Saturday 11 May 2019



On Friday, Nick, Chris and I met at Julian’s for another run through with the RCW rule set, Red Actions. This time, three Red units supported by three HMG’s were defending a strategic village. The Commissar had enough time to force the local peasants to construct rudimentary field works before they decamped.



Attacking the position from two directions simultaneously was a force of eight units of White infantry supported by two HMG’s and two mortars.



The defenders had an opportunity to summon reinforcements in the shape of two units of Red cavalry and a Tachanka. This was achieved by a roll of a one on turn one, one or two on turn two…and so on, you get the picture.



I commanded the defending Bolsheviks, Julian the reinforcements and Nick and Chris took a White command each.



The layout of the table was such that almost all fire was on the lowest possible casualty column for almost the entire game – even the HMG’s had little effect, and the Whites sniped from the nearby woods whilst the Reds sheltered behind their barricades, keeping a desultory fire on the attackers.



This situation played out for a couple of turns until Nick managed to get a direct hit by the mortar on the one HMG on his flank. This happened just in time, as on the next turn, the Red Cavalry appeared right behind the mortar position and wiped it out! Nick turned one infantry unit to confront the cavalry whilst moving forward with the remaining three units plus the HMG.



Meanwhile on the other flank, Chris advanced cautiously with two units, supported by mortar and HMG fire, whilst the other two units made a flanking march to the area of the village that lay undefended – due to the paucity of Red troops committed to the task.



Stretched to breaking point, the Reds cause suffered a final nail in the coffin when Chris advanced an infantry unit very aggressively into close range of the HMG defending the rear and wiped it out with close range rifle fire.



I called the game at this point, with White troops storming forward on both flanks



Map One - initial layout


General view of the table seen from the opposite direction than the map above. White positions are top left (Nick) and top right (Chris)

The local commissar bears a striking resemblance to a famous revolutionary hero.... and is accompanied by two Bolshevik Heroines


Nick's counter revolutionary lackies assembling in the shelter of the woods

On the other flank, a similar force assembles under Chris's command

The staunch defenders of the proletariat in their slightly exposed position

Chris's first line begins to edge forward - initially, both units were pushed back into the woods by Bolshevik fire

The view from the Red barricades facing Chris

Here they come again....


This was the situation on turn 3 as I rolled the correct number to summon help!

Much to Nick's chagrin, Julian's Red Cavalry appeared right behind his mortar position - but it had already eliminated my HMG with a direct hit.

View from Nick's flank - his main force in the woods bottom right and the single infantry unit right centre with Red cavalry on its six :)

Both Chris's units move forward from the wood line again

And with the HMG neutralized, Nick advances too

Edging forward

Nick's command on the edge of the village

Red cavalry making hard work of overcoming a single White infantry unit

The Whites treated the cavalry to a round of close range fire, and did next to no damage!

The position close to the end of the game, with White infantry closing in on three sides of the village

Nick's men storm the first line of defence (bottom right) while Chris moves two units to the undefended rear of the village (top left)

On Chris's flank, two units engage in an exchange of fire whilst the other two head towards the exposed rear of the village

The unit to the right advanced into close range of an HMG in the barn and rolled high, causing two "terror" markers, enough to wipe out an HMG!

The White infantry poised for the final assault....


…..which never came! The Red infantry threw down their weapons and tomorrow, most of them will march off as soldiers in the White Army, living to fight another day. The commissar and officers of course will be put up against the nearest wall! 

A hard game for the Reds but if Nick had not fluked knocking out the HMG, it might have been a bit different. The reinforcing cavalry had very little impact except for knocking out the mortar and three units of infantry were insufficient to hold the line, but it was good to get another game under the belt and we are all starting to remember most of the mechanics of this system.


12 comments:

  1. How often is the outcome of a battle determined by an unlikely event? Didn’t Napoleon remark that he preferred a general to be lucky rather than good? Fine looking game and really enjoy seeing this collection out on the table.

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  2. Thanks Jonathan. To be fair, a mortar can get a direct hit on 11 or 12, so 9% chance - if you have ten shots, on average you should get one hit!
    My luck I would say is average - unlike our friend Rick, who is renowned for constantly rolling exceedingly and improbably poor scores EG if the only score Rick needs to fail a morale test by an elite unit occupying a house being assaulted by militia is a 1 - he will do it more often than not!

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  3. That was a very cool game, Keith. I printed off Red Actions years ago when I was putting together plastic 1/72 forces for RCW, but I never got around to playing them. How would you rate them overall? I'm considering a 15mm diversion with Peter Pig figures in the near future...

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    1. Red Actions is a pretty good rule set Nate - it has several idiosyncratic protocols EG the way damage from firing is calculated, or the way close combat is resolved - but once you get past the fact they are a bit different from most rule sets, they actually work quite well. Give them a go and let us know what you think!

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  4. Great report Keith. By chance I would have been available for play, because our social event was cancelled, but too late to rearrange. I bet that Nick's view is that his "fluke" was testament to the skill of his gunners.

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  5. Pity you had not been there Mark, maybe my reinforcements would have had more of an impact on the game! Yes, Nick accused me of whinging about how few troops I had and the parlous position I was in, but I note he didn't come out of the shelter of the woods till there was no HMG for him to overcome!

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  6. Another fun-looking game, and nice to see the tachanka on the table.

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  7. Thanks Lawrence - not sure "fun" is the adjective the Bolsheviks would have used but its always good to get a wargame in, regardless of the scenario or result!

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  8. Lovely looking game, even if it was a painful experience! It's a really tempting period, although I doubt I could convince anyone around here to do it!
    Best Iain

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    1. Cheers Iain - yes, its a nice period - lots of potential for different and exotic troop types. But I understand what you mean about convincing friends to invest in ANOTHER period - as Julian often says "so many wars, so little time!"

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  9. A lovely looking game Keith...
    The result isn’t the most important thing .... it’s getting your toys out and playing with them that matters...

    All the best. Aly

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  10. Thank you Aly - and of course, you are quite correct - although its always nice to be on the winning side if possible!

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