Red
Russia: New Options
By William Sariego
October 2015
Red Russia was an ambitious project from
the start. It was my first attempt at designing
a multi-player game, which holds its own
pitfalls concerning balance and playability
over a two-player game. The pure scope of
the conflict held its own complexities that
presented quite a design challenge. Using
the Soldier
Kings system of Rob Markham as
a base helped reduced this to a manageable
level. The basic system was adapted to the
more modern setting but the core remained
recognizable. In development Kevin Canada
added new layers of complexity and chrome
to the game, taking the design to another
level. The beauty of Daily Content on the
Avalanche Press website is the ability to
go even further, into the realm of the Odd
and the Weird just for the pure fun of it!
Use the following rules for either play balance
or sheer variety.
The Emir at Bey
Said-Alim was a casualty of development,
and that is certainly not too inaccurate
from a historical viewpoint. He was more
interested in stopping the encroachment of
the "Red" infidel in traditional
Muslim lands that he was in promoting the "White" cause.
Still, the Northern/Central Asian player
is the weakest faction and needs all the
help they can get! Said-Alim deploys in the
Central Asian Region as described in some
of the early printings of the rulebook.
Red Fleets and Black Seas
The Bolsheviks had possession of ships in
the Black Sea. They were far more vulnerable
to the Whites than the Red fleet in the Baltic
Sea, with the latter protected by the guns
of Krondstadt. When faced with the threat
of loss or even worse, capture by the Western
Allies entering the conflict, Lenin ordered
most of the ships scuttled. Thus this fleet
was not included in the game. However, for
the purposes of this variant, add the Black
Sea Fleet in Odessa at the beginning of Turn
Three on its reduced side.
France Ascendant
Following the treaty of Versailles, France
found herself with more prestige than at
any other time in the 20th century. It would
be a pedestal she would not stay upon long,
soon becoming wrecked by a ruined economy
and internal strife. For a brief time, however,
French political goodwill and military advisors
were sought by many nations, including the
newly reconstituted Poland.
The French military mission to Poland has
had more attributed to it in some histories
than it deserves. Still, it makes for a good "What
If." Starting on Spring 1920, if any
Area of Poland is under Bolshevik control,
roll a die. On a result of 1 through 3 place
the Weygand Leader with any Polish unit.
He is a Polish Leader for all purposes for
the rest of the game. Otherwise, continue
to make the die roll when any new area of
Poland is conquered by the Reds.
An Early Tomb for Lenin?
Following years of exile which included
poor living conditions, diet, and his exhausting
work toward overthrowing the Tsar, Lenin
was beginning to feel the strain toward the
end of the Civil War. He would not have his
first stroke until May 1922, but the labor
of his tasks could have taken a toll earlier.
Starting in Spring 1920, at the beginning
of the turn, roll a die. A result of 1 causes
a second roll on the following table. The
Lenin’s Health Table is only consulted
once per game.
Lenin's Health
1: Lenin
Lives! The Reds score
a Propaganda coup after false rumors of his
demise. The Bolsheviks gain 2 Money.
2: No Effect. Just
what it says!
3: Lenin
Ill. Replace the Lenin counter in
Red Russia with the new counter in this variant
for this turn and the next.
4: Lenin
Very Ill. As #3 but the change is
for the remainder of the game.
5: Death’s
Bed. Replace the Lenin counter
with the 0-rated counter for the balance
of the game.
6: Lenin
Dies. Obviously bad news for one
player and good for the rest!
Ten Days that Shook the World
The eyewitness account by John Reed of the
Russian Revolution inspired many around the
world for decades, including this writer.
Warren Beatty would further Mr. Reed’s
renown with the Academy Award-winning movie Reds in 1981. At the start of the Summer
1919 turn roll a die to see what, if any
effect the publication of the book has on
the events of the Civil War due to world
opinion.
Response to Reed
1:
Bolsheviks Abroad! Sympathetic
Leftists around the world donate hard-earned
cash. Bolsheviks gain 3 Money.
2: Young
Volunteers. Young people around
the world join the fight for a new tomorrow.
Bolsheviks gain 2 Manpower.
3: Propaganda
Coup! Bolshevik player rolls
on the One Russia Table at +1.
4: Propaganda
Coup? Bolshevik player rolls
on the One Russia Table with no modifier.
5: No Effect. Just
what it says!
6: Backlash! Random White Faction gains 2
Money.
To the Finland Station
Armored trains were a common sight during
the Russian Civil War, and I experimented
early with one-inch units to represent them.
In the end I dropped this, but would regret
not accounting for them when all was said
and done. The idea of using armored trains
as combat support markers didn’t occur
until far too late in the development process.
Once again, Web content to the rescue!
Each faction can purchase armored trains
for 2 Money. Trains do not cost Manpower
and require no maintenance. The counter mix
for each Faction (four Bolshevik, two Siberian
and Southern, and One North/Central Asian)
is an absolute limit on how many can be in
play for each.
When purchased, an armored train is attached
to a friendly Infantry Army (only) or an
Area under your control. It can switch attachment
at the start of the player’s turn.
An armored train cannot move of its own accord,
but must accompany its parent unit (or remain
in an Area). It grants an extra die to the
unit in Combat or the Area in Siege resolution.
If the Area to which it is attached is conquered
or if the unit to which it is attached is
eliminated, remove the train marker. It must
retreat with the parent unit.
You can download the new pieces here.
Click
here to order Red Russia now.
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