Showing posts with label Back of Beyond Campaign. Show all posts
Showing posts with label Back of Beyond Campaign. Show all posts

Thursday, January 12, 2023

Back of Beyond Campaign Rules

This is (probably?) the final draft of the rules for my upcoming Russian Civil War - Back of Beyond Campaign... 


Back of Beyond Campaign Rules

This will be a strategic military wargame campaign set during the Russian Civil War in a the Far Eastern part of the crumbling Russian Empire. The specific region the campaign will take place in is fictionalized and all the name locations are made up. 

Players in the campaign will represent Commanders of Armies of Tsarist (or, at least, anti-communist) Russians, Bolsheviks, Warlord Chinese and Western Interventionists. Depending on the number of players available, there could be up to two of each faction (except the Western Interventionists). The Chinese factions in the campaign represent neighbouring warlords taking the opportunity of the chaos and upheaval caused by the civil war to expand their territory a bit! 

The campaign will be moderated by a Game Master (GM - i.e. ME!!) 

Each Army will have a base of operations in a city and two or three other cities under their control at the beginning of the game. Cites on the map will be connected by Established Routes between them. Armies can only move along Established Routes. Cities that are directly connected by an Established Route are said to be Adjacent. 

These campaign rules are in a development/play-testing stage and are potentially are subject to change. I will endeavour to stick to these rules as written, but as it's been a while since I ran one of these, we all need to be a bit flexible. If something comes up that is CLEARLY not working I may make changes. I will consult all players before doing so, however. One thing that might change is the IRL timings - if it becomes TOO MUCH WORK to get through a campaign is ONE WEEK of Real Life, I may stretch that out to one turn every two weeks. 

For reasons that will become clear in the section on Communications and Diplomacy below, The identities of the players will be kept a secret and I would like to request that Players/Commanders try to help keep that secret throughout the campaign. I would also like to request that players/commander and followers NOT try to figure out who the other players are, or let on which commander is controlled by a player in messages or comments posts on your own blogs - until the campaign is over!  Likewise, if someone DOES somehow happen to let something slip or you DO figure out who a player is, please keep that to yourself and I would request that you not make mention of it to anyone or contact the other players for the purpose of communicating about the campaign.  I mean, if anyone really, REALLY wants to I know, it probably won’t be TOO hard to figure out, and I can’t stop that… buuuut… that’s not really in the spirit of the game.


Starting the Game 

Before the first Campaigning turn in the winter of 1917, Commanders will have to determine the the starting location of their army. This is location is sent to the GM and all will be simultaneously revealed to all players before the Communication and Diplomacy Phase of the Winter 1917 Campaigning Phase. 


Armies

All armies will begin the game with 6 units, each with 15 strength points. The makes up of Armies will be more or less fixed (determined by the availability of miniatures in the GMs collection!). There may be a few options presented to the Commander before the game begins - these will have to be decided upon before the Campaign begins. There may be options for adding new, and possibly different, units to the army during the course of the campaign, during the Rest and Recruiting phase of the Winter Turn of every year. 


Units

All units stat with 15 Strength Points. Battlefield casualties are tracked by losing Strength Points. 

Infantry  - Any number of infantry units may be included in an army (subject to availability in the GMs collection).  Infantry is represented by 15 infantry models and each representing one strength point. One model is removed for each strength Point lost. 

Heavy Infantry - Heavy Infantry are represented by 12 Infantry Models and a Machine-Gun Team with three crew. One Infantry Model is removed for each strength Point lost. The Machine-gun crew is the last to be removed and counts for three of the is only removed when the unit loses its last Strength Point. Subject to the availability of Machine-Gun teams, most armies will start with one unit of Heavy Infantry, the Western Interventionists will start with two. (Honestly, I think I only HAVE one machine-gun team for each army, except for the Western Interventionists… I have LOTS of those!) 

A minimum of four of the units in each army must be Infantry or Heavy Infantry

Cavalry - Cavalry is represented by 5 cavalry models. One is removed for every 3 Strength Points lost. (If a unit takes less than three damage from at attack, the points lost are marked with red glass beads). Each army may start with one unit of cavalry. I’m not sure I have enough for any others… 

Artillery - Artillery is represented by a single artillery piece and crew. Strength Point losses will be noted (tracked by dice place next to the model on the table top) and the model only removed if all the Strength Points have been depleted. Each of the armies may start the game with one artillery unit. 

Tanks - A Tank unit is represented by a single tank model. Strength Point losses will be noted (tracked by dice place next to the model on the table top) and the model only removed if all the Strength Points have been depleted. No Armies start the game with tanks… but if ever any Army end up with waaaaay too many resources, they might just be able to acquire a tank unit. 


The Campaign Year

We are assuming this region of the Far East the campaign is taking place in is relatively sparsely populated. Lots of desert and mountains, and forest or tundra between each city. Mounting a campaign against a neighbouring city, which may be 100+Km distant, is a significant undertaking and thus there are limited opportunities for campaigning throughout a given year. Also, it is far enough north that winter is brutal and campaigns generally grind to a halt. 

Regular Years will consist of Four Turns; Three campaigning turns (Spring, Summer, Fall) and a Winter Turn for recovery and recruiting. 

The exception to this will be the first turn - the Winter of 1917 - which will be played as a Campaigning turn, without a recovery/recruiting turn after it - representing the chaos of the first few months after the outbreak of civil war and mad scramble to establish territory and lines of communication. (Effectively there will be four campaigning turns before the first recover/recruiting turn). 


Campaigning Turns

There are three Campaigning Turns in each Year; Spring, Summer, Autumn. 

Campaigning Turns will consist of five phases; Communication and Diplomacy, Orders, Movements and Battles/Sieges, and Results! 


Communication and Diplomacy

Because this period is before the internet or phones or even really reliable radio communication, most communications are done via messenger or telegraph. As both telegraph and courier are susceptible to breakdown, delays or capture, communication is not necessarily immediate, reliable or guaranteed!. To represent this “static”, Players will have limited contact with the other players. 

There will be two types of communications; messages and proclamations. 

THIS IS YOUR OPPORTUNITY TO ROLE-PLAY! Feel free to draft all messages and proclamations in the voice of the commander you are played (but keep it in English, please!). 

Proclamations may be made by each player once each day and will be sent out to all other players. Proclamations, if they are fun and interesting, will be included in the weekly game reports posted to my blog! 

Messages are sent to individual Commanders. They can be sent once per day (IRL) and are emailed to the GM. (Some IRL timings may be established, if it becomes necessary - i.e. messages my be due by a certain time - say 6pm Saskatoon time, and will be forwarded by midnight Saskatoon time… for now, I will at some point in the evening, sit down and forward messages to the intended recipients). To represent the unreliability of communication in the period the GM will roll d6 for each message - on a result of 2-6 the communication goes through and will be sent to the appropriate player(s). On a result of 1 something has got awry and a second D6 will be rolled. On a 1-5 that message will be delayed that many IRL days (i.e. will not be forwarded to the recipient(s) for that many days), and on a 6 the message has been intercepted by agents of another Commander and will be forwarded to a Commander other than it was originally intended for, determined randomly (by die roll).


Orders

Once per week (IRL) Commanders will submit orders for their army’s movements for the campaigning season. These will be due 11:59PM on Fridays (Saskatoon Time - GMT-6). They maybe submitted earlier. If any orders are submitted BEFORE Friday (i.e. before Thursday Messages have been disseminated )the army’s movements will be announced as a proclamation to the rest of the Commanders.  

The orders should be in the following format [ARMY] at [CITY] moves to [CITY]

Armies can only move to a City that it is connected to by an established route on the campaign map. 

If the Army is moving through only territory it controls or territory another commander has permitted the army to move through, it may move twice (i.e. the Army can move from one city it controls to another city it controls - or has permission to move through - and, from there, move to another city it controls- or has permission to move through).

In this case, the orders should be in the following format [ARMY] at [CITY] moves to [CITY], then to [CITY]

If a Commander wishes to grant another Commander’s Army free passage through their territory, or to trace a line of communication through their territory, this should also be explicitly stated in the orders for the turn (otherwise the other commander’s army will be stopped at the first city they move into). 

Alternatively a commander may choose to DEFEND their territory. In this case The army will remain in the City they are in at the beginning of the turn unless their  territory is invaded, then the Army will move up to an adjacent city within its own territory to meet the invading force! 

Orders should also indicate which, if any, other Armies that the Commander issuing orders will allow safe passage through, or will allow to trace a line of communication and supply through, their territory. 

Also, because of play order, it is entirely possible that a Players Army may be attacked, beaten in battle and forced to retreat BEFORE they can carry out their own orders (make their own move, etc). In this case the orders are simply cancelled as the army was too busy reacting to the situation. Players may indicate in their orders, preference of Cities to retreat to, if options are available. 

If an army is attacked and defeats the attacker, thus remaining in the city they started in, it may still carry out its order for the turn. 

If there is a possibility of an enemy force attacking a players army, the player may wish to indicate what their army's reaction to being attacked would be - face the army in battle, retreat to an adjacent city, or retreat into the city and stand a siege (this latter should only be done as a last resort, as the consequences for an army should it be caught in a city that falls to a siege will be DEVASTATING!). If a preference is not indicated, it will be assumed the Army will meet the attacking army in the field. 

No two armies can remain in the same city after an Army's movements are carried out (unless one army is besieging the other). This needs to be kept in mind when coordinating army's movements with allies. If a players army moves to a city and an allies army is still there, the players army will retreat back to the city it started out from. You can indicate in orders that you wish to move AFTER an ally's army has carried out its movements. 


Movements, Battles and Sieges

After all orders have been submitted Movements, battles and sieges will be worked out in initiative order. Initiative order will be determined by the order in which Orders were received by the GM. The movement of each army will be carried out and any battles and resulting retreats will be resolved before moving onto the next Army’s Orders. Results for sieges will be rolled for after all movements and battles have been resolved. 

(If this system somehow becomes problematic - i.e. someone smarter than me figures out a way to abuse this system - I will change it to simple dice rolls to determine the order in which movements will be carried out!) 

If an Army’s movements take it to a City controlled by another Faction, that has not granted permission for it to pass through, a battle or siege will take place. 

Unless under siege, no two Armies can remain in a city after an Army's movements are complete. 


Battles

Battles will take place when and army moves into a location be played out, in order, using One Hour Wargames. These battles will be played over the weekend (Saturday and Sunday). 

For each battle, an appropriate scenario will be selected by the GM and played out on tabletop in Saskatoon. Each scenario will be played to its conclusion to determine a Winner and Loser. If, somehow, the battle is a draw, the Attacker will be determined the Loser for the purpose of retreating, but not rallying. 

After each battle the following sequence will be attempt to regroup, rally and recover their wounded and equipment lost on the battlefield, and then the losing army will retreat away from the city and the winner will take or retain control. 

First, armies will attempt to regroup, rally and recover. Not all losses on the battlefield are outright deaths - they simply represent a diminished capacity to continue combat operations whether it be deaths or wounds or soldiers leaving the battle to help their wounded comrades or soldiers leaving the battle field because they’ve had too much or soldiers have just simply fired off all their ammunitions during protracted firefights… To represent this, recovery rolls are made for each unit that suffered losses (lost Strength Points) For each model Strength Point a unit lost during the battle a unit 1d6 is rolled (i.e. if an infantry unit loses 10 models from it rolls 10d6) for each result of 1 that Strength Point is lost from the unit permanently and made note of (representing deaths, serious injuries, desertions) and cannot be recovered until the next Winter Recruiting Phase. On a 2+ the strength point is recovered. This roll is modified by the following:

-1 if the unit is in the army that Lost

-1 if the battle took place in a city that was not controlled by the units army at the beginning of the battle. 

-1 if the unit was a Mercenary Unit

A unit may not recover more strength points than they lost in the battle (i.e. if the unit started the battle with less than 15 Strength Points due to losses in previous battles, they cannot recover those losses they were unable to recover after a previous battle). 


Retreats

After rallying and recovering their force, the losing army will be required to retreat away from the city the battle took place in.

If the Loser was the Attacking Army, the Army must retreat to the city from whence it came.

If the Losing Army was the Defending Army, the must retreat to an Adjacent City controlled by the Army. If this is not possible the Army will retreat towards its own base of operations by the shortest route possible and will stop at the first city it controls. Dice for losses on each unit within the Army: 1d6 for each besieged or enemy controlled city the army has to bypass before arriving at their final destination. As this is done AFTER the post-battle Recovery Roll, these losses are permanent and cannot be replaced until the Winter Recruitment phase. An Army cannot retreat to a city that the attacker came from, under any circumstances. 


Sieges 

If an an army moves to an opponents city and the army is not present, it is assumed there will be some sort of garrison there and the city will need to be besieged. Also, if the Army is present and does not wish to face the attacker in the field, they may retreat into the city and stand the siege. 

The outcome of the siege is determined by a single d6 roll. On a 5+ (6+, if the city is fortified) the city has been taken and falls under control of the besieging army. A result of 1 is always a failure. 

The roll is modified by:

+1 if the City was NOT part of the current controlling Commander’s initial territory at the beginning of the game. 

+1 per subsequent turn Turn that the City has been under Siege. 

-1 if the opposing army is within the city. 

Regardless of the outcome, a roll of d6-2 is made for each unit present (attackers and defenders) and the result is the strength the unit loses. Armies involved in sieges do not roll for recovery as Armies do after a battle. 

If the controlling army is within the city when it falls to a siege, each unit loses 2d6 Strength Points before retreating and cannot make an attack in the following Campaign Turn. As with retreating from battles above, the Army must retreat to an Adjacent City controlled by the Army, it cannot retreat to a city that the attacker came from, under any circumstances. If preference is not given an army will retreat towards its base of operations by the quickest possible route. If this is not possible (I.e. there is not adjacent friendly city) the Army will retreat towards its own base of operations by the quickest route possible and will stop at the first city it owns. Dice for ADDITIONAL losses on each unit within the Army: 1d6 for each enemy controlled city the army has to bypass before arriving at their final destination. These losses are permanent and cannot be replaced until the Winter Recruitment phase. 

On a subsequent turn, an attacker may choose to not  continue a siege. To do so, they must declare in their orders that they are returning to the City from whence they came. If this is no longer controlled by the retreating army, they will need to fight any army present or besiege the city they previously controlled to relieve it from their new overlords! 

If a besieging army fails to capture the city by the end of the Autumn Campaigning Turn, they must retreat back to the city from whence they originally marched. If this is not possible (because someone else seized the city while they were busy carrying out their own siege) the army must  retreat towards that city and then on past it, towards its own Base of Operations by the shortest route possible and will stop at the first city it owns. Dice for losses on each unit within the Army: 1d6 + an additional d6 per each enemy controlled city the army has to bypass to get to territory under their control.  These losses are permanent and cannot be replaced until the Winter Recruitment phase 


Lines of Communication and Supply

After all of the Movements and Battles and Sieges have been resolved, Armies need to be able to trace a line of communication from their armies present location at the end of a campaign turn to their Base of Operations. To do so there must be a continuous pathway of Cities controlled by the Army (or an ally that has granted permission for them to trace a line of communication through their territory). If they cannot do so The Army is considered to be Out-Of-Supply! (Usually because another Army has moved after them and taken control of a city that was previously controlled by the now out-of-supply Army - or an ally that was allowing The Army to trace a line of communication through their territory). If your Army is Out of Supply at the the end oft Movements, Battles and Sieges Phase, Roll d6 per unit in the army - they army permanently loses that number of strength points. These cannot be recovered until winter.  


Results

After all the battles are played, the results will be collated and posted in a Weekly Report posted on Tim’s Miniature Wargaming Blog by… sometime on Monday…? (ideally I'll get started on it on Sunday and aim to have it posted by noon on Monday - Saskatoon time). There will be pictures and narrative descriptions of the battles played.  No results will be disseminated in any other way. (I.e. don’t hound me about how your army is doing over the weekend, you’ll find out when everyone else does!) 


Next Turn

After the Results are posted, we move onto the next turn, whether that be another campaigning turn or the Winter Rest and Recruiting Turn..



Winter Rest and Recruiting Turn

After the three Campaigning Turns of each year (with the exception of 1917) there will be a Winter Rest and Recruiting Turn. During this turn the player will collect taxes/gain resources, and make decisions about how to make use of such resources and where to concentrate their army for operations in the spring of the next year! 

Winter Retreat

If an army does not end the Autumn turn in territory of their own - either because they were participating in a siege or were operating in an allies territory, they mush retreat to their own territory for the winter turn. They must move to a city of their own that is immediately adjacent to their current location. There are no consequences for doing so. 

If this is not possible They must do so by the shortest path possible. They may take a longer path if a longer path is available through allied territory, and the shortest takes them through enemy territory but then that path must be the shortest path through allied territory to their own territory. 

As long as the path of retreat is through allied territory (being any territory controlled by a player that grants permission for the retreating army to pass through the territory), there are no consequences. 

IF the line of retreat takes the army through enemy territory (i.e. territory of an opponent that does not grant the army permission to retreat through their territory), Dice for losses of each unit within the Army: 1d6 + d6 per each additional enemy controlled city the army has to bypass to get to territory under their control.  

Taxation, Recruiting, Replacements and Reinforcements 

Each Army still controlling their original Base of Operations, gains 10 Resource Points for each City under their control (including the Base of Operations). Each Resource points may be spent to replace strength points lost in existing units on a 1:1 basis. Losses must be replaced in existing units before additional units may be acquired. IF a player has enough additional Resource Points after replacing losses, they may spend Resource points on the following:

New Infantry Unit - 15 Resource Points

Upgrade Infantry Unit to HEAVY Infantry - 5 Resource Points

Cavalry Unit - 15 Resource Points

Artillery Unit - 15 Resource Points

Tank Unit - 20 Resource Points

(ALL acquisitions are subject to model availability in the GM’s Collection). 


Additional things to spend resources on… 

Spies - for 5 resources a player can set up a spy network in one players cities. Each time that players sends communications a d6 will be rolled. On a 6 the message is intercepted and a copy of the contents will be passed back to the spies masters. 

Secret Police - For 15 resource points, a paranoid Commander can establish a secret police network. Everytime an attempt to intercept messages is made, the secret police roll a d6 - on a 6 the spies are caught and executed. 

Fortifications - 20 Resources may be spend to fortify a city (and improve its garrison). If a city is fortified, it only falls on a 6+ during a siege (rather than 5+). If a city falls to an enemy force, the fortifications and garrison are lost. 

Mercenaries - for 10 Resource Points a Mercenary Infantry Unit may be recruited. Mercenaries are only recruited for one year, after which they will leave the Army. An army may recruit up to 2 units of mercenaries per year. Before each battle roll one d6 on a result of 1, the unit does not participate in the battle (on a result of 0 - if they were bribed and rolled a 1 - they switch sides and fight for the enemy and then desert. Mercenaries also suffer an additional -1 to post battle recovery rolls (if they flee the field of battle, they are less likely to return). In every other way, they are just like any other Infantry Unit. 

Bribes- For 5 Resource Points an army can carry around a big chest of gold with which to attempt to bribe mercenaries. If facing an army with mercenaries the chest may be given to the mercenaries and will modify their pre-battle roll by -1. Regardless of the result of the roll, the money is spent and cannot be recovered.  


Unspent resources may be saved for use in future winter turns (they are only lost if an army loses its Base of Operation). 


Boredom

If during any year (including 1917!) an Army is not involved in at least one battle or siege, soldiers begin to desert out of boredom. All units in the army are reduced to 13 strength points for the following year. If an army participates in a battle or siege the following year, these losses my be recovered through recruitment the following winter. 


Spring Deployment

Before the Spring Turn begins, Players must declare which city under their control their Army will be deployed in.  Send this information to the GM before the Spring Turn Begins. The Location of Armies will be declared to all players on the Monday of the next turn. 


THE MAP

Just so I don't have to spend any more time fussing about this, I will simply use the map from the previous campaign. 

Wei-Li and Lung-Hu are Bases of Operations for the Warlord Chinese forces

Canadar is the Base of Operations for the Western Interventionist forces

Gura and Bakunin are Bases of Operations for the Tsarist forces

Baboushka and Kubassa are Bases of Operations for the Bolshevik forces


I THINK that's it... if anyone sees any GLARING errors or things I missed, please feel free to let me know. If all goes according to plan, I might even get this started by MONDAY!? 


For reference - because it's a fun read - you can find the complete report of the PREVIOUS Back of Beyond Campaign - played in ONE DAY, over TWELVE YEARS AGO!?

Back of Beyond Campaign

Of course, AFTER I'd completely rewritten these rules, I realized I had posted the original rules online as well... Here are the old rules - if anyone is interested:

Back of Beyond Campaign Rules

Wednesday, January 11, 2023

Campaign Considerations Part Two: Back of Beyond

The second thought I’d had for a campaign (after the English Civil War Campaign Option) was the “Back of Beyond” - Tsarist, Bolsheviks, Warlord Chinese, and Western Interventionists all fighting in the far eastern part of the crumbling Russian Empire during the Russian Civil War. I ran this campaign with a modified version of DBA a little over twelve years ago:

Back of Beyond Campaign  

(Give it a read - it’s quite fun!) 

Almost ALL of the stuff I have is fully-painted and MOST of the forces have been rebased to individual bases - to use with Contemptible Little Armies and Savage Worlds and other games I was playing at the time. This time around I thought I’d use Neil Thomas’ One Hour Wargames (or… possibly… a modified version of Men Who Would Be Kings…?) and planned to run it with the same factions as the campaign above - two Tsarist, two Bolshevik, two Warlord Chinese, and one Western Interventionist. 

Somehow, initially, I had figured I had enough miniatures to just run it (after the Warlord Chinese were re-based). I got so excited about it, I spent all of Saturday writing out rules for the campaign (loosely based on the old campaign rules presented in earlier editions of DBA). I got part way through re-basing the Chinese last week and realized I have no where NEAR enough Bolsheviks to run it with TWO Bolshevik Factions!? 

I MIGHT be able to do it, IF either I switched to 12-figure units - either switching to Men Who Would Be Kings (which uses 12-figure infantry units) OR modifying One-Hour Wargames to only use 12 strength units…? Maybe.

Alternatively I could just use ONE Tsarist, ONE Bolshevik, and one or two Chinese and the Western Interventionists… But I like the idea of larger campaigns with more people involved - and the possibility of infighting among factions (bolsheviks fighting bolsheviks or Tsarists fighting Tsarists) because… it happened?! Idealogical differences between individual commanders that were theoretically on the same side came to blows (and bullets flying). Or, way out in the ass end of the empire, it was everyone for themselves and individual commanders sometimes sought to carve out little empires of their own!? 

I COULD say the Bolsheviks can’t fight each other - as only two armies can really be in the same place at once - I could have two bolshevik players using one army… but I don’t like having to say that - partly because of the reasons above (I like the idea of possible in-fighting), but also because I’ve found in previous campaigns, when I’ve proscribed that certain factions cannot fight each other, SOMEONE figures out a way to use that to their advantage and break the game. 

This is the state of each of the forces


Tsarist Russians

Splitting this up evenly, so I can field two factions, each could potentially field:

  • 3x Infantry
  • 1x Heavy Infantry
  • 2x Cavalry
  • 1x Artillery 

I'd have to paint up one Artillery unit. 

There is a third machine-gun team, so ONE of the two armies could upgrade a unit of Infantry to Heavy Infantry... 

Bolsheviks

Not sure how I thought there was anywhere close to being enough... There are seven Infantry units, total. Two MG teams that can be added to Infantry units to make them Heavy Infantry.

No Cavalry!

No Artillery!?

There is no chance I am going to order two (or more) units of Cavalry and two (or more) units of Artillery to play this... By the time it showed up and I got around to painting it, the moment would have passed.

I mean, I guess I COULD just borrow Cavalry and/or Artillery from the Tsarists... 

The way I wrote the rules only two armies can be present at a battle - I figured because of the distances involved, communications available at the time and the sparse population and available supplies, it would be challenging to coordinate multiple armies arriving at the same place at the exact same time... (not saying impossible or it never happened, just using that as the justification for writing rules as I did). 

So even IF the Bolsheviks were fighting each other... I could just borrow the cavalry and artillery from both of the Tsarist forces. 

(this is why I do these posts... I actually just figure shit out AS I WRITE IT!? Realized I didn't have nearly enough that I HAD to do for the ECW as I was writing THAT post... and then realized, THEY'RE ALL RUSSIANS - I don't HAVE to have specific Bloshevik uniforms)

I also have these... Russian Sailors. The miniatures are WW2 figures... but how much would the uniforms have changed. 

On that note, I also have WW2 partisans - civilians with rifles - that could also be used...? 


Warlord Chinese 

Lots here, enough to field:

  • 3x Infantry
  • 1x Heavy Infantry
  • 1x Cavalry
  • 1x Artillery

Might even be enough for an extra infantry unit each - If I get a few more things painted. Also the initial artillery would be the Mortars, but I have two howitzers and crew that just need to be assembled and painted. 

The Western Interventionists were just made up of my Great War Canadians, of which I have SO MANY… 


Maybe my GOAL for this week should be to PLAY A GAME of One Hour Wargames - no fussing and mussing about trying to come up with an historical scenario (like I'd planned for the Hundred Days) - just put the figures on the table and play a game. 

I had thought about trying it with just 12 miniatures per unit - as that way I might be able to just field 6 units of Bolshevik infantry... but that would be silly... I think borrowing Imperialist Russian Artillery and Cavalry (and calling them deserters!) would probably be a better option.

This may be the one I start with after all... 

Though, for a moment, when I realized I didn't have bolsheviks, I had started to consider YET ANOTHER option for a campaign... I'll probably post that in a bit as Campaign Considerations Part Three! 

Wednesday, October 7, 2009

The Back of Beyond Campaign

This past weekend I ran a campaign set in the “Back of Beyond” – nominally during the Russian Civil War in Central Asia. We used a modified version of DBA (mostly based on the DBA 1500-1900 Extension with a few tweaks of our own…). We took some liberties with the forces and setting for a variety of reasons (available figures, ease of play, etc.). 

 The entire campaign (four years, 12 turns) was played on Saturday 3 October 2009 between approximately 9AM and 9PM - stopping only briefly between 5-7 to nip over to Amigos for a bite to eat... 

 Here is what the map looked like:

 
The Forces involved included two Nominally White Russian/Tasrist forces; the 3rd Siberian Guards Division Commanded by General Bertolovski and the Central Asian Cavalry Division commander by Baron Roman Christof Maximillian Von Ungern-Tighem. 

Nominally supporting them was the Canadian Central Asian Expeditionary force commnded by Brigadier Biggles-Smythe, who has pushed their way up the rail line from Vladivostok. 

Opposing them were two forces of Bolsheviks; The Red October Division Commanded by General Strelnikov and the 4th Shock Army commanded by Comrade Commissar C.I. Knudsoloffskivichstein. 

Just across the border in china were territories commanded by two warlords; General Sun Jak-Shen commander of the “White Tiger” Division and Luong Wei-Roun commander of the Tang Ti Brigade. 

 I had originally thought of having special rules for some of the different factions about who they could or could not attack… The Chinese could not cross into Russia unless they were first invaded…. The Canadians would roll a die each year to see which Russian faction the western allies were wanting to prop up in hopes they might rejoin the war against the Germans… Bolsheviks could not ally with White Russians… etc, etc… But I’ve found that this kind of engineering doesn’t work out in the end. The astute players figure out what is going on and find a way to take advantage of the situation. I find it best to take a laissez-faire attitude towards that sort of thing as the players will come up with they own reasons to fight amongst themselves… 

As it turned out this campaign, unlike the Previous Weekend Campaign turned out to have very little deal making and negotiation and diplomacy… and no treachery or back-stabbing AT ALL… No sure why that was… maybe because to the history of the conflict and the ideologies involved… players with more of an appreciation for history… lack of any realpolitiking movers and shakers… I don’t know… but lines were pretty much drawn in the sand on the first turn and the White cause was fighting a losing battle from the get-go… 

 You can find the rules we used for the campaign HERE

 Here’s how it all played out… 


1918 – Spring 

Over the winter the Canadian Central Asian Expeditionary Force had pushed its way along the rail lines into Central Asia and established a zone of control based around the City of Canadar. In early spring they marched through Canuckand to meet up with the 3rd Siberian Guards Division, marching south from Baoushka, at Vlodkask. There they met the Bolshevik the 4th Shock Army. 

There were a few minor skirmishes between out riders but Comrade Commissar C.I. Knudsoloffskivichstein, despite his fervent dedication to the cause, was a bit of a realist and retired his force back to Engelsk. 

 Further to the south The Red October Division marched on Tashkabad and laid siege to the walled city. The Emir of Tashkabad had decided to capitalize on the chaos and declared the city independent when the fighting broke out . The city held through the summer. 

Off to the east the White Tiger Division marched through the territory of General Luong Wei-Roun to Wurumchi. There, they found the General beating a hasty retreat, if not an utter route, out of the mountains. They were fleeing from the terrifying General Von Ungern-Tighem without having even met his force in battle.

For the balance of the year they were secretly referred to as the “Yellow Tiger” Brigade…

1918 – Sumer


In the summer fighting broke out in earnest. The Army of Von Ungern-Tighem, hot on the heels of the fleeing Chinese met both armies at Wurumchi The Battle of Wurumchi.

 

The Forces of Ungern-Tighem face the “Yellow Tiger” Brigade – hoping to smash through them before their allies can be brought up.

  The Cavalry clashed with the left of the Chinese line. In the melee Von Ungern-Tighem was knocked off his horse. Rumours quickly spread that their general had been killed Chaos and confusion ensued and quickly turned into a route! 

When Ungern-Tighem finally caught up with his forces at Driutsek, riding a stolen Chinese mule his fury was inconsolable! He had nearly 300 men executed, then retired to his yurt with a selection of local ladies and was not seen for several days…

Further north The Tsarist and the Canadians split their forces; the Siberian Guards Division pursued the 4th Shock Army to Engelsk while the Canadians marched south to lift the siege at Tashkabad.

 The Battle of Engelsk

 
Comrade Commissar C.I. Knudsoloffskivichstein marshals his forces to defend the city of Engelsk.

 
General Bertovski leads his forces into battle.

 
The battle began with a bit of an artillery duel, but the Bolsheviks were no match for the precision drilled gunners of the Tsarist forces. The Bolshevik guns were quickly silenced and forced them to go on the offensive lest they be pummelled to death by the guns of the imperialist dogs…

 
In the end he Bolsheviks were forced to retire and give up Engelsk. 

 The Battle of Tashkabad

 

Brigadier Biggles-Smythe marches his forces towards Tashkabad!

 

Somehow Brigadier Biggles-Smythe acquired a local to use as guide, interpreter and assistant dice roller…

 

General Strelnikov also ended up with an advisor and assistant dice roller… 

 It was a close fought battle, but eventually the Bolsheviks were forced to give up their Siege and retire back to Holopchi. 

The people of Tashkabad threw open their doors and welcomed their liberating Canadians with open arms and odd smelling dishes that caused them much gastrointestinal distress for some weeks… 

 1918 – Autumn 

After a week of drunken debauchery General von Ungern-Tighem stumbled from his yurt outside of Driutsek to find the Chinese armies had followed him up into the mountains and had already surrounded the city! To avoid another disaster Von Ungern-Tighem retired his forces to hid “capitol” of Gura and the Chinese invested the city. Driutsek held on, however, and the Chinese were obliged to retire back through the mountains into China for the winter. 

The Red October Division rallied at Holopchi and decided to return to Tashkabad. There, however, they found that the 3rd Siberian Guards Division had joined the Canadian Expeditionary Force and decided discretion was the better part of valour and retired back to Holopchi for the winter. 

 The 4th Shock Army returned to Engelsk and besieged the city, but the Tsarist garrison held on and Knudsoloffskivichstein’s forces retired to Bakunin for the winter. 


1918 - Winter 

 All forces received reinforcements, bringing them all back to full war establishment… or as near as anyone in war can be near their full war establishment… 


1919 – Spring 

After a winter of debauchery in Gura, von Ungern-Tighem had worked up a powerful thrist for blood and led his Central Asian Cavalry division back into China! Despite news of the immanent arrival of the “White Tiger” Division, von Ungern-Tighems forces were once again drawn up and readied to fight the Chinese! 

The Second Battle of Wurumchi

 

Von Ungern-Tighem draws up his forces and sets off towards the “Yellow Tiger” Brigade who were arrayed to defend the city of Wurumchi.

 
Unfortunately, due to poor communication and possibly a terrible hangover, von Ungern-Tighems forces are still maneuvering when the lead elements of the “White Tiger” Division arrives!

 
The cavalry charges into the fray!!

 
Surrounded on all sides by the yellow horde an attack looked a bit like suicide. B


Von Ungern-Tighem, leading from the front, fought furiously!

 
Despite the ferocity of their commander, it was an absolute slaughter… 

The Central Asian Cavalry Division limped back across the border having lost nearly half their number…! 

 Meanwhile, further to the North and East the combined forces of the Red October Division and the 4th Shock Army faced off against the 3rd Siberian Guards Division and the Canadian Expeditionary force at Engelsk. 

 The Second Battle of Engelsk

 
Comrade Commissar C.I. Knudsoloffskivichstein and General Strelnikov marshal their forces outside Engelsk.

 
The Canadian and Tsarist forces

 
The Bolshevik Horde 

If it weren’t for the steady Canadians hammering of the 4th Shock Army the battle would have been an utter disaster for the Tsarist forces… still they were obliged to give up Engelsk. 

The Canadians retired to Tashkent and the Siberian Guards Division retired to Vlodkask. 


1919 – Summer 

After his staggering defeat in the spring, Von Ungern-Tighem spent much of the summer was spent avoiding battles and licking wounds. 

The Tang Ti Brigade of General Luong Wei-Roun pursued Von Ungern-Tighem to Driutsk. The Central Asian Cavalry Division was in no shape to risk another field battle so they continued on to Stlojia, leaving Luong Wei-Roun’s forces to besiege Driutsk. 

 The “White Tiger” Division of Sun Jak-Shen marched west to Bashkent, via Sui-Pei. They demanded the city give up or face the consequences and the doors were flung open to receive their new protector… 

 The Bolshevik Hordes pursued the Canadians to Tashkent. Realizing their foes had gone that way, General Bertolovski marched his forces that way as well… 

The Second Battle of Tashkent

 
The lines advance

 
The Tsarist forces fought a desperate battle against the Red October Division on a hill Northwest of the city.

 
The Canadian Expeditionary Force met the 4th Shock Army to the Southwest.

 
Brigadier Biggles-Smythe contemplates his options.

 
General Bertolovski watches as time and again the Bolsheviks try to wrest his troops off of the hill.

 
The desperate battle reaches its climax

 
The Tsarists are forced from the hill and set to flight…

 
The forces of Imperialism are once again defeated by the Bolsheviks and retired back to Vlodkask.

 

(When the kids returned from their days activities and found the battle board upstairs unoccupied – they decided to get intot he spirit of the tday and have a battle of their own using playmobil and duplo blocks…)


1919 – Autumn 

The Bolsheviks maintained the momentum of their advance and followed the Tsarists and Canadians to Vlodkask. The Tsarists and Canadians were much too depleted to give battle there and so the 3rd Siberian Guards Division continued on to Baboushka where they would winter and refit, while the Canadians returned to Canackand to receive reinforcement drafts from home. 

The Bolsheviks besieged Vlodkask, but were unable to take it before winter set in and they were forced to retire to winter quarters. 

 The Tang-ti Brigade continued its siege of Driutsek with little success. The city held and the army retreated to Wurumchi for the winter. 

 The Army of Unger-Tighem however was on the move again and fell upon the white Tiger Division of General Sun Jak-Shen at Bashkent!  

The Battle of Bashkent


The Chinese mount the hill and pour fire down on The Army of Ungern-TIghem who were stalled by… well... I’m not sure why they were still standing there… Ill advice from international advisors…? 


1920 – Spring 

Once again the Tang-Ti Brigade marched north into the mountains to Driutsek, and once again fled from the terror that was the Central Asian Cavalry Division – the personal army of Baron von Ungern-Tighem – without even fighting…. 

Luckily the mighty General Sun Jak-shen had advanced to meet General Luong in Wurumchi, and the presence of the White Tiger Divison kept the retreat from turning into a rout!! 

The Canadians, this year marched south to Driutsek to meet up with von Ungern-Tighem’s Forces, while the 3rd Siberian Guards Division stationed itself in Vlodkask to stall the advance of the Bolsheviks. 

When combined strength of the Red October Division and 4th Shock Army arrived the Tsarists once again retreated to Baboushka, leaving the Bolsheviks to besiege Vlodkask. The city was weary of siege, remembering the trials and hardships of the previous year and fell to the Bolshevik forces only a few weeks later. 


1920 – Summer 

The Tang Ti Brigade, now backed up by the White Tiger Division again marched up to Driutsek only to find the Canadians and the Army of von Ungern-Tighem had vacated leaving only a small garrison that held on through most of the summer, but eventually surrendered the city to them. 

 The Army of von Ungern –Tighem had, in fact, marched west with the Canadians to Bashkent. The Central Asian Cavalry Division stormed the city before they even knew they were under attack. Von Unger-Tighem’s troops sacked the city before moving on. All the Chinese prisoners taken were crucified along the road as the Division pressed on to the south! 

 The Red October Division held in Vlodkask, raping and pillaging while the 4th Shock Army moved on to pursue the Tsarists to Baboushka… 

 The Battle of Baboushka


The Bolshevik 4th Shock Army marches on the Tsarist Stronghold of Baboushka.

 

It was a hard fought battle but eventually the Tsarists were overcome and the city was saved from the tyranny and oppression of the imperialists and introduced to a whole new kind of tyranny and oppression! 


1920 – Autumn 

 
The Canadians took their leave of the Mad Baron von Unger-Tighem and marched north to Vlodkask to aid the Tasrists there. When they arrived they found out the 4th Shock Army had returned to join the Red October Division. Quickly the Canadians turned tail and ran back to Bashkent, from where they made their way back to Canauckand via Stlojia for the winter… 

The 3rd Siberian Guards Division waited in Borschka for the Bolsheviks to come… but they did not. The Canadians arrival at Vlodkask had successfully stalled them long enough that they weren’t able to mount an operation to Borshka in the fall. 

The 4th Shock Army remained in Vlodkask for the winter while the Red October Division retired to Tashkabad… 

What of the Chinese…? Well, realizing they’d been outmaneuvered and that the White Tiger division’s line of supply was severely threatened they hastily headed back into China, but could only get as far as Sui-Pei…. And then… well... I really have no decent fluff to explain it away because what happened next was nothing short of rules-lawyery… 

(of course I’m the moron that let them get away with it... so I guess I shouldn’t complain too much…)

The Chinese fought each other… That’s right, Genral Sun Jak-shen must have thrown a hissy-fit, or something, at Luong Wei-Roun for letting him get cut off and so they met on a “ceremonial” field of battle General Luong Wei-Roun (or perhaps one of his aides dressed dressed in his uniform) rode forth to be shot down by a literal firing squad, thus “losing a battle” and Sui-Pei along with it to the White Tiger Division thus giving them a place to retreat to for the winter and not be knocked out of the game… conveniently all stands lost were recovered in the Winter…. Huzzah for clever manipulation of the rules! I didn’t even get a picture of it. They claim they set it up and played it out while I was out of the room… It was THAT quick!! 


1921 – Spring 

 There was some pretty fancy dancing in the spring of 1921…. 

 The Tsarist 3rd Siberian Guards Division marched from Borshka to Vlodkask, only to find the 4th Shock Army had already left to march on Canuckand. 

The Canadian Expeditionary Force, meanwhile, had marched north from Canuckand to Borschka and then on to Vlodkask to meet with the Tsarist 3rd Siberian Guards Division. 

When the Red October Division marched north from Tashkabad to Vlodkask to find two armies investing the city, they quickly turned tail and marched back… 

 The Tsarist 3rd Siberian Guards Division took Vlodkask, and the 4th Shock Army took Canuckand…!? 

 Further south the Tang Ti Brigade marched from Wurumchi to Sui Pei and then north to Bashkent and invested it, only narrowly missing the Army of Unger-Tighem, which had wintered in Stlojia and headed for Ulan-Goom in the spring. 

The garrison more fearful of the Wrath of the Baron von Ungern-Tighem held on against all odds! 

In Ulan Goom von Ungern-Tighem met with Sun Jak-Shen and his White Tiger Division. 

The Battle of Ulan Goom


Perhaps a little cocky from his previous pastings of von Ungern-Tighem’s army, Sun Jak-Shen perhaps thought defeating his foe and his “out-dated” cavalry was a mere matter of marching up and driving them off…

 
But there is a bit of devilish cunning behind the crazed askew eyes of the “Mad Baron”…

 

Relentlesly mocked by all players in the campaign so far, von Ungern-Tighem unleashed his Mongol cavalrymen. The swept north around the mountain that looked over the city of Ulan Goom and successfully outflanked the pickets of the White Tiger Division.

 

Sun Jak-Shen quicky tried to bring forces back to guard the baggage train, but the Mongols rode them down and looted the camp. Panic spread among the troops of the White Tiger Division and they broke and routed… 

1921 - Summer

The Dance of the Tsarists and Bolsheviks continued… The Canadians marched north to Baboushka and south again to Canuckand. There they laid siege to the city that had once been under their control, but were unable to wrest it from the Bolshevik garrison within. 

 The 4th Shock Army, meanwhile had marched directly back to Vlodkask and, there meeting the Red October Division, laid siege to that city… and was unable to take it in the summer… 

 The 3rd Siberian Guards Division had marched south to Bashkent and fought the Chinese there besieging the city… 

 The Second Battle of Bashkent


The Chinese rush forward!

 
The battle was hard fought, but eventually the Tsarists were obliged to retire. 

As news had arrived that two Bolshevik forces were in Vlodkask, General Bertelovski chose to lead his troops to Stlojia. 

 The Tang Ti Brigade then continued their Siege of Bashkent…. Unsuccessfully… 

 In the South the Army of Baron von Ungern-Tighem stormed the city of Wei-Li while The White Tiger Division returned to Ulan Goom to take it back by siege.

1921 – Autumn 

 Hoooo-boy… is anyone still reading this…? I’m getting kind of tired of writing it… and, to be honest, by this time I was getting really tired of RUNNING the campaign… 

Autumn began with a great debate about whether the Bolsheviks could give up their siege at Vlodkask and march, together, to Canauckand… 

Perhaps I shouldn’t say I was tired of running the campaign… I was just plain TIRED. I’d had an exhausting week and was really winding down and had been since about suppertime (Summer-Autumn 1920, in game terms). I could barely think, let alone make a sensible ruling… in the end the Bolsheviks decided to stay in Vlodkask and continue their siege, While the Canadians and Tsarists Continued with their siege of Canuckand. Neither was successful in their attempt. Nor was the Tang Ti Brigade successful at taking Bashkent for that matter… 

 Further south The White Tiger Division hurried south to relieve their capitol, which was being ruthlessly sacked by Ungern-Tighem and his troops. There they met on the battlefield one last time… 

 The Battle of Wei-Li


Once again von Ungern-Tighem tried to outflank the White Tiger Division with his Mongols, but Sun Jak-Shen is a quick learner and would not be fooled again…

 

Most died in a hail of machine-gun fire. 

The Army was broken and routed, but, being completely cut off most were massacred as they tried to run. The Baron von Ungern-Tighem himself was severely wounded and captured. He was executed a couple days later in Wei-Li and left to rot in a ditch outside the city on the edge of the desert. 

Final Results 

Player: Terry 
 Army: Canadian Central Asian Expeditionary Force 
Commander of the Field Army: Brigadier Biggles-Smythe 
Cities: Canuckand, Canadar 
Prestige Points: Battles: 6 Cities: 12 Total: 18 

 Player: Christian 
Army: 4th Shock Army Commander of the 
Field Army: Comrade Commissar C.I. Knudsoloffskivichstein 
Cities: Bakunin, Kropotkand, Engelsk, Baboushka, Canuckand 
Prestige Points: Battles: 4 Cities: 30 Total: 34 

Player: Gary 
Army: Red October Division 
Commander of the Field Army: General Strelnikov 
Cities: Kubassa, Pyrohy, Holopchi, Tashkabad 
Prestige Points: Battles: 4 Cities: 24 Total: 28 

 Player: John Bertolini 
Army: 3rd Siberian Guards Division 
Commander of the Field Army: General Bertolovski 
Cities: Borschka, Vlodkask 
Prestige Points: Battles: 10 Cities: 12 Total: 22 
 
Player: Chris 
Army: Central Asian Cavalry Division 
Commander of the Field Army: Baron Roman Christof Maximillian Von Ungern-Tighem 
Cities: Gura, Stlojia, Bashkent P
restige Points: Battles: 6 Cities: 18 Total: 24 

 Player: Jackson 
Army: “White Tiger” Division 
Commander of the Field Army: General Sun Jak-Shen 
Cities: Wei-Li, Ching-ho, Ulaan-Goom, Sui-Pei 
Prestige Points: Battles: 16 Cities: 24 Total: 38 

Player: Rick 
Army: Tang Ti Brigade 
Commander of the Field Army: General Luong Wei-Roun 
Cities: Lung-Hu, Wurumchi, Driutsek 
Prestige Points: Battles: 16 Cities: 18 Total: 34 

Congratulations to Jackson (Sun Jak-Shen) and his White Tiger Division for his hard fought victory (we didn’t just let you win because it was your birthday…)! 

Once again Rick was robbed of overall victory due to clever manipulation of the Campaign Rules… but at least this time it was his own doing (so I don't feel so bad...)!! 

Overall I think it went over… okay… As I mentioned I was really damn tired and had a trying week and just didn’t feel quite as prepared as I would have liked. It wasn’t quite as awesome as the HOTT Campaign in June. As with every event, though, I learned a lot and will make some changes for next time… already starting to plot and plan for the Dark Ages Campaign in February (which will also be the Sixth Annual Tim’s Wargaming Birthday Bash!) 

Thanks to John and Gary and Rick and Jackson and Christian – and especially to Terry and CVT who drove all the way from Edmonton! Despite my utter exhaustion at the end of it all it was a pretty darn good time… I guess the players were having a good enough time too, as they totally skipped having lunch and raged on with the campaign instead!? 

The next morning CVT went for a little run before heading back to Edmonton… Terry and I rode along to encourage him (and maybe heckle a bit…)

Saturday, October 3, 2009

Back of Beyond - Prologue

This weekend I am running a DBA campaign set in the "Back of Beyond". Last night (Friday) we played a big battle for everyone to try out their forces.

Here's a few pics of the action...


Gary The Bolshevik (in the budenovka) and Rick, one of the Chinese players, set up troops.


The two Chinese players; Rick and Jackson.


Cossacks and mongols from the Army of Baron Ungern von Tighem.


The Canadian Expeditionary force and Jak-Shen's Chinese face off south of the town.


White Russian troops storm the town.


More of the Canadians and chinese...

Stay tuned for the report of the Campaign - which is raging around me as I type!!