After Action Game Reports

 

 

 

 

Overview

I am a firm believer in conducting ALOT of playtesting prior to offering a game for sale. Accordingly, ToC has been subjected to some "brutal" {my playtesters have been very blunt) playtesting. The game has undergone significant revisions to simply game dynamics and maximize playtesting.

HOWEVER, ALL of the card driven games that have been published (except probably the masterpiece Wilderness Wars), have witnessed significant revision once thousands of gamers and the "sharks" start playing the game - the nature of the beast when us lowly game designers do not have extensive playtest staffs that can just test games for a living. I can assure you that the game design works (as evidenced by the results of playtesting) and that we have yet to see a perfect plan. The games have varied significantly  do to the strategic options each side has, a multifront war and the political subgame in ToC.

With ToC, a few card sharks have played it, a number of game designers and developers, card driven gamers and  novices to the genre.

Below are summaries of 3 games from Triumph of Chaos (ToC) playtesting.

ToC has been playtested in four groups in 2004.

Two new play test groups have just started in September.

Game 1 – September 2004 - Yudenich's Near Glory

TOC –Vinny Frattli (WHITE) & Rob Robertson (RED)

AAR – Turn 1 – Vinny (WHITE)

Just a quick note we started again last night ( Rob who does better at AAR I hope will post a detailed one soon) Starting Spring 1919 and White has a VP lead (2VP). We both realize now how important Astrakhan going Red in the last game early give Red a huge advantage. We made no changes to the Mutiny card. Peasant revolts have worked on both sides but neither one of us has played the switch side card as an event yet. But I still see that as a good play for the Red against Sev. ( I think Rob was kind? not to play it against Sev early). Both sides operating under infighting with White getting the worse Rob has 2 turns of no effect while it seems the Siberian chit has superglue on it for me I have picked it every time ( what are the odds of that)

AAR – Designer

Yep, Astrakhan can be a huge advantage to either side, if you get it early - even more powerful if it falls to WHITE. Historically, Germans provided some aid to "nominally" white forces in the area and the Brit's had a plan to seize the area and the RED fleet based there (March 1919). Astrakhan was not an independent republic, just a city, but, again, it worked best to treat it like a Republic

AAR – Turn 2 onward – Vinny (WHITE)

Just wanted to post this AAR from last night. We completed through 1919 except the last turn. VP stands at 9 for Reds. Current political situation In the Red camp Turkistan,Belrus,Lithunia, Ukraine, Makno. In the white camp Estonia, Finland,Latvia,Khiva. All Major Powers have withdrawn. I as the white have not played AC 2 so Poland remains as white influenced. Pre- Haller card has been played.

If 1918 was the battles in the South, 1919 has become the battles in the North and Central. Rob continues to pressure the Siberians back to the Urals. However the combination of the British before they withdrew put pressure on the Reds. The climactic summer of 1919 saw Yudenich arrive in friendly Latvia. The Latvia and Estonia army marched on Petrograd and Yudenich feinted toward Petrograd and raced to Moscow! The climactic turn was this with the Estonia army next to Petrograd and the remnants of the Latvia army holding the supply line for Yudenich Yudenich was also adjacent to Moscow. I played white partisan card in the North as this play if successful would cut of supply for the Finnish red forces. and forces arrayed against the British from Murmansk and isolate Petrograd . So the climactic die roll was a 6! Red places a partisan in the North which cuts off supply for Yudenich! AAAAAHHHHHH! Yudenich is forced to fall back, as well as the Estonia army. Yudenich is forced to satisfy himself with destroying Belarus army and attacking Lithuania both with heavy losses. Red forces enter Belarus retaking the capital and Poles do not intervene. Again Partisan, switch side and peasants all have played big roles in our game more than I have talked about.

 

I forgot the important thing. I can't tell you if I'm winning or losing as the whites. But the 1919 turns were great gaming fun!!!! I had a blast so far in this game.

 

AAR – Designer

Vinny - that sounds GREAT! Love hearing about the Partisan card - for those of you out there, this card allows a side to place a variable number of partisans - just don't roll a 6 - in that case, the opponent gets to place his partisans and you can find yourself in a world of hurt. I'd have to say the "craziest" front is usually in the Baltics/North - with a whole cast of characters and stuff happening.

Glad to here you are having a blast with ToC.

Game 2 – August 2004 - Communist Treachery

 

TOC –Vinny Frattli (WHITE) & Rob Robertson (RED)

AAR – Turn 1 - Rob (RED

We just got started (1 Turn plus political phase of turn 2) as we spent most of our time putting on the new cards, etc. The political phase flow is smoother. The first turn was fairly even - with the Whites getting Finland, Britain, the US, the Czechs, and Latvia (which doesn't matter yet) while the Reds got Turkistan and Astrakhan. Much bloody fighting in the South - Mik. changed hands twice. In the East Stalin retook the southern objective city from the Czechs. Net was one red victory point. Second turn political phase had Britain and Finland move out of White control. We will reconvene on Tuesday the 24th.

AAR – Turn 2 – Vinny (WHITE)

Well - this was a fast game - it ended up an automatic Red Victory at the end of turn 5. Here are the highlights:

Turn2 - Action: The Reds take an Army and a couple of corps and smash the American corps advancing from Murmansk, and the Reds advance an Army through a couple of Siberian Corps to take Orenburg in the Urals. The Whites launch offensives in Finland and virtually wipe out the Red Finns (with one army permanently destroyed out of supply -the other in combat but since Vipurii wasn't taken they return as a replacement). Whites also build up in the South. Net is 4 VP's for the Reds. The CP does not withdraw.

Turn3 - Politics: The Whites regain Finland - and get Estonia and Latvia, while the Reds get Belarus. Ukraine moves to White influence.

Turn3 - Actions: Here is where the game took some unexpected turns. The Whites bring in Kolchak and a Siberian Cossack Army to stop the Reds in the East. Denikan is removed to influence the Ukraine. The Reds used a peasant uprising event in the Kuban to put peasants threatening both Sev. and Krat. The whites respond by SRing corps in to defend. The peasants attack and take Krat while they are repulsed at Sev. The whites then try a switch sides card against the Army in Orenburg and fail. The Reds then play their switch sides on the corps defending Sev and succeed - replacing the corps with Gregoriev's Army (so far as we could tell that was legal based on the wording on the card). Thus preventing the whites from using replacements. We also judged that since Sev is a victory city that Gregoriev would be in Limited Supply so long as he occupied it. The Reds also retreat from Mik and from Kolchak in the North on the last action phase to prevent being clobbered by the large White forces around (and draw forces away from the South). Net 7 Red VPs (12 total now). The CP does not withdraw.

Turn 4 - Political: The Reds lose control of Astrakhan. The Whites gain control of the Ukraine (too bad the CP is still in play), but lose control of Latvia.

Turn 4 - Actions: It's Winter so movement and attacks are effected. Whites play support for Yudenich and send armies south to retake Krat, but are only able to move over to Sev (too weak to attack), and also move into Mik. Kolchak moves forward and bloodies Boronz. The Reds play Partisans in the Urals North and one Partisan appears next to an undefended Ekaterinburg - no whites are close enough to move there while the partisan blocks the rail line - so the partisan walks in. The reds spend 2 cards on replacements to bring their armies pretty much up to full strength (nothing in the dead pool). Mannerhiem moves to threaten Petrograd from the North. The CP and the Czechs withdraw (depriving White of a VC). Net is 8 Red VPs (total of 20).

Turn 5 - Political: Red plays big cards and has the most picks: so the Ukraine returns to White influence while the Transcaucus and Astrakhan join the Reds. The whites get France and Britain moves to white influence.

Turn 5 - Actions: Weather is mud so not much movement, but the West now comes into play and the French. Since the Ukraine moved back to White influence the Reds played AC 37 - Poles declare war on the Ukraine - so the Reds got the Ukraine, the Whites the Poles, and the die roll for the West Ukraine went Red. The Whites bring in Yudenich and move forward, the Reds clobber Mannerhiem and in two successive action phases manage to kill him. The whites take several ops to move and attack Sev but are repulsed. The French withdraw. Net Red VPs: 11 (all the increase due to neutrals joining - Ukraine, West Ukraine, Belarus, Astrakhan, Transcaucus vs Poland and Estonia) for a total of 31 and an automatic victory.

So the Reds won by taking objectives in the backfield (with partisans, peasant uprisings, and mutiny armies) far from the front lines plus neutrals - and the Whites couldn't respond quickly enough in the bad weather. As the Reds it certainly didn't feel like an overwhelming victory (since the majority of the White armies/forces were still intact).

AAR – Designer

THAT'S an interesting outcome. I've seen early RED victories before, but never one that was won via a big difference in VPs by end of turn 5. That peasant uprising, sneaking a green corp next to Sevast and then pulling off a Mutiny is a nasty (and new) tactic.

It looks like WHITE never got rolling (in the south or in the east). Both places are a source of Victory Cities and hence Victory Points. It is quite common that if the political situation goes significantly against the WHITEs early - that side is probably doomed unless they can make enough military progress to blunt the VP effects. Historically, I'd say this is fairly accurate - because as poorly as WHITE played the political situation, they did "neutralize" some of the actors and enlist the help of others (Brits, France, USA, Czech Legion, etc) in order to at least put up a decent fight.

Regarding achieving a victory with most of the armies still on the board for the WHITEs, I'd say that WHITE has a "time schedule" it must meet to win the game. During the early game, it must either win or build up enough of a VP cushion to survive the RED military build up in the mid game and consequent RED offensives that then occur.

Game 1 – June 2004 - Polish Miracle

TOC – June 2004 – Vinny Frattli (RED) & Rob Robertson (WHITE)

(note: this was the first game played by Vinny and Rob)

Turn 1 AAR – Vinny (RED

Started first game Tuesday and I am reporting the action of the first turn. I am the Red player and Rob Robertson is the White. I hope to get Rob to post here on his view of the game, as the White player Turn one begins in 1918 with the political phase my goal here was to try to keep Finland out of the White camp. After the smoke cleared I can only say it was disastrous for the Reds. Due to one card which flips all your Influence points to the other player only the Red side was affected ( this is random roll ,but as it turned out the minor countries that were affected were all only Red influenced)! So play starts with Estonia, Kiva, USA,Britain, France , and Finland in control of the White player. I ended the phase only with Belarus and Makno in my control( both of these are worthless on Turn one due to Central Power occupation of the Ukraine. Things are more bleak with the start of action card play. One Red Army starts in danger of being cut off by Kolchak Siberians and 2 face cutoff in the Don area. The White player decides not to try to force the issue on these 3 armies but instead plays Czech Legion control which gives the White control of all of these forces. Faced with powerful forces in the East (the Czech Legion can't be used for offensive action this turn) I pull back the exposed 3 armies (Don , Ural). Whites open with offensives in Finland capturing Helsinki and another drive in the South with Deniken, with moderate success. I play 2 cards for reinforcement armies for the coming hammer blows I am likely to receive on Turn 2. I play 1 card on Green/Peasant uprising in the Urals attempting to cut off supply to Kolchak Siberians. The whites respond by attacking the peasants ( Rob must think he's the Tsar incarnate ), trying to relieve supply pressure on the Siberians. 1 card was spent on movement and my last card as event on white infighting to start on Turn 2 ( may mess up Rob's plan for Turn 2). Plan for Turn 2 try to get Finland out of white control. Mass reinforcement armies in the East to battle Siberians and the Czech Legion. My Western flank is secure as long as the Central Powers remain in the Ukraine. I end the turn only down 1 victory point. I consider myself lucky it was only this bad. The last positive note Rob played a 5 card to Rescue the Tsar. The Central Committee is happy to report that the Tsar and his family met an unfortunate death before Tsarist forces were able to reach him. All Power to the Soviet!

 

AAR Turn 1 – Rob (WHITE)

Moderate Success? I don't think so. First an attack against Helsinki is repulsed (losses 3 to 3), and the Reds abandon Helsinki to avoid Mannerhiem coordinating a two-army attack. Denikin attacks toward Tsaritsyn and is repulsed (losses 5 to 5), and the follow up the next phase barely wins (losses are 4 White to 5 Red) and the remaining corps (from Army reduction) are too weak to advance adjacent to the Red Armies occupying Tsaritsyn. Vinny rolled maximum causalities (a 5 or 6) in every battle fought except the last. From my point of view the turn felt like the western front - lots of causalities - very little progress. The Brits did move one area out of Archangel - so they may become more of a nuisance next turn. I gave saving the Tsar my best shot but rolled a 6.

 

Turn 1 Comments – Dockter (Designer)

The Political Phase.

There are 57 PCs (Political Cards). Each one contains a matrix on the bottom of them - giving 0,1 or 2 IPs (Influence Points) to the Reds or Whites with the 18 factions. Among the 57 cards, there are 6 cards which produce various levels of chaos. One card is "A Switch in Positions" - which depending on 50/50 die rolls conducted separately for the 8 Russia Republics - causes your IPs with a faction to be replaced by the opposing side. Another PC, "The Best Laid Plans", causes all IPs to be reversed in a phase - but the Faction Control Markers (FCMs - which track control of each faction) are limited to moving only 1 box on the Faction Control Track. There are five boxes ranging from White Control to White Influence to Neutral to Red Influence to Red Control.

Regarding what happened to our unfortunate RED player, it is not unusual for the Whites to gain control of one or more of the Allies, probably the Czechs and another faction or two. Reds usually manage gaining control of Belarus and one other (Mahkno - which can be very valuable as a real thorn in the side to the Whites). But each game varies greatly.

The Whites reap'd a big windfall this time - but they didn't get the Czechs {until they played WHITE AC#5 - the tradeoff with that card is that Mahkno goes RED early, and that the Czechs can't attack for the turn).

All of the factions in the west (Baltic countries, Poland, Belarus, all the Ukrainian factions and Transcauc) are essentially ignored {except during the Political Phase} until the Central Powers withdraw from the action (anywhere from turn 2 to turn 5).

VPs.

The difference between WHITE and RED control of Victory Cities (VCs) each turn generates VPs (Victory Points). White starts with 8 (6 in white Russian regions, and 2 for Kazan & Samara since White's begin the game with the Czech Faction under their influence). Normally, a side only receives credit for VCs they directly control, but having the Czech Legion in the White Influence or White Control generates the VC credit.

Red starts with 9 (Helsinki {on going Finnish civil war there} + 7 in Red Russian regions + 1 in white Russian region {Migulinskaya - north Don region}.

SO, if nothing changes the first turn, the REDs get 1 VP. But, that almost never happens

 

Comments on AAR - part 2

Initial Strategic Situation.

WHITE has the strategic initiative - they go first, there are no immediate death threats to their position, they have some units with real punch and a number of RED armies have they rear ends swinging in the wind. Both sides have a number of important Action Cards (ACs) that need to get played early.

Finland

1 White Finnish army, some corps and a leader (Mannerhiem) vs 2 weak Red Finnish armies. Entry of any other forces by WHITE allows RED to bring in other forces. WHITE will almost always get Helsinki - just a question of when they can spare the "ops" (activations of spaces generated by the Action Cards).

The North

Quiet - unless the Brits enter early. However, the Brits don't have the punch in 1918 to do much of anything. A sideshow, but under the right conditions a thorn in the side of RED.

The West

Quiet - unless the Whites gained control of the Central Powers and decide to use the troops on the REDs - I haven't seen this happen very often in the playtesting, but it can.

The East

"Unbalanced" by a lot of space, many possible lines of attack, tricky lines of communication and too few units. Whether or not either side can press things somewhat depends on how the first Political Phase goes regarding the Czechs. There has been one change since Vinny started, and that is that the WHITEs now need to play an AC - "Kolchak assumes commands" - in order for Kolchak to appear. The card is a prerequisite to some WHITE reinforcements - tradeoff is that the Czechs politically move away from WHITE.

Anyways, if the WHITEs can somehow, early in the game, capture Saratov - RED is going to be under a lot of pressure. RED attempt to prevent this. Ditto with a WHITE northern thrust, in attempt to link up with Allied units entering from Archangel. Another avenue of WHITE attack is towards the center. In most cases the REDs are just trying to bide time, waiting for the big reinforcement cards.

If WHITE can ever link up their Eastern (Kolchak) and Southern (Denikin) forces, a major restriction on the WHITEs is removed (WHITEs may only activate more than one space in one region in a given round - they may activate spaces in as many regions as they wish, but only one region is allowed multiple activations). The effect of this restriction means that WHITE can only hammer in one area in any given round.

The South:

This is where the first turn or two military fireworks primarily occur. WHITE has the following priorities: make a strong push towards Tsaritsyn, recapture Migulinskaya, eliminate the OOS (out of supply) RED armies in the extreme south, get some reinforcements on the board and apply pressure towards Voronezh - loss of which opens up the road to Moskva.

WHITE needs to make a decision regarding Denikin. His removal from the game is required to allow WHITE gaining control of Belarus, Ukraine or the West Ukraine Faction during the Political Phase.

RED would like to get reinforcements on the board, hold Tsaritsyn and Voronezh {shouldn't be too difficult}. Rescuing the OOS armies would be a BIG bonus, but that seldom occurs. Wise use of the Trotsky in the region can help blunt some of the WHITE's advantages.

Regarding Vinny's VP total - yes, WHITE usually jumps to a VP edge early in the game.

I'll wait till the next player AAR to comment further.

Comments on AAR - part 3

Forgot to mention the Southeast front. There are restrictions on armies operating there before the play of certain AC (Action Cards). WHITE getting Khiva should give him the early jump.

Losses. Both the RED and WHITE sides operate under the "Equal Distribution Rule". Essentially this means that replacements must be spread out among the various regions of the map. For example, if a side gets 6 replacements, they must take 2 in 3 different regions (although the Strategic Reserve can take any amount - the same with Moskva). Each side does have various Concentration ACs, that allow it to disregard the rule - providing they play the card as an event.

Replacements are generated by playing an AC for replacements. Each side has various bonuses (Ukraine VCs, Turkistan for the REDs, Capturing a home VC, the Tsar (if he lives) and selected Political cards and penalties (WHITE loss of control in Don/Urals Central region, RED loss of Tula, etc).

Surprising how Vinny failed to mention the bloody losses on the first turn. Guess the cannon fodder doesn't mean much to the glory of the Party! WHITEs are more brittle than the REDs; and a frequent tactic in the playtesting has been to pound on the WHITEs. But, that assumes, that WHITE has lost the initiative. The WHITE position is somewhat similar to CSA in the USA Civil War: once the REDS/North gets rolling, there is probably no stopping it.

A big part of the design of TOC deals with Ukraine and Poland. My personal view, reflected in the design, is that Ukraine held the geographical key to the RED victory. WHITE completely misplayed the situation in Ukraine - and paid the price.

Play of ACs allows entry by the WHITEs (assuming WHITE gets control of Poland) and entry of RED units into various regions (ex: Lithuania) may trigger a Polish Response. Additionally, the REDs can play a card, "Poland Violates Ukraine", creating the invasion of Ukraine by Poland.

It is also important to note, again, that political control of a particular Faction, does not necessarily mean that a particular side obtains use of that Factions forces (ex: RED control of the Brits, or WHITE control of Mahkno). It just means that the political winds in that Faction are in line with the controlling side (ex: in the case of RED control of the Brits, Lloyd George has won the argument vs Winston "After having defeated all the tigers and lions, I don't like to be defeated by the baboons" Churchill.

Comments on AAR - part 4

What's a decent WHITE start?

1) Control of the Czechs

2) Taking all the VCs in the Don

3) Eliminating the RED armies that are OOS or in precarious situations

4) Playing some key events

5) Either not getting beat up, or taking enough replacements to fix the problem.

6) Working the political situation favorably

7) Most importantly, retaining the initiative

Tsaritsyn is a real decent start. Vorenezh is a great start. Helsinki is nice, but still not sure if it is worth the first turn trade off in position in the east or south.

Enough babble, turn 2!

 

AAR for Turn 2 & 3 – Rob (WHITE)

Vinny said he would post something here, but since he hasn't yet I'll give my view of the second and third turn. First - there were a couple of things that aren't explicit in the rules that we ironed out.

1) We are assuming that at the end of the political phase that all excess IP's are removed - so that you don't need to keep a running total, and that IP's placed as the result of an event are added into the next turns political results. Thus unless an event specifically states that the faction control marker is moved, the faction control markers are moved only in the political phase resolution.

2) We also assumed that the rules for a Faction going neutral (that the forces of either side must vacate the territory or declare war) did not apply to the White and Red Finnish forces fighting their civil war.

Turn 2 - Vinny played some big cards in the political phase and he was able to pick 7 of the 9 cards, I got to pick 1 and one was random. As a result, Turkistan and Belarus joined the Reds and Finland moved from white control to white influence (hence point 2 above). The white in-fighting chit was Other Siberian - so other than one attack by the Czech Legion (a 4/4 tie) and one attack by US vs Green Peasants the east was quiet. In the north the Brits attacked and threatened open a hole so that a corp and an Army were diverted north to stop them. Then the switch sides card was played by the whites and the corps defected, leading to 2 peoples armies being sent north to stabilize the situation. In the south Denikan launched an attack on Trotsky (who tried to withdraw and failed) which was won (6 Red/3 White). Denikan pursued successfully, then Trotsky withdrew into the victory city, Denikan pursued, Trotsky failed to withdraw, a battle was fought (5 Red/4 White), and Denikan decided to be happy with a victory city (he had only 2 corps left vs Trotskies reduced army).

Turn 2 notes - The Whites were able to replace a Russian Volunteer Army in Migulinskaya to consolidate their hold for action. At this point the Reds had lost 4 armies in the south while the Whites were down 2. Red-Infighting was played as an event this turn. The first 2 VP for the Whites. (We actually only had 0 VPs the first turn because we counted Estonia on the white side since it was unoccupied by the Germans - we caught that this wasn't the case since until the Central Powers withdraw no VCs count and adjusted the marker back)

Turn 3 - This turn the fireworks started happening - though no victory cities changed hands. The police phase had 2 cards picked by the whites and 7 random. The Poles moved to white influence, the Ukrainians and Transcaucasia to red influence, the Finns came back into white control, and Latvia joined the Whites. In Finland the Whites utterly destroy the Red Finns and advance to the Finnish Border for the cost of the Finland Faction Army (for a total of something like 10 red losses versus 7 Finnish). In the north the Reds destroy the traitors and the British expeditionary force (causing the whites to play faction replacements to bring them back). The reds had the Stalin/Trotsky chit so only the Lenin faction could attack (and most of this faction was in the north). The Red Armies (one is left as a garrison) are then called away from the North to defend Petrograd and the East. The White in-fighting chit was Siberian Cossacks - as far I could tell no Siberian Cossacks are on the map yet (unless the Siberian Cav Corps count). So the east came to life, with Kolchak combining with the Czech Legion to strike down the Moscow highway with subsidiary operations just north and south with the US Army guarding the flank. Since these were all Elite troops and since the dice began to balance out (Vinny rolled low, I rolled high) the offensive was an immediate success (three cards used as Ops on this front). The reds had several Armies reduced to Corps and the next turn those corps was eliminated. Overall losses were on the order of 18 steps for Red and 6 for White. The remaining two reduced armies (along with an army from the North) have consolidated just north of the railroad along the Central/East border. This caused Vinny to use two 5 cards as replacements (for 11 total with the Turkistan freebie). In the South the Reds tried to counterattack and failed miserably (5 Red losses versus 3 White), then Don Cossacks launched an offensive against the only remaining Red force in the Don and wiped it out (7 Red losses versus 6 White) - so another Red Army and White Army lost in the south. No replacements for the whites but I figured I had to strike while everything was in my favor. At the end of the turn the Central Powers withdrew, but this was a wash Victory point wise (Estonia and Latvia versus Mahkno and Belarus). We immediately set up the forces for these 4 factions plus the French (since they were already controlled we figured that unlike a newly joining faction they are eligible for action immediately). Vinny brought back 3 full strength Armies, 2 Reduced Armies (the Red Finns in Petrograd) and 3 corps. Another 2 victory points to the Whites.

Turn 3 notes - the amount of bloodshed in this turn was amazing compared to previous turns, I think that is because the forces started adjacent to each other for the most part (so not many moves compared to attacks) and the use of leaders to create Multiple attacks really allowed for significant gains at moderate cost. The number of uncontrolled factions is dwindling (only the Trancaucasia, West Ukraine, Ukraine, Poland, and Lithuania are left) and with 6 political cards out of each deck the need to be able to pick the cards you want may be less - especially since I don't think there are any Free Replacement cards left to choose.

 

AAR – Turn 4 - Springtime for Lenin – Vinny (RED)

Well the action picked up last Tuesday with the winter on 1919. Little change on the political front. The action card phase produced more fighting with little results I began to reinforce Turkistan in hopes of opening a front versus Kiva. Spring 1 turn in the political phase (coupled now with void of Central Power collapse) produced amazing results for the Reds Estonia and Latvia went neutral while the Ukraine, West Ukraine went to the Reds. In the action phase the Reds went on the offensive striking with Makno, and the Ukraine armies. The resulting bloodbath in the Don basin killed Denikin as well as his whole force. The French also were pummeled by the Ukraine forces and withdrew on Spring 2 Turkistan now reinforced launched a offensive at Omsk. Central Russia forces attacked Kolchak and inflicted heavy losses on him as well. Spring 2 saw more of the same as the Whites were forced to take massive reinforcements to make good their losses. Ukraine forces captured Sevastapol from the war weary French which would withdraw this turn. The Czech Legion withdrew also. The Vp total has now gone to the Red player ( 4-5 ) writing without the board in front of me. As the Spring 2 turn end the Whites are in trouble in the south and the Siberians are unable to advance due to inadequate flank protection, we will see what Summer brings.

A final note Comrade Bonch was found guilty of treason for not dealing with traitor Kolchak. The Central Committee ordered the Comrade Bonch be executed for lack of revolutionary zeal!

Whew, this was one of the greatest turnarounds I have seen in any game David, and the game continues on Tues. We are going ahead without changing any cards until we finish this one. We both want to get a feel for card progression in the whole game and so we can have a better playtest game when we start the next one. I will email some questions to you shortly ( or Rob will)

 

Comments on AAR - Designer

Thanks Vinny. Your "amazing turnarounds" are consistent with other playtest results - very fluid. Again, I think that is a result of a lot of space and things unbalanced rapidly by the political situation.

I'm making up so new playtest kits - although I think yours is just about up-to-date given that I've been sending you the updates. Ukraine is a big swing state - I've toned it down a little in the latest faction rules (Ukraine gets about 60% of their force if a side wins it in the Political Phase - they get 100% of their force if a side gains control when the enemy side declares war on it).

I've had Stalin killed before by the Central Committee - just as an aside if Stalin or Trotsky gets executed, it does not effect in-fighting (some bum is assumed to take over their camp - you don't get a replacement leader and you still suffer the effects).

There are a few places on the map for an easy Victory City or two - Finland (for the Whites - assuming they win the Finnish civil war, which Mannerhiem should be able to do) - and Turkistan - and then Khiva - for the Reds. Getting control of a single VC and keeping it for a long time - can reap a significant VP windfall.

The Baltics is another source of relatively cheap VCs - and thus VPs. Winning in that area means either getting von der Goltz (for the Whites) - the great Yudenich (for the Whites), lining up a decent sized strike force for the Reds, either side winning the political situation.

Red moves on Belarus, Lithuania and Ukraine can all trigger the Polish response (ranging from limited intervention to full scale war).

I've also made another change recommended by Charlie H and his group. That is if a side controls a major power, and that major power withdraws, that opposing side gets 1 VP for each of those major power armies currently eliminated. For example, WHITE controls the Czech Legion. The CL withdraws. There are currently 1 dead Czech army and 1 permanently eliminated (Out of Supply - was cutoff). Red gets 2 VPs. This will mean that the Whites will need to be cautious with those armies (historically, very much the case).

I've added a few more chrome units (that's it!!!):

1) Polish - Ukrainian Legion - Poland gets use of this force in Ukraine under some conditions

2) RED Belarus army - if Red meets some conditions in Belarus, they get this extra army - at the risk of trigger a Polish Response

3) German Mutiny army - still working on the conditions under which it is generated

4) 3 Red corps - Red Art, Red Air 1, Red Tank 1 - Instead of taking the 15th Army as reinforcements, they can take these 3 corps and no replacements for the turn

5) 2 Polish corps - Polish AF 1, Polish Tank 1 - still working on the conditions

At this point, 196 corps, 132 armies, 27 leaders - and that's it. Again, the definition of what constitutes an army varies greatly. In some cases, there are 3 "army counters" representing 1 historical army.

Will be interested to see if White can recover. Our experience is that once they fall down, it is tough to "get back up". HOWEVER, the Poles can change things in a hurry.

 

AAR – Final Results - Vinny (RED)

Just finished last night our first game, sorry didn't post last week. Poland arrived and captured Kiev and Minsk. Red counterattacks recaptured Kiev, and while I was pushing the Siberians back to the Urals I was unable to drive the Poles back enough. We decided not to play the last turn as the result would not change, Red Victory points were at 24 at end and at best might have gone to 27 if we finished the last turn, but there was no way I was going to capture West Ukraine by the End of the game. [WHITE Victory]

 

AAR – Final Results - Rob (WHITE)

As to the Conditions of the Whites. In the South they held three victory cities and while under threat at Rostov (and having recaptured Sevastopol - and temporarily Makno's VC) were holding their own against the Ukrainians and Makno and a few Red Armies they faced. In the East the Siberians barely hung on in the North since the Elite Siberian armies rushed south to stop the Turkistan invasion (so 3 Victory Cities still held by White here as well). The Poles came in the Winter of 1920 and conquered West Ukraine, Belarus, liberated Latvia (where Van der Golz promptly appeared) and took Kiev - being pushed back out by Red reaction.

Had the Poles not intervened and quickly reduced the Victory City differential from 8 to 1 (to a White positive for three turns before the counterattacks restored a Red advantage) the Reds would have won with over 30 victory points in the Winter of 1920 - the Reds had 23 VP's at the end of 1919. As it was I believe the Reds gained a net 1 VPs during all of 1920.

 


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