Dunkirkski

Part Two


The Bolsheviks begin to splash across the creek to the allied main defensive position. Cheka troops (Motivators!) can be spotted among the sailors (Black coats, crimson trim).

The next few turns were very exciting for all the players. Allied artillery hit sporadically. In Rapid Fire artillery has to be called in and shifted to stay with a moving target. In our game the white train artillery needed a die roll of 4-6 on a D6 to make those adjustments. The Royal artillery needed only a 2-6. Once the target is acquired a grid is placed on it and the exact location and effect is diced for.

The white train had great difficulty even acquiring a target. The British were more successful and on the fourth turn destroyed an armored car. The French, in what proved to be their only effective act of resistance, destroyed the other armored car with hand grenades, however the Bolo infantry did manage to overwhelm the women in close assaults. The Americans were able to light the fuses on both bridges despite harassing fire from the train guards.

The Bolos had one turn after the fuse was lit to close up to the RR bridge and try to put out the fuses. This process required a morale check to see if the men would close and then a 0 on a 10d to successfully cut the fuse. Every Bolo stand within 1 inch of the bridge could add a +1 to the die roll. The train however was too far away to close to the bridge in time. The Red cavalry got caught in a crossfire between the Americans and the white infantry outpost and they too were unable to close to the bridge. The bridge blew up thus keeping the Bolo train isolated from the Allied main line of resistance.


The same scene as in the previous photo, but from a Bolshevik point of view.

Aircraft from the white and red airforces both made short appearances and strafed with little effect. To gain an airplane a D10 was rolled at the beginning of each turn. A 10 was required with a +1 being added for each turn. Thus a plane would certainly show up by the 10th turn. Each plane had a maximum of three turns on the board. If two opposing planes were on the table at the same time a D6 roll-off simulated a dogfight. High die won. The loser left the table and the winner could not strafe that turn.


With a white Nieuport circling overhead, the Bolsheviks assault the trench line.


The Bolsheviks carry the first trench sections and prepare to attack the second.

Events took the first turn towards red victory. The Bolo armored train came to a halt and began a devastating direct fire on the white infantry, all but wiping them out in two turns. The French who did not rally had crossed over the creek in the American sector just before the bridge there was destroyed. At first everyone commented how lucky the allies were but that opinion quickly changed as the French continued down the road, hijacked the white train and were soon driving it off the field. The Americans, believing that the greatest threat was now the Bolo infantry closing on the British were displacing toward the Bolo infantry threat while the British were trying to establish a second line of defense.


The allies are in full retreat to their second line of defense, just outside the village of Dunkirkski. Too many red flags can be seen on the wrong side of the creek.


Go to page Three of Dunkirkski

Return to page one of Dunkirkski

Go to 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

Return to the Master Index of Photos and Games

Return to the Jackson Gamers' Homepage


Angelfire - Free Home Pages
Free Web Building Help
Angelfire HTML Library
htmlGEAR - free polls, guestbooks, and more!

Thank you for visiting The Jackson Gamers' pages at Angelfire. Please come back and visit again!