Category Archives: Sessions

Action At Neo – Initial Dispositions

The stage has been set for battle between the Sanwanians and Neons.

Quick note:  I have capitalized game-specific terms/usages.

The Neons made the most of the short time they had to prepare.   Much of the credit for the ability of the peaceful Neons to resist goes to the Lord of the Behefian forces sent to their aid.

Bey Heydar (or The Lion) is an Experienced  and Heroic Persian mercenary (receiving a positive die roll for Initiative and also when his Company is in Melee).  He has brought with him three companies of Persian Archers and one of Shot,  along with two companies of  mercenary Warriors.  His staff includes one of Behefe’s most experienced Physicians (this is a positive modifier when rolling for Disease and Mishaps after initial deployment(s)).

Recognizing the Neons lack of combat experience, Heydar’s preparations  focused on a Neon strength; hunting.   The majority of the Neon contingent received intensive  Archers training, with  one Company of young men to be used as Warriors.

The nominal Lord of the Neons is Sisay (or Good Omen).  He has excellent Local Knowledge and is an Inspiring Lord (receiving a positive modifier when rallying companies).  However, he is Inexperienced and Cowardly (these two traits will result in negative modifiers when he rolls for Initiative and if/when in Melee with his Company).

The Sanwanians are led by Tamrat (or Miracle).  His  distinguished conduct in the recent  victory over Kattego made him  the logical choice to lead this large force,  with includes a  solid Veteran contingent.  He is Heroic and  Experienced.  His only shortcoming is Rash behavior in the field (increasing his chances of being killed in melee).

The Sanwanians are once again accompanied by their  adopted Wandering Mystic (Shaman in game terms), Kibwe Nkruma.  He is counted on to bolster the Resolve of any Wavering companies.

Photos of the summary sheet for the battle, and initial dispositions before rolling for Disease and Mishaps are shown below.  The dispositions are oriented North/South (Top/Bottom), with Neons in the North.

 

New Leader….New Enemy

What a difference a victory makes.  The otherwise peaceful Sanwanians, reveling in their marital prowess and emboldened by the exhortations of Kibwe Nkruma, are now coveting the rich grazing lands surrounding the village of Neo.

The visionary (some say psychotic)  Nkruma convinced Sanwa’s Council of Elders  the unexpected victory  was proof the village’s destiny is that of greatness and accompanying wealth.  To ignore their providential good fortune would invite disaster at the hands of  Shango, God of Fire and Lightning.

The Council agreed that with Kattego weakened there would be plenty of time  to attack North and subjugate Neo.  Once accomplished, Kattego would be attacked and brought under Sawanian control.

These two villages would provide new-found riches in crops, herds and slaves.  They  would also serve as buffers against aggression from coastal towns.

Council members opposing this plan were given the choice of compliance, death or exile.  One chose exile, but fearing for his and his family’s lives regardless of promises of safe passage, fled  to Neo.

The Neons were shocked and dismayed by his news and abrupt turn of events.  They had lived in peace for as long as anyone could remember and had no experience in warfare.

Desperate, they turned to the leader of Behefe, Bey Iman Mahir,  for protection.

He agreed to send soldiers to help defend Neo.  He wanted to stop the spread of this agitation before it affected his domain.  However, he also saw the possibilities of increased wealth.  So, there were terms.

The terrified Neons agreed to reduce the prices of goods sold to Behefian merchants, and to now pay annual tribute to  Bey Mahir.

Mahir’s small expeditionary force marched to Neo and began training the Neons for combat.

It’s All A Blur….Action At Sanwa: Part 2 – The Fight

I have a newfound admiration for gamers publishing quality After Action Reports (AARs).  I lack the discipline and ability to a)  systematically record what occurred and b) take quality photos to document the ebb and flow of the game.

My (weak and convenient) excuse is that I get all wrapped up in gameplay.

So, what follows is a semi-coherent, poorly documented account of The Action(s) at Sanwa.

It’s plural because I played the scenario twice.  As discussed in an earlier post, I was not satisfied by my adherence to the rules, and wanted to try again.

Both games had the same outcome:  A resounding Kattegoan defeat.  By design, the circumstances were similar.  By this, I mean that each side employed the same tactics in both games.  Again, the purpose of the replay was to get better with implementing the rules.

In that regard, the second game was a success.

The battlefield featured several areas of rough terrain, and a small hill dominating the west.  North is at the top of the photo.  The measuring stick has 40mm (company frontage) increments (referred to as units in RAW).

As defenders, the Sanwanians deployed first, with two Companies of Archers on the small hill, four Companies of Archers deployed just north of the rough terrain in the center, and with all  warrior companies to the east, and deployed in depth.  The Lord’s Company was positioned in the center along with one Company of Slavers.

The attacking Kattegoans reacted with a similar deployment.  Two Companies of Scouts holding down the left (west) flank, with three Companies of Archers and two Companies of Warriors in the center, with all others on the right flank.

A quick tactical note:  Deployment in depth is trickey.  Rules As Written (RAW) has a Wavering company (Resolve at one (1)) immediately retiring one (1) D3 movement units (in this game a unit=40mm) to its immediate rear.  Any Company it comes in contact with (there is no interpenetration in these rules) immediately loses one (1) Resolve.  If a unit reaches a Resolve of Zero (0), it Scatters.  Any Company within two (2) movement units immediately loses one (1) Resolve.  Companies stacked up and with low Resolve can literally evaporate in a single turn.  This is absolutely critical when Companies (as is the case with Tribal Warriors) start with a Resolve of only three (3), and maybe at  two (2), if effected by Disease.

Both sides moved out of their deployment areas, crossed their respective  lines of departure, and began exchanging ineffective missile fire.  Yes, some Companies took significant enough losses to retire, but they were quickly rallied and moved back to their original positions.

The Warriors of each side advanced towards each other, but stayed beyond charge distance hoping for a favorable outcome in the lengthy missile exchange.  The Kattegoans lost patience and moved within charge range (Three (3) Units) of their opponents.  They gambled on gaining the initiative for the next turn (“Lord” Oumar being an Experienced Lord with a +1D6 modifier when rolling for initiative).  If so,  they could charge and receive a +1 D6 combat modifier.   It was not to be.  The Sanwanians rolled higher, and attacked.

Both sides were locked in melee for several turns.   Melee in Irregular Wars is decided by comparative 1xD6 rolls.  If the difference in rolls is one (1) or two (2), the units remain engaged.  If the difference is three (3) to six (6), the loser suffers a loss in Resolve.  If greater than six (6), a loss of two (2) Resolves.  Now here is where things get interesting…..a tie results in a “Bloody Draw”, where both sides lose one (1) Resolve.

As mentioned above, when a Company reaches one (1) Resolve, it Wavers, and must withdraw 1xD3 units directly to the rear.  In a “Bloody Draw” with  Companies at a one (1), both Companies have to withdraw.  This creates a battlefield that cannot be characterized as “tidy”, and accounts for the seeming absence of linear frontages for both sides.

After as series of melees, the Kattegoans buckled (the Sanwanian Warriors have shields – well all except one Company).  Simultaneously, the Sanwanians moved reserves to engage the Kattegoan Archers.

Quick Note:  The cotton “smoke” indicates a firearm equipped Company  has fired and has yet to  reload.  Reloading takes one turn’s Action Phase.  In this photo, the firing Company includes Lord Oumar, who subsequently became very busy using his Company’s Action Phase to rally his Wavering Companies.  His Company took several turns rallying companies before it reloaded.

Oumar’s efforts were effective as his threatened flank stabilized.  A Pious Company (with the ability to rally due to their strong religious beliefs – and designated with a gold cube) is shown moving behind the Kattegoans in order to support the left flank.

The Sanwanians maintained their pressure on the Kattegoan right flank, pushing through resistance as the Kattegoan archers continue to be disrupted by missile fire and a flank attack.

As the Sanwanian Archers moved forward  to support the final assault, the Kattegoan flank collapsed.  Only a few companies were able to flee the field without Scattering.

End Game here was very similar to the first battle.  Here’s a few pictures of those final stages of Game Number One.

In this sequence, what remained of the Kattegoan right flank/center were hemmed in, and attempted a retreat to the Northwest. It is doubtful their pursuers will take the fleeing Slavers alive.were pursued by the Sanwanians.

Good, fun solitaire game with twists and turns.  Not for the Gamer looking for total control.

Now I have figure out the ramifications of this stunning victory.

Irregular Wars – Rules Observations

Here are some rules observations jotted down after my  just completed Action At Sanwa.

I am going to re-play it using my lessons learned (which includes photography), and post up a report on completion.

Impetuous Companies:

This refers to Companies that are out of command range, and must roll for a table-specified action. These actions seem too extreme for a Company that has a designated task – such as hold a terrain feature – outside of command range. My solution is to have the Company roll as impetuous only when an opposing Company is within nine (9) movement units. This distance is based on maximum shooting range (6 units) plus one-half maximum shooting range (3 units). A Commanding Lord can change that Company’s orders by rolling on the rally table as an action when he is in command range.

Commanding Lord:

In RAW, a Commanding Lord is organic to a specified Company. By design, this limits his ability to control the battlefield. His presence confers a +2 resolve to that Company, which reflects not only his presence, but, I guess, that the Company is an elite force. An alternative would be to allow the Lord to “float” around the battlefield, expanding his abilities to control. This is the norm in many other games. I’ll hold off on changing this, but since I don’t have any bases with a leader figure “built-in”, I’ll use a Gold Cube to designate the Lord’s Company.

Kibwe (Wandering Mystic/Shaman):

In RAW, a Faction can have a Pious Company. This Company can rally a friendly Company, or curse an enemy during an Action Phase. I literally forgot about Kibwe during the game. In the re-do, I’ll designate a Company for him and mark that Company in some manner. This will be a compulsory Shaman Company, not an option as shown in the Army Lists.

Wavering Companies:

I had some problems with the mechanics.

A wavering Company has been reduced to a resolve value of one (1). When reaching that value, it must immediately retire 1d3u (units) directly to its rear, while maintaining its current facing. A wavering unit acts normally except it cannot voluntarily move to engage in melee.

Should the mandated retirement be the Company’s action for that or following turn? If a unit wavers as a result of shooting, it can move back to its former position in the Action phase, plugging any gap its retirement had caused. It can return to meet any opposing force entering that gap with a charge bonus of +1 (opposing Faction has initiative, moves to flank unit exposed by the withdrawal) if the Lord rallies that Company earlier in the phase. Doesn’t seem right. In WRG, any mandated withdrawal counts as move for the following turn. I’m going to monitor this.

One question just answered itself; that of a wavering Company that wins a melee. In RAW, a Company that scatters, wavers and retires, or withdraws from melee might be pursued. The possible pursuer must roll 1d6 for an outcome. One is that the Company must pursue their opponent using full movement directly forward. A wavering Company cannot voluntarily move into melee. I missed the operative term “voluntarily”. The victor’s pursuit in this case is mandatory, not voluntary.

Other Observations:

The following may be no more than a result of my die rolling during the game:  Shooting was relatively ineffective, and few melee victors pursued their withdrawing opponents

Are Companies too agile? A tactic that emerged was “spin and melee”. A Company can change facing using one (1) unit of their move (RAW indicates for 90 or 180 degree turn). This leaves two (2) units to move into contact with a nearby opponent, and receive a charge combat bonus. Also, and I think this is a good thing, RAW leaves quite a bit of latitude for relative position (1/2u “free” move sideways or wheel) allowing companies to “square up” for melee contact. Many other rule sets have a minimum distance to receive a charge bonus, and are strict about unit-to-unit alignment. Something to consider.

The scattering of one Company can cause a catastrophic chain reaction. Any Company with two (2) movement units (no terrain adjustment) of a scattering Company, loses one (1) resolve. If you have a number of wavering units, they can all scatter very quickly. This happened to the Kattegoan right flank, leading to a decisive victory for Sanwa.

Command Range must be checked at the beginning of each turn. I did a bad job of this.

The 2 foot by 2 foot was too crowded using RAW’s Army Lists.  I’m going to cap each Army at 14 companies or ( if die rolls mandate) less.

Action At Sanwa – Part 1: Preliminaries

The Wandering Mystic, Kibwe Nkruma and his followers entered Kattego some weeks ago.

He quickly alienated  the conservative Kattegoans.  More importantly his disruptive proselytizing drew the ire of Kattego’s leader, Oumar.  Before his arrest order could be carried out, Kibwe fled north to the village of Sanwa.

He had quite a different reception in that village, where the people treated him and his disciples with respect.  The Sanwanians have a number of belief systems, all of which emphasize the supernatural.   Kibwe’s pronouncements resonated with them, and he became a much sought-after soothsayer.

Angered by Kibwe’s escape, Oumar ordered he be pursued, arrested, and brought back to Kattego.

The Sanwanians refused to allow Oumar’s order to be carried out.  Now angered, the usually even-keeled Oumar threatened the use of force.  Once again, the Sanwanians refused to comply, encouraged by Kibwe’s assurances of a great victory.

Anger turned to rage, and Oumar ordered a punitive expedition mounted to take Kibwe by force.  The people of Sanwa  prepared to meet the threat.

As the Kattego Army approached, the Sanwa leaders chose an area of rough ground, just outside the village and overlooked by a small hill, to make their stand.  The small army marched from the city and  waited for the advancing Kattegoans.

Pursuit of Glory AAR- Part 2

Quick Comment:  This game was played using the First Edition, not the recently published Second Edition which, from what I gather, contains some significant rules modifications.

And now….Wargame Forensics.  Why?  I forgot to include the cards played in my map photo.  So, here’s a stab at what happened during the Summer 1915.

The major development was the Allied invasion at Gallipoli and accompanying Central Powers response.  It was business as usual in Caucasia – with more attrition – and a lack of activity on other fronts.  At this point, the Ottoman replacement pool is dangerously shallow.

During the Fall 1915 turn, the Allies shifted focus to  Mesopotamia, eyeing an undefended Baghdad.   The Marsh Arabs tribe frustrated the Allied advance, buying time for the Central Powers to deploy forces to the threatened city.

The Romania Enters The War card was played in error.  Tim noticed that the pre-conditions had not been met (Allies in Salonika), so the forces involved were taken off the table and Tim used the card for operations.

The Central Powers were in reaction mode, trying to cobble defenses together in Mesopotamia and Caucasia, attempting to build up the replacement pool, as well as maintaining some momentum in their effort to “Set The East Ablaze” using dissident tribes.

Our final turn was Winter 1916.

The Allies played the Russian Winter Offensive card, reducing the negative effects on winter attacks, and so maintaining the momentum of  their  push towards Anatolia.  The Asquith-Lloyd George card allowed an increase in British aid to Russia in the form of replacement points.  These positive developments would help Russia delay the beginning of the revolution.

The Central powers gained Bulgaria as an ally  (forces cannot be set up until the end of the turn), and the Ottomans were able to stabilize both the Mesopotamian and Caucasian fronts.   For how long is anybody’s guess.

As usual, just when things were getting good, or dicey depending on one’s perspective, it was time to pack it up.

One overarching observation is how both of us shied away from any significant effort(s) outside of the Caucasian front.  Yes, Tim did invade both Mesopotamia and Gallipoli, but with limited assets.  Neither of us showed any interest in the Sinai or Egypt.  The historical Allied invasion at Salonika did not occur in this game.

My other impressions from the Central Powers’ perspective are:

  1.  Is it worth pursuing a peripheral strategy focusing on Jihad and tribal actions?
  2. How quickly Ottoman forces are reduced.
  3. Given this attrition, is there a more defensible series of positions in Caucasia that will not provide the Russian player with the ability to further delay the revolution?
  4. Outside of Bulgaria (and perhaps the peripheral strategy) what are the opportunities for the Central Powers to be pro-active?

My head is starting to throb.  Time to play something less taxing.

Pursuit Of Glory AAR – Part 1

The first rule of Blogging an After Action Report (AAR) is to blog right after the game.  The second rule of Blogging an AAR is to……you know the rest

I’ve let two weeks pass since Tim and I sat down for a session with the game that gives both of us headaches.  So many situations, so many theaters,  and so few cards

We managed to get through the Winter 1916 turn, and left it with Bulgaria entering the game.  Tim had a definite advantage at that point, as my Ottomans were badly attrited, and barely hanging on in Caucasia.  But, that situation had stabilized to some degree and his Commonwealth forces had bogged down in Gallipoli.  On the other hand, my situation in Mesopotamia was not the best, with only a corps between him and Baghdad.  Still, I now had the Plucky Bulgarians along with their powerful German friends ready to go.

Here’s a shot of the situation at the end of the (first) Fall 1914 Turn.  Plot Spoiler:  These photos are up to my usual (sub) standard.

I failed to capture the cards played in this photo and, as you will see, it happened again in the Summer 1915 turn.  Lack of attention to detail.

My strategy from the outset was to increase the Jihad level as quickly as possible by playing  event cards and capturing Jihad cities.  Of course, starting the time track towards the Russian Revolution was a priority.  I needed  the “Parvus To Berlin” card on the table as quickly as possible.  From an operational standpoint, I wanted to actively defend my victory point cities in Caucasia.  Any loses would delay the revolution. I kept a relatively strong force in Western  Anatolia to act as a reserve, especially to counter an Allied amphibious invasion of Gallipoli.  One challenge for the Ottomans if reserves are kept there is their rudimentary rail system, limiting their ability to shift troops from one theater to another.

I’ll ask Tim to provide some comments on his strategy and operational intent.  From my perspective, he was aggressive in Caucasia, and did an excellent job of wearing down the Ottomans.  This is important as the Turks have limited and dwindling replacement opportunities as the game wears on.

During the turn I played the “Goeben”, “Persian Push” and “Pan-Turkism” cards.  I was able to destroy the fort at Batum, and the latter two cards started jacking up the Jihad level, and my ability to place dissident tribal units on the map.  These tribes can take isolated victory point cities and delay/defend Allied moves in Persia and Mesopotamia.

Tim enjoyed playing the “Enver Goes East” card, forcing me to undertake mandatory attacks at time I wasn’t quite ready for them.  He also opened up the Mesopotamia theater by playing the “Russo-British Assault” event.  Surprisingly, he played the “Churchill Prevails” (more on this later) event for replacements.

Here’s the situation at the end of the Winter 1915 turn.

The Allies began the turn by playing the “Kitchener” card.  This allows the British player to provide the Russians with replacement points.  The “Project Alexandria” initiated a build-up of forces in the Aegean.   And,  it got worse for the Central Powers.  The “Royal Naval Blockade” event was played.  It “caps” the Ottoman replacement pool at 25 points, with each point taken reducing those available and with a -1 Victory Point (VP) adjustment each winter.

The Central Powers used their cards for operation points to undertake less than successful mandatory offensives and taking advantage of victory point opportunities in Persia.

The situation at the end of the Spring 1915 turn is shown below:

 

During this turn the Allies played the “Churchill Prevails” card, bombarding  forts guarding the entry to the Bosphorus.  Fortunately, for me, only two forts were destroyed.  The “Murray Takes Command” card was also played.  This card initiates the construction of the Sinai Railway,  required for an Allied corps size unit to participate in any regional offense/defense.

Again, the Central Powers concentrated on operations in Caucasia and Persia, launching a corps eastward into Persia, while playing the “Enver To Constantinople” to reduce the havoc that rascal plays on operational planning.

I’ll leave this fragmented account for now, with a follow-up post later this week.

More Action! (Finally)

Been fishing.  Time to finish up the narrative on my latest game.

The Natives finally launched a coordinated attack against both the Zariba and troops in the open.

The attacks were repulsed by a combination of good (Colonials) and bad (Tribal) die rolls.  The Africans will be flayed by rifle fire while attempting to rally.  Notice the Arab Band unable to get it together in the upper right corner of the photo.

The Arab contingent finally swung into action, making quick work of the small Askari unit detached from the main body of the relief force.  However, their attempt to assault the Zariba from the rear was shattered by accurate Askari rifle fire.

The Regulars and Askaris now decimated the pinned Native and Arab units, which were unable to rally and charge back into close contact.  Very few remained on the field at the end of the engagement.

An entertaining game.  I’ll follow-up with some thoughts on the rules in my next post.

Action! (Finally)

Enough of the musings for now.

Been playing an African scenario using “The Men Who Would Be Kings” rules by Osprey.

Threw out a terrain cloth on a living room table, set up some paper scenery, and organized my WoFun troops.

One of the criticisms leveled at these rules is that Tribal units are battered by modern weapons fire and are quickly pinned and attritted without getting close enough to to melee with the Colonial regulars or irregulars.

So, I set up a small “Last Stand” scenario to judge for myself.  All Tribal units had a morale rating of seven (7), with the Colonial at six (6).  Morale checks involve a D6x2 role equal to or greater than  the morale rating.

My first try involved a force ratio of 1:1 and, sure enough, the tribal units were paralyzed and shredded.  I increased the number of tribal units for my second try.

The colonial troops are deployed by sections of six (6) figures, with a unit comprising two sections or twelve (12) figures as per Rules As Written (RAW).  The colonial force is comprised on Askaris (classed as Irregulars) with a section of Naval Infantry (classed as Regulars – better morale and melee capability). Tribal units/bands are sixteen figures (16) each, as per RAW.

The initial set-up looking northeast. Askaris occupy the fortified house and a zariba.  Reinforcements are somewhere in the offing.  I’ll trigger their movement with a “Yes/No” die roll when the Tribal units get within a charge move of the house.  Right now – given table space – the Tribal units are at long range, one move from where they are on the table.

Tribal advance hampered by failed activation checks. But, one unit charges an Askari section engaging in melee.  Overwhelmed, the Askaris are destroyed, without inflicting a casualty.  The Tribal band occupies  one half of the Askari fortified position.  The other Tribal units advance, taking casualties.  One pinned band is destroyed by fire from the zariba position.

Another Tribal band assaults the house, engaging the other Askari section.  The reinforcements, after some hesitation, advance in column at the quick.  The Tribal band concealed in the elephant grass fails their activation check, losing their chance at an ambush, and remain in place.

Reinforcements arrive, advancing past the fleeing Askaris (red cube indicates pinned – and needing a morale check) to support the zariba position, choosing not  to re-take the house.  This may be a tactical error.  One Askari section needs to take additional time to enter the zariba.

I’ll get back to the game this evening.

Another Try

Back to Portland for a long-awaited replay of the new version of Red Star/White Eagle (RSWE).  This  Deluxe Edition  is published by Compass Games.

Tim and I played the old GDW version several times (follow the tag) and always enjoyed it, despite some serious rules screw ups.  We started playing the  new version back in early February, but ran afoul of the Super Bowl and some accompanying wackiness.

The Compass edition of this classic Polish-Soviet War game is improved in every way, with a better map, thicker and larger counters (too large for our tweezers), as well as very functional set-up and reinforcement displays.  These displays, combined with  counters that include campaign set up designations, really help the set-up.

One aspect that hasn’t changed is the very bloody Combat Results Table (CRT).  The CRT also allows the attacker to advance multiple hexes after combat.  With good die rolls, an aggressive attacker can generate plenty of operational movement with opportunities for deep and wide envelopments.

But, these envelopments  must be judiciously evaluated, since they also provide an opponent with opportunities to sever exposed supply lines or cutoff extended units.

Another game element that hasn’t changed, and one that significantly effects (maybe “shapes” would be a better term) play is how zones of control (ZOC) are treated.  In RSWE, passing through the ZOCs costs additional movement points. The exact costs are shown on the unit’s counter.  Also, enemy ZOCs cut supply lines, and the presence of friendly units doesn’t offset the effects of enemy ZOCs.

The attractive and functional map is divided into Soviet South and Southwest Fronts.  The central area is heavily wooded, while the  topography to each side is  both sides is open, but with river barriers, especially in the South Front.   Soviet units must remain in their respective fronts, and cannot be transferred from one front to another.

The game abstracts concurrent Soviet operations against White Russian forces.  The primary tool for this is a mandatory  “stand down” for the South Front units.  During this stand down, these units cannot attack Polish forces unless Polish attacks occur, and then, only on a one-for-one basis.  There are also mandatory unit withdrawals representing other developments during the Russian Civil War.

April IV (1920) the first of the weekly campaign turns.  The Soviet player conducts his reinforcement/replacements, movement and combat first (except for the April IV turn!).

The Polish player has the initiative for the first few turns.  The Soviet player must initially cover each hex along both fronts with either a unit or a ZOC;  a very real  Thin Red Line.  The Poles set up last and can pick and choose where to attack.  This creates several opportunities, especially around Kiev in the Southwest.  Taking Kiev produces victory points as well as Ukrainian reinforcements.  But any advance beyond Kiev faces  a flood of Soviet replacements and reinforcements.

The management and placement of these replacements (within their assigned Front) is a critical aspect of the game, allowing the Soviet player to not only stabilize the Southwest Front, but also counterattack, especially after the arrival of the First Cavalry Army (Konarmia).

Replacements arrive as generic units placed either on the map, to rebuild reduced (divisions and some brigades have full strength and reduced combat values) units, or held off map to recreate eliminated units during the next turn.

Here is a quick visual summary of our game.

End May 3 Turn

The Poles are in Kiev (lower right hand corner), with the Soviets cobbling together a cordon defense.

End May 3 Turn – Southwest Front Only

Armored trains cannot be rebuilt and are kept out of harm’s way until they can be productively used.

End June 1 Turn

The Poles have pulled back from Kiev, anticipating the arrival of the First Cavalry Army.

End June 3 Soviet Turn

Fighting now taking place along the river lines.  The Soviet player now has the First Cavalry Army on the map.

A big meal and a tendency to bullshit led to an early end of play.  A rematch is scheduled for the second week in June.