Ted Raicer’s REDS! (GMT) Reviewed by William Sariego This is a game I’ve wanted to pick up for a while, and thanks to Uncle Sam "kindly" refunding some of the tax money I paid him last year, I was able to order both REDS! and ROSSIYA 1917 (the latter has not arrived yet). The subject matter is most intriguing to me, as may be evidenced by the complete 47 volumes of Lenin’s COLLECTED WORKS (4th edition) sitting on my bookshelf as I type this review. The hoary RUSSIAN CIVIL WAR by SPI has long been in need of a replacement as a strategic treatment of this event, and I looked forward to seeing the long delayed game by Ted Raicer. I remember Ted as being a pretty decent fellow during the three years I spent on the Consim mailing list. I’m not disapointed. The production is pleasing in looks, both counters (224 of them) and map (22" x 34"). The counters are quite colorful, and color coded for White factions among other things. The map is attractive without being garish. The 24 page rulesbook is well written and two charts and two dice, one of each red and the other white (nice touch GMT) round out the package, which retails for $40. The box art is striking and almost makes one want to take a revolution to the streets (just kidding Mr. Ashcroft). Oh and I almost forgot the handy little baggies for storing the counters, thanks as always, GMT. So much for looks, how does it play? Confusing at first, as warrents the situation it simulates, but players can quickly grasp the strategic situation and try to do something about it in game terms. The White player’s forces are divided into factions, and the Red’s into military fronts. Which gets to move first is a matter of initiative and drawing the appropriate Activation Chit. I love games like this, rather than the simple Igo-Yugo format. Not all Red Fronts are are eligeable at first, due to a sparcity of Leaders. Combat is regulated by the size of the units involved to get the ratio, and each unit has modifiers for attack and defense that are coupled with a die roll to get a differential to compare on the CRT. The effects are quite nice and bloody. A rule of thumb, when in doubt, attack! Each player has a random events table to reflect events beyond the player’s direct control. Here is where I have my biggest problem with the game. You have the expected "Red" Terror being factored in; yet no accouting for White Terror. Despite Cold War histories written by men who could have been speech writers for Barry Goldwater and Ronald Reagan, the Whites had a higher body count. Some events, such as the massacre of Red Guards and workers in Finland are outside the scope of Mr. Raicer’s design; others such as the brutal pograms against the Jewish population in the Ukraine, are not. Still, I can overlook the cliche’ due to the objectivity of Ted’s historical notes. Other designers would have done far worse. Other chrome includes counters for river flotillas, planes and tanks. Odd ball events like cavalry raids and even the Tsar escaping to be a figure head for the Whites is provided for. All in all a good deal of periphreal stuff is provided to make things interesting for both sides. I especially like Trotsky and the Red Train. Balance? After only two playings I’m an hardly an expert. But the Reds won both and seem to have a solid advantage. Interior lines and the rail system account for a lot of flexibility. Still, until a few leaders enter (via random events) the Whites will have the advantage of manueverability. The White player should seize the Gold on turn one, but then consider retreating to maintain the army in the face of the sure Red counter attacks. In the south the Whites are too weak (units deployed on Disordered side) to attempt anything until some can rally. When strategic turn B arrives, that is when the Whites will have some muscle. Use it well because if enough Resource cities are not held the Allies will withdraw their meager help and things will get dicey. I was able to take Petrograd with the Northwest army in my second game, and this caused the Reds all manner of trouble to retake, giving breathing space elsewhere. The Reds have to take practically the entire map to win, so even a crushing situation at the end of the game could be a White victory. As more leaders enter play the operational game opens up for the Reds. Played well, you can rush the White factions one at a time. I would suggest two optional rules for those who wish to try them. Allow the Red player to place the Red Verdun marker on a city of his choosing at the beginning of the game. On turn 4 simulate the Kolchak coup by allowing an immediate Rally attempt for each Siberian unit at the start of the turn (except the Czechs). Sorry, I just can’t help but tinker with other people’s designs! Evaluation? A solid effort on a complex subject. The subject matter may be a bit obtuse for most, but is historically fascinating to me. It was a brutal war that began with the hopes of freeing the Russian people from political oppression and religious superstition. Instead they would see in the coming decade a man more cruel than any Tsar, and Lenin elevated to an atheistic god (he would have hated it). In the end the Reds lost politically to one of the revolutions own sons, not militarily to the Whites. A great deal more could have been done, and I can’t wait to see ROSSIYA 1917 when it arrives. But as I enjoy playabliity over extreme simulation, REDS! is a quality product. I would grade it a B+ if it were a term paper. It plays well solo too, always a selling point. Enjoy........ Comrade Ilya Sariegovich