Saturday, 29 October 2022

Friday Night RCW Game

 Time for another RCW game at Julian's place, once again utilisng the "1914" rules from Great Escape Games. Rick, John and I were attacking with a Bolshevik force of 2 cavalry units and 8 infantry units, supported by two field guns, whilst Chris and Julian defended with 2 cavalry 2 field guns and 4 infantry units. We ended up with 28 activation tokens to 18 I think.

Rick commanded the cavalry on our left, I took the centre with three units of Red sailors and the field guns, whilst John spearheaded our attack with 5 infantry units on our right, countered by Chris with the infantry on the Whites left and centre, and Julian with the cavalry opposite Rick



Reds attacking from bottom to top - the aim was to capture the village


Right flank under Comrade John


Our gun battery


Cavalry and Sailors to the left. All the figures on our side are from my RCW collection - mainly Copplestone or Brigade Games but also a few Hinterland, Siberia Miniatures and Old Glory (cavalry)


The White troops are all supplied by Julian, again mainly the excellent Coppletone Back of Beyond figures


I don't know - looks cool though!


White infantry commanded by Chris occupy the woods opposite John's position


The forces of proletarian liberation prepare to advance


A dastardly attack by evil Cossack hordes is checked by heroic Bolshevik sailors


White infantry still concealed in the woods, with the exception of the HMG which was taking pot shots at John as he advanced across open ground


Hinterland (regrettably no longer in production) female sailors


John moves into close quarters with Chris' Whites 


The Sailorettes have made it to the edge of the village unscathed (In an earlier, unrecorded event, one of the units of male sailors got to the same point, but were wiped out by a combination of artillery and HMG fire)


Rick charges Julian's Tchanka - a successful attack that resulted in the demise of the HMG armed cart


John adds more units of Red infantry to the assault on the Whites left flank


Whilst Ricks cavalry charge infantry, including an HMG, head on - what could possibly go wrong?!


As it happens, not as much as you might expect - and the rear attack from Julian's second unit of White cavalry wasn't as devastating as it might have been, either - good news for us!


But the game was really being decided on the other flank, where John has maneuvered his four units into a great position to hammer the defending Whites (red markers indicate actions taken, not casualties or any other kind of disadvantage) 


The Bolshevik infantry pours rifle fire into the flank of the White line


"They are breaking, boys, they are breaking...!"


Technically this is only three units of Reds against two of Whites, but the Whites are pretty depleted by this stage


The action on our left flank (Rick and yours truly) was a bit more pedestrian, mainly thanks to atrocious dice rolling when firing. In particular, I had an MG firing at Julian's cavalry for about 4 or 5 actions, three D10 needing only 6 or better for a hit, and on four occasions, I got nothing at all!


The combined weight of the White infantry and cavalry gradually depleted Ricks cavalry, but it took them quite a while


By this time, it was about 2245 so we called it a night - a Red victory, we decided, thanks to the tenacity of the infantry on our right flank, commanded by John. I lost two of my three units of sailors (the females did not last long in their exposed position along the fence line, following their male colleagues to the side table of casualties!)

We Reds certainly did much better than any of us had expected at the start. There was a lot of open ground for us to get across and the Whites were in pretty good defensive positions. My only unit to survive (excluding the artillery) was the sailors who prudently advanced via the woods, the two who went hell for leather across the centre of the table were wiped out to a man (and woman). John, however, saved our bacon with his successful assault on the White infantry position in the woods.

Hope you enjoyed that and look out for a Great Big Bolshevik Parade coming to this blogsite very soon!

30 comments:

  1. Superb AAR and victory for the Reds

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    1. Thanks Scotty...I was surprised how well we did in the end!

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  2. Great to see that beautiful minis in action!
    Best regards

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    1. Thanks Michal....getting them into action is the main purpose, after all!

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  3. Congratulations Comrade Keith! Sounds like a fun game.

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    1. This comment has been removed by the author.

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    2. Spasiba tovarich Kris! I personally didn't have a great day at the office, but at least John ensured we were on the winning side!

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  4. Glad to see you getting more au fait with these rules and they seem to be giving you all a good game. Looking forward to the May Day parade of your figures:).

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    1. Thanks Steve, I do quite like these rules but with five players, it was becoming a bit unmanageable....I think they are best suited to one player per side, personally. Still good fun though.

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  5. Great figures gracing what seems a cracking game. Enjoyed the report.

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    1. Thanks Richard, the Copplestone and Brigade figures (plus others) are great sculpts, easy to paint and do look rather nice in action....one of my favourite collections/eras, I think.

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  6. Nice action. Re ‘trying to roll a 6’, Does the D10 count zero as zero or ten?

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    1. Hi Norm, we have always counted it as 10. Several of the dice are percentage dice, so, 1 is 10 and 3 is 30 etc...can cause occasional confusion when a 10 is rolled...it takes half a second to register it's actually a 1!

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  7. The machine guns certainly weren't as deadly as one might have thought, not helped by poor dice rolling of course. A nice tight game which seemed very enjoyable.

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    1. Thanks Lawrence, it was, indeed, gross incompetence from the gunners, presumably last week, they were factory workers! With no saving throws etc, and the opportunity to fire three or four times in a row, they should have wiped out that cavalry! Mind you, the same is true in reverse for the White infantry and MG opposing the Red cavalry.....a lot of inexpert conscripts in both armies, by the look of things!

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  8. Excellent stuff, Keith! Having played Graham's "It Rolls For Ivan" over the last several months, it is interesting to see the war played in a different scale with a different set of rules. Looking forward to more victories, Comrade!

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    1. So yes, reference everything below, it seems your original comment WAS in spam for some reason Jon.....dont know why though!

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  9. Did I fall into your SPAM filter???

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    1. As far as I am aware, Jon, I don't have one.....did your comments disappear??

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    2. Yes, it did. Or at least I thought I commented and saw it briefly published. Perhaps I was dreaming?

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    3. Don't know Jon....it's happened to me a few times but I thought it was just my dodgy old iPad...but Iain or Lawrence said the same too...maybe Blogger us just playing up again?

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    4. In Blogger Design View, select Comments and see if there are any comments in SPAM. Maybe I am there?

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    5. I will have to do that a bit later Jon as the iPad operating system isn't compatible or something ......

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  10. A lovely looking game Keith…
    Friends, toy soldiers and a victory… a pretty good way to end the week.

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  11. Sounds interesting Keith, interested to get your thoughts on the 1914 rules?

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    1. Thanks Stu - personally, I quite like them (although, we played hard and fast with some of the finer details on Friday!) I like the asymmetrical flavour of the way the activation tokens are used and the fact that "the other guy" cannot predict with any sense of accuracy, what you might do with any unit over the next few evolutions. I am also a big fan of the ability to "interrupt" and enemy action and try to forestall it - eg fire first and deplete the unit, before it has a chance to fire at you, or indeed, move into cover (the very act of moving makes you a slightly harder target, even if you dont reach cover). You also have to pay attention and harness your available resources, or you can end up with two activation tokens left and the enemy has ten....which means they can do a lot of things that you cant respond to in any way. It has some odd quirks, but overall, I think it delivers a fun game with lots of friction and decisions to make and no one left hanging around with nothing to do because it isn't their turn.

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  12. What a great looking and sounding multi-player game Keith!
    Regards, James

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