The White gunboat after ramming the bridge! (Tim Latham's photo).
The Bridge
A game played by the Jackson Gamers
At Fusilier Muster - February 17, 2001
Jim Pitts and Jay Stribling were game-masters of this 15mm RCW game fought at the FUSLIER MUSTER gaming convention at Hattiesburg MS. on February 17, 2001.
The RED Players' Briefing Comrades - The bridge over the river Manets at the village of Torgovitch is your objective. Our heroic Red army is on the march. The bridge and rail line will be a vital part of our supply line for the Workers and Peasants Red Army. Our glorious leaders have expressed their confidence in you by entrusting this task to you. Do not let them down! (signed)J. Stalin - People’s Commissar for this front Ps. The villages of Torgovitch and Volinsky are of lesser importance. At the end of the game, victory points will be allotted on the following basis:
The armored train Hammer of the Proletariat will assist you. Roll a D6 on turn 1 of the game. That is the turn that this heroic armored railway unit will enter the battlefield to aid in the struggle against the foreign-backed counter-revolutionary scum. There are 8 turns before the light begins to fade. There will be one turn of twilight then darkness. The game will cease when darkness falls. The river is unfordable downstream of the bridge. It is fordable only at one marked ford above the bridge. |
"Colonel Markov" battling through ice jams, headed upstream.
Another view of the White gunboat, note the priest with arms raised in blessing, at the left of the picture.
The WHITE Players' Briefing My dearest general - The bridge over the river Manets at the village of Torgovitch is your objective. This will be vital to us in the forthcoming campaign against the bolsheviks. I cannot emphasize too highly the importance of this bridge. We must have it, but even more, the enemy must not! You are to destroy the bridge if it cannot be held. The villages of Torgovitch and Volinsky are less important but still of some value. At the end of the game, victory points will be allotted on the following basis:
In addition to your army forces, the gun-boat “Colonel Markoff” will assist you on the river. (Material that duplicated the Red briefing has been removed) |
The gunboat reaches the bridge.
Tim Latham's shot of the gunboat from the other (White) side of the river.
The Urgent Message This was handed to the Red Commander on turn 4 FROM: Commissar for War TO: Commanding officer on the field at Torgovitch. SUBJECT: Bridge over the Manets river You must destroy this bridge immediately! Report Via Telegraph when done. If you destroy the bridge - On turn 4 - you receive 24 victory points
Note that the above points replaced the original victory point schedule. |
All eyes are on the "Colonel Markov" (photo: Tim Latham's).
The armored train pulls back - a tremendous explosion - the bridge crumpled in the water, the gunboat sunk but still on an even keel, deck above water!
Colonel Ainsworth's command, strangely inactive, sheltering behind the railroad embankment for the entire battle. Later, we found that Ainsworth was actively trying to go over to the Red side. He was shot after the battle - of course!
The battle for Volinsky -the northern village.
Red cavalry careen down the street over-running the White gun, but then they in turn were destroyed by the White machine guns firing down the main street of the small snowbound town.
The Players | |
REDS | WHITES |
Simpson Whitfield | Lee Drake |
Robert Whitfield | Larry Reeves |
Mike Lowry | Jay Ainsworth |
Scott Malone | Tim Latham |
Fred Diamond | |
Mark Stevens |
Chance cards The game-master diced to see if these would come into effect and to which player they would be given. Some were not used - some were. This village is infested with partisans! They have a unit of infantry and a machine gun. The swine have fired on your patrols. You have standing orders from headquarters to shoot or hand any who oppose the rightful government of Russia. Do your duty and suppress these bandits! The White cause is doomed. Your men a mutinous - they will cut your throat some night soon! You must go over to the Red side. Take your men and make your way to the other side. Announce what you are doing when 12" from the enemy. All power to the Bolsheviks! The severe weather and the incompetence of the munitions workers/allied powers has resulted in severe shortages of artillery shells. Roll a D6 for each gun section when it tries to fire in each turn. If the result is less than the number of shells it would normally fire, that is the number it gets to fire. Example: Normally a section of field guns would fire 4 shells, but if the D6 roll is "2" then that is the number of shells it may fire. A "4" or "5" mean 4 shells may be fired. A "6" means no fire this turn! You have found a passable ice bridge across the upper river, 24" above the railroad bridge. You may cross with only a 3" penalty for cavalry and infantry. Artillery may risk the crossing but each section must roll a D6. If the result is "1", the unit may not cross. If the result is "6" the section falls through the ice and is lost. One of your units has mutinied and refuses to move or fire. Dice to see which one. If within 18" of the enemy it will fall back this turn, otherwise it will not move. You may attempt to rally it next turn: Choose a rally method and Roll a D6:
Give them time - make no demands:
Shoot the ringleaders!
The cold weather has affected your men. They will move slower than normal. Infantry will lose 3" movement, cavalry and artillery will lose 6" movement. Units which officers are leading heroically are exempt from these movement penalties due to the force of the officers' personality! Ammunition shortages will allow only 3 turns of fire for your infantry. Your cavalry may only fire twice if dismounted. Your artillery has shells for only 3 turns also. It must be cold steel today men! |
Special rules for the Armored Train "Hammer of the Proletariat" The Armored train can take 9 artillery hits before becoming immobile. Each 2 hits reduces movement by 1 D6
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Special rules for the gunboat "Colonel Markoff" The gunboat can take 6 hull hits before sinking. The river is hallow however and it might sink with the upper decks above water.
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Go to Red and White, the rules used in this game.
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