Sunday, 11 September 2022

Russian Civil War Game with "1914"

 Today, Julian and I had a five-hour game of 1914 by Great Escape Games. pitting the White Russians (defending) against the Bolshevik hordes. The action was loosely based on one of the scenarios that comes with the rules - in which the attackers are the Germans, with six battalions of regular infantry (3 bases each plus attached mg) and three battalions of Jaegers (4 bases each plus attached mg), supported by two batteries of field guns, comprising three guns per battery; and the defenders are a smaller but better quality force of three infantry battalions as per above, two batteries of two guns each, and three units of the Household cavalry, who can fight as dismounted infantry. Once again, Julian volunteered to take the smaller, defending force, with a total of 24 activation points, against my Bolshevik force with 33 activation points. Julian had another disadvantage, in that he had a split command, so that his activation points had to be used by the appropriate brigade, infantry or cavalry, which potentially limited his freedom of action EG if the cavalry were not really engaged, they still had to use their portion of activation points, he could not use them to activate infantry, and vice versa.

These rules run a bit quicker than our standard multi player Sunday games, so I did not take the usual number of pics - I think there are around twenty in total - hopefully enough to build a reasonable narrative of the game.



The battlefield - Bolsheviks absent and Whites not yet in position




Initial set up - attacking Bolsheviks to the left, Whites represented by "blinds". A Bolshevik unit must be within 16" and then roll 4+ on D6 to reveal if a blind is real or fake


Right flank had one artillery battery deployed, with Red Sailors (the Jaegers) in dead ground to their rear


Action opened on the other flank. where my second battery pounded one of Julian's smaller two-gun equivalents


As it happened, though, their early success did not last, and combined artillery and hmg fire soon whittled them away, and this unit disappeared from the field relatively quickly, taking two activation points with them..... :(


The White units that devastated my left flank battery, safely ensconced in their redoubt


The first unit of sailors probes the White left wing ....


.... and discovered two White infantry units waiting in ambush. As Julian noted, however, this was one of the least effective ambushes in military history - luckily for me! Over a series of activations, the sailors, supported by the artillery and a couple of hmg's on the high ground, pummeled both White units until they were wiped out. 


A unit of Red infantry close to breaking point, having lost 50% of its strength. The hmg did assist in the destruction of the above White units, however.


These were the culprits, dismounted high quality cavalry firing from the corner of the redoubt


A couple of views of the position as seen from behind the White lines - at this stage, I was feeling like this was going to be too tough a nut to crack...


The sailors in the wood are concealed and cannot be fired at (or fire out) in this position



The Whites watch the empty plain to their front, as three battalions of Bolsheviks redeploy, concealed in the dead ground on the far side of the battlefield


The Reds continue their redeployment to the right


The second Bolshevik regiment in dead ground on the right flank, waiting to advance and support the sailors


The other regiment of three battalions continues the redeployment


Julian's position was still looking pretty secure at the stage although fortuitously for me, the unit in the top right was in the open and under fire by artillery, hmg and rifle fire, and was soon also driven from the field. The gap is where the second White artillery unit used to be. They redeployed to the flank but had the misfortune to suffer a massive stonk from my artillery and never got a chance to fire another shot in anger before exiting the stage...


The Red attack starts to get into its stride (finally, after about three and a half hours play!), with one regiment in the woods in front of the redoubt, whilst what is left of the sailors and the second regiment work their way around the open flank. My second battery were star players, rarely failing an activation (even when a 5 or 6 was required) and regularly getting 4 or 5 hits (from a possible total of 6) when they fired



Julian's position when we called the game as a Red win - only two units of dismounted cavalry and one gun remaining from the initial eight units. The Bolsheviks lost a decent number of men too, but tellingly, only three full units, the first gun battery and a unit each of sailors and red infantry - so activation points dropped from 33 to 27, but Julian was probably down to about ten by the end. His cavalry remounted their horses and headed for the horizon!


Heroes of the Russian Socialist Republic! (With kind assistance from one of my gallant opponents' guns!)

Good game, four full turns I think (a turn can take an hour when there are nearly 60 activation tokens in play!) and a lot going on. I had some bad dice rolling with the first battery and it got hammered pretty quickly, but fortunately for me, Julian did not target the second battery, and so it was able to provide some very accurate and destructive support, and basically, won the battle for me by destroying two units of infantry, a cavalry unit and the second White artillery battery.

Hopefully you enjoyed the AAR almost as much as we enjoyed the game. We both agreed, these are pretty good rules, with a lot to think about, and a very nice frisson of unpredictability often missing from more traditional UGO-IGO rules. Thoroughly recommend them if that is the type of gaming experience you are looking for.

Thanks for the visit and please do leave a comment!

30 comments:

  1. Great looking game, and a Red victory to be celebrated

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    1. Thanks Neil, hard fought for sure, but a victory nevertheless!

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  2. That is a lovely looking game and great to hear that you are enjoying the rules Keith. Maybe I should give them another look-see at some point, but really it's best to have an opponent to play against with new rules I feel.

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    1. Thank you Steve. I know you have a few core sets that you enjoy, so why keep trying other systems if you are already happy with the rules you use?

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    2. Very true Keith. I really should remember why I stick with my core rules and not be distracted by other sets!

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  3. Nice sized game (for me) and nice to see your painted figures gathered into one place. I was surprised to see that 4 turns of 1914 took 5 hours to play …. did that feel unnecessarily long?

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    1. Hi Norm, I may have slightly exaggerated the time we were actually playing, but I was at Julian's place from ten in the morning till four, with a lunch break of about an hour, so we're were engaged in gaming for about four or five hours. It did not seem long to me, because with only two players, you were always involved, and the ability to interrupt means you often get to do things during the "active" players phase. With handing to and fro of being the phasing player, a"turn" breaks down into several periods of being the active player. I really enjoy that aspect of the rules.

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  4. Looks like an enjoyable game, Keith. good to see you both are enjoying the rules. I actually prefer a few less photos and more verbiage in a battle report.

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    1. Thanks Jon, good to know. Maybe I will try to do a comprehensive breakdown of the rules at some point....although not having an actual copy might make that a bit hard!

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  5. Great looking game sir!
    Warm regards

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    1. Thanks Michal, glad you thought so, we certainly had an enjoyable day!

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  6. Great looking game and always a lit bit better when you get the win. 😊
    Sounds like the rules work well and keep both players involved.

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    1. Thanks Ben, I agree...a win makes a good game better! We are enjoying these rules at the moment.

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  7. Great to see your figures in action Keith. It's great when five hours flies by like that.

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    1. Cheers Lawrence! That's exactly how it felt too, which is always a good sign.

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  8. Colorful game. Haven't heard if the 1914 Rules before. Sounds like a good set for covering inter war and other early 20th cent conflicts.

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    1. Thanks Ed, yes I agree...a combination of 1914 and Iron Cross (also by GEG) is what I am planning to look at using for my SCW games.

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  9. Pretty looking figs! Thanks for the AAR.

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    1. Thanks for dropping in and leaving a comment, Dave!

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  10. What a 'pretty' game, lots of nice figures! I confess,
    I will need to reread this later to absorb what happened. Thanks for putting this up.

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  11. Looks like a fun time. I don’t know the rules but it looks like it’s not so much the turn count but the number of activations that is the game play. 😀

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    1. Thanks Stew, you are exactly right, a "turn" can last forty five minutes to an hour, but is made up of multiple activation phases per player. Sometimes, you might only use one activation, then hand initiative back to the other guy.

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  12. Very cool gaming, Keith. Some of the folks here have started playing these rules - with the 15mm(?) figures from Great Escape.

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    1. Cheers Dean. The GEG figures are 12mm, I believe, just so they are different from the 10mm, 13.5mm and 15mm of other manufacturers, I suspect!

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  13. Splendid stuff Keith and of course I love this period. What’s not to love 👍

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    1. Thanks Matt, Julian has " Setting the East Ablaze" too and is keen to get back into some of those scenarios in due course...a great "period", for sure!

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  14. Thoroughly enjoyable report Keith. It is a happy day when time flies around a table with friends. The rules sound like a "keeper".

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    1. Thank you Richard....I do like these, and the Iron Cross WWII variant, but as to how long we "keep" them, only time will tell!

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