Not Quite Revolutionary Ted Racier’s “Reds” Review by Mike Erwin I’ve long been a fan of Russia’s Revolution and Civil War, so I picked up a copy of “Reds” the moment I saw it. There’s great potential in the situation - with partisan uprisings, foreign intervention, political infighting, tenacious defenses, cavalry raids, and a clash between very different foes. The Reds and whites used many of the same weapons and tactics. But while Britain, France, and Japan sent a flood of new weapons to the Whites, the Reds faced the lost of their vital coal and iron mines and the steady breakdown of their railroads. In the end the Reds could sustain their armies and did win the war, but wrecked their economy and lost the support of the peasantry. A wargame can’t show everything, and the designer has to focus on one or two key points. Ted Racier focuses both on the new weapons and tactics and on the sheer confusion on both sides. The map is average-sized (22” x 34”) and a bit too garish for my tastes. It’s easy enough to read. European Russia, where most of the action takes place, fits snugly in the western half. Turkestan and Western Siberia (as far east as Omsk) share the east with all the charts and tables. This can be a bit lopsided in play - with five units in Turkestan doing nothing important, while twenty more fight furious battles for the resource cities in the west. The countermix is fairly small, with 176 large (5/8”) counters. These include Red, White and Polish armies, interventionist corps, and a handful of smaller units. In addition, we have several special units, Red leaders, Trotsky’s armored train, plenty of markers, and several initiative chits. So how does it play? Each turn, players determine their available initiative chits (the Reds face severe restrictions here and may have to take some tough choices) and draw them in turn. One chit will activate a Red front or one of the major White factions. They move, and fight; the supply chit sends both players checking supply and rolling to see if disorganized units recover. None of this happens very quickly. Combat requires players to track two die rolls, several modifiers (some add, some multiply) (for each side) AND the total strength ratio. It comes out to tracking five totals in your head, at once; sorry guys, the calculator won’t help. The results are rather impressionistic. Eventually, the Whites advance by rail and river - trying to convince the Allies to maintain their support - while the Reds prepare to defeat the various White Armies in the summer and Fall of 1919. It then becomes a race against time as the Reds try to either break through in Poland or capture resource centers elsewhere. Reds doesn’t show the various political and economic crises (on either side) and focuses on the military operations alone. But these go too slowly to really hold much interest. The game generally begins to drag after about turn 14. There is a shorter scenario, covering just the campaigns of late 1918 to late 1919, but I have yet to see the Reds win it. OB issues: the orders of battle make a fairly playable game, but include many inaccuracies. For your reference: (1) Red Fronts. In reality, Red forces often advanced without - or despite - a defensive mission. Most notably, the Ukrainian (Southwest) front did so in the spring of 1919 and the East front in the following summer. “Reds” presents the Red player with an unrealist restriction on his ability to manuever. (2) Red Forces. The game shows these fairly well. I would rather distinguish the Lithuanian-Byelorussian and the various Ukrainian armies from their reorganizations of late 1919, but “Reds” offers a simpler approach. The only major problem is the over-rated Konarmiya. Neither Konarmiya ever exceeded 20,000 sabres; to give them both the same 4 manpower as the other armies simply mistates their role. (3) Intervention Forces. Given the scale, this is a reasonable approximation. (4) White Forces. This OB seems to double-count every chance it gets. It would be much better to simply use corps-sized units throughout, rather than mostly army and a handful of division-sized units. I realize I’m more sensitive to these errors than most players. However, I think few players would put up with the other deficiencies except because of an interest in the period. I think a system like “Paths of Glory” or “For the People” would have been infinitely better-suited to the situation, and am disappointed with the design.