Our war game Dunkirksky was played at Warparty, an HMGS Great Lakes mini-con, in Cincinnati on 8 April 2000. The rules used were Colin Rumford’s Rapid Fire, a fast play set of World War II rules that were adapted for the RCW.

The game, entirely fictional, presupposes that the Bolsheviks have attacked the allied expedition to Archangel. The French command had been thoroughly routed and sent packing back toward the Anglo-American line. The Bolsheviks were closely pursuing the French. The battlefield featured two roads running the length of the playing area. One of the roads looped to join the other at the town of Dunkirksky. The rail line ran straight as an arrow until it crossed a creek and then it gently curved away from Dunkirksky. The creek itself was fordable in several spots (most of which were unknown to any of the players) and featured one bridge, one railroad bridge and a well-marked ford.


Looking south toward the advancing Bolshevik horde during turn 3 of the game.

Click HERE to go a map
of the Battle of Dunkirkski

As the game began the only visibly deployed Allied forces were the remnants of the French who were on both roads, in trucks, and two white outposts. One outpost was two companies strong with a MMG; two companies of a woman’s battalion of death group manned the other. The Bolsheviks had to decide where and when to deploy their forces.

The Bolsheviks decided to bring in their armored train on the first turn. To the right of the train they deployed both brigades of infantry (each of three battalions) and the armored car company (two cars). On the left of the train they brought in two regiments of proletarian horse. It should be noted that each battalion of infantry had a platoon of Cheka attached to it to insure proper revolutionary fervor.


A closer view of the Anglo-American line and the white train as the red tide rolls on!

Upon entering the table the Bolsheviks became aware that a log barricade sat astride the RR tracks just in front of the RR bridge. American engineers could be seen preparing both the RR bridge and road bridge for demolition. There was a white armored train outside Dunkirksky supporting the allies. The Americans and British were dug- in all along the creek, which formed the main line of resistance.

The allied MLR looking from the British position off to the Americans across the tracks.

The first two turns were consumed with the Bolo infantry moving up to the women’s outpost. The cavalry skirted the white infantry on the other side heading toward the RR bridge. The train immediately began slowing down to avoid a derailment with the log barricade. The armored cars closed up to the wire of the women’s outpost. The allies managed to rally one truckload of Frenchmen (to rally each truck the French had to roll a 6 on a D6) who took shelter with the women. Another truckload of French were destroyed by accurate long rang fire from the Bolo armored cars. On turn two the American engineers were allowed to try to light the fuses on the demolition charges. A roll of 0 on a D10 was required to successfully light the charges. Each stand of engineers could add a +1 if they were not fighting. There were three stands of Americans working on the RR bridge and two working on the road bridge. Neither charge was lit.

The fuse is lit! The American engineers scramble to clear the RR bridge. The Red armored train screeches to a halt while the Red air force makes a futile strafing run.

The Americans began to shift to their left. The French have just hijacked the white armored train!


Go to the Second page of Dunkirkski

Go to the Map of the Battle of Dunkirkski

Go the rules that we used for this game: RED AND WHITE

Additional Russian Civil War rules sections with Aircraft & other items ADDITIONAL RULES

Go to our Russian Civil War Period Page

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