Redvers’ Reverse: The Battle of Colenso, 1899 (Legion
Wargames, 2016) is a solitaire wargame designed and developed by Geoff Noble and
Godfrey Bailey, and released in a boxed version by Legion Wargames. Legion has
built its reputation on publishing games from under-represented and even overlooked
theatres of war. To my knowledge, there aren’t that many games out there
concerned with the First and Second Boer Wars, but Legion has released one on
each; Hill of Doves: the First Anglo-Boer War, 1880-1881 (Legion Wargames, 2018), an intriguing-looking
solitaire combined operational/tactical treatment of the First Boer War
(designed by Godfrey Bailey), and this one, and there is a follow up to Redvers’
Reverse on Legion’s CPO list, Failure at the Tugela (Legion Wargames, no
release date confirmed), that looks promising.
The title, Redvers’ Reverse, refers to the comeuppance of Redvers Buller, VC, overall commander of the force sent to relieve the besieged towns of Ladysmith and Kimberly. Buller’s relief force was divided into three task forces, each with a separate mission. In the space of a week, – Sunday 10 December to Friday 15 December 1899 – all three forces suffered demoralising defeats. As the commanding officer of the relief force, Buller was made the scapegoat for the British army’s failure to evolve in the face of a radically different enemy, for which it proved woefully underprepared. And so it goes.
The
black and white illustration on the box-cover of Redvers’ Reverse is evocative,
though I’m unsure of the exact provenance. I couldn’t find any details in regard
to it in the rulebook. It bares some similarity to a painting from the Siege of
Kimberly, aptly named Siege of Kimberly, by Frank Feller, though the style is
very similar to that of Richard Canton Woodville. If I can clarify the artist
responsible, I’ll mention it in the review of the game.
The box
itself is on the light side – a typical Legion one-inch card box that will be
familiar to anyone who has bought the company's games previously. It is perfectly serviceable,
and personally I appreciate the slimmer boxes for storage considerations.
The box
back gives a brief historical sketch of the situation, including some of the
challenges replicated in the game, a list of components, and pictures of the
map and sample counters. The time scale of the game is roughly 30 minutes to a
turn, and the playing time is listed as two to three hours’ duration. We are
also reliably informed that the difficulty level of the game is medium (3 out of
5), and the solitaire suitability is high (5 out of 5), which is something I
look for in a solo game.
Rulebook. |
Legion
Wargame rulebooks have their own style; simple and no-frills (and often, as in this case, just black and white), but easy to read and digest. It’s my understanding that Randy Lein, Legion’s
owner, does nearly all the layout for the rules and PACs for Legion’s releases,
as well as some editing on occasion. I hope he keeps this workload up, because
I’ve never come across a rulebook from Legion that I had significant problems either
finding what I was looking for or understanding it when I found it.
Like most
Legion rulebooks, it’s printed on matt paper-stock in a sans-serif font that is
nonetheless easy to read and absorb. The rulebook runs to twelve pages of with
about a little over eight are the actual rules; the cover has a list of
contents and description of the game, and the final pages include a short recommended
reading list, an Order of Battle for each side, and a page of Designer’s Notes
round out the booklet.
Game board. Apologies for the puckering, but I couldn't get a decent shot under plexi. |
The inclusion on the map of a fairly detailed Sequence of Play to
the right of the play area and equally informative Boer and British Fire Procedures
on the left cuts out a lot of the need for constant reference to the rulebook. The map of the contested area takes up the majority of the board.
It is divided into areas, which suits the style of play. As the British, you
will need to move your troops North toward the Boer-occupied hills and the town
of Colenso, and engage with the enemy. This makes it sound easy; it won’t be. Before
you engage with the Boer, you’ll have to cross the Tugela River, which has a six
drifts (fords), but you only know roughly where they are, and must conduct a
search when you move into an area adjacent to the drift. Victory goes to the
player who can force the Boers (with their superior weapons and entrenched positions)
to withdraw, while maintaining a “reasonable” level of losses.
Most units can only move to an adjoining area in a turn (Leaders and mounted infantry can move two areas, as can horse-drawn artillery). River crossings are slow as each drift is treated as a separate area, and only one fighting unit can remain in a ford area at the end of a turn.
The map
also incorporates a turn track and a helpful phase track running around the turn
track (top-right corner) and a display for placement of the tiles representing variant
rules in play (bottom-left corner – I’ll come back to the Variant Conditions later).
It is printed on a good gloss paper stock (roughly industry standard, if such a
thing can be said to exist) and is in itself quite attractive and very well
laid out, and a pleasure to use.
Redvers' Reverse comes with two counter-sheets. |
The counters are mounted on decent, if a little light, grey-core cardstock, and are all 20mm in size. The British formations (mostly brigades, all colour-coded) have a varying number of unit (regiment) counters with a separate Leader counter. Boer units are named for the region they hail from. There are fewer of them but they are tough and have the home-ground advantage, as well as being dug-in, and fielding excellent equipment.
Most of the counters are markers of various kinds. In combat, a unit will take hits progressively to its indicated strength (four for most British regiments), at which point it will be flipped to it's reduced side. When it has absorbed hits equal to its reduced strength, the unit is removed (and the Loss counter moves up a notch). Successful artillery can disrupt or suppress a unit, which will affect its quality in combat.
Terrain Effects Chart |
Terrain
doesn’t affect movement in Redvers’ Reverse. What it does affect is the likelihood
of a given attack hitting its mark, and a unit’s morale when a check is required.
The TEC is nicely presented, on light but fairly rigid cardstock of the kind
and you’ll be familiar with if you have another Legion game (some might argue
that Legion games don’t use really great component materials – this is a position
I’d dispute – but I’d posit that their games are reliably consistent in this
area).
Charts and Tables Card (one fine piece of work). |
The
Charts and Tables Card is a masterclass in setting necessary charts out in a sensible
and useful way. There is no wasted space, the tables that flow from one play-action
to the next are grouped together (and colour-coded to indicate relationships at
a glance), and everything is on one side of a bi-fold 11” x 17” card, so you
have the option of leaving it conveniently open or to fold and flip (for the
space-poor among us).
And an eventful time was had by all. |
One of
the factors that will contribute greatly to the replayability of Redvers’
Reverse is the event chit pull in two stages, one for the British (at the
beginning of each turn after the first) and one for the Boers (about two-thirds
of the way through the turn sequence, after the British movement/assault but
before the Boer movement). The British events include free activations for Infantry
units and the Cavalry, Leader-centric events, and situational events, like
automatic drift discovery. It’s not all gravy; one draw chit can see Buller
dithering (unable to give orders for that turn), while another may see Lieutenant
Roberts – son of Buller'
s commanding officer – die in battle, pushing the
British losses up another notch.
Sortie, anyone. |
There
are less Boer events to draw from. Most of these involve one of the four groups
being released to withdraw if a loss-quota has been reached. Two more will affect
either the Boer or the British artillery for a turn.
Boer Targeting Examples card. |
Boer targeting
is handled randomly, with the placement of sighting markers numbered 1-6 on
possible markers (greater threats receiving more than one marker if there’s a
surplus) and rolling a d6 for the chosen target. To help with this, a handy
guide is included with examples for issuing targeting chits in various
situations for rifle and artillery fire.
Variant tiles (30mm to a side). |
The
introductory scenario for Redvers’ Reverse represents the historical situation
and conditions under which Boller and his staff laboured. To mix it up for
replayability, a set of nine Variant tiles are included with the game. These
tiles are referenced on the Variant Table, another bi-fold PAC (the other PACs are all 8½" x 11").
Game Variants (explanation and cost) Chart. |
The
game variants system is simple and quite clever. Included are a mix of positive and negative
changes to the starting situation and circumstances of the game. Some involve
the board situation or the status of certain units (such as two of the drifts
being identified at the start of the game (Reconnaissance), or the 2nd Royal Fusiliers
entering the game at full strength instead of reduced (at the cost of a Mounted Infantry Regiment)),
while others – represented by the tiles – tweak the rules to the player’s
advantage or disadvantage. The clever bit is that each of these has a positive
or negative value. For the most part you can choose which and how many you
would like, though the choice of some positive variants will be dependent on choosing
corresponding negatives. The only stipulation is the sum of the variant values must
come to zero.
Pre-cut Variant tiles, dice and baggies. |
Being a Legion game, Redvers’ Reverse reliably comes with two dice (the 10mm variety,
one red, one blue) and a clutch of baggies that should prove sufficient for the
game’s counters. I think that even with the copious number of player’s aids, you
should still be able to fit a GMT counter tray in with everything else. When I
secure some more trays, I may put that to the test.
So that’s
Redvers’ Reverse. Having only played it once so far, I don’t want to say too much
about the game, except that I lost and it was still a lot of fun, but it took
me about five hours over two sessions instead of the advised two-to-three,
mostly due to consultation of the rules. By about the fourth or fifth round I
was scooting through the sequence of play like a pro. Once I’ve got another
couple of plays under my belt, I’ll write up a review of the game. Watch this
space.
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