Revolution Under Siege – The Ice March – Early Dec 1917

Going into December 1917, we manage to obtain more supplies from the Allied Merchant navy.

Lots of news in, first there are the elections for the Constitutional Assembly. The Bolsheviks are left out in the cold, compared with the Socialist Revolutionists.

Then we have the bombshell of the Brest-Litovsk Armistice with Germany, putting the ball in motion for an end to Russia’s involvement in the First World War.

Finally, and most welcome, the Russian officers headed by General Alexeiev begin to organise the anti-bolshevik White Volunteer Army at Novocherkassk.

Now things start to pick up, I have General Alexeiev in command with the likes of Kornilov and Denikin assembling also.

I assemble Kornilov and Kaledin into a column with a view to begin our initial movements. Kornilov has a high offensive rating compared to most of my Generals, I’m hoping he can add some punch to my troops. However, I hurriedly assemble what I can, simply because I want to get something going, we’re on turn 3 and I’ve done very little so far. Its all been historic revelations and the laboriously slow unlocking of some troops.

Without further ado, I push Kornilov’s Column into Rostov. Its time to take what we can whilst the area is relatively quiet. What we can gain today, might make us stronger for the bitter struggle that will come with tomorrow. It will take us 8 days to march into Rostov, and we’ll arrive with an aggressive posture hoping to enter the city after any scrap that might take place.

I pick up on the fact that I can move Borovsky’s Column out, and instantly make a long play for Ekaterinodar in the South West. On foot its going to take 24 days. You’ll also notice I foolishly forget to assemble any men under him. *sigh*

With a couple of turns bringing supplies in from the Allied Merchant Navy, I can now afford to begin unit production. The key factors tend to be Money (dollar symbol), Conscripts (Man) and War supplies (Cannon).

As you can see, when you enter the production phase, all area’s unable to produce units are masked orange, and you are presented with a production center (Novocherkassk) and a list of Unit’s available. Hovering over them you can check their costs and combat strength. Most of the heavy hardware is far too expensive for my meagre rations at the moment. So I go for a couple of Infantry Battalions to boost my presence in the area. They cost 4 money and 4 conscripts, and will take 60 days to complete (basically four turns).

I drag the unit from the production queue and place it into the staging area. The resources are suitably deducted. The unit is now considered under formation and is locked and well under strength.

With a little resource left, I decide to grab a White Cavalry Regiment.

You can view the Ministry of War to see your overall production queue. All three units being produced in Novocherkassk. Although you can see here the Cavalry regiment is actually titled the 1st Ekaterinodar. I haven’t fathomed out why this is so.

Looking over our troops at the end of Early December 1917, we have Kornilov on his way to Rostov, Borovsky solo-ing it to Ekaterinodar and Alexeiv situated in defense in Novocherkassk. You can also see the three new units forming up, 1st Ekaterinodar Cavalry, and two Battalions from the 1st Terek Cossacks.

Well, we’ve finally started actually doing something. Lets hope my inexperience at constructing fighting formations of the period doesn’t cost me too dearly. Especially poor old Borovsky on his lonesome.



5 thoughts on “Revolution Under Siege – The Ice March – Early Dec 1917

  1. I am not sure what you mean Borovsky by him self. From your screenshots Borovsky is commanding a division because he has strength and cohesion bars next to his face.

    Still Ekaterinodar is a real fight, and Borovsky is not up to task. Hopefully the reds will not maul his division too badly. At least he won’t be insta-arrested and shot by the Bolshies since he has some troops.

    I would have sieged Rostov with 2 infantry units under some borovsky, take his extra units and put it under Kornilov and Denikin and his pals.

    Of some concern. Are you creating armies and corps? I still see no army icons from the screenies, but might be because you are cropping off the right. Remember armies give massive bonuses to corps under their command, and you have many 2 and 3 star generals. I know Kaledin, Kornilov and Alexiev can form armies, with the latter two being better ones. The remaining two star and 3 star ones can form corps under the armies to gain their special abilities and command point bonus. One corp should hit Ekat, while the other corp/army should be marching to the see to cut off Ekat defenders escape route.

  2. I think my Borovsky mistake is a misinterpretation of the screenshots I took quite a while back. At the beginning of this game, I was still in the process of refamiliarising myself with the AGE engine. I’m afraid I always overlook great chunks of important information usually. Thanks for clarifying the situation for the readers.

    I’m not entirely sure I manage my troops into organised armies at all, I can’t remember – I’ll have to address that as I write the rest of the AAR up.

    I hope folks realise this is an AAR of someone who might not have a total grasp on the AGE engine, but hopefully gamers more familiar (such as yourself) can really help out by adding their knowlegde to the comments. Thanks for your imput RUSgamer.

  3. To create armies/corps, if you have not figured it out yourself, is pretty simple.

    To create a corps, you need an army first. To create an army, you need a 3 star general. IIRC, Kaledin, Kornilov, Denikin and Alexiev are all 3 star generals. That cossack guy that came with Kaledin is a 2 star, while more will arrive later.

    Select a three star general by clicking his icon, click the “tent” icon to the bottow left part of the screen, next to the “pistol”. These icons are below the cannon and machin gun “turrets”. Once in the tent, click the top left button that says create army. But beware! If you create an army with a commander that is not the most senior, you suffer some losses in VP and other losses.

    In this scenario Kaledin arrives first, and you can create an army with him with no penalties, as he is the most senior and only 3 star general. When Alexiev arrives, Alexiev is the most senior, so you have to create an army with Alexiev first, before creating an army under say denikin or Kaledin if you want to avoid the penalties. Alexiev rocks, so that is not really a problem, but for soviets, there are several incompetent but politically astute senior commanders who you are forced to make army commanders to spread their incompetence far and wide or else pay the penalty for bypassing them.

    Once you have an army you should see your commander’s face (most likely alexiev) on the right side of the screen. Great.

    Corps are attached to armies, and will gain bonuses and penalties from the army they belong to, as long as they are in the command range of the army commander. To create a corps, select a 2 or 3 star commander within attachment range to an army click on tent, then click the left button on the second row. this creates a corps under the selected general and attaches it to the nearest army.

    Divisions by themselves don’t get any benefits from corps or armies, but there is nothing stopping you (except possibly supply situations) from sticking them into a corps or army.

    A “gamey” tactic to avoid incompetent army commanders from tainting subordinate formations is to create armies with them, send them far way (deep siberia is popular when playing as the siberians), create army with competent generals, move corps generals near competent armies, create and attach corps.

    This is a great game but some aspects are just not very clear. The reds have horrible commanders, so you should be able to trounce their large stacks once your chain of command is set up.

  4. I think summaries to the construction of forces in the AGE engine like the one you’ve posted here RUSGamer are essential for learners to get a handle on the myriad of information the game presents. I have a directory of screenshots awaiting processing for the next parts to this AAR, and I hope I can bring more issues to light (although I’m not sure I’ve applied the valuable suggestions you’ve made to my force composition).

    I find the game gives you relatively simple tasks to perform with moving your counters around, but actually the deep information presented and the advantageous things you can do with the tools available are, like you said, quite obscure and are hidden away.

    Please feel free to comment liberally as I post up the rest of the AAR, your thoughts and comments will be most welcomed by myself and newcomers to the AGE engine alike.

  5. Yes, these AGE games have a steep learning curve. RUS was my first AGE game apart from a stab at the Wars in America demo. I finally got a handle on things through poring over the manual and restarting or losing dozens of games. I find beginnner AARs such as this one to be invaluable for learning the game and for attracting a few new players too. I wish I had a beginner AAR to follow when I was stumbling through.

    There is one very useful AAR in Matrix games forums that goes over both the ice march and the grand campaign called “Saving mother Russia”, but the writer is an EXPERT in AGE games, so newbies might not be able to follow or learn much of the mechanics. The AAR writer played with difficulty cranked up, including realistic attrition and full activation rules, and still won early as whites. You might find it useful if you ever get stumped over one’s grand strategy.

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Ian Bowes / spelk