: Umpire's Notes
This is a part of the
Battle of Cēsis. On 21 June three Baltic Landeswehr columns attacked
to the north and east of the town. The most northerly attack was
repulsed, but the two other columns broke through the Estonian lines
to the east of Cesis town, dispersing the Latvian 2nd
Cēsis Regiment. These columns then peeled out, with the more
northerly driving the main body of fleeing Latvians northwards, and
the more southerly bearing mostly eastwards. This left the Estonian
3rd Regiment isolated at the southern end of the Estonian
line and it had to fall back on Rauna during the evening.
basic sketch, off a
The game represents the
next day, as the south-most column of Baltic Landeswehr pressed its
attack further, trying to drive the Estonians out of Rauna and away
from the rest of the Estonian army.
The forces are mostly historical: if anything, more favourable to
the Germans than in reality – there is some dispute over the
size of the Michael Detachment’s infantry and it may have been
that in the real battle the two German armoured cars were impeded in
their movement along the Riga-Pskov highway because it was
up” by the Estonians and took no part in the day's actions.
bit of balance to counter-act the arrival of the armour in this
scenario, I added a cavalry squadron to the
Estonians (they were present, but guarding far to the rear and took no
part). One effect of altering the sides is that players reading the
history of the
battle wouldn’t have too much information.
It is important to stress to the Freikorps player that he must attack
with great determination: the scenario is likely to be extremely long
and dull if he is allowed to take his time locating every enemy element
before launching his attack.
At some stage during the day the German player should be told to stop
advancing. He can be told that the rest of the battle is going badly
(it was, historically) and an advance would just place his troops in
That night the Freikorps abandoned the entire area, under instructions
from General von der Goltz. I have no idea what time these orders came
though, but the umpire can use this as a way of ending a scenario which
is either stalemating or obviously heading towards a conclusion.
immediately west of Rauna seems to have actually been the top of a
dam (for a mill) or a weir – the important thing is that it
cannot be destroyed.
comes in two versions. One has everything, while the other has the
place names removed so that the underlying topography is more
visible. The players need only have the first, but the umpire needs the
second when calculating moves and lines of sight.
There are 6
bases of Latvians in Muris with two officers. They will fight as
normal Latvian regulars, since this is the hard core with the weaker
elements having fled. They are, however, very disorganised and will
take most of the day to get themselves into some sort of order. They
should not take any offensive action. (Note: it is effectively
impossible for the Freikorps to tell Latvians from Estonians without
close examination of uniforms.)
Other than this, neither side should get – nor expect
help from outside. They were a long way from the rest of their
A full transcript of the game can be found here:
I found this very much the hardest scenario I have run.
Working out lines of sight was slow and the commands were split into
many independent outfits, which added a great deal of calculation time.