Tuesday, 17 March 2026

One Page Bulge

 Regular readers may recall that I was frustrated by apparently losing my original copy of Steve Jacksons 'One Page Bulge'. I tracked down a replacement copy on ebay, and having got it, I thought I may as well give it a play. The original will no doubt turn up now, presumably tucked inside an old copy of the AHGC General or something. 


This is all very familiar, although I last played this over 30 years ago. The map is a pretty decent representation of the battlefield, the Meuse is that long river running across the northwest corner. There is a well represented road net, one wrinkle being that mechanised units can only enter or leave the numerous areas of 'rough ground' via roads, coupled with the many rivers, it severely limits movement and combat options in some areas. The rivers aren't impassable but impose a significant movement penalty unless at a bridge. 


All set up for turn 1 (the turns are days) and pleasantly surprised to find all the counters are there. The seller had even provided a custom turn marker (which isn't provided in the base game, I used to use a coin) ! The Germans are a coiled fist ready to strike west, while the US has a rather gappy centre but Elsenborn Ridge in the north  and the south around Diekirch are strongly held. Sorry, it is hard to see the white Allied counters on the map. 

The units (regiment sized or equivalent) all have designated setup areas marked on the map, sadly they don't have individual unit IDs and are very generic indeed. All infantry have a combat strength of four, while the armour is a bit more varied. Mech infantry are four (Allied) or five (German) and armour is eight (Allied) or nine (German) and the Germans have two 10 factor units which apparently represent 1st and 12th SS Panzer Regiments. The Allied units are all significantly more mobile, representing their greater provision of transport and fuel. The Allied infantry are faster than the panzer units!


One of the reasons for the generic units is the reinforcement track, there are more Allied reinforcements than counters, so you are supposed to use counters from the dead pile. It is a play balance mechanism, as if the Germans haven't destroyed enough units, the Allies wont get extra reinforcements. Clever.

The CRT is quite eccentric. Terrain gives minuses to the dice (towns and rough ground -2, rivers -1), which is a very powerful effect, far more so than column shifts or doubling, although 7:1 odds is an automatic victory. Combat is mandatory unless across a river or out of a town, and while units can soak off, entire stacks must be attacked, so it encourages stacking rather than distribution. The CRT also includes 'no effect' results, and if a unit is unable to retreat due to ZOC, the attack is re-rolled with DR treated as DE, while exchanges are on a unit not CF basis. These sorts of things all favour the defender and make attacking quite frustrating.


After turn 1, 5th Panzer Army has gained a foothold over the river in the centre, 7th Army has locked down the south but is too weak for major offensive action but 6th SS Panzer Army have had great success and largely cleared Elsenborn Ridge and Camp Elsenborn. St Vith held out though as the Germans couldnt bring enough force to bear. 

The Allies get 1-6 Air power points power turn (representing variability in the weather), and even just one point can be enough to shift the odds of an attack down as it is applied after the Germans declare their attack. It was air which saved St Vith.

I'm not being overly precious about min maxing the SP of the various attacks, as far as possible I'm stacking up units in divisions and fighting with those, although I am more careful with the allocation of regiments in contact to specific combats. The road net and terrain preclude fancy manouvering anyway.

The red counter behind Elsenborn is the US blowing up a fuel dump. The victory conditions are harsh and require large German forces to cross the Meuse for even a marginal victory, and my recollection is that is almost impossible to achieve. One optional rule is to use various supply depots marked on the map. These are worth varying amounts of VPs and may be captured outright, blown up or evacuated. The Germans get half VP for demolished ones but none for evacuated ones, although it is very hard to evacuate larger dumps due to the time (measured in movement points) required. 

Behind the demolished dump is a large fuel depot northwest of Malmedy, if the Germans capture it intact, it will give them a movement bonus. It is worth 10VP and would require US units to spend 10 MP to demolish it (or 30 MP to evacuate it).


Day 2. St Vith falls and 2nd Panzer Div makes good progress towards Bastogne. 7th Army grinds slowly forward, reinforced with 15th (?) Panzergrenadier Division. In the far north the US dont quite have enough units to demolish the 1st Army fuel depot, and instead the survivors from St Vith focus on shutting down the road routes west as it really isn't far to Liege from there.

In the centre, the US defence has now become a screen to impede German road movement, but it has taken the Germans too long to get across the rivers, and US reinforcements are well on the way to Bastogne now.


A big turn for the Germans in the north and centre. Volksgrenadiers capture the 1st Army fuel depot giving the Germans a short lived move bonus. 1st and 12th SS Panzer are halted at Trois Ponts and Vielsalm however, the US defences were just strong enough to hold them as the German infantry is lagging behind.

Panzer Lehr pushes back 9th Armored Div in front of Bastogne and 2nd Panzer starts to bypass from the north, also pushing back an armoured Combat Command. 5th Panzer Army isnt going to get to Bastogne first though.

Two more panzer divisions arrive from reserve (I guess these are 9th and 10th SS?), I assign one to each panzer army.


The US decide it is time to cut and run rather than fighting in the open. Bastogne is strongly garrisoned while units in the south fall back to key road junctions. Other units fall back behind the river northwest of Bastogne, blowing fuel dumps as they go.

The real US problem is in the north where they are very thin on the ground, however in the nick of time a fresh infantry division (3 x 4-7 units) arrives and added to the remaining US mechanised units, locks down the roads through the rough ground west of Trois Ponts.

The Germans have two potential road routes to the northwest though, both north of Bastogne. The Germans have to stay within three hexes of a road to remain supplied, so the road net is crucial.


Another important turn. 7th Army continues to grind forward slowly in the south. 6th SS Panzer Army makes contact in the north but isn't strong enough to do more than push one US stack back. They are now thoroughly enmeshed in the horrible terrain up here. It may look there is a big gap opened up, but until the SS can clear the road junction in front of them, they cant move through the rough ground to exploit it.

In the centre, 2nd Panzer suffers a catastrophic defeat as it attempts a river assault. US airpower intervenes to dropthe odds to 1:1, and they they roll a 1. Attacker Eliminated! Ouch! Panzer Lehr doesnt like the look of Bastogne at all and bypasses to the north but naturally the rivers and lack of roads make this a slow job, although the fuel captured by 6th SS helps.

Fortunately 9th and 10th SS Panzer are now arriving at the front to bolster the attack.


German losses mount. So far I've managed to mainly take exchanges from German infantry who have kept up due to the generally slow progress. Most German infantry divisions only have two units, so that is four divsions gone. The tank casualties are from 2nd Panzer.


The Germans are  largely ignoring Bastogne now, instead focussing on setting up 7th Army to screen the south. This in turn allows the US to route reinforcements up to the centre, using their superior mobility and access to the roadnet.

In the centre and north however, the Germans score some successes now their infantry and the two extra panzer divisions have caught up. Panzer Lehr and 9th SS push forward in the centre, while 1st and 12th SS score big tactical victories in the north with (unplanned) 7:1 attacks which annihilate the US defenders and finally open up a route out of the awful terrain.

Large US reinforcements arrive from the north,  they don't have any option but to defend Liege (with a 20VP main supply dump!) and to attempt to limit progress down the roadnet by holding key junctions. There  is a big gap in the US line south of the Meuse, but fortunately no roads through it.


1st SS Panzer Div reaches the Meuse! They push the US defenders across it. The rest of 6th SS Panzer Army is struggled forwards, but they've even managed to keep two infantry divisions with them.

5th Panzer Army thinks about going for Celles and Dinant, but there are just enough US and British forces in the way to make that unattractive. They instead focus on moving parallel to 6th SS PA, and mass armour and infantry ready to advance northwest. The US focus on screening the route west as it will take two turns for 5th PA to reach the Meuse going north.

US forces cluster around Liege to limit the extent of any river crossings.


1st and 10th SS bludgeon their way across the Meuse, but 12th SS is repulsed from Liege.

Panzer Lehr and 9th SS approach the Meuse but strong Allied forces deny an easy crossing to the north west. The Germans start to worry about their ever extending southern flank as more US infantry arrive from the south, allowing US armor to concentrate.


5th Panzer Army closes on the Meuse but fails to cross. However a massed assault sees Liege fall to 6th SS Panzer Army, but not before the depot is demolished. All the available panzergrenadier regiments are assigned to support 7th Army protecting the southern flank, and a final panzer division (9th? 116th?) has been released too.

US and British armour is now advancing east along the northern bank of the Meuse to limit the size of the German bridgehead,


Allied counterattcks north of the Meuse push the Germans back but don't inflict many significant losses. The German front is looking quite solid, and has two supply routes leading back to Germany.


In the south more Allied armour concentrates around Bastogne. The German lines look quite sketchy here. The two critical points are the towns north of the 5-6 panzergrenadiers as they control 5th Panzer Army's supply route.


The Allied counter offensive breaks the German line north of Bastogne. The writing is on the wall as unless the Germans can get a blocking force in the way, the Allied armour can cut off the entire German armoured spearhead in one move  now.


The Allies counterattack north of the Meuse and compress the German bridgehead but again fail to inflict decisive losses.

And with the Germans firmly established around Liege, the game ends on 26th December. Even without the VP for the blown or captured fuel dumps, it is a decent German win, although with Allied armour pushing up from the south, it is likely to be quite short lived!

Well, I think that is the first time I've seen quite so much German armour over the Meuse, my memory is more of the Germans beating their heads against huge Allied stacks sitting in bad terrain. I'm probably a bit rusty on running the defence, but the Germans maintained a high enough rate of attrition that it was very difficult for the Allies to accumulate enough reserves for local force superiority. They barely had enough to maintain a line, and were constantly playing reactively, although the US could probably have been a bit more aggressive in the south once the main panzer spearheads had passed.

Anyway, that was a lot of a fun and I'm glad I played that again. It is a lot of game in a small space and manages to capture the essence of the campaign in a playable format. I'd originally intended to play it over an afternoon and a morning, but in the end it only took three hours including setup, so I got it down in one session. I'm not minded to try it again immediately, but I may revisit it at some point. It has got me thinking about playing some of my other old boardgames though, probably not Third Reich, but I do have some other fairly accessible games.






Saturday, 14 March 2026

Peninsular War 1809 to 1814

Another multi player area movement strategic game from Ian, this time covering the Peninsular War!


A very lovely map of Spain. The size and intersections of the various areas represent the density and difficulty of the terrain (generally major rivers or mountain ranges)  and also correspond roughly to the various regions of Spain. The map also has various major cities, which are important for determing lines of communication, some are inside the areas (eg Burgos, Madrid) and some (like Cordoba) are on area boundaries as major rivers flow through them.


With a varied array of real life participants, it was an excuse to wear an an array of stupid hats as well as show off various figures. I was cast as Spanish, so found the biggest bicorne I own. Tim is showing off some of his 54mm Portuguese staff officers, while Russell counters with his Del Prado Napoleon.

Tim C and Ian were French, Russell and I Spanish, Jim and Tim G Anglo-Portuguese while John ran the game.


The game runs from 1809 to 1814, with three campaign seasons per year and simple movement and combat rules. Units can stack up to three per area, move one area and fight when they are in the same space. Attacker wins draws. Once per year each side rolls for reinforcements, although there were various restrictions on what and when. The French have to start removing units from 1812 onwards as Napoleon invades Russia, and the British start to have the option to land in Corunna or Santander later in the war.

The various factions have overlapping objectives. The French want to keep Joseph on the throne and keep the British penned up in Portugal (ideally kick them out). The Spanish want to kick the French out of Spain and the British want to invade France!


We went with the historical setup. Ian has designed it so that various alternate options can be explored, the main one being that the French don't invade Russia.

The Spanish are scattered around the periphery of Spain, Joseph is on the throne supported by large French forces and the British are in Lisbon and Oporto. The Spanish and Spanish Bonapartists fight worse than everyone else, needing a 6 to instead of 5.

The black blobs are Spains trump card, guerillas! These are placed in an area and interdict French movement on a 1-3. They don't move and can't be destroyed, but proved to be surprisingly effective in disrupting French movement. These also get diced for annually as reinforcements and by the end of the game, Spain was in uproar as the map was black with guerillas.


1809 saw the British march into Estramdura and the Spanish concentrate in Adalucia and actually drive the French back! The French consolidated their hold on northern Spain


By the end of the year though, it had all gone wrong. The French attacked aggressively and conquered Andalucia and Galicia, destroying most of the Spanish Army in the process. The fighting with the British was brutal and although Wellesley came out on top, it was a much reduced British Army which marched into Madrid. Joseph retreated north to link up with his French allies.


Going into 1810 things looked a bit cheerier as both sides rolled for reinforcements. The Spanish bounced back in Leon, more French troops crossed the Pyrenees and some British forces landed at Lisbon while the main force was back in Oporto, concerned about the French in Galicia. Even Joseph managed to raise some more troops! Guerillas spread out across Spain, we were trying to isolate various areas of the country with blocks of interdiction.


1810 was the French high water mark, they pushed aggressively against Portugal, which allowed the Spanish to retake Madrid (again). Once more Joseph survived, albeit with reduced numbers.


1811 saw a big French effort against the British and they took Oporto and threatened Lisbon. Meanwhile the Spanish chased Joseph into Navarre.


But as summer 1811 drew to a close, the French had been repelled at heavy cost and were back in northwest Spain while Wellesley still held Portugal. The Spanish were content to sit in Navarre for now.

We broke for the night at that point.


On Wednesday Micheal toook over from Russell. The Spanish marched back to Madrid while the French concentrated northwest of the capital, somewhat hampered by the guerillas who were all over Spain now.

The Anglo-Portuguese followed up slowly but seemed content to let the Spanish do all the fighting in 1811.


1812 was curtains for the French. A decisive battle was fought northeast of Madrid (Vitoria?) which resulted in heavy British and French losses. A small British force landed in Santander and the French had to withdraw some units to send to Russia.

The Spanish went from strength to strength with their main army at Burgos, a subsidiary force from Barcelona invaded southeastern France! 


As 1812 drew to a close, the last French units were destroyed and the British were on the French frontier, ready to cross the Pyrenees in 1813.

With no more French units in play and no prospect of reinforcements, we called it at that point.

That was a great game, very enjoyable and rattled along at a fair pace. You could perhaps pick holes in it as a simulation of Napoleonic warfare, but as a strategic game it worked well. We had a good washup session afterwards and ran through some potential changes but without over complicating it. The main things we decided to try were:

  1. making the number of French units withdrawn in 1812 and 13 variable rather than fixed
  2. allowing a possibility for French units to destroy guerilla units by staying place
  3. having defending units win draws, which I think better reflects the realities of Napoleonic warfare.

We liked it so much, we wanted to play it again the following week! Well done Ian. 

 




Thursday, 12 March 2026

Bring on the substitutes

 Being something of a cheapskate, I'm not above using substitute figures in various periods, with some substitutions more outrageous (1815 Prussians as French line infantry, Punic Wars Gauls as any and all 'barbarians') than others (Pz IIIH standing in for Pz IIIE). A rich source of substitute figures has been my 15mm SCW collection.


The Republicans in particular are a great source of substitutes. They have a bunch of guys (and gals) in drab uniforms with an interesting range of dull headgear and they can stand in for pretty much any minor, and not so minor, combatant of the 1930s and 40s.
 

The middle row in Adrian helmets have fought many battles as something other than themselves, mainly 1940 French. The Maxim MGs are a bit less useful, but if I need some WW2 Russian militia or RCW troops from either side, here I come.


There are also these guys in vaguely pudding shaped helmets who can be anything from Rumanians to Dutch, Norwegiens etc. I originally designated this lot as Communist 5th Regiment, but I cant actually recall what the figures are originally supposed to be. They are 30 year old Peter Pig castings, but to make them a bit more generic I've moved the flag bearers to separate stands and painted over the red stars on their helmets.


Also useful are the various artillery pieces with crews in Adrian helmets or berets.  I repainted all of these olive green a few years ago and like the infantry in Adrian helmets, they have seen a lot of action in 1940 France, but could easily be Bulgarian or Rumanian.


The Nationalists are a bit less useful as so many of them are wearing very distinct Isabellina caps or very distinctive uniforms. The Moroccans have seen some service as French colonial troops though, and I've toned down the piping on some of the caps on the others to make them a bit more generic (and they have served as 1940 French in side caps) . Like the Republicans, I stripped out all the flag bearers and based them separately too.


Particularly useless are the Carlists in their bright red berets, and the Guardia Civil in their very distinctive olive green unforms and waxed tricorne hats(!). I've used WW1 German jagers as WW2 German police, but I really can't think of a use for these guys except as Guardia Civil. I've been playing SCW since the late 90s and I think I've used the Guardia a couple of times and the Carlists once.


Anyway, here are four bases of Carlists in their red hats. I'm planning a game which requires some Chasseurs Alpines, who of course liked to wear big floppy black berets, so....


Some blobs of black paint Et voila! Nous sommes les Chasseurs Alpines. What an astonishing transformation for a few minutes work. I've often commented that when painting stuff, the only things you need are a uniform vaguely the right colour, hands, faces and weapons, plus the correct hat (or at least something which looks like it). I'm very pleased with those and they will be seeing some tabletop action in due course. Funnily enough I've got another scenario featuring some Rumanian mountain troops, who also liked to sport berets, albeit brown. So that will be another quick paint job in the future.



Tuesday, 10 March 2026

Dominion of Red and White - Novocherkassk 1917/18 and Ekaterinodar 1918

 Another day another set of Dominion rules, this time Red and White covering the RCW and Russo-Polish War. This one has lots of period specific tweaks and apart from its overall structure and basic combat resolution mechanism,  it is quite different to the earlier sets with specific characteristics for certain troop types rather than broad categories (missile/melee etc). 

I've bought a lot of Dominion rules recently, but my WW1 Russians (apart from the cavalry) haven't been out of their box since early 2020 so I was keen to get them on the table. They are a mixed bunch of figures mainly from various eBay purchases, a mixture of Minifigs and Peter Pig WW1 and RCW figures in the main.

The first two scenarios cover Denikins Cossacks in the Russian south, and they seemed a good place to start. I'll do the first battle fairly blow by blow and the others rather faster.


So, this is Novocherkassk down on the river Don, east of Rostov. The actual campaign took three months and covered a large area, so imagine each turn is a month and the ground scale is about 6 inches = 100 miles! It was fought over the winter of 1917/18, hence my snow cloth. The Don is the river at the bottom and Novocherkassk the small town on the river bank.


The defenders are Denikins Cossack Army. They have two elite cavalry units (Cossacks) and an infantry unit in the front line. In these rules Elite units attack earlier than other unit types but get no other combat advantage, I've indicated their elite status by putting a command base in the middle. Cavalry on the flanks get a +1 though (like the Ancient set), presumably as they can range wide out over the steppe. The cavalry are PP Cossacks and have featured in a number of games as WW2 Russian cavalry.

In reserve they have an elite infantry unit (indicated by the MG stand) and an unreliable artillery unit. I'm indicating unreliable units with a casualty marker on the base. The infantry are classic Imperial Russian infantry types, Minifigs I think. Big hats, fixed bayonets etc.

The treatment of artillery is very different to other Dominion sets. Artillery in reserve gets to fire every turn as well as normal unit activations AND infantry with a friendly artillery in reserve also get a combat bonus. The artillery barrage is modified by quality so UR artillery only hit on a 6, but they are still very useful for the support combat bonus. In the front line they fight like a normal unit, firing before anything else.

I've put Denikins HQ on for the looks too.


The attackers are the wicked Red Army. They had a lot more troops so I've made their units bigger (they are listed in the scenario as 'massed infantry' ).

They have five infantry units, one of which is elite (the one in the centre front with the MG) and also have an unreliable artillery in support. The infantry figures are mainly PP RCW Russian infantry in various garb, floppy caps, big greatcoats, the odd Buvinovka etc. I use them as regular infantry in WW1 games.

Their HQ is a bloke on a horse with a big red flag, all very Dr Zhivago and it has appeared in a number of games already.


Unusually on each turn the combat sectors are randomised, either a forced attack in one sector or one advantageous to attacker or defender. Even more unusually, defenders artillery fires in the attackers turn and vice versa and a final wrinkle is that reserves don't move up until the end of both turns, so gaps can appear in the line quickly. This represents the poor C3 of both armies and the role of artillery in WW1. Very clever and the random activation makes it excellent for solo play,

The Reds attack on the right and come under artillery fire (which misses).


The Cossacks attack first (elite) and miss, then the waves of Red infantry surge forward with their artillery support....


And rout the cavalry.


In the White turn, they are forced to attack the left. The Red artillery fires and misses, so the Cossacks charge....


And ride down the Red infantry.


Niether side has been defeated so reserves now move up to fill the gaps. The White elite infantry on the right and more Red hordes on the left. Neither side wants to put their guns on the front line as a) they are unreliable and b) you'd lose the free barrages.  

I already really like this set of rules.


The Reds manage to break the White centre.


While the Whites defeat the Red right.


The Reds bring up another infantry unit from reserve (how many more are there?) and the rather nervous White gunners find themselves firing over open sights!


Inevitably the Reds attack the centre supported by their artillery.


And the gunners turn tail and flee, leaving the White centre open.


Sadly the Whites are forced to fight in the centre by the command roll, so the victorious Red infantry outflank the White right.


And unsurprisingly defeat them. Outflanking infantry hit on 4+ and they've still got artillery support, so only needed a 3 or more.


With that Denikin is reduced to one unit and is defeated. That was three turns, so say each turn represented about a month of operational combat.

I thought that was great, very enjoyable and a very convincing narrative. Although it was only three turns, quite a lot more happens in each one than some of the other Dominion rules, so it felt much finer grained. The random C3 system is just brilliant for solo, although probably not a good idea for f2f play! 
 

I just had to do it again. I enjoyed it so much I got some supply wagons out of the box to add to each sides rear are. Observant readers will note I'm using the pine trees to indicate a grid (in fact there are unsightly black crosses marking a 6" grid on this snow cloth, which I've covered up).


The first tirn was a complete wipeout as the Reds destroyed the White centre and left.


In went the White reserves, guns on the left this time.


In went a Red attack on the left. Amazingly the gunners stood and repelled the assault. Medals all around! The guns lost their unreliable marker.

Then in the White turn, the left sector was activated again. The Red artillery rolled a 6 for its barrage and scored a hit - that makes a reliable unit unreliable (what a clever idea).


And the gunners promptly ran away, leaving the White left wide open. There isn't any rallying in this set of rules.


And on the next turn, the rest of the White army was completely destroyed. Another Red victory.


One last try. The White centre collapsed almost immediately.


Next turn the victorious Red elite infantry attacked in the centre again. This time the White artillery scored a hit, and they dropped from Elite to normal. If hit again they would become unreliable.


That didn't seem to cause them any great issues as the Reds went on to defeat the elite White infantry in front of them.


There was heavy fighting on the left which saw some Red infantry routed, but once again the White gunners ran away when attacked directly and the victorious Red centre outflanked and destroyed the White left to once more take victory. 

That is three Red wins in a row, and historically the Red Army did capture the city in February 1918. I don't think the scenario is necessarily unbalanced, but the randomised C3 makes the outcome of the game more luck dependant than ones where each side chooses the engagement sector. For solo play it works very well and produces a very engaging narrative, but for an opposed playing, you might want to use one of the other activation systems.

After three games of that, time for another scenario. After losing Novocherkassk, Denikins army retreated southeast and tried to establish a new base at Ekaterinodar (Krasnodar) in the Kuban, attacking the town in April 1918. 


Here is Denikins army approaching Krasnodar from the north. Pretty mcuh the same as before, with two elite cavalry but this time they have two elite infantry and no artillery. The 5000 strong Coassacks were joined by the 3000 strong Kuban Army, who wanted to liberate the Kuban from Red control. None of these 'armies' were particularly big.

The terrain around Kransondar is typical steppe, but the city is on a large river to the south which I left off, and there is a river which has its watershed to the northwest, which I've represented here.


The Red hordes defending Krasnodar! (the town at the bottom). The Red forces in this area were pretty shaky so the front three infantry units are all unreliable. The defenders of Kransodar itself were made of sterner stuff, so the reserves include two fortified infantry (the ones with barbed wire) and and elite artillery unit, which was to prove quite devastating. Elite artillery hit on a 4+ when firing barrages....


The action opens in the centre and the Red artillery immediately scores a hit, reducing the White infantry from elite to regular.


The attack is indecisive however.


On the left the Reds rout the White cavalry however, and the Red artillery hits the Cossacks on the right, also reducing them to regular. That doesn't stop the Red infantry from running away though.


The White reserves move up on the left, while the exploiting Cossacks on the right run into the entrenched Red infantry. It is a bit wierd moving bits of terrain forward, but just sort of imagine the cavalry advancing and encountering the trenches...


And with that the White centre and right collapse and Denikin is routed again.

That is a historical result as after a week of fighting the Whites had to retire. The lack of White artillery makes a BIG difference, as even though their units are individually superior to the appalling Reds, that artillery support bonus is worth a lot.

OK lets try that again.


The White right goes down in a hail of bullets but they manage to break the Red centre, despite the attackers being hit by the defending artillery.


The White reserves move up on the right, and the Reds hastily fortify the centre. I guess the Reds have moved up and dug in rather than carrying their trenches with them! 


The White assault on the Red centre fails.


And then the Cossacks on the left at routed too and it is all over for Denikin.

Although the Whites didn't win a single one of the those games, I really enjoyed them and thought they were excellent. It was nice to play some Dominion games with larger figures too after the 2mm stuff and my Russians were very pleased to see the light of day again. I'm very much looking forward to playing some more games in this series.