Sunday, October 4, 2026

Springtime for Nappy: Poland 1807 Campaign in a Day, part 1- Scenario

 Springtime for Nappy in Poland, 1807

    The Prussian army was all but destroyed in the twin defeats of Jena and Auerstadt in October 1806

and the subsequent pursuit. With Russian allies on the way, Prussia stubbornly refused to negotiate

terms, even after the fall of Berlin. The bitter winter fighting in February of 1807, culminating in the

bloody but indecisive battle of Eylau left the French happy to return to Winter quarters. However, the

great fortress of Danzig on the Baltic sea remained in Prussian hands, and the French placed it under

formal siege in late March of 1807. despite several attempts to relieve the fortress, the French under

Marshal Lefebvre received its surrender and entered the city on May 27, 1807; He subsequently was

invited to breakfast with the Emperor. Napoleon greeted him saying, “Monsieur le duc, do you like

chocolate? Napoleon then handed him a present, saying that he had earned it buy his capture of Danzig.

“Duke of Danzig, accept this chocolate.” It was only when he returned to his camp that he discovered

that the box of “chocolates” contained 300 one thousand franc notes, and realized that he was now a Duke of the

Empire!


    With the fall of Danzig, both sides knew that the resumption of hostilities would soon follow. This

Campaign in a Day starts with the situation in June, 1807. Napoleon needs to defeat the Russians and

the remnants of the Prussian army if he is to impose peace terms on King Frederick William III.


The Campaign Player Map, adapted from "Murat's Maps". 


Snappy Nappy Player list, October 3, 2026 – Springtime for Nappy in Poland, 1807


French (12)

James S (Bernadotte)

Karl N (Davout)

Mark M (Ney)

Michael K (Lannes)

James C (Napoleon/Bessieres)

Chris B (Massena)

Rob P. (Soult)

Eric B (Lefebvre)

Mitch A (Murat)

Rich M (Grouchy)

Doug O (Poniatowski)

Dick W (Mortier) - Ken H.


Allies (11)

Kevin C (Bagratian)

Brian C (Sacken)

Alex P (Uvarov) Dan B

Steve C (Prussian)

Sean S (Bennigsen/Constantine)

Nathan S (Golitsyn)

Mike Seibert (Tolstoy)

Russ L (Docturov)

William B (Essen) Shyler

Mike Smith (Gorchakov)

Bob R (Lobanov)


23 Players total- the largest ever! As usual, we had some cancellations (greyed out players),but were fortunate to be able to backfill all of the positions. We usually expect a 10 - 15% cancellation rate - Life happens!


Campaign Rules:  Snappy Nappy Campaign in a Day: Springtime for Nappy in Poland, 1807

We will be using the Snappy Nappy rules written by Russ Lockwood. If desired, copies can

be ordered from On Military Matters.


Below is a summary of the Rules additions / clarifications that we will use in October.

If you have not played Snappy Nappy before, fear not. James will provide everyone with a

10-15 minute brief before the Marching orders are given.


Also, I am attaching the Snappy Charts for you to look over and get acquainted with.

I will also have printouts of these charts and the map if you don't bring your own copies.

This is really all you will need, but bringing a pen and a tape measure may be useful. We

typically provide coffee and doughnuts in the AM, and pizza at lunchtime; beverages can be

purchased at The Portal, which we encourage you to support with additional purchases!

As usual, the first 2 Turns will be synchronous; after that each table proceeds on its own

sequence.


Empty Tables

If the table you are moving on contains no enemy units, do one turns worth of movement,

then wait 1 minute. If no enemy appear, repeat as needed, with a 1minute delay between

moves (a good time to write or read messages!). If Rallying on an empty table, similarly, you

must wait 3 minutes after making Rally attempts before making additional attempts, etc;

remember that the first hit cannot be rallied off.


Deployment Zones

Movement between tables is via Deployment Zones (DZ) only. These are grey on the maps

and tables. The size of the Deployment Zones vary, depending upon the quality of the road

net and other factors. As many units as can reach the Deployment Zone and fit within it it can

enter on a given turn. Those troops then arrive on the next table at the road indicated on the

Table Maps. If they encounter enemy troops on that table, they can decide to “bounce back”

to from whence they came. They cannot keep bouncing back continuously, however. If they

decide to enter a table with enemy troops, ordinarily the opposing side must have a FULL

move before the new troops can act. If there are enemy troops opposite the Deployment

zone, and you desire to enter, ordinarily those troops must be moved back 6” from the

Deployment Zone to allow some space for Deployment. If controversy arrives, get the GM or

Assistant GM to resolve the issue.


Deployment Zone delays (speed up player participation) :

At any time, a player with troops he desires to enter a table from a DZ may appeal to the GM

to allow these troops to enter without waiting for a full opponent turn. The GM may give the

green light for entry if in the GM's judgment the entering troops would not unduly affect the

tactical situation, effect undue risk to the enemy. The GM may impose movement and/or

attack restrictions such as no attacks on enemy, stay 12" from enemy, enter the table by no

more than 2", etc. The idea is try to be fair to both sides, but still speed up player

participation.


Basic Rules

TERRAIN

On the table maps:

Orange/Gold = Main Roads (not too many in Poland!)

Pink = Secondary Roads

Green “Woods”= Rough (cavalry and Artillery may not enter)

Brown “Hills”= Broken

Black Buildings = Unless otherwise marked, all are Towns, and can hold one two units,one

of which can be Artillery. Fortresses are indicated on the Campaign and Table maps by a Star

– all are roughly 4”-6 square.

Marshes and Lakes/Sea are impassable to all troops.

Almost all the rivers shown are Major Rivers (darker blue on Table maps) and may only be

crossed at bridges, whether permanent or pontoon. Regardless of the actual terrain, they

count as being 2” wide (thus no small arms fire across them)

A few Table maps have Minor Rivers (lighter blue on Table Maps) For the purposes of this

campaign, they cost ½ move for infantry and cavalry to cross. Artillery (and Pontooniers) may

cross ONLY at bridges.

If combating troops on the opposite bank, the defenders count as in Rough Terrain. Units in

rivers cannot fire. All minor rivers are 1" wide (thus NO small arms fire across them).

PONTOONIERS: Each side will have one unit. Pontooniers may not attack or initiate Melee.

Pontooniers move as Foot Artillery To build or take down a pontoon bridge, once the

Pontooniers (Engineers) are in position, check once per turn as per the rules;

Success = D10 roll of 7+; if unsuccessful, the next turn they need a 6+, if unsuccessful

again, then on the following turn they need a 5+, and so on. It takes one success for a Minor

River, 2 successes for a Major river to complete a bridge. The pontooniers cannot be used

for anything except building or taking down pontoon bridges. Permanenty bridges maynot be

removed or destroyed during the game.


COMMAND:

In general, the troops of a command should remain together. Cavalry may be detached as

scouts, etc, and troops may be dropped off as Garrisons, etc (see token forces below).

Command radius will be 18” for all nationalities. Orders section on Snappy rules will not be

used.

All communications must be in writing through the GM, except when the command figures of

two or more players are present on the same table, in which case they may all converse

freely. Players may not wander around scouting out the action on tables where they have no

troops stationed.


SUPPLY:

1) Supply status will be checked once an hour, on the hour.

2) Any troops actually occupying the buildings of a Town (1 building), or occupying a Fortress

are always “in supply”

3) French forces must otherwise trace supply to Marienburg.

4) Allied forces must otherwise trace supply to Konigsberg. .

5) Supply MUST be traced through the Towns and/or Fortresses on each table. These will be

marked with a Poker chip – White for uncontrolled, Blue for French control, Red for Allied.

Moving through such location(s) is enough to establish control.

On any given table, if a side does not control ALL of the Towns/Fortresses on that table,

supply may traced into but not THROUGH that table.

6) Any troops that are found to be “Out of Supply” will take one and only one Morale check

roll immediately, with results imposed immediately.

Additionally, Troops that are out of supply may not advance more than 6” from their present

positions; otherwise they may only move towards their base of Operations.


TOKEN FORCES

Some difficulty can arise when players leave token garrisons behind to hold critical bridges

and bottlenecks, etc. It can unduly penalize opponents encountering such token forces when

they have to twiddle their thumbs, unable to move because their opponent keeps running

away to do moves in a much bigger battle on another table. Of course, delaying the enemy

(within reason), as well as getting notice of the movement of enemy troops into the area, are

the two main reasons for leaving token forces to begin with.

1) A "Token Force" consists of not more than 3 units of infantry, or a single Cavalry or Artillery

unit. Combined arms forces are never considered "Token Forces".

2) Wherever possible, the owning player will play their own troops provided that it does not

unduly slow play on that table or elsewhere.

3) Another player on the same side, or the GM or their assistant may be assigned to run the

force if necessary to maintain the flow of the game.

4) Failing any of those, or by the consent of the owning player, the Token force may be run by

the opposing player following the Default Orders given to the Token Force as follows:

Place a pre-printed card underneath the token force when it is detached,

that gives it Default Orders:

- Hold at all costs, always orienting to fire on the nearest enemy.

- Withdraw as quickly as possible away from the enemy.

- Withdraw as quickly as possible towards Deployment Zone _________ (fill in the blank).

In the absence of a Default Order, "Hold at all costs" is assigned.


On encountering the Token Force, and after suitably informing and getting the OK from the

GM, a player could run his own troops and pretty easily and reasonably run the opposing

token force. Mostly the token force is not going to move (or will move away as quickly as

possible), so one only needs to do trivial movement or roll shooting and morale for it. The

Token force will impose a 60 second delay per unit each turn on the cycling of the active

player. In other words, a Token Force of 3 Infantry units would impose a 3 minute delay per

turn cycle upon the opposing player. The timer on a cell phone or similar can be used to track

such delays.


Special Rules for Spring 1807:

If an Army commander becomes a casualty, all friendly units on the same table must take

one and only 1 Morale Check. (the same as for loss of supply).

If a Guard status (4+ base save) unit routs, all friendly units on that table must take one

and only 1 Morale Check.


Corps Exhaustion:

If a Corps loses 60% of its units or more, the enemy receives 2 Victory Points. The number of

losses to cause exhaustion is listed on each Command's card. There is no other effect. 


Light Infantry:

(Legere, Jagers, etc.) Have Lt. after their Morale number. For the purpose of this game, they

treat Woods (Rough Terrain) as Open for Movement ONLY (i.e., no movement penalty for

them in woods).


TRANSIT TABLES

These are locations that do not have an established table set up, but can be moved through.

Entering or leaving these tables will impose a delay as noted on the Map for that table.

Troops entering and exiting a Transit Table must log in and out on the sheet for their side. If

opposing forces encounter one another on a Transit table, in general, the smaller force will be

pushed back. However, if both sides are composed of 3 or more units, and the players agree

(or the weaker side doesn't wish to withdraw), the terrain for a “Floating Table” will be

promptly set up and the action played out there. We plan to leave at least 2 tables vacant for

this purpose.


Victory Points:

For each enemy Corps that reaches exhaustion +2

For each of the primary tables with all Towns and Fortresses on it under your control +1

French, if Konigsberg is captured +3 additional

Allies, if Marienburg is captured +3 additional


VP difference

0 marginal victory for Allies

1 - 2 marginal victory for higher side

3 – 5 minor victory for higher side

6 – 7 major victory for higher side

8+ decisive victory for higher side



Springtime for Nappy in Poland, 1807: French Briefing.

With the fall of Danzig and his rear areas secured,, Napoleon feels much more confident resuming the fighting with Russian and its Prussian allies. The troops that were besieging Danzig, some other German allies, and some Polish forces under Prince Poniatowski will be available to swell his army as time progresses. Unfortunately, the swarms of Cossaks roaming the Polish countryside have prevented the French from gaining much intelligence about the location of enemy forces or their plans.


 Spring 1807 in Poland


Emperor Napoleon I   +3   

Start:  Marienburg   624 points total

One company of Seasoned (7+) Pontooniers can be deployed with any French command of 

Napoleon’s choosing.



“Start” means within 12” of that location




I Corps, Bernadotte  +1   45 pts    Start: Elbing  

 X: 6


Qty

Type

Morale

Melee

Pts

5

Line Infantry

7

8

20

1

Legere Infantry

6

10

6

1 

Hussar

6

10

6

1

6# Foot Artillery

6

5

6

1 

6 # Horse Artillery

5

6

7




III Corps Davout +3   61 pts   Start:  Allenstein   

 X: 6


Qty

Type

Morale

Melee

Pts

5

Line Infantry

6

10

30

2

Legere Infantry

6

10

12

1 

Chasseur

7

8

4

1

6# Foot Artillery

6

5

6

1 

6 # Horse Artillery

5

6

9




IV Corps Soult +2    43 pts    Start:  Morag   

 X: 6


Qty

Type

Morale

Melee

Pts

5

Line Infantry

7

8

20

1

Legere Infantry

6

10

6

1 

Chasseur

7

8

4

1

6# Foot Artillery

6

5

6

1 

12 # Foot Artillery

6

6

7




V Corps Massena +2    50 pts    Start:  Gradjewo   

X: 6


Qty

Type

Morale

Melee

Pts

4

Line Infantry

7

8

16

1 

Wurzburg Line Infantry

8

6

3

1

Legere Infantry

6

10

6

1 

Hussar

6

10

6

1 

Dragoon

6

10 H

6

1

6# Foot Artillery

6

5

6

1 

12 # Foot Artillery

6

5

7




VI Corps  Ney +2   52 pts     Start: Bartenstein    

X: 6


Qty

Type

Morale

Melee

Pts

5

Line Infantry

7

8

20

1

Legere Infantry

6

10

6

1 

Chasseur

7

8

4

1

6# Foot Artillery

6

5

6

1

12 # Foot Artillery

6

5

7

1 

6 # Horse Artillery

5

6

9




II Corps Lannes +2   55 pts    Start:  Kwedina    

X: 7


Qty

Type

Morale

Melee

Pts

4

Oudinot Grenadier/Voltigeur

6

10

24

3

Saxon Line Infantry

8

6

9

1

French Line Infantry

7

8

4

1 

Saxon Cuirassier

5

12

8

1

6# Saxon Foot Artillery

7

4

4

1 

6 # French Foot Artillery

6

5

6




Cavalry Reserve  Murat +2    63 pts     Start:  Marienburg

X: 6


Qty

Type

Morale

Melee

Pts

1

Hussar

6

10

6

1

Wurttemberg Chasseur

7

8

4

1 

French Chasseur

7

8

4

1

Carabinier

5

12

8

4

Cuirassier

5

12

32

1 

6 # Horse Artillery

5

6

9




VIII Corps - Marshal Mortier  +1     42 pts     

Start:  Marienburg 30 minutes after Turn 2   X: 6


Qty

Type

Morale

Melee

Pts

6

Hessian Line Infantry

7

8

24

2

Hessian Chevauleger

6

10

12

1

6# Foot Artillery

6

5

6














Dragoons  Grouchy  +1    39 pts   Start:  Ilawa

X: 5


Qty

Type

Morale

Melee

Pts

6

Dragoon

6

10 H

30

1 

6 # Horse Artillery

5

6

9



















Imperial Guard  Bessieres  +1  86 pts  

Start: Marienburg - 2.5 hours after Turn 2    X: 4


Qty

Type

Morale

Melee

Pts

2

Guard Infantry

4

14

36

1

Grenadiers a Cheval

4

14 H

12

1 

Chasseurs a Cheval

4

14

12

1

12 # Guard Foot Artillery

4

7

13

1 

6 # Guard Horse Artillery

4

7

13









Reserve Corps   Lefebvre  +1  42 pts    

Start:  Ostrau (40 minute delay after Turn 2)    X: 6


Qty

Type

Morale

Melee

Pts

4

Bavarian Line Infantry

7

8

16

1

Bavarian Light  Infantry

6

10

6

1 

Bavarian Chevau-Leger

6

10

6

1 

Bavarian Dragoon

6

10 H

6

2

6 # Bavarian Foot Artillery

7

4

8




Polish Troops   Poniatowski  +1  46 pts    

Start:  Gradjewo  (15 minute delay after Turn 2)    X: 6


Qty

Type

Morale

Melee

Pts

5

Polish Legion Infantry

7

8

20

2

Polish Uhlans

5

12

16

1

Polish 6# Foot Artillery

7

4

4

1

Polish 6# Horse Artillery

6

5

6







 



Springtime for Nappy in Poland, 1807: Russian Briefing

With the fall of Danzig and his rear areas secured,, Napoleon will feel more confident resuming the fighting with us and our Prussian allies. The troops that were besieging Danzig, some other German allies, and some Polish forces under Prince Poniatowski will be available to swell his army as time progresses. Fortunately, the swarms of Cossaks roaming the Polish countryside have prevented the French from gaining much intelligence about the location of our forces or their plans, but have provided us with considerable intelligence about them. Major forces are said to be located at Marienburg, Elbing, Bartenstein, Allenstein, and Morag, among others. The troops under Marshal Ney at Bartenstein appear to be somewhat isolated and vulnerable to attack.


Bennigsen  +2  Starts at Eylau    581 points total

One company of Seasoned (7+) Pontooniers can be deployed with any Allied command of Bennigsen's choosing.

“Start” means within 12” of that location




Advanced Guard  -  Bagration  +2    71 pts    

Start:  Angerburg    X: 8


Qty

Type

Morale

Melee

Pts

1

Hussar

6

10

6

1

Cossack

8

6

3

5

Jagers

6

10

30

2

Musketeers

7

8

8

1 

Grenadier

5

12

8

1

6# Foot Artillery

7

4

6

1 

12# Foot Artillery

7

4

5

1

6# Horse Artillery

7

4

5




Right Wing Cavalry  - Uvarov  +1     41 pts    

Start:  Eylau    X: 5


Qty

Type

Morale

Melee

Pts

2

Hussar

6

10

12

2

Dragoon

7

8 H

8

2

Cuirassier

5

12 H

16

1 

6 # Horse Artillery

7

4

5








Left Wing Cavalry  -  Prince Golitsyn V  +1   51 pts     

Start:  Goldap    X: 5


Qty

Type

Morale

Melee

Pts

1

Uhlan

6

10

12

3

Hussar

6

10

18

2

Dragoon

7

8 H

8

1

Cuirassier

5

12 H

8

1 

6 # Horse Artillery

7

4

5




1st Division  -  Grand Duke Constantine  +2    73  pts   

Start:  Tilsit  2.5 hr after Turn 2    X: 5


Qty

Type

Morale

Melee

Pts

1

Guard Uhlan

5

12

8

1

Guard Hussar

5

12

8

1

Chevalier Guard

4

14

12

2

Guard Infantry

4

14

24

1

Guard Jager

5

12

8

1

Guard 12 # Foot Artillery

5

6

9

1 

Guard 6 # Horse Artillery

5

6

9




3rd Division  -  Sacken +1   47 pts    

Start:  Tayiau    X: 6


Qty

Type

Morale

Melee

Pts

1 

Dragoon

7

8 H

4

1

Grenadier

5

12

8

1

Jager

6

10

6

5

Musketeers

7

8

20

1

12# Foot Artillery

7

4

5

1

6 # Foot Artillery

7

4

4



6th Division  -  Gotchakov +1    46 pts    

Start:  Friedland    X: 6


Qty

Type

Morale

Melee

Pts

1 

Uhlan

7

8

4

2

Opolochenie

8

6

6

1

Jager

6

10

6

4

Musketeers

7

8

16

1

12# Foot Artillery

7

4

10 

1

6 # Foot Artillery

7

4

4




7th Division  -  Dockturov  +1   49 pts    

Start:  Eylau    X: 6


Qty

Type

Moale

Melee

Pts

1

Cossack

8

6

3

1

Cuirassier

5

12

8

1 

Grenadier

5

12

8

4

Musketeers

7

8

16

1

12# Foot Artillery

7

4

5

1 

6 # Foot Artillery

7

4

4

1 

6 # Horse Artillery

7

4

5




8th Division  -  Prince Essen +1   42 pts    

Start:  Heilsburg    X: 6


Qty

Type

Morale

Melee

Pts

1

Dragoon

7

8 H

4

1

Jager

6

10

8

5

Musketeers

7

8

20

1

12# Foot Artillery

7

4

5

1 

6 # Horse Artillery

7

4

5


** Six inches total of fieldworks may be emplaced 

anywhere on the Heilsberg table except on a road or 

bridge before the first Move starts




Reserve Corps --  Peter Tolstoy  +1  52 pts    

Start:  Kovno    X: 8


Qty

Type

Morale

Melee

Pts

1

Hussar

6

10

6

2

Cossack

8

6

6

1

Jager

6

10

6

1

Grenadier

5

12

8

4

Musketeers

7

8

16

1

12 # Foot Artillery

7

4

5

2

6 # Foot Artillery

7

4

5




17th Division  -  Lobanov +1    47 pts    

Start:  Tilsit  (30 minute delay after Turn 2)    X: 6


Qty

Type

Morale

Melee

Pts

1 

Hussar

6

10

5

2

Opolochenie

8

6

6

1

Jager

6

10

6

4

Musketeers

7

8

16

1

12# Foot Artillery

7

4

10

1

6 # Foot Artillery

7

4

4





Prussian Corps  -  L’Estoq  +1    62 pts   

Start: Konigsberg    X: 8


Qty

Type

Morale

Melee

Pts

1

Hussar

6

10

6

1

Dragoon

7

8 H

4

1

Cuirassier

5

12 H

8

1

Grenadier

5

12

8

1

Jager

6

10

6

4

Musketeer

7

8

16

1

12 # Foot Artillery

7

4

5

1

6 # Foot Artillery

7

4

4

1 

6 # Horse Artillery

7

4

5


Not given to the players, but to help the reader follow the action, here is the GM's Master Table Map for the Campaign; tables in green are Transit Tables, Tables in red are permanent tables




 

No comments:

Post a Comment