Russians in Shakos and Bayonets
I wrote a similar article some time ago, but when I read it recently I thought it was incomplete and perhaps too conciliatory. So I'm going to fix that. This time we'll go through all the units and discuss what they might represent and how they are historically.
Unfortunately, as in other rules, the Russian
army is being beaten. In some cases the designer has not done his homework, in
other cases he has succumbed to long outdated legends. It seems that the
publisher surrendered to the community's demands that armies should not be the
same, that there could be some variation and content in the expensive thin staple.
Let's start with the officer. Officers are the
same across the board in the basic stats, where they differ is in the national
rule and then in the optional rules. Both are tragic in this case. For example,
according to the developer, apparently jäger regiments and sharpshooter units
didn't have officers because an officer can't have a scout rule and thus is
unable to keep up with a unit that has a scout rule. Along with the Austrians,
they are the only ones that don't have them in the rules. And that's not all,
in order to take the Veteran rule on an officer you have to have a grenadier
unit, which the Guardsmen are not. The Elite skill is not in the player's
choice at all. So guard is without an officer, resp. you can't make a guard
officer. Any other rules like swordsman etc we can dream about. The highlight
is time travel. What else to call having a red commissar moved into Napoleon's
army who can shoot his own soldiers to keep morale up. That's simply nonsense.
Now comes the infantry. Readers of my blog and
those really interested in the Russian infantry know that it was organized from
jäger, infantry and grenadier regiments. Each regiment had two elite platoons,
rifle and grenadier. Studio Tomahawk offers us Musketeers, Grenadiers, Jägers
and Skirmish Section. It's probably up to you whether you want to play
fusiliers of the Grenadier Regiments as Musketeers or as Grenadiers. So
Grenadiers should be reserved for the Musketeer, Jäger and Grenadier Battalions
only. Again, infantry is without any
choice. Where all other armies come with variation, the Russian army has a
rerolling of 1s in close combat. No options to differentiate the quality of
units using rules like conscripts or veterans. Grenadiers from jäger regiments
don't even have an optional Lights rule (like the French Carabinieri). This is
either ignorance or intention. Both are sad.
And what's sad next? The Russian infantry hits
at -2 against the British and at -1 against the French and costs a point or 2
less than the "competition". Putting aside the fact that there is no
single reason for this, then your games will be tough and not very
entertaining. A bit of theoretical mathematics (really theoretical). If we play
400 points Russians will theoretically put 44 models on the table with 13.2 hits
per round, 40 French models will do 16 hits per round and 36 British will do 18
hits per round. This statistic is of course biased because the game has
non-linear activation, but we can see that in a game where fire efficiency is
key, playing basic infantry (i.e. the most numerous troop type) is downright
counterproductive. At long range, where you have a10% probability of a hit,
compared to the 20% or 30% of the British, the game is really anything but fun
for the Russians. With the Russian heavy infantry not having the Veteran rule,
and better morale only being bought for command points via the National rule,
the life of a Russian infantryman is a truly tragic ordeal. And the player's
too. By the way, Russian militias and villagers have 7+ to shoot as well. Why a
trained soldier is on the same level as a guy seeing a rifle for the first time
in his life only the designer knows.
My personal recommendation for playing infantry
is to ignore Musketeers stats and play Musketeers and Jägers alike as Jägers.
After all, the Russians deployed grenadier and infantry regiments in loose
formation, so the lights rule doesn't bother us that much, especially in
skirmish play. Musketeers stats can represent better opolchenye units, garrison
regiments, regiments of the inner guard, or new newly formed regiments instead
of conscript rule. Fusiliers and grenadiers of grenadier regiments and
grenadiers of infantry regiments play as Grenadiers or Jägers. Steal grenadiers
of jäger regiments from the French Carabiniers. You won't find them in the
Russian armylist.
The Skirmish section entry represents most
likely Marksman platoon in skirmish chain. Russian infantry and jäger regiments
did not usually fields marksman the same way as French their voltigeurs. Anyone
could skirmish - volunteers, selected sharpshooters, experienced soldiers,
flank files of the centre platoons, or marksman platoons. So there's no need to
worry about it to get the models right. And it doesn't matter if we're talking
about jäger, grenadier or infantry regiments.
The other Russian infantry are units specific
to the Patriotic War. Militia - Opolchenye - villagers - Partisans, and
Volunteers. Most of the partisan units operating in the rear of the enemy were
made up of regular army soldiers or Cossacks, which is why I used the term
villager, for the guys defending their villages from French raids or ambushing
columns of deserters and retreating allies.
There's nothing special about these units in combat, they're useless (I
am in history, not in rules), they cost a few points so they mainly increase
your attack dice, adding an activation card to your deck. Both guerrillas and
opolchenye have their own officers.
Volunteers are the exception in terms of
quality. These are private militias, made up of hunters, foresters, retired
veterans, etc. from wealthier estates. At the same time, they can represent
elite militia units, such as the hunting sotnyas of the St.Petersburg militia,
which distinguished themselves at both Polotsk and Berezina.
Even with Guard infantry regiments, we are
unlucky to have any variation. The unit is called Guard Regiment, has better
stats than infantry and grenadiers, and can take the Swordsman rule. That we
would address Guard Grenadiers, Guard Marksman, or that we could have Guard
Jäger Regiments in the Army for example /with the Lights rule/ is something the
designer missed. The elite guard sharpshooters are another option and are
supposed to represent the really good snipers of the guard jäger regiments.
They shoot 5+, cost an awful lot of points, but you can't give them a rifle.
They can represent anything you think shoots really well. Selected jäger
regiment sharpshooters and NCO had bore rifles. If you want these units
represented on the table, use English Rifles. No Sharp's. And if you don't want
to mix Guard units from different lists then use French Guard units. By the
way, feel free to use French for the whole army, for sheer simplicity.
With that, I'd close the infantry and move on
to the cavalry. Here the situation is downright tragic because Mr. Designer
didn't do his homework and find out that all cavalry regiments, except mounted
hunters, turned in long guns to arm militia and new regiments before the start
of the Patriot War. Only the flankers (16 per squadron) were left with
firearms.
One cannot forget the mounted sotnyas of the
opolchenye, for whom the same applies as for the infantry units. However, some
militia units organized by the wealthy nobility, such as the St. Petersburg
Immortals, can be played as uhlans, cossacks, or hussars.
But cavalry in Muskets and Tomahawks is, in my
opinion, really weak and very situational, so tread carefully.
The last component of the army is the
artillery, which doesn't stand out in any way except for being manned by
"Fearless" and having one better agression. Interestingly, Napoleonic
artillery has deteriorated rapidly since the Seven Years War (Redcoats and
Tomahawks).
For my part, I'd add the cantines from the
French army, or the priests from the Spanish army. Give him a horse and he's a
mullah of the Bashkir regiments, give him a camel and he's a Buddhist monk of
the Kalmuk regiments. I miss foot cossacks, but again, they can be represented
by jägers. And of course Sledge Artillery is missing as well. But yeah, it
probably never worked either way.
At the end, it's not good, but it's not
entirely bad either. You will have tough times facing British and any scenario
benefiting shooty units will be tough to handle. But, you know, in the end it
was mainly the Russian army that forced Napoleon's first surrender and then
paraded through Paris.
Komentáře
Okomentovat