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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:

  • You hold the bridge = 4xD6 points
  • Each village in your hands = 1xD6
  • Each enemy unit destroyed or forced back off the battlefield = 1xD6

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.

A view of the table. Reds entered from the left, Whites from the right. The Red armored train (it entered the table on turn one) has not yet reached Torgovitch. Red players visible (from left) are Simpson Whitfield and Scott Malone. At the far end of the field, White player Larry Reeves looks about. Note that Reeves, and fellow oppressor of the masses Mark Stevens, commanded the White cavalry. They spent the entire game maneuvering unslessly, fearing the wrath of the Red armored train. (Photo by Jim Pitts)

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.

(Signed)Denikin

At the end of the game, victory points will be allotted on the following basis:

  • You hold the bridge = 4xD6 points
  • You destroyed the bridge =1xD6
  • Each village in your hands = 1xD6
  • Each enemy unit destroyed or forced back off the battlefield = 1xD6

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.

Trotsky


If you destroy the bridge -

On turn 4 - you receive 24 victory points
On turn 5 - 18 points
On turn 6 - 12 points
On turn 7 - 8 points
On turn 8 or later - 4 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.

Another view of the village of Volinsky. Red cavalry is attacking from the left. (Photo by Jim Pitts)


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

REDSWHITES
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:
Address troops, promise improvements, plead for loyalty in moment of crisis:
Die result: 1,2,3 = No effect.
4 = Unit mills about sullenly, sniper takes pot-shot at you, (Roll D6, killed on 6)
5 = Unit obeys orders, but shoots and fights at -1
6 = Unit obeys orders

Give them time - make no demands:
Die result: 1,2,3,4, = No effect.
5 = Units disperses and is removed from table
6 = Unit returns to allegiance, obeys your orders.

Shoot the ringleaders!
Die result: 1, unit disperses and is removed from table
2,3 = Unit mills about sullenly, sniper takes pot-shot at you, (Roll D6, killed on 6)
4 = Unit obeys orders, but shoots and fights at -1
5,6 = Unit obeys orders


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

  • If moved in that turn or previous turn (when fired on by whites in phase 2) count as moving target -1 to hit by enemy artillery
  • Saving throw for each hit because of armor (roll D6 1,2,3 saves, 4,5,6 hits)
  • Has a 16-man infantry unit on board, my debark at any time train is stationary.
  • crew of 3, plus 4 gunners for each gun and 6 machine-gunners.
  • Guns are medium guns (100mm.) - 12 rounds of ammunition for each gun. Plenty of MG ammunition.
  • Any turn the train takes an artillery hit, test in Red phase 7. Morale point starts at 5, after 2 hits morale +4. After 5 hits, morale = 3, after 7 his morale =2. Must roll equal to or less than morale point to pass train morale. If failed, train must move to rear.
  • Each artillery hit roll a D10: 1 = gunner removed, 2 = MG gunner removed, 3,4 = emarked infantry removed, 5 = crewman removed, 6+ = general hit on body of train.
  • If all crewmen killed, trains moves at half speed.

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.

  • If moved in that turn or previous turn (when fired on by reds in phase 2) count as moving target -1 to hit by enemy artillery
  • Good chance (Roll D6, result of 4,5,6) of sinking with deck above water, if it sinks.
  • Half hits, then saving throw for rifle or machine-gun casualties.
  • Crew of 3, plus 4 gunners and 3 machine-gunners.
  • Gun is a medium gun (100mm.) - plenty of ammunition
  • Ant turn the vessel moves through ice, small chance (Roll D6, result of 6) of becoming stopped by the ice at that point. If so, there is a good chance (Roll D6, result of 4,5,6) of resuming movement on the next turn.
  • Each artillery hit roll a D6: 1 = gunner removed, 2 = MG gunner removed, 3 = crewman removed, 4+ = general hit on hull of vessel.

Go to Red and White, the rules used in this game.

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