The French could win by severing the line of communications (represented by the long convoy of vehicles.) and shooting the hell out of my units . They achieved both these objects but failed to take Brienne - it's entirely possible that I misread the rules but the saving roll with 4 added to it for hard cover seemed excessive. It is my understanding that villages changed sides frequently in these conflicts.
Here are some pictures, the game took 2.5 hours to complete and Blucher sort of lost, I think.
The Russian center - Brienne garrison by an infantry brigade and the chateau on the hill.
Everything was going ok until this guy appeared.
French right, their dragoons menace Brienne
French left - Marshal Victor deploys his brigades (sorry for fuzzy pictures)
Count Pahlens cavalry make heroic charges and take out two batteries.
The dragoons sweep the brigade away - I should really have had the men inside the chateau! :(
Close up of the dragoons....
Close up of French infantry..never ending hordes...
Nobody can take Brienne...French infantry take hits.
Routed units - nearly all Bluchers Russians.
End of turn three and Ney with the four Young Guard brigades arrive. Guard cavalry as well...end in sight for Blucher.
Russian reinforcements also arrive on turn three - Sherbaotovs corps, four brigades of infantry and two batteries.But the convoy is still not safe. I remove one wagon every turn
Guard cavalry steam roller whats left of Bluchers right wing. Sherbatov is too late.
Close up of Ney and the Young Guard
Blucher throws in the towel....most of the wagons escaped bar three that were captured by the emperor and the dragoons.