Regular readers will probably know by now that I
live in an apartment with a wife and a cat, and very limited space for
collection growth. So, it’s understandable that in the last couple of years I’ve
become much more open to the idea of games without boxes. I feel like an idiot
for not leaning into these kinds of games before; they often have a smaller table
presence (though, as we’ll see, not in every case), lower counter densities,
and play out in a shorter time than something that comes in a box on the same
subject might.
| It's in the bag. Um. I'll see myself out.... |
To wit, let’s look at Warsaw 1920 (Revolution Games, 2022). Originally published in 2020 by BonSai Games, and subsequently re-published for the Chinese market by Banner of war and Kilovolt Designs, Warsaw 1920 was designed by BonSai’s publisher, Yasushi Nakaguro, who also produced the map and counter art. The Polish-Soviet War of 1919-1921 isn’t a particularly well-known conflict. There are a handful of games on the subject (the best known in the English-speaking world is probably Red Star/White Eagle (GDW, 1979), which was reprinted more recently in a Designer Signature Edition (Compass Games, 2019). The war is a crucial piece of European history for one significant reason, as indicated in Warsaw 1920’s sub-title, “Lenin’s Failed Conquest of Europe.” Poland was only ever meant to be the first stage of a greater expansion of Soviet influence. That the Soviet Army was thwarted in this ambition by the Polish Army, then the protectors of a country that had only become an independent nation once more after a declaration by the Central Powers, on whose side the Polish Legions had fought against their hereto oppressors, the Tsarist Russians, in November 1916. The fact that the Communist Red Army was kept at bay by the Poles may have informed Hitler’s reasoning in choosing to invade Russia in ’41.
| Cover sheet. Spoiler alert: there's a sneaky PAC on the hiding out back. |
Warsaw 1920 consists of a cover sheet that doubles as a Player’s Aid Card, a rulebook, one full-sized sheet of counters, and a full-sized map. It’s not exactly a tiny game, but the counter density is still fairly low, and so is the rules overhead.
The game’s cover sheet offers a portrait of Józef
Piłsudski, who lead the Polish Legions in the Great War, and subsequently became
the Commander-in-Chief of the armed forces of the newly-established Regency
Kingdom of Poland – which would soon become the Second Republic of Poland – leading
the country’s military forces through no less than six wars between 1919 and
1922.
The game focuses on the Battle of Warsaw, covering
the time leading up to the battle to its historical conclusion (in game terms,
from July through August). The Polish forces were on the ropes until Piłsudski planned
and executed a tactical retreat to defensible positions west of the Vistula River,
and organised a flanking strike that took the Soviet forces off guard. Each
turn represents a week, and the hexes are roughly 30km across.
| Rulebook. Not as shiny as the cover sheet. |
The full-colour rulebook is printed on a nice weight (around 90gsm) matte-finish paper and runs to twelve pages. Of those, the actual rules only take up about eight and a half pages, along with the cover page (a match for the image on the cover sheet – it doesn’t even mention “rulebook” on the front), an image of each side of the counter sheet, and a quick-setup Order of Battle on the back cover, grouping the unit counters into their respective armies (for the Poles) or Fronts (for the Soviets).
| Sample rules-spread. Well illustrated and easy to read. |
The rules themselves are very well laid out in a crisp sans-serif font with which aficionados of Revolution games will be familiar. The section headings are highlighted, and the while rules-set is well illustrated. The print is a tad on the small side, but for just nine pages of reading, that can be forgiven. The rules are helpfully illustrated and, if you have any hex-and-counter wargame experience, quite clear and understandable. That’s a good start for any game.
| The CRT. Just one, but most of it is on the map anyway. |
There is a Player’s Aid Card printed on the verso of the Cover sheet. It’s printed on a light card but still sturdy enough for the job. The PAC offers a magnified Combat Results Table and Terrain Effects Chart, and a list explaining the abbreviations used in the CRT.
Warsaw 1920 is built on a pleasantly uncomplicated system.
That won’t translate to a simple game. I can see myself having to take the
Soviets in any teaching games, although it won’t be a simple task for the
understrength Poles either.
| The map. Nicer than I could capture with my inadequate lighting. |
The game’s 22” by 34“ map covers an area reaching from Kraków in the west to Smolensk in the east and represents a goodly portion of 1920s Poland, a slice of Soviet Russia and an intrusion of southern East Prussia and Lithuania in the north-west. The art is simple and elegant – not at all cluttered – and will be nice to play on. It’s designed for two players to play facing the two short ends (the natural east/west positions of the antagonists). To this end, nearly all the charts and tracks for the game, already helpfully printed on the map-sheet, are oriented to the appropriate end. Only the Terrain Effects Chart and the Turn Track are oriented to the southern map-edge, to facilitate easier – or at least equally difficult – reading for both players. Each end has its own Combat Results Table, and the Polish end hosts the Victory Point Track, while the Russian end presents two Supply tracks, a longer one for the larger West Front units and a shorter one for the smaller South-West Front formation.
| The counter-sheet. Also much nicer than it appears here. |
The counters are nicely presented in a 5/8” die-cut, 176 in all, though not all are printed. The unit counters are clear and readable, and there are only about 90 of the across the two forces. Other counters serve various administrative roles, including Control markers, Supply source and Supply Status markers, and tokens for indicating isolated units.
The
combat unit counters are simple and attractive, and easy enough to read. NATO unit
type symbology is central to the counter, with the unit size above. The two
sides are easily identifiable; red on white for the Poles, white on red for the
Soviets. The units only have two factors to deal with Combat Strength and
Movement. These are the large numbers below the centre symbol. The values on
the left and right indicate the formation and unit number respectively.
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Warsaw 1920
has the makings of a neat little game playable in an evening. It fits the ethos
of A Fast Game perfectly, and I think it will be a great and returned-to
addition to the collection. As mentioned, this isn’t a mechanically complex
game, but it reflects combat from a simpler time, and the simpler approach
allows the player to concentrate on what should play out to be a tactically and
logistically complex situation.