Nomads No More Review

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Nomads No More

Nomads No More Review by Len Krol

Magazines have their advantages and disadvantages. Their main disadvantages are that they have a deadline and sometimes they are rushed into completion. The result is that there can be mistakes that were not found in play-testing. Everyone who routinely plays magazine games has seen this. Even the best ones have one or two mistakes that make it hard to play.

The main advantage is that the publisher can take the risk of publishing a game about a little known subject. The result is that you may learn about a new period in history and have a game that is fun to play.

Nomads No More (NNM) is a good example of a good magazine game and the problems one may have with such a game.

NNM recreates two campaigns of the Russian Civil war (1917-1922) that were fought east of the Urals. Ungern’s Mongolia depicts the fighting in Mongolia between Whites and the Chinese with help from the Communists. Pasha’s Bokhara covers the Basmachi uprising against Soviet rule.

The units represent about 400-500 soldiers. There are cavalry, infantry and artillery units. The Reds also have aircraft. Artillery and aircraft can cause shifts on the combat results table.

Turns in Nomads No More are a month long and the campaigns last about one to two years. The maps look good and it is easy to identify the different terrain features.

The counters are big enough that they are easy to hold and read. In addition, the numbers of the set up hexes are printed on them, which makes setting up the game easy.

The sequence of play is simple. There are three phases:
a) Reinforcement and replacement
b) Movement and attacks
c) Attrition.

The White Russians move first in each phase, then the Reds.

First each side may receive replacements. You receive one per turn and have to use it. Reinforcements enter the battlefield at this time.

Next is movement and attacks. Each hex is 50 miles, and the forces are so small it is easy to infiltrate. This is one of the few games where you can pass through an enemy force if you have enough movement points and survive attrition.

If you want combat, you spend an extra movement point moving into the hex. You calculate the odds and then roll the dice. The side that loses the most strength points has to retreat. If the number lost is even, then the attacker has to retreat. If you have enough movement points, you can attack again! You usually take an objective by grinding you opponent down a point at a time.

You calculate the odds and modifiers may shift the odds to the right or left. Then you roll a D6. The result is the number of steps you lose. On some occasions, you lose none.


Next comes the attrition phase. This is mostly done during the winter turns. You roll a D6 for each unit. If a six is rolled, the unit loses a step. During winter the White player has to roll all the time. The Reds are immune to attrition if they are on a hex of the Trans Siberian railroad. I have this image of the Soviet soldiers huddled around the fireplace of a railroad station reading the Communist Manifesto. You also roll for attrition if you retreat through an enemy unit, or on a desert hex, or for Reds in the mountains.

The main problem I had with this game was that the victory conditions were not clear. However the staff at Compass Games was very helpful in answering my questions.

Ungern’s Mongolia

Czarist officer Baron Ungren-Sternberg invaded Mongolia to set himself up as a warlord. He would rule with an iron hand and convinced the Mongolians he was the new Genghis Khan.

To win, Ungren needs to control Urga or any city on the Siberian Railroad. They also win if they do both. The Reds have a small force. They can concentrate their force. This concedes some cities, but they force the whites to spread out their small army to hold the city. This allows the Reds to take the cities back when they receive reinforcements later in the campaign. The Reds can also garrison the cities and reduce the Whites through attrition.

The Whites can attack the Red cities and hope that their small force will not lose too many units or they can attack Urga. The Chinese are defending the city with a decent size force. It will take at least three or four turns to take the city. Expect to lose a lot of steps if you attack Urga. Three turns after you attack Urga, you receive seven units as reinforcements. This may replace your loses or not.

Pasha’s Bokhara

The local Moslems take advantage of the chaos of the revolution to fight for independence and the Reds want to keep the area. To win, the Whites have to occupy one city on the Siberian Railroad.

This time the Reds have a powerful force. The Reds also do not receive reinforcements and only receive placement points near the end of the campaign.

The Whites start in the fortress city of Bokara and receive a large number of reinforcements later. Bokara is a strong position. You shift two positions to the left on the combat table. The whites could fight to the last unit and use replacement points to build a new force to attack in other areas. Another option is to send some units out to attack other cities. This will force the Reds to go after them and delay the downfall of Bokara. All the while, the Whites are trying to reduce the strength of the Reds for it will be a long time before the Reds get replacements.

Due to the small size of the campaigns and the starting numbers printed on the counters, set up is quick. The two campaigns play quickly. It is possible to set up, play, and then put the game away in less than an hour.

Due to the lack of sources in the English language, I know very little about the details of the campaigns of the Russian Civil War, but this game has the right feel. In addition, this can be played solo well. There is also a short article in Paper Wars #86 that explains the situation for both campaigns.

I recommend this game highly. I have played Ungren six times and Pasha four times and want to play them again. I consider it a classic and hope it inspires an interest in games about the Russian Civil War.


Good

  • This game is easy to set up, quick to play. There is no set strategy for either side

Bad

  • This is an obscure campaign in a war that few people know about. They may overlook it.
7.6

Good

Rulebook Clarity - 7
Fun - 8
Originality - 7
Component Quality - 7
Replayability - 9
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1 Comment

  1. Nice review Len!

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