THE EVACUATION - Page 2
At the end of turn 3 the white commander was required to roll a D6 to determine where the "Green" anarchist forces would come on the table. A result of 1 would bring them on at the other corner of the table. A 6 would be right next to the town. 2 through 5 would be intermediate positions. The White commander rolled a 6!
Some of Jim Pitt's Bloodaxe figures playing the part of the anarchist Green forces advance toward the town. They must have looted a clothing depot to have such neat uniforms!
On turn 5 the White player rolled to get his long-awaited supply train. The D6 roll would produce the train on 1-4, no train at all on 5 and an enemy train on 6. You guessed it! Jim Pitts (the White commander) rolled a 6! To the White players' horror, the train of war material they were expecting never arrives. Instead a Red armored train roared down the track shooting at (and mainly missing) any White units in sight
The Red commander (Comrade Fred) had kept most of the Red Cavalry and part of the infantry off the field to follow up success. On turn 5 after one of the White strongpoints had been reduced, he entered the field leading heroically the tidal wave of Red Cavalry. Along with the presence of the Red armored train and the shell shortage of the White artillery, this rendered further attempts by the White defenders futile. A rush for the town and the ships would have ensued (in the game-master's opinion). We ended the game at that point.
Miraculously, the White players had the most victory points at the end of the game, mostly due to their destruction of the initial Red assaulting forces.
Go to part 1 of "The Evacuation"
Go to The Sailors' Mutiny, the hand to hand sailors' mutiny rules used in this game
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
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