Napoleon’s Greatest Gamble: The Invasion of Russia (1812) Campaigns of the Napoleonic Wars vol. I


Set up, Special Rules and Victory Conditions



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14. Set up, Special Rules and Victory Conditions


Set up:

Notes: the number of units per Type and Class are specified within parenthesis ( ); I=Infantry, C=Cavalry, A=Artillery, v=Veteran, L=Line; c=Conscript. Some Commanders appear only in the Advanced Game. These are specified within square brackets []. The Russian units are divided into Armies. So, for example, 1-III means 1st Army, IIIrd Corps

14.1 The Russians deploy first.

Historical setup:

Turn 1

1st Western Army

1-I Corps (1Iv, 1IL, 1CL) ,Wittgenstein – hex 1806

1-II Corps (2IL, 1AL), Barclay, [Baggovout] – 1709, 1808

1-III Corps (1Iv, 1Ic), [Tuchkov] – 1709, 1808

1-IV Corps (1IL, 1Ic), [Schouwalov] – 1407

1-V Corps (2Iv, 1Cv), Constantine – 1708

1-VI Corps (2IL, 1Cv, 1CL, 1Cc) [Docturov] – 1609, 1610

Riga Corps (1IL), Essen – 1904


2nd Western Army

2-VII Corps (1Iv, 1IL, 1AL) [Raievsky] – hex 1912

2-VIII Corps (2Iv, 1Ic, 1Cv, 1Cc) [Borosdin] – 2012, 2113

Bagration, Platov: setup with any Russian stack of the 2nd Western Army

Combat Commands: three (3)

Russian Decisive VPs [Rule 14.7.b]: 12


Depot: the Russian player has the discretion to deploy as many of these as he/she wishes up to a maximum of eleven (11). They must be placed on friendly cities per Rule 7.5 and must be linked to the ultimate supply source per Rule 7.6.
Play note: Depots are essential for the supply of combat units [Rule 6.2], but the more depots which are established the fewer supply trains which are available to facilitate the movement of troops [Rule 7.3].
Free setup:
Use the same units as for the historical setup and deploy them subject to the following limitations.
At least one (1) artillery, three (3) cavalry, and ten (10) infantry units must be placed within seven (7) hexes of Russia’s western border. The remainder may be placed upon any hexes within Russia.
Later reinforcements arrive as and when specified on the Reinforcement Schedule (See Table 13.2 in Charts and Tables).
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The French deploy second.

Historical setup:

Turn 1

Imperial Guard (4Iv, 1Cv, 2Av), Napoleon, Bessieres, Lefebvre, Mortier;

I Corps (4Iv, 1IL, 1CL), Davout; II Corps (2IL, 1Ic, 1Cc), Oudinot in hexes: 2206, 2207, 2208, 2308, 2407, 2408

III Corps (2Iv, 1IL, 1CL), Ney – 2108

IV Corps (1Iv, 3IL, 1Cv, 1CL, 1AL), Eugene – 2209, 2310

V Corps (1Iv, 2IL, 1Cv), Poniatowski – 2210

VI Corps (1IL, 1Ic, 1Cc), St. Cyr – 2311, 2410

VII Corps (2IL, 1CL), [Reynier] – 2313

VIII Corps (1IL, 1Ic, 1CL), Junot – 2211, 2312

X Corps (2IL, 1CL, 1AL) , MacDonald – 2307


Murat and Grouchy may set up with any French stack, unless the Cavalry Reserve is deployed (see Advanced Rule 16.7).
Combat Commands: four (4)
Depot: the French player has the discretion to deploy as many of these as he/she wishes up to a maximum of fourteen (14). They must be placed on friendly cities per Rule 7.5 and must be linked to the ultimate supply source per Rule 7.6.
Free setup:
Use the same units as for the historical setup and deploy them on any hexes to the west of Russia.
Later reinforcements arrive as and when specified on the Reinforcement Schedule (See Table 13.2 in Charts and Tables).
14.2 The Commanders deployed at the start of the Basic game are as follows. CRs are shown in parenthesis. Russian: Bagration (1), Barclay de Tolly (2), Constantine (1), Essen (1), Platov (2), and Wittgenstein (1). French: Bessieres (3), Davout (3), Eugene (2), Grouchy (2), Junot (1), Lefebvre (2), MacDonald (2), Mortier (2), Murat (3) Napoleon (4), Ney (2), Oudinot (2), Poniatowski (2), and St Cyr (2).
14.3 The Game Turn Marker should be placed on Turn One of the Turn Record Chart. After all of the phases of a given Turn are completed, the Marker is moved to designate the “next” Turn.
14.4 The game lasts for 16 Turns. See Rule 14.7 for how the winner is determined.




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