MINIATURES CAMPAIGN RULES
RUSSIAN CIVIL WAR: SOUTHERN FRONT

By Michael Huskey



Designers Notes: This set of rules has been developed to try and run a miniatures campaign along He lines of GDWs "Bathtub Barbarossa. The map is even taken from that fine effort. I have also downsized the forces involved just as the "Bathtub" campaign to keep it more playable, what were sometimes divisions/corps I have made regiments or even battalions.

As with any set of rules, no matter how thick - I am sure things have been left out or never even conceived. Additions and changes are inevitable. But basically everything is present to fight out a full campaign. All that is needed now is the human element --- an interest in the planning, keeping track of the details, and fighting the battles on the tabletop. While certainly playable, the campaign will take effort and a certain amount of work (sort of like army staff work) besides just pushing miniatures and rolling dice.

About the campaign itself - it is mostly historical centering on White leader Gen. Denikin's 1919-1920 campaigning in southern Russia and the Ukraine. It is an amalgamation of actual events but will not necessarily play out exactly like the original one. For those concerned about this sort of thing, it is NOT balanced. The Whites have their work cut out for them right from the start and the Reds have the long term advantages. The other factions are there to be historical but have no real chance. I make no apologies for this - in fact if anything I did not give the Reds enough of everything. Most historians feel there was no way the Whites could win the civil war.

However operationally and tactically, it can be a most fascinating campaign as forces far too small to cover such a vast area try to maneuver and outfight their enemies.

A. Map Movement
Unit Type MP Open Forest Mountain Marsh Crossable
River
Infantry 2 1 1 2 2 +1
Cavalry 4 1 2 4 4 +1
Artillery 3 1 3 p* p* +1
Armored Cars 6 1 p* p* p* p*
Tanks 3 1 p* p* 3 +1
Pontoon Units 3 1 p* p* 3 +1
RR Trains 12 must be on
RR track
must be on
RR track
must be on
RR track
must be on
RR track
must be on
RR track
p* = Prohibited unless road/RR track runs thorough hex.

1. Major river hexsides must be crossed at bridge points on map or with pontoons/ferries. Takes full movement just to emplace pontoons and cross or complete crossing by ferries. Number of units ferries can take per turn will vary on location.
2. Any units that embark or detrain from RR cannot conduct any map movement same turn. The RR train's movement is not affected.
3. Amphibious landings on coastal hexes can only be done by infantry. Rest of units must disembark at a port city. On turn of landing no map movement allowed from landing hex.
4. Every turn any armored cars move on the strategic map, roll 2 D6 per vehicle for mechanical breakdown on rolls of 2 or 3. Vehicle is lost for duration of campaign.
5. Tanks do the same as #4. above except roll I DO and breakdown on a roll of 1. Neither of these rolls occur if vehicles are being transported by RR train or ship.

B. Supply Rules

1. Since all sides in the civil war made frequent use of forced requisitions and often looting, normally units were self-supporting as far as food supply. Thus for the purposes of this campaign, supply means military supplies especially ammunition.
2. All units will be Judged as to If they are in or out of supply at the beginning of each strategic turn.
3. To be considered in supply, units must be able to tiace a clear line of non-enemy occupied hexes no more than 5 hexes long from a rail line which itself links back to a supply source of that particular side. If the rail line is cut by enemy units then it must be repaired in order to resume functioning as a supply line.
4. While non-RR hexes cannot extend past 5 hexes, rail lines can be unlimited in length.
5. When IN SUPPLY units enter a battle with full loads of ammo (see below). In addition - if during the battle they run out or low on ammo - they may retire to friendly edge of board (or actual depot if inside town/city on tactical table) to renew supply. Takes I full turn stationary to do so.
6. When OUT OF SUPPLY, units enter battle with current load of ammo left from last action. You, the player, will need to keep track. No edge of board resupply permitted.
7. If a depot is cut off from supply lines, first turn it is utilized for resupply roll a D6 and on a I emptied. Second turn utilized would be a 1, 2 emptied, etc. This penalty is removed if supply is restored at beginning of new turn.
8. Vehicles burn up fuel. If they start turn OUT OF SUPPLY they only get 1 turn of strategic map movement then immobilized. It will their be abandoned. Roll DG: EVEN - Left intact.

ODD - Destroyed by crew.

If OUT OF SUPPLY on tabletop battle roll 2 DG for number of moves it gets in the tactical battle. Abandoning rule is same as abAMMO ALLOTMENTS: Rifle Stands: 16 Shots, MG Stands 12 Bursts; Arty Stands 12 Shells (HE,shrapnel,smoke)

C. RR Train Rules

1. Trains can carry troops and supplies. For playability sake, all trains will have the same carrying capacity. Each train can carry 12 points worth of meii, equipment, supplies, etc.
Each infantry stand = lPt; each cavalry stand = 3 pts; each artillery stand = 4 pts, each RR repair stand = 3 pts; each armored car/tank = 3 pts; each pontoon unit = 5 pts each; each supply depot = 10 pts.
2. RR repair units aild engineer units are the only units which can repair destroyed tracks. These can fix 2 hexes of track per turn. To destroy a hex of track, an infantry or cavalry unit of at least 3 stands must enter that hex. Tracks wrecked automatically if hex unoccupied by enemy troops. If enemy forces there, these must first be forced to retreat.

D. Naval Map Movement and Naval Rules

1. Ships can move 16 hexes per turn. No additional costs to load or unload units except that unit must be in port at beginning of turn to be eligible to board. Once disembarked, unit cannot engage in any land movement that turn.
2. If ships outside any port city with troops there that are cut off from supply, those ships can guarantee supplies still enter port. In other words, in order to cut a port city/town out of supply, a side would have to blockade the sea entrance with ships.
3. Naval ships can provide artillery support into coastal hexes. Each ship is rated for how many artillery batteries it is worth on tabletop battles. Transports are, for simplicity sake, rated for how much they can carry. Using the RR capacity scale in Section C - a ship can carry 16 Points.

E. Replacements/Reinforcements and Map Victory Points

Background Note: Many Russians in the civil war were not enthusiastic backers of any side but often just went with the winning side of the moment. As the armies ebbed and flowed over the land, recruiting increased or fell with the success or lack of success of each faction.

The Reds had a huge manpower advantage in that they controlled the heartland of Mother Russia with the bulk of the population. The Whites had to struggle in the periphery areas of less solid Russian population and more secessionist groups.

1. Each city/town is worth VPs (Victory Points) which translate over to replacements/reinforcements.
2. Faction occupying city/town at end of each 3rd Strategic turn gets the VPs added to their total. No two factions may share VPs.
3. Every time the Red VP total reaches 30 - pts. the Reds roll on their Replacement/Reinforcemerit Chart then subtract 30. In addition to any map VPs the Reds get to roll 3 DG worth of extra VPs every 3rd Strategic turn to add to their total.
Replacements can be given to any unit on map not out of supply or surrounded by enemy held hexes. Reinforcements show up anywhere on friendly board edges (north or east above Tsaritsyn).
4. Whites get to roll on their chart every time their total reaches 45 pts. then subtract 45. Replacements can show up same as the Red restrictions but the reinforcements must show up in one of their initial supply source cities.
5. Ukrainians only get VPs from cities/towns in Ukraine proper. Each time they reach 40 pts. they roll on their chart and subtract 40. Replacements same as Reds/Whites restrictions. Reinforcments in Kiev if they hold it otherwise in westernmost city they occupy.
6. Makhnovists are completely different - they did not like cities and never joined for long periods of time. They were peasant bands who came and went continually. Every 3rd turn simply roll on their Current Strength Chart for total forces they can employ next 3 turns. This may entail disbanding units or adding new ones onto order of battle.
Modifiers:

  • -1 if they do not hold Gulai Pole
  • -2 if Makhno is dead

Il. Miscellaneous Campaign Rules

A. Random Events
1. These events are on cards which are shuffled and then every strategic turn a single DG is rolled after all movement is plotted by all t factions. If a 6 comes up - then draw a single events card.
2. The card must be acted upon immediately. The card is then discarded from the deck unless it specifically is stated not to do so.

B. Post-Battle Rules
1. Loser of tabletop battle retreats one hex from enemy. If cannot due to being surrounded or pinned by terrain, all non-Elite/Fanatic units the surrender. Elite/Fanatic units must then immediately attack enemy in other he that very same turn to break out or perish.
2. Non-armored RR trains and depots captured automatically if ene units enter hexes they are in.
3. Actual battlefield losses are as follows:

Winner - 40% of losses in tabletop battle permanent 60% return to unit strengths next turn Equipment losses: Roll DG - EVEN - Repaired, recovered; ODD - Lost for campaign

Loser - 55% of losses in tabletop battle permanent 45% return to unit strengths next turn 50% of routed troops desert or captured unless Elite/Fanatic Equipment Losses: Lost for campaign except for routed equipment captured.


C. Command Control

1. Civil war leaders were often notorious for not following orders or campaign plans from higher up (even assuming they received them). Thus each named commander is rated for Dependability (or lack of) also Charismatic or not. After all orders are written out by all factions to move the troops therl each side must roll for their commanders to see if they do as told. Simply roll a EIG and must get rating or less to have commander do as told. (If no commander present in hex, units must roll D10 and get 1-4 if adjacent to a commander in another hex or 1-3 if further away. These still follow Rule 4.
2. Failure to make rating means that the unit(s) involved do not mov or execute orders that turn. Exception: Units can always continue to retreat that is what they are doing currently.
3. Only check highest ranking commander if more than one with same stack in same hex. 4. Next turn after failure, subtract I from dependability roll to make it more likely they will obey. This will be cumulative.
5. Commanders who are Charismatic effect the tabletop battles only.

D. Partisan Rules

1. Some of the Reds and all the Makhnovists operate in hit and run then blend into the area style. To simulate this a bit, these troops do not have to fight if contacted by opposing forces - they can choose to try to evade the fight. Roll a DO for each side and add modifiers - if partisans have higher total no battle takes place. For purposes of VPs and supply the nonpartisan unit is assumed to be there only. Modifiers:

  • +2 Mahkno is.present
  • +2 partisans in forest or mountains
  • +1 enemy forces have no cavalry in hex

2. If partisans have already been there in the hex (not having moved in that same turn) then they can attempt an ambush of enemy. Roll a D6 and if a 6 rolled then ambush is successful. Enemy force completely placed first on the table then the partisans can place around them. +1 if Mahkno present.
3. Partisan tatchankas follow same movement rules as cavalry for strategic map movement.
4. Due to limited numbers of available people who know how to operate them, the Maliknovists may never have more than 3 total artillery batteries at any one time. They start with none so will have to capture some to get any.

E. Reinforcement/Replacement - The Actual Process 1. When the specific VP totals are reached then the appropriate faction rolls on one of the charts below to see how many draws they get from the Reinforcement/Replacement pile. Each faction has their own chart and their own pile.

2. Roll a D6:
REDS WHITES UKRAINIANS
1 - Three draws One draw One draw
2 - Four draws Two draws One draw
3 - Four draws Two draws Two draws
4 - Five draws Three draws Two draws
5 - Five draws Three draws Two draws
6 - Seven draws Four draws Three draws
Each time a slip is drawn from the pile, it is then thrown back into the pile when recorded unless specifically stated not to be on the slip itself.

CITY/TOWN VP'S
Name Red White Ukrn Name Red White Ukrn
Proskurov 1 1 1 Zaporozbe 2 2 1
Shepetovka 1 1 1 Dzhenkoy 1 1 -
Korosten 1 1 1 Kerch 1 1 -
Zhitomir 1 1 2 Gulai Pole 1 1 1
Berdichev 1 1 1 Paviograd 1 1 1
Vinnitsa 1 1 1 Kupiansk 1 1 -
Fastov 1 1 1 Valuyki 1 1 -
Kiev 3 2 7 Kastornoye 1 1 -
Chernigov 1 1 - Voronezh 3 1 -
Lubny 1 1 1 Liski 1 1 -
Cherkassy 1 1 1 Kantemirovka 1 1 -
Uman 1 1 1 Millerovo 1 1 -
Kotovsk 1 1 1 Lugansk 1 1 -
Grigoriopol 1 1 1 Gorlovka 1 1 -
Odessa 2 3 2 Makeevka 1 1 -
Berezovka 1 1 1 Donetsk 4 2 -
Kirovograd 1 1 1 Volnovakha 1 1 -
Krovoi Rog 1 1 1 Mariupol 1 1 -
Nikolaev 1 1 1 Taganrog 2 1 -
Kherson 1 1 1 Rostov-na-donu 4 3 0
Kakhovka 1 1 1 Shakty 1 1 -
Simferopol 1 2 - Morozovsk 1 1 -
Sevastopol 1 1 - Tsaritsyn 4 2 -
Sumy 1 1 1 Mithaylovka 1 1 -
Kursk 2 1 - Borisoglebsk 1 1 -
Belgorad 1 1 - Balashov 1 1 -
Kharkov 4 2 2 Velikokniazh eskaia 1 1 -
Poltava 1 1 1 Salsk 1 1 -
Kremenchug 1 1 1 Elitsa 1 1 -
Krasnograd 1 1 1 Mechetinskaia 1 1 -
Ekaterinoslav 3 2 3 Tikhoretskaia 1 1 -
Dneprodzerzhnsk 1 1 1 Ekaterinodar 1 2 -
Nikopol 1 1 1 Novorossaiysk 1 1 -
Melitopol 1 1 1 Tuapse 1 1 -
Sochi-Georgian City 1 1 - Maikop 1 1 -
Armavir 1 1 - Stavropol 2 1 0
Pyatigorsk 1 1 - - - - -


The Commanders Number=Dependability C = Charismatic
Reds - - Whites - - Ukrainians
Trotsky 10 C Denikin 1 - Petylura 10 C
Vatsetis 9 - Wrangl 8 C Konovalets 7 C
Antonov-Ovsenko 8 C Sidonn 7 - Babochan 5 -
Sorokin 6 - Kutepov 9 C Samokish 7 -
Budenny 7 C MaiMaevsky 8 C Toropets 6
Voroshilov 6 - Pokrovsky 7 - Koropets 6 -
Grigoriev 5 - Marnontov 7 C Palients 5 -
Dybenko 6 - Denisov 8 - - - -
Lokotosh 6 - Slashchev 7 - - - -
Khudyakov 6 - Ulagai 6 - Maknovists - -
Slaven 6 - Shkuro 8 C Makhno 10 C
Zholba 8 C Schilling 5 - Schuss 7 -
Lengovski 7 - Drozdovsky 8 C Kurilenkco 9 C
Ghai 9 C Usefovich 6 - Yurilev 7 -
Kozhevnikov 7 - Grishin-Almazov 6 - - - -
Chapayev 9 C Skoblin 7 - - - -
Sievers 7 - Liakhov 5 - - - -
Sollogub 8 - Babev 9 C - - -
Parkomenko 7 C Dratsenko 6 - - - -
Stankevich 6 - Kanzanovich 7 - - - -
Shchors 5 - Bredov 6 - - - -
Kork 8 - Pisarev 6 - - - -
Selivachev 6 - - - - - - -
Azin 8 - - - - - - -
Epiganykovtyukh 9 C - - - - - -
Lazerevich 7 - - - - - - -


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© Copyright 1997 Hal Thinglum
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