As mentioned in my previous post, on Sunday we had a seven-player RCW-esque game at Barrys - three White players - Rick, Andrew and Mark, against four Reds, John, Julian, Barry and me.
The set up
Julians $30 armoured train set (including the track!)
My force
Marks Poles holding the station
My field gun opens up at the Czechs locomotive
Rick was in charge of the Czech train, heading east with a load of looted bullion!
The Red Airforce lends a hand
John moved forward to engage the Poles
Andrews White Russian contingent confronts the Konarmia led by Julian
The Red cavalrymen charge in
Barry had his usual Chinese Warlord contingent
After about six turns, the Reds had succeeded in causing so much damage to the loco that it ground to a halt (It could start up again, if Rick could roll a rally of 9 or better on 2 D6)
The Red infantry close in like wolves
Meanwhile, Johns Reds had pretty much wiped out the Poles defending the station
The swirling cavalry melee continues, despite the Bolsheviks enjoying a 4:1 advantage!
The Chinese assisted Johns Reds to finish off the rest of the Poles
A rare appearance of the White Airforce - this may have been their one and only, compared with FIVE Red Airforce sorties!
The Reds take the station - URRAH!
The Konarmia still making hard work of beating a few Whites.....
At this stage, Mark had no command left - and as if by magic, the one and only joker appeared, meaning Polish cavalry arrived as reinforcements!
Julian and Andrew still belting hell out of each other!
The Red Navy unit on the far side of the train got there by assaulting the Czech unit on the flat car, driving them back with max 4 hit markers, then contacting them to destroy them
The Polish cavalry move up to attempt to avenge their fallen comrades and retake the station
Rick finally managed to get the train moving again.
The Poles charge in
The melee between Julian and Andrew carries on carrying on
My force heads off eastwards to stay in contact with the slowly moving armoured train
The Red infantry holds off the Polish cavalry charges!
The Whites are starting to dominate the Konarmia, pushing them back and boxing them in
Chinese infantry near the railway station
Andrew and Julian in mortal combat
Some close ups....
Red Navy
Bolshevik infantry
More Red Navy
My "command" unit
White armoured car v Red cavalry
A swirling mass of horses and sabres
Johns Reds defending the station
The Red Airforce knocks out the White armoured car in the nick of time!
Red artillery has halted the train again and my guys get stuck into the last remaining Czechs onboard
The Polish cavalry has taken a pasting and pull back to lick their wounds
Andrew's infantry advancing on the Red held station
The Reds have captured the train - sailors are on the flat car
We called the game at this point.
Here is a heap of nice close ups provided by John. I normally try to weave them into the narrative but there are far too many and it is getting late, so you will just have to enjoy them as is!
Poles
AA MG
Red artillery
Red Tchanka
Chinese
Armoured Train
Czechs
Whites
Poles defending
Red command
Red Sailors
Anarchists (I think)
Red cavalry
Red Airforce
Bolshevik attack at the station
Reds halt the train
Reds attacking the train
Red cavalry in action
Armoured cars
The White Airforce
Final building cleared of Poles
Polish cavalry arrive
Cavalry v Bolshevik armoured car
Polish cavalry HMG teams
John v Mark - pt II
Red sailors
The Chinese
That is it - hope you made it through all the images. The game was great fun - for the Reds. Unfortunately for the Tsars boys, we literally had twice as many turns as they did - just the luck of the cards. We have changed the rules so that now, one side may only have two consecutive activations before it has to automatically change back - but we had strange runs like one black, then a red, then a red face card (for air attack that does not count as an initiative) then another red card (now at max 2) then another red face card, then one black card, then two red cars and an air attack, - and so on. We had 5 of 6 possible air attacks and the whites only got 2. The train was quite easy to stop and Rick had lots of trouble rolling a 9 to get it going again - and Mark could not win a trick against John, who was rolling like a demon. He defeated Mark twice, wiping out the initial infantry garrison of the station and then doing almost the same to the cavalry reinforcements. The only successful White force was Andrews, who eventually got the better of Julian, but with the station in Red hands and the train overwhelmed, there was nowhere for them to go, and they had to pull back and leave the field to the victorious Red Army of Peasants and Workers!












































































































































What a ripper. With planes, trains and automobiles (armoured cars), these Russian Civil War games always look great and this was no exception!
ReplyDeleteBest wishes, James
What a cracking game to look at there Keith:)! Lots of inspiration there for my AVBCW forces, so off to look out for a few things later on, if time permits. The tweaks to the rules sound a good idea and remind of the card activation sequence Norm has mentioned in his 'Test of Resolve' trial game.
ReplyDeleteGreat looking game! I'm always envious of anybody who can get some Back of Beyond gaming in. Can't muster any interest in it locally.
ReplyDelete