Table for One: Revolt in the East (SPI/S&T) After-Action Report Part Two

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Revolt in the East (SPI/Strategy & Tactics 56, 1976)
Standard Scenario After-Action Report
Part Two: Turns Seven through Twelve

Overview

Please see Part One of the Revolt in the East AAR for a detailed breakdown of the first half of the scenario.

The Soviet Union currently holds fifteen of the twenty-one victory cities, leaving six for the Warsaw Pact/NATO side. With only a simple majority needed for victory, the WP/NATO side has quite a bit of work to do, but their faster unit replacement rate should help even the odds a bit. The map currently favors the WP/NATO side as well, with the Soviets spread out all over; if the Soviets can consolidate these disparate forces, however, they should be able to hold their current gains.

(Combat results are EX—Exchange; DE—Defender Eliminated; DR—Defender Retreat; AR—Attacker Retreat. Phases with no significant action omitted.)

Turn 7

WP/NATO Reinforcement Phase:

A well-armed West German corps re-enters after absorbing replacement troops and materiel.

WP/NATO Movement Phase:

With all Soviet troops evicted from East Germany, NATO forces may spread out as they wish. The Turks and Greeks stream into Bulgaria, in an odd reversal of the Balkan wars at the beginning of the century, and fortify Sofia and Plovdiv. The considerable mass of troops in East Germany heads south and east, hoping to secure Poland up to the Vistula and Czechoslovakia down to the Danube. Overextending could be costly, as Soviet armies destroyed the last several turns have been reconstituting themselves, albeit more slowly than their NATO counterparts.

Revolt in the East, Turn 7, NATO Breakout from East Germany

WP/NATO Combat Phase:

The rampage of the Boleslav Army comes to a close, as five NATO corps, supported by the largest air armada yet seen in this conflict, surrounds the battle-tested warriors. [25 attack strength against 3 defense strength for max 7:1 odds. Combat dr=4 for DE.] The US 7th Corps has the honor of marching into a liberated Prague.
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Table for One: Revolt in the East (SPI/S&T) After-Action Report Part One

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Revolt in the East (SPI/Strategy & Tactics 56, 1976)
Standard Scenario After-Action Report
Part One: Turns One through Six

Overview

The Standard Scenario in SPI’s Revolt in the East lasts for twelve turns, each of a week’s duration. The entire map is in play.

Victory is premised on control of cities in Warsaw Pact nations, as well as those in otherwise neutral countries (Albania, Austria, Yugoslavia) that are invaded during the course of the game. With twenty-one cities in the Warsaw Pact countries, draws are impossible barring neutral invasion; a simple majority wins. Control does not require lines of communication.

Initial Thoughts

For the Warsaw Pact/NATO player, the key seems to be in tying down Soviet units. With incredibly sticky Zones of Control, a single WP or NATO corps can tie down as many Soviet armies as can be moved adjacent to; though the Soviet units will certainly retaliate, since ZoCs cannot be exited, they’ve been held up for a crucial turn. An edge in airpower will also allow NATO forces to punch above their weight. Additionally, keeping cities garrisoned where possible will increase the chances of the Soviets needing to take more than one turn of combat to suppress the city—only Defender Eliminated (DE) results will suppress a city, so a single odds column shift on the CRT can make a huge difference.

For the Soviet player, speed is of the essence. Revolts need to be put down decisively to keep the number of cities in revolt low; the longer NATO intervention, keyed to a die roll linked to cities in revolt, can be delayed, the better the chance of victory. Defeat in detail should be the order of the day. The airborne units need to be reserved for cutting off NATO unit supply lines; throwing them away taking a city should be avoided unless they’re needed to tip an odds column to the next higher level.

(Combat results are EX—Exchange; DE—Defender Eliminated; DR—Defender Retreat; AR—Attacker Retreat. Phases with no significant action omitted.)

Turn 1

Revolt Phase:

Revolt in the East, Turn 1, Poland revolts

Poland revolts. Possessed with the most formidable of the Warsaw Pact armies, and with the most cities to control, Poland represents a difficult challenge right off the bat for the Soviets.

WP/NATO Movement Phase:

NATO units remain immobile until East Germany falls into revolt and intervention has been triggered. So for now, the Poles are on their own. The Polish 4th Army, on the Oder, prepares to attack the adjacent Soviet 5th Army, while all other Polish units move to fortify cities.

WP/NATO Combat Phase:

In a blow for freedom, the Polish 4th Army attacks Soviet 4th Army. [Attack strength of 5 against defense strength of 5 for 1:1 odds. Combat dr=6 for AR.] The Poles retreat towards Wrocław, beaten but unbowed.
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Table for One: Revolt in the East (SPI/S&T) Review

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Many a wargame exists on hypothetical NATO/Warsaw Pact conflicts after the Second World War. Fewer still exist—possibly just one—on a joint NATO and Warsaw Pact conflict against the Soviet Union in that same time period.

Using the freedom afforded by the need to stick a complete game in a magazine every two months, SPI delivered a decidedly fresh take on the Cold War in James F. Dunnigan’s Revolt in the East, postulating a potential NATO intervention in an uprising spreading throughout disaffected Warsaw Pact member nations. Simple in design and streamlined in execution, Revolt in the East manages to provide an engaging game on a decidedly undergamed topic, even if the constraints of the basic SPI game “chassis” get occasionally in the way.

Overview

Revolt in the East: Warsaw Pact Rebellion in the 1970s
Simulations Publications Inc. (SPI), 1976
Strategy & Tactics 56
Designed by James F. Dunnigan

Revolt in the East, Cover image

Revolt in the East saw life as a “folio” sized game included in one of SPI’s house magazines, Strategy & Tactics, Issue 56 (May/June 1976). Coming in at an even hundred half-inch mounted counters, matte printed on the front only, and with a simple four-panel matte printed map measuring 22″ x 16″, the folio format severely limited the design space available—and probably helped drive many game development decisions. Other than lacking sufficient informational/mnemonic markers for tracking which Warsaw Pact cities are in revolt, however, the game doesn’t seem to have suffered from the physical restraints imposed upon it.

The counters feature typical Redmond Simonsen discipline, using generic “army man” figures for ground combat units (each representing an army or corps) and top-down aircraft silhouettes (F-4 for NATO, MiG-25 for the Soviet Union). Specific unit designations are provided, with the only other numbers on the counter a combat strength and, for air and airborne units, a range. The color registration on my copy leaves a fair bit to be desired, with about an sixteenth of an inch of offset color on several of the Warsaw Pact and Neutral nation counters. (I suppose it’s too late to write to SPI for replacements…)

Revolt in the East,  Situation in Bulgaria

The accompanying article on the game in Strategy & Tactics goes into detail about the locations of the various units in play, but in practice, the game does set too great a store on which unit sets up in which hex so long as it has the proper nationality and combat strength.

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Table for One: End of Empire (Compass Game) After-Action Report Part Three

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End of Empire (Compass Games, 2014)
American Revolutionary War Campaign Report (1775 Start)
Part Three: Turns Thirteen through Seventeen (Spring 1777 to Winter I 1777)

Overview

Please see Part One and Part Two of the Campaign Report for a detailed breakdown of Turns One through Six and Turns Seven through Twelve, respectively, in my playthrough of the American Revolutionary War campaign in Compass GamesEnd of Empire.

The British start in control of Georgia, South Carolina, and North Carolina, with the remaining colonies faithful to the American flag. Howe’s forces in and around New York City remain quite formidable, though they are harried by Washington at every turn.

The Americans have eliminated only 7 of the 20 British Regular steps needed to convince the French to intervene. The attritional strategy thus far has not brought about sufficient losses, but the Americans can see little way forward otherwise. Washington’s considerable army seems more like a fire brigade than a spearhead, having to blunt British conflagrations wherever they spark into being. There are too many ports to guard against naval predations, and the fear remains that the British will scoop up enough of them to shake the fledgling economy, sending the fragile American army home, unpaid and demoralized. But if the Americans can weather the storm, surely they will gain the initiative, as British losses can but mount.

(Leader ratings given as combat modifier/rank/initiative. Combat results are attacker losses/defender losses. Phases with no significant actions are omitted.)


Turn 13 (Spring, 1777)

Naval Phase:

The British fleet sails north along the coast, taking position in the Gulf of Maine.

Reinforcements:

Howe [1/5/4] sees seven regiments of Loyalist and Provincial troops raised in New York City, with citizens in Georgia and South Carolina also rallying to the crown.

Their enthusiasm cannot match that of the Americans, however, who bring seven regiments into being in Philadelphia alone, with five appearing in Boston and a score more throughout the colonies. Also entering, a namesake of, if not match for, Howe in Howe (Am) [0/14/3].

End of Empire, Turn 13, Howe vs. Howe

End of Empire, Turn 13, Howe vs. Howe

The Spring recruitments refill the ranks of both American and Loyalist/Provincial troops, with supplies captured from Nova Scotia in 1776 going to re-arm the 1st New Jersey Regiment, whose homes are invested by Riedesel [1/12/2]. Ominously, though, British conquests prevent the replacement of thirteen regiments, a hefty sum indeed.

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Table for One: End of Empire (Compass Games) After-Action Report Part Two

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End of Empire (Compass Games, 2014)
American Revolutionary War Campaign Report (1775 Start)
Part Two: Turns Seven through Twelve (Spring 1776 to Winter II 1777)

Overview

Please see Part One of the Campaign Report for a detailed breakdown of Turns One through Six in my playthrough of the American Revolutionary War campaign in Compass GamesEnd of Empire.

The British start in control of Georgia and South Carolina; the remaining colonies hew to the American cause. Their position in the southern colonies looks strong, and they anticipate building northward.

The Americans have eliminated only 4 of the 20 British Regular steps needed to bring the French into play. Continued attritional attacks to whittle down British Regulars before large numbers of German and Loyalist troops arrive seems paramount, and with the British fleet about to arrive, attention must be paid to vulnerable ports as well. The British amphibious invasions can strike at will, perhaps their greatest strength in the war.

(Leader ratings given as combat modifier/rank/initiative. Combat results are attacker losses/defender losses. Phases with no significant actions are omitted.)


Turn 7 (Spring, 1776)

Naval Phase:

The British fleet arrives over the horizon, sails lit by the rising sun, and takes up position in the North Atlantic, menacing large swaths of the coast. [The British fleet automatically enters each Naval Phase until the French enter play.]

Reinforcements:

The captured Schuyler [0/4/3] and Carleton [1/4/5] are swapped, a fair trade given their co-equal ranks. Virginia, Pennsylvania, and North Carolina send large numbers of men to the colors, with Maryland and New York also sending troops to the Continental Army. Replacements flock to American units, bringing them all back to full except for the troops from South Carolina, currently under the royal thumb.

Howe [1/5/4] makes good his threat to invade and embarks from Halifax, leaving a small force in garrison. New York City soon sees the tall ships, and Lee [0/3/3] decides to stand, having brought his meager force into fortified positions. The NY militia turns out, but a neighboring regiment from New Jersey fails to respond to the calls for help.

Howe’s forces swarm off the longboats carrying them in. [32 attack strength against 16 defense strength for 2:1 odds. Mods are +1 Howe, -1 fort, +1 US reforms for net +1. Combat dr=1; final dr=2 for 1:0. 1 British regular step lost; 5 total lost.] The cannon Lee kept in New York pay off, but Howe pushes the attack, unwilling to return to Nova Scotia in defeat. [29 attack strength against 16 defense yields 1:1 odds. Mods are still net +1. Combat dr=6; final dr=7 for 0/2.] The militia panics, and Lee decides to pull out of the shambles of his base with the cannon, at least.

End of Empire, Turn 7, Situation after Howe's landing in New York City

End of Empire, Turn 7, Situation after Howe’s landing in New York City

Howe immediately calls out the loyalist New York militia, and in Philadelphia, Thomas [0/6/3] does the same, mustering the Pennsylvania militia, though there’s some grumbling about having to leave Philly to defend the New Yorkers, of all people. Meanwhile, in South Carolina, the Marion Militia appears just outside Charleston. Though not overwhelmingly strong, they represent a threat to the rear of Clinton’s advance.
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Table for One: End of Empire (Compass Games) After-Action Report Part One

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End of Empire (Compass Games, 2014)
American Revolutionary War Campaign Report (1775 Start)
Part One: Turns One through Six (Spring 1775 to Winter II 1776)

Overview

The full American Revolutionary War campaign in Compass GamesEnd of Empire stretches some 41 turns at two months to the turn. Both maps (68″ x 22″) are in play, stretching from Nova Scotia to New Orleans and the Atlantic seaboard to the Great Lakes.

To win, the Americans have a seemingly simple victory condition: eliminate at least 35 steps of British Regular units from the map; two-step units that have flipped do not count until they are completely eliminated. Failing that, simply surviving to the last turn having secured 20 eliminated steps without suffering economic collapse will also see victory.

The British, conversely, seem to have the harder row to hoe, needing either to reclaim all thirteen colonies (plus Vermont and Maine) by securing all supply locations within each simultaneously; or to control and/or raid enough port locations to collapse the American economy via die roll, the number of ports raided/controlled acting as modifier. Rolls close to the needed number will withdraw a large number of American troops.

The French enter play on the American side once the Americans have eliminated 20 British Regular steps, as counted above, and the Spanish enter nine turns after that, also opposed to the British.

If the Americans secure fewer than 20 eliminated British Regular steps but keep the British from their victory conditions, then the game ends in a draw.

Initial Siege of Boston in End of Empire

Siege of Boston, Turn 1

Initial Thoughts

For the Americans, the initial strategy focuses entirely on inflicting enough losses per combat that the British must fulfill them using Regular steps. As the defender picks the first step lost, the presence of any Loyalist or Provincial units will ensure a buffer for the Regulars, so when they’ve been removed, the Americans must continue to strike before they’re reconstituted. British troops hunkered down behind walls, afraid of step losses, are almost as good as eliminated in terms of keeping friendly control of American ports and supply locations.

The British, on the other hand, need to begin to mop up the locations whence the American reinforcements and replacements surge forth—as long as the Americans know they can replace all their losses, they will not hesitate to make poor odds attacks in hopes of picking off a Regular step. The longer term goal of controlling/raiding port locations to trigger economic collapse follows from this initial objective. Force preservation remains paramount, but a death by a thousand cuts awaits if the American manpower advantage cannot be tamed.

(Leader ratings given as combat modifier/rank/initiative. Combat results are attacker losses/defender losses. Phases with no significant actions are omitted.)


Turn 1 (Spring, 1775)

Reinforcements:

The lone British reinforcement, the Second Marine Regiment, only has four real options: Nova Scotia, Quebec, Boston, or St. Augustine. Spring Break in Florida sounds lovely, so down they go to Prevost’s command, where the plan is to march up the coast towards Savannah, Georgia, rolling up the rebellious subjects of King George as they go.

For the Americans, the Catawba rally to the cause of the fledgling nation, appearing near Augusta, Georgia. Ward, west of Boston, preemptively calls out the Massachusetts militia.

British Phase:

Prevost [0/17/3] thinks about how long the walk to Savannah will be and delays it for the time being [Initiative dr=5 fails].

Meanwhile, in Boston, Gage [0/2/3] contemplates the forces arrayed against him: potentially 25 regiments in two stacks that could react, plus rumors of a significant rabble of armed peasantry. No, the “Americans” will need to come to him.

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