I decided that since I was going to post
so many pictures, that I would compress them considerably. My apologies
to those of you with broadband for the low resolutions.
I played the game
solo, since opposition is a bit lacking around here. Generally I dice
for situations where several decent options appear possible, rather
than tie myself up in knots wondering what to do and how to be fair to
both sides. I also use cards to determine the order units move in (at
least when playing solo) as it cuts down considerably on the decision
As discussed in the scenario page, I used my army lists to generate
The Cossacks had a nominal points value of 200 on the Cossack
Insurgents list, and rolled:
companies of plastoons, each 4
bases = 40 points
3 companies of plastoons, each 4 bases = 60 points
an MG base = 16 points
3 squadrons of Cossacks, each 3 bases = 126 points
= 242 points
total does not exceed the nominal points by more than a single
squadron from the last rolled unit so remains quite a lot above the
nominal points value (in fact almost as much as it is possible to be
The Reds had a nominal points value of 250, and rolled on the Early
companies of Regulars, each 4
bases = 48 points
2 MGs = 32 points
a field gun = 40 points
2 companies of Red Guards, each 5 bases = 40 points
1 MG = 16 points
a field gun = 40 points
total so far is 216 points. This is within 60 of the
250 nominal points chosen, so I got the last unit off table 8 rather
than starting from Table 1 again.
companies of Conscripts, each 4
bases = 48 points
So the Reds got stiffed good and proper on the dicing for units. A
theoretical 50 point margin was turned into a 20 point one! Ah well, at
least they have the inevitable victory of the Proletariat to console
I gave each side a second-in-command: for the Whites I considered him
the plastoon regiment's commander; for the Reds he would command the
conscripts since they were detached from the main body.
The Reds decided that they
would march with their Red Guard, regulars and artillery on the river
side of the rail line and assault the town more or less frontally. The
artillery was to get to close range, where it might do some damage. Two
MGs would accompany the artillery to protect it from assault, while the
third would follow the rail line, to support the conscripts if needed.
The northern side of the rail line was to be guarded by the conscript
battalion, which would retire into the scrub if hard pressed
(especially by cavalry) or press on to the town if not opposed.
The Reds plan was pretty simple, but fancy stuff is doubtful with
plenty of “mob” characteristics and the commander
avoid any flanks for cavalry to exploit. The assault of the Red Guards
would therefore use the river as flank protector and the regulars
similarly would use the rail line.
The Whites felt that they would almost certainly have a cavalry
advantage, so needed to be at the town in order to be able to cross
their mounted troops from one side of the rail line to the other.
Therefore they defended as far back as seemed feasible, with the
infantry out in front to absorb the enemy’s attacks while the
cavalry manoeuvred behind for a counter-attack.
Accordingly, I included the edge of Chapchachi village in the
battlefield. My table at home goes up to 10' by 6' but there
didn’t seem to be any need for such width, so I trimmed it to
by 6'. The map below is rotated slightly from the main map, in order to
make the Volga roughly parallel to the table edge. (In terms of game
play, it would have been better to play down a long table rather than
across, but photography is hard enough in the room I have, so that
option was ruled out.)
T = 10:00 The Starter's
I deployed as in the map above, everybody crowded on the Volga side of
At this point I decided that the White commander had better come up
with a better plan, since he could now clearly see the enemy field guns
that would make a defensive strategy hard work. I rolled a d6 for
aggressiveness of response, and another for how much to the right flank
the counter would be. Two 6's later and he was clearly set on policy of
a very aggressive right hook.
T = 10:20 Nothing much
(The yellow and red markers in
the following pictures are 4" = 100m strips, to help visualise the
I marched the troops up a bit
– my only problem with deep tables is that getting into range
bit at the start, so I tend to move double distances initially to get it
over and done with.
The Red artillery deployed about a kilometre out from the village. This
left them at short range and going any closer would be risky, given the
enemy attack now developing on the other side of the railway line. The
Conscripts facing the Cossack attack held back, so as to be able to use
the sandy area as a flank guard.
The Whites rearranged themselves so as to lead with the right.
T = 10:40 The attacks
By this stage the two various attacks were closing in.
The Red MGs on the railway line had held back one of the advancing
Plastoon units and another MG had been sent over in support.
The Red artillery was doing very little damage to the Whites in front
of the village though. The "mob" nature of the Red Guard (by the Volga)
was starting to annoy the Red commander, so he went over to lead them
T = 10:45
Things looked pretty grim as the White cavalry deployed in front of the
T = 10:50
But a shot from an MG forced the Cossack unit in the middle to retire,
and the left-hand Conscript unit threw a big number for shooting,
causing a Terror and killing the officer. The cavalry was forced to
rally from Terror, rather than charge. Meanwhile the two infantry units
retired out of charge reach. Saved!
T = 11:00 Red Conscripts
lose their nerve
dear! Maybe not saved!
Ten minutes later the cavalry
had moved back up and had a second attempt. This time they both
succeeded in charging before the MGs could nail them, and both times
the Red infantry broke on their morale check for being charged
and fled. Fortunately for the fleeing conscripts, the cavalry charges
started from a long way out, so they were not caught yet, but remain a
few inches in front of the cavalry squadrons.
To make it worse for the Soviets, one of the MGs was forced to retire
back across the rail line by excellent shooting from advancing plastoon
Still, the attack on the
village was going better now, with the Red infantry up onto the higher
ground. This mostly obscured the Red gunners' view, preventing any
further assistance, but in any case ammunition was running low and they
would have to conserve it in case the enemy cavalry wiped out the their
left flank. The Red commander was still leading from the front, but the
second unit of Red Guards was lagging, having failed a couple of "mob"
T = 11:20 The village defenders are cleared out
In the next twenty minutes, the
lead unit of Red Guard was to charge two units of Plastoons, both of
which fled before contact and make a great arc through the end of the
village, before coming out the other side to face the remaining unit of
plastoons. (See their progress below.) One of the units of routing
rallied later, the other went off the table when it failed, never to
The White MGs failed miserably to hurt the unit just in front of it and
were shot off their position twice by long range enemy MG fire.
above: after below.
Meanwhile the cavalry charged
out, and once more the infantry broke before contact. The Cossacks
pursued the next move, running the infantry down. By now the trailing
unit of Red Guard had made it up the hill and the cavalry turned their
attention onto the unit which had originally been in the centre. The
plastoons facing it had thrown a 12 for shooting, killing the officer
and leaving them on four Terror markers. Worse, they failed their
"Serious" test and retired back, when they should have been rallying.
This was to leave them facing the cavalry with four Terror markers
still on (not an ideal situation!).
Elsewhere the Reds weren't doing so well. The last unit of conscripts was charged, and failed and
broke. That made six charges declared so far in the game, with each
chargers passing and each time the receivers failing! The infantry were
quickly run over. The two other conscript units rallied, but now had to
wait two turns not advancing for every turn spent routing (one of my
"house" rules, required largely because the deeper tables make it so
much less likely to rout off-table) and so weren't going anywhere for a
The Cossacks had now largely cleared the north side of the railway line
(only one tired enemy unit left rallying in the scrub) and set off in
various directions to help their fellows. The infantry trying to cross
the railroad line were shot back by Red MGs, while the others headed
back down the line to the town. One cavalry unit dismounted to cross at
the extreme table edge, the other rode back towards the village.
The Red artillery during this time chose to limber and re-deploy on the
road, further away from the danger area. They are the black smudge on
the road by the reeds.
= 11:40 The
The White cavalry by the
village charged the terrified Red infantry, who stood and scored a
"retire" result for shooting. Rather than take that the Cossacks used
their "Storm" characteristic to lose a base and charge. They threw low,
but were at massively better factors and the extra terror markers
pushed the infantry over the edge: they routed and were cut down.
The Red Guard nearby took no notice and their shooting in the next move
removed another Cossack cavalry base – leaving one base only
in the unit, and that with a terror marker
still on it. That was that cavalry squadron out of the game.
Meanwhile the other Red Guard unit and the MGs firing from deep forced
the last remaining White unit back onto the rail line.
At this point the Reds decided to quit before the White reinforcements
from the eastern side of the line could make themselves felt at the
elected to withdraw, covered by their MGs and artillery, and headed
back down the road. I ruled that the Cossacks troops were too spread
out to organise a counter thrust at this point (the one unit in a
genuinely threatening position was the unit between the village and the
river, but since it had already routed once in the game, I felt it was
unlikely to take too many chances with a hot pursuit).
2 units of Red Regulars, run down by
1 unit of Red Conscripts, run down by
1 unit of Plastoons, routed away without
2 bases of Cossack cavalry, shot
1 base of Plastoon foot, direct hit by
As I suspected, the terrain favoured the defenders, as they were able
to concentrate on one half of the battlefield while avoiding the Red
MGs and artillery. The Soviets were meant to have a substantial points
advantage to compensate, but that didn't turn out that way. Maybe next
Even then it was close enough. The Soviet dice certainly failed
spectacularly at times – especially when being faced by
It should have taken much longer for the cavalry to clear out the
conscripts than it did, and it was the returning troops from that which
forced the Red Guard to abandon the field, not the troops they were
actually facing around the village. Some better shooting from the Red
Artillery would have helped as well – it waited until the
move before finally scoring a direct hit.
I decided afterwards that I should also have put more of the village on
the table. It was awkward playing so close to the edge.
Astrakhan Cossacks off to the local to celebrate