Entering into the second half of November 1917 the Revolution really kicks off!
First word in, is that our British Allied Merchant fleet in the Atlantic Ocean have managed to get some war supplies (8 of them) through to us. We gain 2 engagement points because of this.
The news comes in that the Bolsheviks have taken power, the October Revolution has changed the face of Russia, forever! This is bad news for the White resistance.
The former Russian Empire crumbles due to official recognition of the right to independence. Lithuania, Finland, the Ukraine, Estonia, Georgia, Armenia, Azerbaidjan, Poland and Lettonia all break away.
Looking at the Forces list at the end of this turn, you can see we have very little in the way of troops, what little we do have are locked away for all eternity. The lock symbols indicate that these troops cannot be moved or directly controlled by us. Turn 2 and all we have to show for it is a Cossack Horde holed up in Novocherkassk. Still from small beginnings, we might be able to make something of this.
As you can see above, the game really soaks your turns in the historical events of the times. Closely limiting the troops available and what you can to the strict chronology of the period. For history buffs I’m sure this will be seen as a big plus, to actually experience the era – but for general strategy or wargamers perhaps these early straight jackets might prove a little frustrating. The two week turn window can still leave a bitter taste in the mouths of many gamers used to more control over their forces.
We’ll see next time, in Early December 1917 how the conflict progresses. I’m sure the Reds will mobilise soon, now they know Rostov is directly threatened by these counter revolutionary Cossacks.