I needed a stopgap for Tuesday night's game, having had a busy last few days, so I bolted together another pair of Neil Thomas' scenarios and dragged out my Russian Civil War figures.
The game is a mash up of "Flank Attack" 1 & 2. I had to rotate the second scenario to make it all fit on the table sensibly, but it seemed to go together okay. In the distance the Whites are trying to exit the road/table edge to the left with three units. This is held by a small blocking Red force. All the Whites are strung out along the road. The remaining Reds come on from the far table edge.
Nearer the camera the Reds hold the big hill. The Whites must clear this and hold it at the game end to secure the flank of the exiting column. They have infiltrated a force round to the edge of the table near the camera, and have a holding force to the right.
Jon put his hand up for the Whites and sent me his dispositions. When everyone logged in it turned out that no one else had read the briefing, and after a short round of "After you Claude" Richard was press ganged into becoming Red Leader and rapped out some quick deployments.
The Whites moved first, and immediately exploited the speed of their cavalry to get round the rear of the hill and, in the distance, head for a gap in the Red defences to exit the board.
The first round of firing inflicted some damage.
The Reds replied with their deployed units, and inflicted some hits in return.
The troops round the big hill got locked into a protracted firefight. This is inevitable with this iteration of OHW, which has no close combat rules and also prevents moving and shooting. I might let cavalry move and shoot in future games, if there are any.
Jon's cavalry - Cossacks to a man - seem to have broken through the Red lines, and are heading for safety. The rest of his column is being encircled a bit. Where will he find his third escapee from?
The Bolsheviks defending the hill lose their first unit to concentrated firepower.
In fact the exchanges are pretty murderous on both sides. Ian, in charge of the Reds, loses another unit, and Will finds his force cut in half.
His cavalry having escaped, the pocket round Jon closes in. He's lost a unit to enemy action too, and his artillery is conducting the rearguard. I should point out at this juncture that both commanders were convinced and were both vocal about how impossible it was for their army to win the game.
More Red hill defenders die, as the Whites start to roll up their defences from the flank
Some lucky shooting inflicts a lot of damage on the cavalry and artillery.
Jon destroys one of the Red units in front of him, and severely damages another (15 hits to remove a unit). Can he punch a hole through the defensive line? I should note here that I have made it more difficult in this scenario by introducing ZOC rules. Not sure if they are an improvement or not.
Another round of firing, and another Red unit is about to be taken off.
Richard plugs the gap with his spare cavalry unit.
Phil continues his steady advance along the ridge line. Ian is in desperate straights now.
Jon's last infantry unit goes, as Phil gallops his cavalry across to try and bail him out. He needs to get them into that square next to the "G", so he can exit and fulfil the victory conditions. Or can Jon's artillery limber up and find a route off? The clock is ticking down.
Ian's last unit on the hill is nearly broken. It looks like the Whites have won on this half of the table.
Phil destroys Ian's last unit on the hill, and then concentrates on trying to blast a way off the table. Jon has ridden his artillery off to divert the Red attention.
The Reds are clinging on, and have inflicted enough damage on one of Phil's infantry units that it will be removed at the end of the turn.
The Whites blow away the blocking infantry force... have they found a way out?
Richard throws a cavalry unit in the way - the Reds move second - to prevent the exit.
[I have to say that sometimes I'm not a fan of victory conditions. They can be so focussed that anything else that happens is irrelevant. Get three units off the table at the cost of half your army, whilst the enemy pursue? Cling on to the corner of a hill top whilst the enemy army sweeps round you? I tend more to the idea that you defeat the enemy militarily and then you can do pretty much what you want.
But I digress.]
For a One Hour Wargame it kept us occupied for 1 1/2 - 2 hours with varying degrees of satisfaction. The OHW scenarios do have a knack of coming down to the wire, but Jon observed that this might be due to the attritional nature of the game. He's a clever bloke with the numbers 'n all, so he's probably right. How much it looked like the RCW I can't say. I think the rules need a close assault option at the very least, and some tactical factors like enfilading when firing (although I may have observed this before).
Next week we have an evening off. I'm going to see Jethro Tull (much delayed from last year some time), Jon is having his basement rebuilt and Richard is doing something too, so short on game hosters.
The week after, who can say?
Very enjoyable accounting of the battle, Graham, and another enjoyable gaming session.
ReplyDeleteFor truth in advertising, I assessed WHITE chance of success in taking BOTH objectives to win at 1-in-8 and not at impossible. I under-estimated the effect of the sticky ZOCs on WHITE's right maneuvering and over-estimated Ian's chance of stopping Phil's high-rolling WHITE left.
Seeing the effect of sticky ZOCs, I would play WHITE right differently if we were to play the scenario a second time.
I am not convinced that the hop/skipping around and through enemy lines resembled much of the historical maneuvering during the RCW but maybe it did? Perhaps without solid lines and overlapping ZOCs, it was easy to raid into enemy territory?
Still, good fun and thank you.
The sticky ZOCs are an improvement on the WW1 version we played, which had a lot more zipping around. If I were to persist I might look at refining them more. Don't know if the game was a good simulation. The RCW does have a lot more manoeuvrability, but mainly because Russia is so big.
DeleteAn enjoyable account of a possible incident during the course of the Russian Civil War. The narrative that leads to the meshing of disparate scenarios into one strikes me as quite plausible. The theatre was vast, and relatively empty, and seems to me a very interesting topic for a war games campaign...
DeletePerhaps greater operational mobility? Allowing for more unusual scenarios (outflanking, reserves coming on in odd places) but not necessarily different tactics on the board?
DeleteCertainly a lot more operational mobility. Cavalry is much more important than in other contemporary theatres, except possibly the middle east. The Konarmy under Budyonny is a big deal "Proletarians to Horse" and all that.
DeleteArchduke: I have found that with a little bit of thought bolting together two scenarios makes for an enjoyable game, with enough to keep several players occupied.
DeleteThat looks great fun (as you know, I'm an OHW fan - with period specific mods of course). Am I right in thinking you are using squares to regulate movement and combat? If so, what size did you go for? I've vacillated between 3", 4" and 6". I've found the close combat rules from the Ancient set work fine for twentieth-century actions, they are what I use for my WW2 variant.
ReplyDeleteYes. I went for squares as I think that OHW looks like it should be a square game! Those in the pictures are 6"as I'm using 30mm square bases for the infantry which are Peter Pig. The rules probably need close assault rules, although I suppose if you stand at short range and blaze away at each other that sort of works as a proxy.
DeleteGreat game! What good fellows you are! Hats off ... I did not even imagine that there is an interest in the Russian Civil War.
DeleteOh yes indeed. The RCW isn't the most popular period, but it has a strong following in some areas. I used to do quite a bit of it 10 years ago or slightly less. It has armoured trains, Cossacks, pointy hats and armoured cars. What's not to like? Plus, it has non-Russian interventionists (who alas get more focus than they deserve). But they do drive tanks.
DeleteGreat use of OHW - love the rules for a quick and fun game.
DeleteThanks. I find them useful as a sounding board game. I can play it and it shows me all the bits I'm missing.
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