Other than knowing when it took place and what the overall outcome was, I must admit I had very little previous knowledge of the Russo-Polish War of 1920. Reading through a few introductory texts did, however, confirm one thing that I had suspected was very much the case with this conflict – that it was an incredibly complex, one might even say wild, mix of military and political events flashing into focus, then to some extent disappearing, only to be replaced by further variations of the same.
Hollandspiele’s game covers four battles from the period – Tinchebray, which was fought in Normandy, and might be seen as an early scene-setter for all the fractious and violent dispute that would occur between England and France over the centuries to come; The Standard, where the Scottish King David, keen to help his niece, Matilda, in her claim as well as helping himself to a slice of the English north, lost big against a smaller and ad hoc English host; Lincoln, where Stephen might well have thought: ‘With friends like these…’; and Wilton, which historically was another example of Stephen’s less than wonderful luck when it came to being in the right place at the wrong time.
Some readers may recall an article I wrote for this site around fifteen months ago featuring another game by the same company, Festung Breslau. That design covered the 1945 siege of the German city, in which Polish forces under Red Army command played a far from insignificant role. My review was very largely positive, given the character of a relatively simple system in relation to the nature of a bitter street fight that lasted throughout the last months of the war in Europe.
Now, the same designer, Adam Niechwiej, has approached a very different subject, one that presents Polish forces fighting alongside the Western Allies in the struggle to close the Falaise Pocket. This is, arguably, one of the most controversial episodes from the 1944 campaign – many believe that no German forces should never have been allowed to leach out the pocket and thus live to fight another day.
CSL’s new treatment of the battle certainly does have a philosophy, and it is a philosophy that is worth becoming acquainted with if you have any sort of interest in the battle. Part of that philosophy has to do with the designer’s (Ray Weiss) intention to create a series of games (called 2140) whereby players can enjoy the sort of unfussy simulation models that belonged to the vintage era of SPI as well as GDW’s Series 120 titles.