Zorndorf 1758 – A Black Powder game
A shot of the action in the solo game fought at Christmas 2014. |
The last time I fought this battle was in 2014. Looking back at my blog posts, I fought it solo over five sessions using my home amended Piquet rules for big SYW battles. This latest re-fight will be contested by Peter, Graham and myself plus, if I can find someone else who is free for a few Wednesday nights, a fourth player. The game is well suited for two or three players until it really gets going (and I don’t mind standing back for those earlier moves) but once it gets going it is better suited to three or, ideally four.
The main resources I used to put this game together, were:
Literature:
Duffy C. The Army of Frederick the Great (2nd Ed.)
Millar M. Zorndorf 1758 Frederick faces Holy Mother Russia
Showalter D. E. The Wars of Frederick the Great
Priestly R. & Johnson J. Black Powder
On Line Resources:
Berry J. Obscure Battles
Seven Years War Project Kronoskaf
Historical Background
Even if you don’t have access to the books, the two online resources have made such a good job in recounting the campaign and battle that I think it would be pointless for me to rehash it as a complete work of my own here. The work by Jeff Berry is the fullest single account I have found – a truly excellent work.
Suffice to say, in 1758 Prussia faced imminent threats from all directions. Frederick, to relieve the pressure, decided to tackle the Russians under Fermor which were besieging Kustrin on the Oder. In a move of astonishing speed (170 miles in 11 days) he marched 15,000 picked men from southern Silesia to the Oder and crossed to the Russian side of the river, forcing Fermor to abandon his plans. Frederick then joined with the Prussian army set to observe the Russians under Dohna. This brought his force up to c.37,000 men.
Fermor retreated south to a position near the village of Quartschen where he was joined by the 9000 men of the Observation Corps. This brought his force up to c.43,000 men. Here he waited, facing north, in a very strong defencive position .
Frederick bypassed the natural defences in front of the Russian position with a bold night march around the eastern flank of the Russians to village of Zorndorf, which lay directly to the rear of the Russian position. The final part of the move was too slow to launch a surprise attack. The Russians had turned around and the Prussian attack, though across much better ground, would be a frontal one.
The Set Up
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Looking from the SE corner of the table to the NW corner of the table. (Note: Zorndorf was fired by rampaging Cossacks just before Frederick’s arrival.) |
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Looking from the SW corner of the table to the NE corner of the table. |
Terrain
The Grunds: These are small watercourses in wet depressions of varying depth and difficulty.
- Where the Grunds are represented by pools with lichen on the banks they are impassable to any troops.
- Where the Grunds are represented by ’solid water‘ they count as an obstacle and disorder hazard to all troops. Disorder occurs at contact on a die result of 5 or 6; if disorder occurs it takes effect immediately and prevents further movement for the turn.
- Where the Grunds are represented by ‚marsh pieces‘ they count as an obstacle and disorder hazard to cavalry. Disorder occurs at contact on a die result of 5 or 6; if disorder occurs it takes effect immediately and prevents further movement for the turn.
- Artillery pieces cannot cross Grunds in any event.
The Stein-Busch: This is an open wood.
- The Stein-Busch is rough terrain and a disorder hazard. All movement through the Stein-Busch is made at half rate. It causes disorder to artillery and cavalry on a die result of 5 or 6 and a 6 for infantry.
- It provides soft cover.
- Zorndorf is in flames and cannot be occupied. It can be passed through.
Commander in Chief: Fermor [rating 6]
Army broken on 3 commands broken.
There are three Russian infantry commanders. Saltykov commands the first line; Galytsin the second line; Browne commands the Observation Corps.
Saltykov [rating 8]:
8 units of Line Infantry.
2 units of Line Grenadiers.
3 units of converged Grenadiers.
1 battery of Field Artillery.
2 batteries of light Howitzers.
1 battery of light Field Artillery.
Broken on 7 destroyed.
Galytsin [rating 7 & hesitant]:
7 units of Line Infantry.
2 units of Line Grenadiers.
Broken on 5 destroyed.
Browne [rating 8]:
3 large units of Observation Corps Line Infantry.
1 large unit of converged Observation Corps Grenadiers.
1 unit of Field Artillery.
1 batterr of light Howitzers.
Broken on 2 destroyed.
Gaugreben [rating 7]:
1 small unit of Cuirassier.
1 small unit of Horse Grenadiers.
1 small unit of Dragoons.
1 unit of Hussars.
Broken on 2 destroyed.
1 small unit of Cuirassier.
1 small unit of Dragoons.
3 units of Hussars.
Broken on 4 destroyed.
Note at this point that none of the seven units of Cossacks present at Zorndorf , three on the left wing and four on the right, have not been included as being under any commander. See scenario notes.
The Prussians
Commander in chief: Frederick the Great [rating 9 & decisive]
Army broken on 4 commands broken.
Manteuffel [rating 9 & Agressive]:
3 units of converged Grenadiers.
1 unit of Line Infantry.
Broken on 2 destroyed.
Kanitz [rating 8]:
1 unit of converged Grenadiers.
4 units of Line Infantry.
2 units of Fusiliers.
Broken on 4 destroyed.
Dohna [rating 8 & hesitant]:
1 unit of converged Grenadiers.
5 units of Line Infantry.
2 units of Fusiliers.
Broken on 4 destroyed.
Malachowski [rating 8]:
4 units of Hussars.
Broken on 2 destroyed.
Seydlitz [rating 9 & aggressive]:
2 units of Cuirassier.
1 small unit of Guard Cuirassier.
1 unit of Dragoons.
Broken on 3 destroyed.
Marschall [rating 8]:
4 units of Dragoons.
Broken on 2 destroyed.
Schorlemer [rating 9]:
3 units of Cuirassier.
1 unit of Dragoons.
2 units of Hussars.
Broken on 3 destroyed.
Note that the Prussian artillery has not been put under the command of any field commander.
The artillery comprises: 6 batteries of Field Artillery (2 of which are Brummers, one positioned at each end of the artillery line).
Unit Characterisation List for Black Powder
RUSSIAN CAVALRY UNITS
|
|||||||||||||||||||
Unit
|
Unit
Move
|
Melee
Dice #
|
Shooting
Dice #
|
Morale
save
|
Stamina
|
Special
|
|||||||||||||
Cuirassier
|
18”
|
9
|
–
|
4+
|
3
|
Heavy Cavalry Charge: Add D3 melee result bonus.
Cuirass: Re-roll one failed melee morale save.
|
|||||||||||||
Horse Grenadiers
|
18”
|
8
|
–
|
4+
|
3
|
Heavy Cavalry Charge: add D3 melee result bonus.
|
|||||||||||||
Dragoons
|
18”
|
6
|
1
(12”)
|
5+
|
3
|
||||||||||||||
Hussars
|
18”
|
5
|
–
|
5+
|
3
|
||||||||||||||
Don Cossacks
|
18”
|
4
|
1
(12”)
|
6+
|
2
|
Marauders: Do not count command distance.
Wavering: Take a break test on receiving a casualty.
Skirmish: May fight as skirmish cavalry. May evade.
|
|||||||||||||
Other Cossacks
|
18”
|
4
|
1
(12”)
|
6+
|
2
|
Marauders: Do not count command distance.
Wavering: Take a break test on receiving a casualty.
Skirmish: May fight as skirmish cavalry. May evade.
Unreliable: Fail to act on equal command roll.
|
|||||||||||||
RUSSIAN ARTILLERY UNITS
|
|||||||||||||||||||
Unit
|
Unit
Move
|
Melee
Dice #
|
Shooting
Dice #
|
Morale
save
|
Stamina
|
Special
|
|||||||||||||
Field Artillery
|
Manhandled 6”
Limbered 12”
|
1
|
1 – 2 – 3
[48” – 24” – 12”]
|
6+
|
2
|
Valiant: May re-roll one failed break test.
|
|||||||||||||
Light Field Artillery
|
Manhandled 6”
Limbered 12”
|
1
|
1 – 2 – 3
[36” – 18” – 6”]
|
6+
|
2
|
Valiant: May re-roll one failed break test.
|
|||||||||||||
Light Howitzers
|
Manhandled 6”
Limbered 12”
|
1
|
2 – 2 – 2
[36” – 24” – 12”]
|
6+
|
2
|
Valiant: May re-roll one failed break test.
|
|||||||||||||
RUSSIAN INFANTRY UNITS
|
|||||||||||||||||||
Unit
|
Unit
Move
|
Melee
Dice #
|
Firing
Dice #
|
Save
|
Stamina
|
Special
|
|||||||||||||
Grenadiers
|
12”
|
7
|
3
(18”)
|
3+
|
4
|
Elite: 5+ to rally disorder.
Valiant: May re-roll one failed break test.
1st Fire: Add one die for first shot.
Steel Wall: Add D3 melee result bonus fighting with support Vs cavalry.
|
|||||||||||||
Converged Grenadiers
|
12”
|
7
|
3
(18”)
|
4+
|
4
|
Elite: 5+ to rally disorder.
Valiant: May re-roll one failed break test.
1st Fire: Add one die for first shot.
Steel Wall: Add D3 melee result bonus fighting with support Vs cavalry.
|
|||||||||||||
Line Infantry
|
12”
|
6
|
3
(18”)
|
4+
|
3
|
Valiant: May re-roll one failed break test.
1st Fire: Add one die for first shot.
Steel Wall: Add D3 melee result bonus fighting with support Vs cavalry.
|
|||||||||||||
O.C. Converged Grenadiers
|
12”
|
6
|
3
(18”)
|
4+
|
4
|
Elite: 5+ to rally disorder.
1st Fire: Add one die for first shot.
Stubborn: May re-roll one failed morale save.
Steel Wall: Add D3 melee result bonus fighting with support Vs cavalry.
|
|||||||||||||
O.C.
Line Infantry
|
12”
|
7
|
3
(18”)
|
4+
|
3
|
1st Fire: Add one die for first shot.
Stubborn: May re-roll one failed morale save.
Steel Wall: Add D3 melee result bonus fighting with support Vs cavalry.
|
|||||||||||||
PRUSSIAN CAVALRY UNITS
|
|||||||||||||||||||
Unit
|
Unit
Move
|
Melee
Dice #
|
Shooting
Dice #
|
Morale
save
|
Stamina
|
Special
|
|||||||||||||
Guard Cuirassier
|
18”
|
9
|
–
|
3+
|
3
|
Elite: 4+ to rally disorder.
Heavy Cavalry Charge: Add D3 melee result bonus.
Cuirass: Re-roll one failed melee morale save.
Reliable: +1 command.
Valiant: May re-roll one failed break test.
|
|||||||||||||
Cuirassier
|
18”
|
9
|
–
|
4+
|
3
|
Elite: 5+ to rally disorder.
Heavy Cavalry Charge: Add D3 melee result bonus.
Cuirass: Re-roll one failed melee morale save.
Reliable: +1 command.
|
|||||||||||||
Dragoons
|
18”
|
8
|
–
|
4+
|
3
|
Elite: 5+ to rally disorder.
Heavy Cavalry Charge: Add 1 melee result bonus.
Reliable: +1 command.
Valiant: May re-roll one failed break test.
|
|||||||||||||
Hussars
|
18”
|
6
|
–
|
4+
|
3
|
Elite: 5+ to rally disorder.
Ferocious Charge: Re-roll misses when charging.
Marauders: Do not count command distance.
|
|||||||||||||
PRUSSIAN ARTILLERY UNITS
|
|||||||||||||||||||
Unit
|
Unit
Move
|
Melee
Dice #
|
Shooting
Dice #
|
Morale
save
|
Stamina
|
Special
|
|||||||||||||
Field Artillery
|
Manhandled 6”
Limbered 12”
|
1
|
1 – 2 – 3
[48” – 24” – 12”]
|
4+
|
2
|
||||||||||||||
Field Artillery
(Brummers)
|
Limbered 12”
|
1
|
1 – 2 – 3
[60” – 36” – 12”]
|
4+
|
2
|
||||||||||||||
PRUSSIAN INFANTRY UNITS
|
|||||||||||||||||||
Unit
|
Unit
Move
|
Melee
Dice #
|
Firing
Dice #
|
Morale
Save
|
Stamina
|
Special
|
|||||||||||||
Grenadiers
|
12”
|
7
|
3
(18”)
|
3+
|
4
|
Elite: 4+ to rally disorder.
Stubborn: May re-roll one failed morale save.
1st Fire: Add 1 die for first shot.
Crushing Volleys: Re-roll one shooting miss
Superbly Drilled: Free move if command failed.
Steel Wall: Add D3 melee result bonus fighting with support Vs cavalry.
|
|||||||||||||
Line Infantry
|
12”
|
6
|
3
(18”)
|
4+
|
3
|
1st Fire: Add 1 die for first shot.
Crushing Volleys: Re-roll one shooting miss.
Superbly Drilled: Free move if command failed.
Steel Wall: Add D3 melee result bonus fighting with support Vs cavalry.
|
|||||||||||||
Fusiliers
|
12”
|
6
|
3
(18”)
|
4+
|
3
|
1st Fire: Add 1 die for first shot.
Crushing Volleys: Re-roll one shooting miss.
Steel Wall: Add D3 melee result bonus fighting with support Vs cavalry.
|
|||||||||||||
Note that there are one or two special rules in the above tables that do not correspond to the rules in Black Powder.
-
Crushing Volleys has been added to give the Prussians the edge in fire discipline and is just a better way to phrase ’sharpshooters‘ for this sub-period.
-
Steel Wall has been added because
SYW infantry in line were quite capable of repelling cavalry provided that their flanks were covered. I don’t like SYW infantry forming square because it makes SYW games look too much like Napoleonics. I think this simple rule might work quite well.
- Cuirass is simply the stubborn rule applying only to melee.
- Artillery ranges have been altered to account for Brummers (fortress guns) and a belief that canister should be more effective for heavier artillery. I count 12 pounders as field pieces and 6 pounders as light field pieces. I don’t field battalion guns, counting them as included in the infantry shooting factor.
Scenario Rules
- Result 1 – 2: If the unit is shaken it breaks, otherwise the unit becomes shaken, is disordered and becomes ‚unreliable‘ and will fail to act on equal command rolls.
- Result 3 – 4: The unit raids the stores of brandy and vodka in the regimental baggage. The unit is disordered and becomes ‚unreliable‘ and will fail to act on equal command rolls.
- Result 5 – 6:The unit raids the stores of brandy and vodka in the regimental baggage. It becomes ‚unreliable‘ and will fail to act on equal command rolls.
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Autor: JAMES ROACHOlicanalad’s GamesOlicanalad’s GamesOlicanalad’s Games
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