Monday, 21 September 2026

The Battle of Zembin - An 1812 Retreat From Moscow Batrep

 


Seve Rejects got together for another bash with my and Lee's Retreat from Moscow collections.
Surj and Postie picked out the Russians
Richard, Steve and Dave picked out the French.

Both Lee and Richard have already posted up some pictures from the game, check them out here, Lee & Rich.


The Russian army was set up in the village of Zembin, they had to stop the French from breaking through, while the French had to try and breakthrough and leave the table edge by the road.



The French had a very good army.


Including some Guard and THE man himself, but in disguise.


While the Russian had an army made up of mainly Militia and Cossacks.


We deliberately gave the French the first move of their front brigade to get things moving


We kept it though it would have to be a great role for the French Cavalry to move straight into contact, think they wouldn't in the first move.


But didn't count on Steve's great dice throwing, he hit the best Russian unit on the tabletop, a unit of Jagers and knocked them back from the fence line, but they were punished as you can see with 4 Sock markers.


On the flanks of the village the Russians had, Cossacks


And Foot Cossacks and an artillery piece.


The Cossacks started with 1 unit on the table and two waiting to come on
The one crossed the stream and headed for the French.


While the other decided to help out the original unit on the same flank but on the Russian side of the stream.


That's a tempting charge, wonder who's card will come out first???

It was the French.....who pushed back the Cossacks!


Meanwhile on the road the Russian Militia artillery piece is also pushed back, the gunners abandoning the gun.


It wasn't going at ll the French way on the other side of the river, the cards kept coming out in the wrong order, which was very annoying for all involved.


The charge of the Cossacks, Postie took a chance and charged both units of Cossacks into what remained of the Hessian Chasseurs a Cheval and a unit of French Grenadiers.


It was close, the Hessians were destroyed but the Grenadiers were victorious and pushed back the Cossacks. 


Being as the Cossacks got within 12 inched of the French wagon on the road, the wagon was revealed to actually be Napoleon on a sledge!


The French column was able to turn some infantry and gave fire to the Cossacks in the stream, and gave them a bit of a pasting!


We were well over halfway through the game, but the poor French still hadn't managed to get the majority of the army across the stream.


After another turn or two, they did get over, Richard managed to unlimber his artillery


Lots of musketry makes lots white smoke on the tabletop.


The tried very hard to take the road, but alas they just failed at the last hurdle, time was running out and then the final death nail was when the French reached 0 on the Force Morae counter.


Conclusion

The game didn't turn out as Lee and myself thought it would, the French had almost double the amount of points that the French did at the start of the game, but due to the way the cards came out, they couldn't get their troops out quick enough to attack in force, which has to be down to me and Lee, I'm afraid, we didn't think the French would have such a hard time of it???
After some discussion I'm sad to say that our BIG upgrade to Sharpe Practice just doesn't work, Its just not manageable with 15-20 units per side, but hey they were never meant to be. 
So the search is now on for another set of semi skirmish rules that can take 15-20 units per side, if you have any ideas please let me know!!
Even though the Russians got a hard fought win in the end, the main winners were the Rejects ourselves, we all enjoyed the day fighting and chatting, even watching Lee lose his rag a few times...lol!!


4 comments:

  1. A spectacle of a layout, Ray. Well done.
    Lee certainly needs to take some chill pills!

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  2. That is a great game, but the rules certainly are too complex for so many units per side. We all live and learn. I like Rebels & Patriots, as they are simple, fun and easy to scale up. At the other end of the scale, I can't see why Black Powder II wouldn't work.

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  3. Really excellent look to table and troops.
    I guess 'skirmish' type rules are by their nature limited in ability to scale up in size of game ?

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  4. That looks like a spectacular game. My first thought was that is a lot of units for Sharp Practice, even with yourself and Lee as dedicated umpires. We just finished another AWI game with nine units in total and it must have taken us ten hours.

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