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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 time. As discussed in the scenario page, I used my army lists to generate random armies. |
Army
selection
The Cossacks had a nominal points value of 200 on the Cossack
Insurgents list, and rolled: |
The
respective plans
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T= 10:00 The Starter's GunI deployed as in the map above,
everybody crowded on the Volga side of
the table.
![]() 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 yet(The
yellow and red markers in
the following pictures are 4" = 100m strips, to help visualise the
scale.)
![]() 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 close in![]() 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 in person. T = 10:45Things looked pretty grim as the White cavalry deployed in front of the conscripts. ![]() 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![]() Oh
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 infantry. ![]() 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"
rolls.
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T = 11:20 The village defenders are cleared outIn
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
plastoons
rallied later, the other went off the table when it failed, never to
return.
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. ![]() Before 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
time the
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
while.
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. |
T = 11:40 The Soviets withdraw![]() 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 village. They 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). |
ConclusionRed
Losses:
2 units of Red Regulars, run down by cavalry 1 unit of Red Conscripts, run down by cavalry White Losses: 1 unit of Plastoons, routed away without being touched 2 bases of Cossack cavalry, shot 1 base of Plastoon foot, direct hit by artillery 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 time. Even then it was close enough. The Soviet dice certainly failed spectacularly at times – especially when being faced by cavalry. 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 final 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 their victory! |