"The union of all the new State formations in Russia, and of all Russians who understand and care for the interests of the State, is all the more possible because the Volunteer Army has no reactionary aims in view, and does not decide beforehand what the future form of the State in Russia shall be, nor even in what way the Russian nation shall declare its will"
- General Denikin to the Rada of the Land of Kuban, 14 November, 1918
Welcome comrade, to the page that will make you go red (or white)
What 'ya got for us, Cap'n?
We have completely outdone ourselves this time! What if I told you this was a campaign game that takes maybe 30 minutes to create from scratch, with limitless scenarios, a different map each and every time, and has counters representing the following armies and their equipment: Reds (All over Russia), Whites (Kolchak, Deniken, Wrangel, Yudenich, Komuch, Kappelites etc), Greens (Mahknovists), Estonians, Latvians, Finns, Lithuanians, Ukrainians, Poles, Armenians, Turks, French, Greeks, Japanese, American, British Empire (Including Canadians, Australians, and Indians), and Freikorps.
Anywhere from Regimental up to Divisional. You decide (based on what you've got painted up in the way of figures!). Turns represent roughly 1-2 days, and the "map" somewhere between 36-60km.
How does it play?
The scenario dictates one player to be the aggressor who starts with the Strategic Initiative (SI). Each turn players pick a Tactic: For the player with SI it can be Probe Enemy Line, Assault and Hold, or Breakthrough. His opponent chooses from a slightly more passive list, including Fighting Withdrawal, Hold, and Counterattack. Players then choose an order based on the Tactic for each card space that has an officer present. The player with the SI then executes his orders one by one- if he plays an order which does not result in an engagement, then his opponent can act. If the player with the SI fails in a battle he may lose the SI to the other player, so plan carefully. Each player also receives resources to spend on Artillery and Aircraft missions, including bombardments of varying intensity, Bombing and Strafing, and even Leaflet Drops!
What's the map like?
More than the usual goods. We have made a map system based on cards that plays as part of the campaign but also dictates what the tabletop battle board looks like- no guess work. A mapsheet is provided withlinked spaces 6 X 6. You choose cards randomly to place on it and create your own board. Special rules are provided for rivers and rail lines.
How about Chrome?
Tanks of all sorts, Armoured Cars, Aircraft, Armoured Trains, and a whole passal of new armies AND new leaders AND new cards for troop types. Cards for terrain that are named for memorable geographical features- we've fought decisively over "The Dacha by the Lake" and "Hill 621" recently.....
Six scenarios are included:
The Ice March (Volunteer Army vs Reds 1918)
Once Upon a Time on the Steppe (Volunteer Army vs Reds 1920)
To Warsaw and Beyond (Polish vs Reds 1920)
Slitting the Trans-Siberian Jugular (Interventionists vs Red Partisans, 1919)
Turning the Flank at Reval (Freikorps vs Estonians, 1919)
Petlura's Last Chance (Ukrainians vs Reds, 1920)