 2 can also use this tactic to restrict attacker retreats, but the effect is less for that battle. This affects firing order and 6.2 BATTLE SEQUENCE certain since Player 1 controls battle sequence. changes who must retreat in the 4th round. Battles are fought one by one after all Battle Hits Example moves are completed. Player 1 determines Important: some fire penalties apply French 3C2 unit rolls two hits against two the sequence. Reveal units in the first for the first combat round, which is Round 2 for Reserve units. Russian units, one 2C2 and one 3C2. The battle by tipping them forward at current first hit must be taken on the highest strength strength. After that battle is done, stand all 6.5 BATTLE HITS Russian 3C2. The Russian player may apply the units upright, regroup (6.8) if desired, then second hit to either unit because they are now Player 1 selects the next battle. Each unit in its battle turn rolls as both 2C2. many dice as its current strength. A hit is 6.3 BATTLE ROUNDS scored for each die roll equal to or lower than the unit’s firepower. Battles are fought over four rounds or DIAGRAM 2 less. If not resolved sooner, the attacker Example: an infantry unit with three The Russian defends the Great Redoubt area must retreat during round 4. See 6.73. steps rolls 3 dice. It it has B2 combat, with 4 units. rolls of 1 and 2 are hits. 6.31 Battle Turns Each hit is applied separately to Player 1 French Each unit has one battle turn per the strongest enemy unit at that instant. • Activate CHQ Eugene and CHQ Ney. battle round and may either Fire or When two or more units share the highest • 4th Corps: Bombard the Great Redoubt area Retreat. The sequence of turns depends strength, the owner chooses which to with 2A3 Heavy and 2A2 Horse Guns. There is on firepower ratings. “A” units, then “B” no bombardment modifier since the border is reduce. Units at their lowest strength are units, then “C” units. With the same letter both upslope and downslope. With no D2, two eliminated if they take one more hit. code, the defender goes first. hits reduce both Russian infantry to 2C2. Note: Combat is not simultaneous. All • 3rd Corps: attack Great Redoubt over ford hits are applied immediately. with 3A2 and 4C2, and 3C2 (11th Infantry) across the stream from Les Flèches. 2 B2 Player 2 Russian Eugene 1 DIAGRAM 2 Russian could activate 6th CHQ and II AHQ to

A2 0 2 Bombard French attacking the Great Redoubt, Horse 4 2 1 but declines because of potential self hits. 2 A3 Round 1:

Heavy 4

1 1. Russian 1A3; 1 hit on 4C2. 2 C2 2. French 3A2; 1 half hit on 2C2.

24 3 A3 4 2 Heavy 2

1 3. Russian CHQ Rayevski 2B2; 1 hit on 3A2. 4. Russian 2C2; 1 hit on 3C2.

6 1 6 5. Russian 2C2; misses. 6. French 3C2; 1 half hit. Russian 2C2 now 1C2. C2 26 3 7. French 2C2; misses.

2 Round 2: 1 B2 1. Russian 1A3; 1 hit on 3C2. 7 2

1 2. French 2A2; misses.

Rayevski 3. Russian CHQ Rayevski 2B2; 1 hit on 2A2. 5 C2 C2 0 4 12 3 7 4. Russian 2C2; misses 2 3 10/2 1 2 B1

1

7 4. Russian 1C2; misses C2 1

1 3 2 1 A3 Dokhturov 7 2 6. French 2C2; 1 half hit on 2C2.

3 Heavy

6 0 7. French 2C2; misses 1 2 B3 6 Round 3: French conclude they cannot win Ney 2 7

1 this battle and will retreat in Round 3.

A2 1. Russian 1A3; 1 hit on 2C2. 0 3 Light

3 1 2 2. French 1A2 retreats. 3. Russian CHQ Rayevski 2B2; 1 hit on 2C2.

3 1 4. Russian 1C2; misses 2 3 A2

C n Light 11 3 B3 4. Russian 2C2; 1 hit on 1C2 (eliminated) 2 2 2

1 6. French 1C2; retreats.

Bagratio 1

1 Russian 2C2 recovers half hit. 3 II 0 II 2

© 2012 Columbia Games Inc. 6 Version 1.1 BORODINO 1812

6.51 Redoubt Combat 6.61 Sheltering Redoubt Combat All defending Russian units in a A square can "shelter" one artillery, or In melee combat (battles) in Redoubt areas all redoubt area (3.2) have double defense (D2) one cavalry, or one HQ of equal or lesser defending Russian units have D2, but under Bombardment, only one unit has this benefit. in melee combat (battles). D2 applies only to strength. The sheltered unit fights like the The Russian player should locate one chosen one unit for Bombarding hits. sheltering infantry. See 6.63. unit on the redoubt image to handle this. Important: French units do not get 6.62 Square Targeting Redoubt D2; they were open to the east. Firepower Penalties Targeting occurs when some enemy Firepower penalties can reduce a unit to 6.52 Double Defense units are in square and some not. Infantry firepower 0, such as a unit at B1 taking a -1 Units with D2 require two hits to lose cannot target; hits are distributed normally. penalty. (B1=B0). In such cases the units cannot fire that round. one step. Each "half-hit" has no effect, Cavalry, Artillery, and HQs must target except the next half-hit must be taken on the units in square OR the units not in Bayonet Charges the same unit. A half-hit carries forward square (if any). Hits are allocated normally The Russians used bayonet charges with great between battle rounds, but is recovered within each target group; surplus hits are effect, but they could lead to disaster. The +1 after the battle ends. forfeit. is justified as a "terror weapon" and the self hit reflects the higher casualties that often resulted 6.53 Bayonet Charges 6.63 Square Effects while closing to bayonet combat. Infantry in line (not square) have the • All Cavalry or HQs that target squares option to declare a bayonet charge on their have B1 firepower. Cossacks, who are Sheltering in Squares Battle Turn. This increases firepower +1 already B1, are -1 strength (3B1=2B1). Units sheltering in a square fight just like their infantry protector at C1. Sheltered artillery (C3=C4), but rolls of "6" are self-hits. • Artillery that target squares are would usually be deployed at the corners of +1 (A2=A3). their square with restricted space, and sheltered 6.6 SQUARES • Infantry in square have -1 firepower cavalry would fight dismounted. At the start of each Battle Round, (C2=C1). Militia in square, who are including Round 1, after Reserves are already C1, are -1 strength (3C1=2C1); revealed, Infantry units may Form Square, this applies to militia in square only, not DIAGRAM 3 or Break Square. Squares cannot be generally. BATTLE RESERVES formed in Woods or Swamp areas, but • All sheltered units have C1 firepower. can form in Redoubt areas. Mark units in Player 1 (French): activates CHQ Davout • Squares or sheltered units retreat square with a coin. and CHQ Ney. Ney bombards Les Flèches with subject to a Straggler roll (5.7). 3A2 (-1 for woods and misses), and commands Both players (defender first) may form infantry 4C2 and 3C2 to attack Les Flèches. square in the same battle. Declarations Davout bombards Les Flèches with 3A2 scoring cannot be changed once a round begins. one hit on 3C3. Davout also attacks Utitskii Forest (Stacking 3) with infantry 5C2, 4C2, and 3C2 via the fords. Reduce both HQs one step. DIAGRAM 3 Player 2 (Russian): AHQ Bagration activates with two command steps. He commands 3 A2 Light

2 Artillery 3A2 to Les Flèches, and Infantry 2C3

in east Utitskii Woods to reinforce infantry 3C2 B3 1 Ney 2 3

1 in west Utitskii Woods. These reinforcements cannot fight until Round 2. Reduce AHQ

3 0 1 Bagration one step. 5 4 C2 3

10/2 Round 1: French choose Utitskii battle first.

1 2 • Russian Infantry 3C2 fires; 1 hit on 5C2. 3 • French 2nd Infantry 4C2 fires; misses.

2 A3 n 2 B3 • French 5th Infantry 4C2 fires; 1 hit on 3C2. Heavy 1 1

B2 C2 Bagratio • French 4th Infantry 3C2 fires; 1 hit on 2C2, 3 11 3 Davout 0 2 2 reducing it to 1C2.

8 II 0 2

1 1 Round 2: Russian reserve 2C3 arrives 1 3 3 n 2 B1 3 C3 3 A2 • Russian Infantry 2C3 fires; 1 hit. 1 Light Borozdi 2 2

4 3 C2 1 A3 • Russian Infantry 1C2 fires; misses. 2 Combined 2

0 Heavy

1 2 3 A2 8 1 • French 2nd Infantry 4C2 fires; 1 hit on 2C3.

Light 8 1 II 2 1 • French 4th Infantry 3C2 fires; misses.

1 II 1 • French 5th Infantry 3C2 fires; 1 hit on 1C2 1 (eliminated). Round 3:

2 • Russian Infantry 1C3 retreats east to woods 5 C2 2 4 C 2 4 • French can now regroup any/all units in the 2 3 C 1 3

6

2 2

C 2 woods battle, subject to border and stacking limits.

1 4

1 5 1

1 1 27 3 but cannot move to any pending battle such as Les

8 2 Grenadier 2

8 Flèches, or any area held by Russian units. Battle for Les Flèches is then resolved.

© 2012 Columbia Games Inc. 7 Version 1.1 BORODINO 1812

6.7 RETREATS 6.8 REGROUPS COMMAND SENIORITY Each unit may retreat in its battle turn When a battle ends the victor may FRENCH (instead of firing), except Light and Heavy regroup. All units in the battle (including Napoléon, Emperor artillery cannot retreat in Round 1. any in Reserve) can move to any adjacent Murat, Marshal, King of Naples. Eugene, Viceroy of Italy, General of Division Attacking Cavalry ("B" units) can area(s) that are friendly or vacant. Mortier, Marshal retreat before infantry can fire, except IMPORTANT: units may never Ney, Marshal against enemy jaegers/voltigeurs. Regroup to enemy or contested areas. Davout, Marshal Hence, regrouping units cannot start a Units in square must make a straggler Junot, General of Division new battle, or reinforce an existing one. roll (5.7) when retreating. Poniatowski, General of Division Battle Limits (3.32) apply to regroups. 6.71 Retreat Limits RUSSIAN Battle Limits (3.32) apply to retreating 6.9 ELIMINATED UNITS Kutuzov, General units each Battle Round. Units can never Units are permanently eliminated. Barclay, General, Minister of War retreat to enemy or contested areas. Place them off-board, upright and hidden, Bagration, General with the enemy player to be counted as *Platov, General, Ataman 6.72 Attacker Retreats Victory Points (VPs). Dokhturov, General Attacking units must retreat via Tuchkov, Lieutenant General borders used to attack and/or to 6.91 HQ Elimination Borozdin, Lieutenant General friendly adjacent area(s), but never via An HQ that loses its zero step in Golitsyn, Lieutenant General any borders used by the Defender to combat is eliminated like any other unit. Osterman-Tolstoi, Lieutenant General Reinforce. Loss of an HQ gives the enemy player Baggovut, Lieutenant General significant VPs. See 8.3. Rayevski, Lieutenant General 6.73 Pursuit Fire Lavrov, Lieutenant General When a battle lasts into the 4th round, 6.92 CHQ Elimination attacking units must retreat on their Eliminated CHQs are not replaced. *Platov, the most senior of the corps commanders, commanded the Cossack irregulars. He had a normal battle turn. Defending units fire Any surviving units of that corps can be reputation for heavy drinking and was not seen normally, but Cavalry are +1 fire (B2=B3), moved individually as stragglers (5.7) or by as suitable for higher command. Dokhturov, who and Cossacks are +2 (B1=B3). AHQ command normally. commanded 6th Corps in the 1st Army, took over command of the 2nd Army when Bagration was Example: Attacker has Artillery A2 and 6.93 AHQ Elimination Infantry C2. Defender has Infantry C2 mortally wounded at Borodino. If an AHQ is eliminated the most and Cossack B1. Round 4 sequence: senior surviving leader assumes command. The portrait shown for Lavrov is that of Grand Duke Konstantine, brother of Alexander I, Attacking Artillery A2 retreats (no fire). Order of command succession for both Defending Cossack fires at B3 (+2). and official commander of the Russian 5th Corps. armies is given in the sidebar. Lavrov commanded in the Duke's absence, but there Defending Infantry C2 fires. Exception: If Barclay falls, or are no known portraits of him. Attacking Infantry C2 retreats (if it has replaces Kutuzov, Dokhturov becomes survived enemy fire). commander of 1st Army. Should Retreats Attacking or reinforcing through a border makes Attacking units that cannot retreat in Bagration fall, Dokhturov replaces Round 4 are eliminated. that border available for retreats for any friendly him. Should another Russian AHQ fall, units, but not into enemy or contested areas. It Note: Pursuit fire only applies to 4th Tuchkov would succeed, etc. Platov is not necessary to remember the exact border round retreats. was not considered for higher command. each unit used to enter the battle. 6.74 Defender Retreats A new AHQ also functions as the CHQ Players must be wary of Retreat Limits. It is of his own corps, but never both in the possible that a planned retreat area for the Defending units retreat to any friendly same turn. Attacker is occupied by a Player 2 Move before or vacant adjacent areas, but never via the battle starts. any borders used by the Attacker to start the battle. Remember that battle limits apply per round. Units can retreat through the same border(s) 6.75 Overstacked Retreats over several rounds. A unit can retreat into a fully Retreats & Regroups stacked friendly area, but loses one (1) Area control applies at the instant of retreat or step (elimination possible) and must regroup. Player 1 chooses the sequence of battle immediately move to an adjacent friendly resolution. Retreats and regroups in one battle (understacked) or vacant area or suffer may change available options for later battles. elimination. Regroups Regroups simulate two effects. First, the advantage that can be gained from disruption of a retreating enemy. Second, the high morale effect of a victory.

© 2012 Columbia Games Inc. 8 Version 1.1 BORODINO 1812

7.0 SUPPLY PHASE 7.32 Supply Loss Supply Phase 7.1 SUPPLY POINTS When a Supply Source is enemy Adding steps to units is not adding occupied during the Supply Phase, SPs replacements. The steps simulate restocks of After all battles are resolved, both from that source are forfeit while this ammo and rallying troops. players get 3 or 4 Supply Points (SP). occupation is maintained. Note that one Player 1 expends SPs first. Routed Units Supply Source causes a loss of 2sp, the When a unit loses its last step and is eliminated 7.2 SUPPLY STEPS others 1sp each. this does not imply that all the soldiers are casualties. Units could rarely remain effective in Expending 1sp adds one step to most 7.33 Supply Capture units, including an HQ, and all double step combat after sustaining 25% casualties although When an enemy supply source many units suffered more than 50% losses at units like the French 5th infantry. is first occupied, 2sp are gained per Borodino. Units eliminated in game play are Exception: French Guard units cost 2sp supply symbol. These must be expended really routed or shattered units. per step, but Mortier CHQ is still 1sp. immediately on friendly units with a supply line to that source or are forfeit. Supply Isolation Important: maximum increase is one Supply Points must be allocated to units that (1) step per area. Any unused SPs are 7.34 Supply Attrition each have a supply line to a specific source. For forfeit. example, if three French units are located in Unsupplied units command, move and the south, but they can only trace to the Supply Eliminated units cannot be rebuilt; fight normally, but cannot receive SPs until they are permanently eliminated. source at Yelnya, then only one of these units their Supply Line is reopened. can get a supply point. The three other supply 7.3 SUPPLY SOURCES Any unit that is unsupplied on the 8pm points from the north cannot be used for the Supply Phase, is subject to a one step loss; southern units unless they have a supply line Each player's Supply Points originate that connects. from the supply sources along their elimination possible. friendly map edge. These are marked with French Guard Supply 7.4 BRIDGE BURNING a green (Russian) or blue (French) supply The higher 2sp cost to replace French guard symbol. One of the areas has two symbols At the end of a Supply Phase each steps reflects the extra supply given to these (main source) and the other two areas each player can burn one bridge. If both sides elite troops and the difficulty of replacing contain one symbol. of the bridge are friendly-occupied, the them deep in Russia. Without a strong guard burning is automatic. If only one side of Napoléon might not have escaped from Russia 7.31 Supply Lines the bridge is friendly-occupied, roll a die, during the retreat from Moscow. To receive a SP a unit must be on and on a 1-3 the bridge is burned. Mark or adjacent to a road that connects to a the destroyed bridge with a coin for the supply source. The supply road must be rest of the game; the border as River or continuous and pass only through Friendly Stream as applicable. or Vacant areas. Dams cannot be destroyed within the Important: Each unit must get their time constraints of this game. supply from a different supply symbol – two units from main supply.

DIAGRAM 4 DIAGRAM 4 SUPPLY LINES & SUPPLY LOSS Since Cavalry can move 3 areas along a road,

d breakthroughs into the enemy rear are always a 2 C3 1

Italian Guar danger. 1 3 B1 1 A2 4 Horse 2

Cossack Cossack 1 Platov's Cossacks have galloped along the C C northern road from Loginovo isolating the Gryaz supply source from all French units even though Gryaz is vacant. The Gryaz SP is forfeit this turn. 1 1 2 B 0

2 Occupation of Gryaz by at least one Russian 3 B1 2

2 Platov C

Cossack Cossack would have the same effect, plus 2sp would be 1 2 B2 C2 C 13 5 Eugene 1 4

1 immediately captured.

0 4 2 4 2 The French now move north from Borodino to cut Platov's supply line. It will not immediately help; units only need supply to build-up. The

B2 C2 3 Russians will still receive all of their supply

14 4 2 3

1

1 points, but they cannot get supplies to Platov's 2 4 4 Corps.

B3 5 C2 Ney 2 4 1 3 10/2

1 The French need to defend their main supply 0

3 1 3 2 line while trying to recover Gryaz.

© 2012 Columbia Games Inc. 9 Version 1.1 BORODINO 1812

8.0 VICTORY 9.0 SCENARIOS Victory Points Victory is based mainly on eliminated units 8.1 VICTORY POINTS 9.1 SHEVARDINO, SEP 5 because the battlefield had little strategic Victory is always determined after the After weeks of retreat from Smolensk, importance to either side. The French goal was last Game Turn of each scenario. Victory the Russians halted to fight for Moscow. The to engage and destroy the Russian army, while Points (VP) are scored for holding redoubts battlefield they choose was Borodino, planning preserving their own. However, some VPs are and for destroying enemy units. awarded for the redoubts since they became to defend the Kolocha River. Shevardino the focus of action and thousands of lives were The higher VP total wins the scenario; redoubt was built to anchor the western end sacrificed to attack or defend them. Russians win ties. of this line. Historically, the French won control of the Shevardino redoubt by 7pm and Historically, the French won the Battle of 8.2 UNIT VPs retained it against a Russian counterattack. Borodino and occupied Moscow one week later. However, French losses at Borodino could not Except as noted below, each Russian losses exceeded French losses. be replaced, and they did not inflict sufficient eliminated French unit is worth 2vp, and TIME: 2pm to 8pm (7 turns). casualties on the Russians to force a peace. each eliminated Russian unit is worth 1vp. Five weeks after occupying Moscow the French RUSSIANS: Deploy HQs in their noted began a winter retreat that ended with almost 8.3 HQ VPs map areas except as noted below. total destruction of their army by a rejuvenated Napoléon: 6vp Attached units deploy in HQ areas or Russian army. within command range of their HQ, French CHQ: 4vp The French must do better than history to win Russian AHQ: 3vp subject to stacking limits. the game, which means inflicting a more severe Russian CHQ: 2vp • CHQ Tuchkov (3rd Corps) at Gorki. defeat on the Russians. This corps is with the 1st Army today. 8.4 Guard VPs Play Balance • CHQ Platov (Cavalry) at Novoye Selo. d 3 C4 Eliminated units of the French Ideally, players should play both sides once • CHQ Borozdin (8th Corps) at 2 Imperial Guard and Italian and determine victory from both games. Add Old Guar Royal Guard, are worth 4vp Shevardino Redoubt. Attached are together the VP from both games and then

G 1 each. two B2 Jägers. The B3 Jäger must be compare the totals. deployed with the 1st Army (historically Eliminated units of the Optionally, players can bid to play their 6 C3 in Borodino). uard s preferred side. Roll two dice and high total bids G 4 Russian Guard (5th Corps,

1 first, such as "French bid 2vp margin to win".

except 1st Combined) are • CHQ Golitsyn (Cavalry) at Les Flèches. 2 Each player in turn may then increase the bid 5 • Militia deploy on Old Smolensk Road worth 2vp each. until the highest bid is determined. atop Utitskii Kurgan. Guard CHQs: Guard CHQs like Mortier have the same VPs as in 8.3. • 1st Army CHQs are reduced by 1 step. French Entry All entering French units including HQs initially NOTE: Players should keep hidden the FRENCH: Remove 3rd and 8th Corps, deploy in the three supply source areas, and identity of eliminated units. Players will and Murat's 3CC, 4CC, and Horse 2 gun are not affected by stacking limits. French HQs then be uncertain of exact VP totals from the game. They do not appear until deploy at full strength (deployment does not until they are counted. the next day (Sep 6). require their activation). They must activate, and lose a step, to move further that turn beyond the • Deploy one corps (ignore stacking) per 8.5 Redoubt VPs entry area, unless moving as stragglers. When entry area; 4th Corps in Gryaz, 5th Each occupied Redoubt at the end a French HQ activates, it can also move to an Corps in Yelnya, and Murat's partial adjacent area normally. of the game is worth 2vp to either player. Cavalry Corps with Napoléon in the Redoubts must be held by at least one if a French supply source is occupied by the New Smolensk Post Highway entry area friendly unit to be counted. Russians, scheduled French reinforcements (two supply symbols). Voltigeurs are can attack into the supply source area along Exception: Redoubts are only worth deployed one per entry area. the entry road subject to all normal rules; one 1vp each to the Russians for the Sept • French move first. Activate deployed French artillery may bombard from offmap. 5th Shevardino scenario. CHQs and move normally for 2pm turn, French units that cannot attack due to battle subject to Battle Limits and Stacking. limits must wait until a later turn to enter. If the attacking French units fail to win, they retreat • Each following French turn, one corps offboard, but can try again on a later turn. deploys in any entry area (ignore stacking limit) and moves normally. The French may delay the arrival of any reinforcing corps to a later turn. FRENCH BRIDGE: Does not exist on this day. Shevardino Victory Example French have captured Shevardino (2vp). They SUPPLY: Both players only have 3sp per have also eliminated 5 Russian units. Russians Game Turn this scenario – the double hold the other four redoubts (4vp) and have supply source provides only 1sp. eliminated 1 French unit. VICTORY: Determine Victory after French: 2+5 = 7vp the last Supply Turn is played. VPs are Russian: 4+2 = 6vp awarded normally (see 8.1). French win with a 1vp margin.

© 2012 Columbia Games Inc. 10 Version 1.1 BORODINO 1812

9.2 BORODINO, SEP 7 9.3 CAMPAIGN, SEP 5–SEP 7 TACTICAL OPTIONS The French army attempts to breach SEP 5: Play Shevardino scenario until The burden of attack lies with the French or turn the Russian defensive line, while the the 8pm turn is completed. Victory since the Russians start with an advantage in Russians seek to hold their positions. conditions for this scenario are ignored. redoubts. They have three main strategies. Deploy HQs in the areas noted on the Northern Attack map. Their attached units deploy in those SEP 6: Deploy French units that did not The Russians feared that the French same areas or within command range of enter on Sep 5. The two cavalry and would make a sweeping move north of the their HQ, subject to stacking limits. one horse gun deploy within command Kolocha, then cross the river in the Russian TIME: 6am to 8pm (15 turns). range of Murat. CHQ Ney and CHQ rear. Napoléon encouraged this fear by sending Junot must deploy in any friendly area his 4th Corps north, reinforced by two large RUSSIANS: Deploy first, move second. within Command Range of Napoléon, divisions from the 1st Corps and the 3rd Deploy all units at full strength, except subject to stacking; attached units Cavalry Corps (Grouchy). An attack here by reduce the 27th Infantry and the deploy in friendly or vcant areas within the Russians may have good prospects if the 2nd each by one step. command range of their CHQs. French are bogged down in the center or south. Jägers and Militia are deployed within Historically, the French 1st and 3rd Historically the Russians launched a large command range of any CHQ or AHQ. divisions of 1st Corps were transferred cavalry attack in the north that was repulsed All Russian units must be deployed east to Eugene's 4th Corps for the Battle of by French squares near Valuyevo. of the Startline (3.1). Borodino. In the Campaign Game, the Central Attack FRENCH: Deploy second, move French player has the option to redeploy The tactical option actually followed by first. Deploy all units at full strength, these two divisions for that purpose, Napoléon, with feints to the north and south. except reduce the 5th Division by one transfer only one of them, or keep both The attack started with a massive artillery under Davout's 1st Corps. step. Voltigeurs are deployed within bombardment, followed by attacks on Les command range of any CHQ or AHQ. French Bridge is built if both sides Flèches, Semyonovskoye Village, and the Great All French units must be deployed west of the bridge are French controlled Redoubt. Les Flèches fell around 10:30 am, of the Startline (3.1). at the end of Sep 5th. The bridge the village by noon, and the Great Redoubt NOTE: The 1st and 3rd infantry divisions is built on Sep 6th and can be used soon after 3pm. It was an exceedingly bloody of the 1st Corps (Davout) were attached to by either player on Sep 7th unless day and ended with the French occupying the 4th Corps (Eugene) throughout this day burned. Borodino, but gaining only 1-2 miles of

of battle. These two units have a 4th Corps ground. symbol above their 1st Corps designation. • The Russian player can now move any two (2) CHQs to any friendly Southern Attack The French player must attach these units Napoléon assigned his Polish 5 Corps to to the 4th Corps for the entire day. area, subject to stacking; attached units deploy within command range. advance along the Old Smolensk Road and FRENCH BRIDGE: The bridge west then turn north to trap the Russians against of Borodino represents several small • Tuchkov’s corps transfers to the Kolocha River. The Russians deployed bridges that were built in this area by Bagration's 2nd Army, as indicated by sufficient forces in the south and the day ended French engineers on Sept. 6 to shift the coloring in its corps box. Barclay in a stalemate at Utitskii Kurgan, even after wagons and guns over the Kolocha river. no longer has any command of this Junot's 8 Corps was added to the southern The bridge can be used by either player, corps. attack. unless burned. • Each player now receives double Marshal Davout urged Napoléon to avoid their Sep 5 Supply Points to rebuild a costly central assault and instead conduct SUPPLY: French and Russian double HQs and forces as desired, maximum a strong flanking maneuver in the south. supply source now worth 2sp giving 4sp of 2 steps per area. Hence, if players Napoléon rejected this option because it might per side. still have 3sp from Sep 5, they would provoke the Russians into further retreat and VICTORY: Determine Victory after now each get 6sp of rebuilding. he wanted a battle to win. The southern terrain the last Supply Turn is played. VPs are is a tough slog, but success offers the best awarded normally (see 8.1). prospects of cutting Russian supplies. SEP 7: Continue the battle. Determine Example: French have captured Player 1 with die roll for 6am. Shevardino, Les Flèches, and the Great Variations Supply: 4sp per side. Any two of these tactical options can be Redoubt (a total of 6vp). They have also eliminated 12 Russian units, plus combined, perhaps with equal weight, perhaps one guard unit. Russians hold Gorki VICTORY: Determine Victory after favoring one over the other. For example, a French attack in the north and south, and Maslovo redoubts (4vp). They have the last Supply Turn is played. VPs are eliminated 7 French units, plus CHQ awarded normally (see 8.1). defending the center, perhaps luring the enemy Davout. westward, with the goal of enveloping the Russian army. French: 6+12+2 = 20vp Russian: 4+14+4 = 22vp Russian 2vp victory.

© 2012 Columbia Games Inc. 11 Version 1.1 BORODINO 1812

GAME TURNS INDEX Areas 3.1 [1] INITIATIVE: Roll two dice. High roll is Player 1. French win ties. Area Control, 5.1 Artillery, 4.24 [2] PLAYER 1: Three Phases Battles, 6.0 • COMMAND: Activate HQs (Deploy if desired) Attacking, 6.1 • BOMBARD: Reveal and fire commanded artillery. Battle Limits, 3.32 Battle Reserves, 5.41, 6.4 • MOVE: Move any commanded units that did NOT bombard. Battle Rounds, 6.3 Units entering an enemy area must stop. Battle Retreats, 6.7 Battle Sequence, 6.2 [3] PLAYER 2: Same as Player 1, except pinned units may not move, Battle Turns, 6.31 and artillery in a contested area may not Bombard. Bayonet Charges, 6.53 Bombard, 3.34, 5.3 [4] RESOLVE all battles, one by one, in a sequence determined Borders, 3.3, 5.11 by Player 1. The Attacker must retreat during Round 4 if not Bridges, 3.2, 7.4 Cavalry, 4.23 victorious after Round 3. Command, 5.2 [5] SUPPLY: Player 1 and then Player 2 use their Supply Points (SP) Army Command, 5.23, 5.24 Corps Command, 5.22 to add steps to HQs and/or depleted units, maximum of one (1) Command Range, 5.21 step per area. Units receiving SPs must have a supply line to a Deployment, 1.0 supply source. Orders of Battle, 1.1 HQ Deployment, 1.2 Double Defense, 6.52 Eliminations, 6.9 Firepower, 4.13 TERRAIN AREAS BORDERS HQs, 4.21, 5.2 Activation, 5.3 Battle TYPE Stack Battles Effects Command, 5.2 Limit Elimination, 6.9 Seniority, 6.9 (sidebar) CLEAR 4 No Effect 3 No Effect Infantry, 4.22 Cavalry (all B1) Initiative, 2.1 1 Bombard –1f Militia, 4.22, 5.24 (command) WOODS 3 Artillery -1f 2 (in/out) Movement, 5.4 No Squares Attacking, 6.1 Cavalry (all B1) Battle Limits, 3.32 Bombard In–1f SWAMP2 2 Artillery (all A1) 1 Offboard Movement, 3.4 Bombard Out (Ø) Player 2, 5.6 No Squares Retreating, 6.7 REDOUBT 4 D2 (Russians) D2 one unit (Russian) Regrouping, 6.8 Road Movement, 5.41 Other Attacker–1f Pinning, 5.5 VILLAGE No Effect Terrain (Round 1 Only) Pursuit Fire, 6.73 Redoubts, 3.2, 6.51, 8.5 Moskva and Kolocha rivers can only be crossed where a bridge, RIVER Regroups, 6.8 dam, or ford is shown. Reinforce, 6.4 Reserves, 5.41, 6.4 Bombard OK STREAM l 1 Retreats, 6.7 Arty cannot cross Road Movement, 5.41 Scenarios, 9.0 BRIDGE, Bombard OK l 2 Squares, 6.6 DAM, FORD Arty may cross Stacking Limits, 3.31 3 Step Reduction, 4.12 SLOPE Up l 1 Bombard –1f Stragglers, 5.7 3 SLOPE Down l 2 Bombard +1f Strength, 4.11 Supply, 7.0 Infantry and Artillery have +1 Move, but HQs, Cavalry, and Supply Points, 7.1 ROAD Horse Artillery have +2. Units cannot use this bonus to Attack or Supply Sources, 7.3 Reinforce. Supply Lines, 7.31 Terrain, 3.2, 1 Woods: Bombard –1f applies even if firing Clear to Clear across a Woods border. Multiple Terrain, 3.33 Bombarding woods to woods is -2f (–1 out; –1 in) Terrain Limits, 3.3 Victory, 8.0 2 Swamp: Bombard prohibited out of swamp. Victory Points, 8.1 Villages, 3.2 3 Slopes: Bombard modifiers are cumulative. Firing upslope into Woods is –2, but downslope into Woods is zero ( +1 and –1).

© 2012 Columbia Games Inc. 12 Version 1.1