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OPERATIONAL ANALYSIS: PANZERGRUPPE GUDERIAN Assaulting the Mystery by Redmond A. Simonsen

Although it is perhaps invidious to introduce cooking" effect. It's simply difficult to work present you with the modest amount of my own article, I'll take the risk. 1 received up much excitement for playing the very wisdom I've been able to develop in the past an article on Panzergruppe Guderian (from products that have caused you to tear your month of play. Messrs. Reilly, Kubis, and Conklin) which hair out in producing. though a basically good one, didn't satisfy THE LEARNING PROBLEM Panzergruppe Guderian (hereinafter abbre- my particular editorial hunger. Since I had AND ITS EFFECT ON PLAY viated "PGG") is another matter. It hap- become so enamored of the game, I couldn't At first blush, PGG seems like your pens to be exactly the scale and pace that resist indulging myself in belaboring you all standard, shake-the-box operational most interests me (historical period has very wwn with my own perceptions (many of which are game with a few novel bells and whistles on little impact on my game preferences). PGG substantially the same as the unprinted art- it. It is perhaps this misleading appearance is also a manageable game (I don't know icle). That article was somewhat shorter than that has caused such widely disparate initial about you fellows, but I am disinclined to mine: you may finally wish that it had seen appraisals as to whajside-has what chance to ride the back of a brontosaurus like Terrible print instead of the following (I do go on, win what level of victory. Players I respect Swift Sword or War in the West). don't I?). have insisted that the Soviets have a It's not often that your lovable Editor gets to One of the advantages of my job is that I get "lock" -other Players assure me that the do much actual game playing, even though to see the finished game before anyone else Germans zoom right through the Soviets he sits amidst a swirl of titles-and even (other than the pressman). I've therefore had without working up a sweat. In fact, my though he is a clenched-jaw, monomaniac time to playa number of PGG games against initial appraisal of the game was that the when he does manage to get into a game. opponents and against the guy that always Soviets didn't have the dimmest chance of Aside from being swamped with things to do beats me-myself. Because the game is an stopping the German onslaught. I still (i.e., designing the stuff you lay hands upon), interesting synthesis of a number of game believe that the Germans have the best the reason is the old "familiarity-breeds- elements and because the Player training chance of winning a Marginal Victory (i.e., contempt/it's hard to enjoy your own problem is so nicely evident, I've decided to doing what they did historically). I think they

=approximate Soviet defense positions _= approximate German line of advance __ -= alternate German line of advance

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will do this more than 660/0of time. But, it no of the 20th Army (starts 0108-0115) to GAME-TURN SIX (and later) longer appears to be the totally lopsided 0518/0617 road junction. Armored units to contest of my first few games. The Soviets vicinity of 1116 on / road. All Soviet: Hold Smolensk as long as possible. If can rarely win more than Marginal Victory other units: fastest possible routes to sizeable forces become trapped in and (unless the German Player is spaced-out on Smolensk/. around Smolensk, do not commit fresh wood alcohol and Contac) but the Soviet forces in an attempt to "rescue" them unless Player should find fighting the Germans to German: All Panzer divisions: fastest the positioning of such forces is consistent an historical standstill very satisfying. possible route toward Smolensk and vicinity with a good resultant defense position. If south of Smolensk. Motorized infantry Smolensk falls and Roslavl holds well, at- The errata/addenda incorporated into the divisions to pin Soviet rearguard (if any). tempt to fall back to the line Vop second printing of the rules suggests that the Under no circumstances shall the Soviet River/Dnepr River/Roslavl with forces al- Players treat a German Marginal Victory as rearguard be heavily engaged. ready committed; other forces defend im- a Draw for competitive purposes-this forces GAME-TURN TWO: mediately west of . Assign leader and the German Player to stretch for a Sub- three divisions each to and 5915. Use stantive Victory which exposes him to Soviet: Continue concentrating forces on MLR running on a north-south line three or any mobile, by-passed forces to pin un- many risks and enhances the opportunities damaged Enemy Panzer Divisions. for a Soviet win. In this article, the "victory" four hexes west of Smolensk/Roslavl. Line I'll discuss is a German Substantive (aka generally follows southern edge of forest in German: Attempt to secure and clarify the 'Strategic') Victory and Soviet Marginal the area north of Smolensk. Rearguard situation around Smolensk by Game-Turn Victory. The implications of many of the armored units shall attempt to harass (pin) Eight. If the Enemy south-center has broken, subsystems in the rules will not always be easternmost Enemy armor. Bring in four send at least two fresh Panzer Divisions on realized in the initial playing(s) of the game. Rifle divisions from Southwest Reinforce- long-range sweep towards east edge. If Even experienced Players will find many ments. Enemy fall-back to Vyazma is relatively layers of "truth" to the mysterious PGG German: 57th Panzer Corps to vicinity of weak, make full scale assault on that city. onion. If you'll bear with me, in the following and thence to area north and Such an assault must be made quickly to paragraphs I'll attempt to review what I northwest of Smolensk to threaten Enemy pre-empt Enemy buildup. If Enemy position believe to be the essentials of the game and flank. Do not become heavily engaged. 39th is strong, contain it and move on 5915 and offer general operational and tactical Panzer Corps attempt to cut road between Kaluga. Maintain rear-area security against guidelines for the two Player roles. Smolensk and Roslavl. If Enemy line is isolated Enemy units. formed, concentrate Panzer Divisions on one It is most important that Roslavl be secured BASIC GERMAN OBJECTIVES Enemy position south of Smolensk and as quickly as possible and road/supply lines The German Player's goal is to take terri- attempt to break through. be established through it. If this can be ac- tory (Certain specific cities) and 'hold them in GAME-TURN THREE: complished by Game-Turn Nine, victory is communications at the end of the game. virtually assured. Once these conditions Destroying Soviet units is victory-making Soviet: Continue forming dense (two and three divisions per hex) line of alternate exist, forward mechanized formations can only insofar as it contributes to the Germans' effectively deal with any Soviet covering force ability to penetrate the Soviet line. To hexes on the MLR. Pin any strong formation that threatens to turn the line (if possible). attempting to secure 5915 and/or Kaluga. At achieve a Substantive Victory the Germans least one division must be assigned road German: Use incoming infantry force to must accrue a net 80 Victory Points. These security duty if such a long push is made. Points will be garnered in three (or more) reduce any Soviet rearguard cutting main Point Set One: road. 46th and 47th Panzer Corps advance GENERAL NOTES (20 pts Total); towards Soviet MLR; 24th Panzer Corps to The cities , Orsha and Mogilev. stage in and north of Krichev. Forces already ON GERMAN OPERATIONS Point Set Two: engaged continue attempt to penetrate and Maintain flexibility and mass. Decide where (45 pts Total; 65 pts Cummulative); disrupt Enemy defensive positions. 1st Cav the weak point in the Enemy MLR is and at- The cities Smolensk, Roslavl, and Yelna. Div advance towards 1225. tempt to smash it quickly. Once the line has Point Set Three: GAME-TURN FOUR been decisively cracked make a deep pene- (15 pts Total; 80 pts Cummulative); Soviet: Continue consolidation of defensive tration as quickly as possible before the So- The city of Vyazma, or road hex 5915 (20 pts) positions. If an Enemy breakthrough has viets have time to re-organize a new line. Try or the city of Kaluga (20 pts). occurred that severs communications, con- to remain aware of the over-all estimated Except for the first set of points (which is sider counterattack if forces are available, if force ratio. Keep track of how many Soviet virtually a given) the acquiring of an entire not pin and contain. Consider deployment of 0-0-6's have turned up. set will take three or more Game-Turns each. air interdiction marker on hex 0120 if GENERAL NOTES BASIC SO VIET OBJECTIVES Roslavl is seriously threatened. ON SOVIET OPERATIONS Of course, the main Soviet objective is to German: Concentrate 46th and 47th against deny the German the Victory Point sets anyone significant spot in enemy line. If Early in the game, use as little force as poss- outlined above. Other than this obvious goal, possible use other forces to pin local Enemy ible to delay the Enemy as long as possible. the Soviet Player should attempt to maintain reserves. North flank should be turned. Cav The positions of the main defense line must a well-balanced, dense, defensive line until Division takes up security station at 1225. be chosen by Game-Turn Three and as fully- the Germans break through the Main Line of Dependent upon development of situation manned as possible by Game-Turn Four. Resistance (MLR) in front of Smolensk- and supply situation in south, commitment There will be little opportunity to adjust this Roslavl. Although this is part of the opera- of 24th into Roslavl area must be considered. line once the Enemy has decisively engaged it. When and if the line truly cracks, don't be tional plan, it is so important as to constitute GAME- TURN FIVE a goal in and of itself. sentimental about leaving a large portion of Soviet: Assuming front is stabilized, attempt your army trapped in their positions: aban- to form two or three division armored reserve don the line as efficiently as possible. force to cope with northern flanking maneu- GENERAL PLAN OF OPERATIONS vers. Station on or near road northeast of GERMAN DOCTRINE GAME-TURN ONE: Smolensk. Don't commit southward unless The Number One Doctrinal Imperative for Soviet; Withdraw elements of the 13th Army situation critical. the Germans Is: Never split up any Panzer or (starts on 0123-26) through and to the German: Elements should be adjacent to Motorized formation. There will be instances Mogilev railhead: one Armored division to Smolensk and/or cutting communication in which this will be very difficult doctrine to Orsha (optional). Rifle divisions and leader between Smolensk and Roslavl. follow. Visions of surrounding virtually the 6

entire Soviet army will tempt the German gap and thereby make it a permanent gap. chancey overruns during the Initial Move- Player greatly. Nevertheless, in almost every The units should be strong enough to make ment Phase if necessary. instance it is a mistake to do so. The only oc- overruns against unsupported Soviet units Prudent but Bold: casions for breaking up one or more forma- without the risk of losing a whole regiment in tions are (a) when there simply is no choice, the process. Operationally, a contingent German formations are practically invul- i.e., a critical position or attack demands must be available to make a long range nerable when properly used. Don't be afraid that certain hexes be occupied and only a penetration at a moment's notice. Never to put a fresh unit's head in the Soviet lion's split formation will fill the bill. This decision imagine reserve units to be "wasted" or "out mouth: the lion usually has no teeth. If should be-made after thoroughly examining of the action": they are the action. They can, proper reserves are maintained, they can res- every possible alternative (even if the Soviet in one move, payoff better than a whole cue any German formation that gets Player gets bored to death waiting). And (b) game of hug-em-and-slug-em. over-extended. when a critical element of the defense posi- Minimizing Risk: Line of Retreat: tion can be undermined by a first Movement Never make an attack (or overrun) that could Phase split and the unit can be re-formed possibly be a l-to-Z or worse. This means Secure your line of retreat in extended situa- during the Mechanized Movement Phase at that the Germans will never attempt to over- tions, but don't be paranoid. If necessary a no (or little) risk. run against stacked, untried units, nor fresh formation can stand and take the loss. Note well that the word "critical" is used in against single untried units doubled and in Remember that units can be eliminated by both descriptions of the exceptions to the supply. It is this situation that causes most of passing through hexes in an overstacked prime German doctrinal imperative: this is the Players new to the system to "take a configuration, so don't bunch-up behind a not hyperbole-the word "critical" is used in bath" by attempting to overrun a Soviet dubious attack. its exact sense. There is no surer way of force, rolling the inevitable six and regretting Prize Catches: guaranteeing a German defeat than to give it for the rest of the game. Always assume free reign to the impulse to swirl mechanized that an untried Soviet unit is the strongest Destroy Soviet leaders whenever the oppor- regiments around Soviet pockets everytime Soviet unit (i.e., eight on defense). Following tunity presents itself. Overruns in the Mech- they occur. In doing so, the main hitting this doctrine (and the other commonsense anized Movement Phase are usually the time power and distinctive quality of the German procedure) will insure that the German Army to catch a bare Soviet leader behind the lines. force is dissipated. Once separated the regi- will never lose a whole division (and the So- Step on him at almost any cost. ments are often hard to re-form in time for viet Player will never get the five Victory next attack. The absolute worst violation of Points for such a loss). Utility Units: doctrine is to split up a division and leave it Concentration of Effort: that way during the Soviet Player-Turn. Not Use the independent mechanized regiments Consistent with the maintenance of a proper only does this reduce the overrun threat to and the cavalry division for the odd jobs. reserve, use maximum force against selected the Soviet Player, but it giveshim a chance to Panzer Lehr and Gross Deutschland can un- points in the Enemy's defensive line. If you make a telling counterattack. Losing a single nerve a Soviet Player by making wide always assume the worst case when attacking Panzer Regiment is like losing twelve flanking movements in the north (at little a stack of untried Soviet units, you'll never be Strength Points. This loss is multiplied by the risk to the German Player). If they get disappointed with the result of the attack. number of attack-opportunities theoretically through, wonderful-if they get caught, Don't chintz. Don't nickel-and-dime your available to the undamaged unit: three per they've diverted Soviet strength from the forces in piecemeal attacks. Player-Turn. main line at little cost to the Germans. The Momentum and Reserves Conservation of Quality: 1st Cavalry Division should make a home for itself on hex 1225 to forestall the off chance Maintain local and operational mechanized Preserve the strength of the German Mech- of a Soviet unit appearing at entrance hex reserves. The German mechanized forma- anized formations. In the mid-game, make "6" and railroading its way to Orsha and Vi- tions should not be frittered away in the role combined arms attacks using leg infantry tebsk. The Cav Div is not much good for of "fast infantry". When armor masses for along with the mechanized units. It's worth- anything else and by providing rear-area the attack, at least one division per major while to note that three 9-7's maintained as a security it frees better units to smash the attack should be available to exploit any im- stack makes a formidable overrun and Soviets. portant breakthrough. If all mechanized attacking force. Many pre-conditioned Play- units are committed to the line, the odds are ers ignore the fact that infantry can make Air Interdiction none will be free to turn a local victory into overruns. When losses are sustained, reduce Routinely place the three Air Interdiction an operational success. The SS Division is an the infantry division. If a reduced infantry markers on the railline between Vyazma and excellent exploitation unit: the line breaks division participated in an attack, reduce it the river. Never use the Air to do anything and Das Reich sweeps through and overruns further then withdraw it to the rear when it other than slow down the Soviet reinforce- a crucial Soviet leader unit. A force of two or becomes a 1-7. ments. When Smolensk falls place the Air more Motorized Divisions should be main- GERMAN TACTICS near Entrance hex X. tained to turn flanks and penetrate the The Mechanized Team: Enemy rear area (without engaging). This Use a Panzer Division and a Motorized Divi- Cleaning- Up: will stretch the Enemy defense and force him sion as a team. Make a semi-permanent Use oncoming reinforcements (after Game- to divert a number of units to rear-area mental attachment between specific pairs of Turn Three) to clean up any important security. At any point in the game, if the Panzer and Motorized units. Against isolated pockets of Soviet units, but don't get bogged German Player can look at the map and see Soviet leaders or units, the Motorized unit down destroying such units. Use appropriate strong Soviet attacks adjacent to every Ger- pins the Enemy from the rear and the Panzer odd-job units to pin such forces so that they man mechanized formation, the German Division smashes it with an overrun from the don't get into mischief. Assuming the Ger- Player has made a serious mistake. front (placing the Enemy out of supply at the man Player is not strapped for mechanized instant of overrun). This teaming will also units, he should retire any division that has contribute to the maintenance of proper lost a whole regiment to the rear area for reserves and the proper and efficient alloca- such pinning assignments. tion of mass. 111111 Counter-Interdiction: I realize that every tactical appraisal tells one Serial Overruns: to maintain a reserve and I also know that When possible, make serial overruns against If absolutely necessary, the main supply road most readers yawn and ignore the advice in a single critical defense position to eliminate can be insulated against Soviet interdiction part or in whole. In PGG it's really true: you it during the Initial Movement Phase or to for part of its length by the positioning • must have units ready to go into a temporary . soften it up for the Combat Phase. Make any rear area units in column. If a critical series 7 of attacks is planned for the next Game-Turn Create Reserves: Late in the game, when the contest comes (and the Soviet Player has any interdiction down to grimly holding on to some key posi- As soon as feasible form an operational re- capability left) place a few "junk" units tion (such as Vyazma), stack a leader with along the road for a few hexes westward to serve of armored units. This reserve should be employed to pin German penetrators. the surrounded forces. When a loss is called extend the trace-point. This can sometimes for, lose the leader first-the group is out of mean the difference between taking Roslavl Only in the greatest emergency should it take a line position. supply anywayand the defensivepower of the early and not taking it at all. Even though stack is not reduced by his loss. Such a tactic some good units might be tied up for a will often buy one more Game-Turn of sur- Game-Turn, the trade-off can be worth it if SOVIET TACTICS vival. Use the evacuation provision to fly out the chance for success in-supply is high. A Straight MLR: only the most valuable Soviet leaders. Form the main defensiveline in as straight a The Southwest Force: SOVIET DOCTRINE fashion as possible using stacks of three rifle Take only four divisions (on Game-Turn divisions spaced one hex apart. Wherever Sovietdoctrine is simpler than German doc- Two) of the optional South West reinforce- trine mainly because the Soviet Army is less possible back these stacks up with adjacent ments. This forces the German Player to take local reserves and/or leader units. Form the flexible and almost totally on the defensive. Vyazma (or some other more remote hex) if line with the grain of the hex pattern to avoid he wants a Substantive Victory-and it Remain on the Defensive: three-hex exposure to attack. Where the line forces him to take Roslavl and Smolensk if turns to the interior, use at least one strong Never attack unless absolutely necessary. he plays for Draw. The Soviet Army in the game-system is al- tried unit to contribute to this keystone de- most guaranteed to become the ultimate fense. Air Interdiction: loser in any attack. Even if it succeeds on the Pinning: Use the marker in mid- and end-game. Al- Combat Results Table, it usually requires the In the mid- and end-game, try to maintain waysplace it on hex 0120. Its first use should mispositioning of massive amounts of Soviet be when the Germans threaten to overwhelm units in order to get a worthwhile attack reserves of two and three-stacks of rifle divi- sions ready to pin any likely German mech- the Roslavl position and run beyond it. Its against the typical .German unit or forma- second use will either be immediately after tion. The typical Soviet unit has only anized formation. This will hamper German operations and force the German Player to the first situation, or when Vyazma is about one-third the attacking power of its German to be assaulted (the city itself, not the outer counterpart. The Combat Results Table re- screen his forces against being wastefully pinned. Once a sufficient number of strong defenses).. If possible, save the last use of quires very high ratios for "De" outcomes. interdiction to the very end of the game. The Soviets will almost never be able to ob- stacks become available, the pinning tech- nique is perhaps the most valuable Soviet Doing this will maintain the threat and tain such local superiority. What attacks possibly keep the Germans off balance a usually do is effectively strip the Soviets of tactic. Operating from a stable line Soviet stacks can make small advances to tie up little. Also, there is almost always some their reserve forces. It is difficult for most far-flung high payoff attack that the Ger- Players to just sit there and take it, German reserves and/or flanking units. The more German formations that begin a mans will be making on the last few Game-Turn after Game-Turn-but that's Game-Turns. the technique that will payoff best. Game-Turn with Soviet units adjacent to them, the less flexibility and momentum Density: those formations have. Note that using single The Enclave Defense: Maintain defensive density. Stack three-high Sovietunits to pin the Germans is much less The late middle and end of the game will see on the defense with one unit (preferably a effective (since the Germans can overrun the Soviets using the enclave defense (assu- leader) positioned immediately behind the their way out of the pin and still deploy for ming the main line has been broken). Since stack. Insure that reserves exist to replenish the attack). it's difficult for the SovietArmy to conduct a those stacks that have been reduced by The ideal pin is that which ties down an im- proper withdrawal, the speediest and. most standing against effective German attacks. portant German formation and does so in effective line that can be constructed is one such a manner that the German division that rings an important point with stacks of Hanging Back: cannot independently attack its way out of three units on interior lines with a strong re- Do not be seduced by the excellent forward the pin. This will often force the German serve in the center. Although this position defensive positions on the map. The first Player to divert another, helper-formation to will ultimately be cut off from supply, the time out, many Players will latch onto these free the pinned unit. An untried stack of two Germans will have a tough time working positions (running in hex-columns 0400 and (in supply)and doubled by terrain is an ideal through the outer ring with sufficient force to 05(0) and attempt to hold the Germans west force to pin any single German stack other meaningfully attack the center (i.e., the Vic- of this line. It is impossible. Flatly imposs- than a fresh Panzer Division. tory Point city hex). This defensive ring ible. The Sovietswill deliver their best forces Often, when a single German formation is should be on a perimeter about two or three piecemeal to the Germans (who will roll out tied down by many Soviet units there is a hexes distant from the center with each outer of bed and crush them without half trying). great temptation to attack. Don't. The odds stack backed up by a division or two if poss- Once this position breaks, there will be no- will rarely be higher than 2-to-l: the Ger- ible. The central hex should contain at least thing to stop the Germans from achieving a mans can usuallys stand against any possible two units (preferably tried units). A single Decisive Victory (an otherwise unattainable result and the net effect will be that many leader should be stacked in the center. feat). The Main Line of Resistance is Soviet units are out of position and ripe for Counter-attacking properly a few hexes in front of the Smo- counterattack and penetration. lensk/Roslavl road-rail connection. This Use of Leaders: When making a necessary counterattack, at- allowstime to set up a dense line and insures Manage the Sovietleader force carefully. It tempt to use tried units in sufficient quantity that reinforcements will arrive while the line almost goes without saying that they are the to assure that the attack will be at least is still intact. Incidentally when choosing the key to a successful defense line. Don't place l-to-L Attempt to attack from positions that exact location of MLR, don't be seduced by them in the line except as a desperation are in themselves good defensive positions. local niceties of terrain. Of course always measure. Use the short-range leaders nearer Have sufficient units involvedso that any loss take the best possible terrain consistent with the center or near the more stable portion of may be suffered without having to retreat. a coherent line but remember that it is more the line. The "4" and "5" valueleaders should Take the loss from that attack position that important to have a strong, dense line control the Soviet flanks and/or those fluid is least exposed to counterattack (but don't capable of taking and replacing losses situations where there flexibility will mean weaken the center so much that the German efficiently. Remain within one Game-Turn's the difference between a holding force being counterattack can overrun it). As previously march of the rail net. in or ouf of supply. stated, there is little payoff in most Soviet 8

attacks. The Soviet Player should only attack sturdy on defense in place (fewer steps to Weaknesses: Uneven and unknown quality; , when there is a very good chance of elimi- lose). Vulnerable when split into regiments poor on the attack. Slow and inflexible com- nating one (or more) of the regiments of a (but slightly less so than Panzer Divisions). pared to Enemy formations. Fragile (one step formation or when a city may be re-captured Victory Points surrendered when totally de- per division). Dependent upon leader units. (rare) or when the advance after combat will stroyed. x cut a vital road or supply line to major Ger- •..§ man elements. The Soviet Player should ~ accept the fact that the German Army can- 3-10 not be seriously damaged by direct attack. If ~ ~ the only unit cutting off the German supply The Armored Divisions: The Infantry Divisions: line is an Untried unit, do not involve that Strengths: Relatively fast and flexible. Good unit in the attack: it could very well be a zero Strengths: Very strong independently and for flank security and reserves. Late in the and ruin your whole day. Incidentally, the when massed. Very sturdy on defense in game, useful for rear area raids. Single Com- game in which the Soviets can make a single place. Faster than most Enemy units. Good bat Strength. overrun is an oddity. when penetrating forests. Weaknesses: Uneven and unknown quality Raids: Weaknesses: Relatively slow compared to (300/0zeros). Scarce and fragile. Low mass; Late in the game, when the Soviets are de- mechanized formations (will have difficulty not in any way comparable to Enemy Panzer fending in enclaves, it is useful to send a keeping up in end-game). No integration Divisions. Hard to move by rail. leader or two plus an armored division on a bonus but nevertheless cost Victory Points when entirely destroyed (which should never rear-area raid. This will upset the German x really happen). Player, particularly if he has been lazy with ~§ regard to rear area security. Such a raid will [;] 4-10 usually not accomplish anything directly, but •....III. III ~[fi}] g§ it may distract the German Player and cause The Mechanized Divisions: him to overreact to the threat and send too 3-10 4-10 strong a detachment to deal with it (he really Strengths: Same as armored divisions but of needs to send only one fast unit to pin the The Independent Mechanized Regiments: better quality (no zeros). Can fill gaps in the main line when stacked. raiders). Strengths: Fast, flexible, useful for wide Scattering Retreated Germans: flanking maneuvers and rear area security. Weaknesses: Similar to armored divisions No Victory Points involved in loss. (although mass is better on the average). When you retreat a German stack, send the individual regiments to different hexes to rob Weaknesses: Low mass; no integration that stack of an overrun. bonus; vulnerable and relatively fragile. Should not be used in main attacks except as THE GERMAN ARMY· surrounding force. Strengths and Weaknesses The Air Interdiction Marker: The German Army is obviously the superior x -0 Strengths: Can deny supply to a major por- instrument in the game and the mechanized 4-5 formations thereof are numerous and of the [!] tion of the Enemy army simply by placement finest quality. on hex 0120. This is its sole function. The Cavalry Division: Weaknesses: Only available for three Game- (J) III ~ III (J) III Strengths: Faster than infantry; useful pri- Turns; does not affect supply during Soviet ~§ ~~ ~~ marily for securing rear-area railnet. No Player Turn. Can be pre-empted by prior 4-10 2-10 2-10 Victory Points involved in loss. placement of Enemy unit(s). Inflexible. Weaknesses: Low mass; no integration The Panzer Divisions: Lukin bonus. Should not be used in the line. Strengths: Fast; powerful when integrated (3) 10 (fully stacked) and used in groups; highly * flexible; capable of effective overrun against any single Enemy unit. Most powerful in The Leader Units concentrated attacks and penetration of Strengths: Mobile; known quality; can aug- Enemy line. Very sturdy on the defense when The Air Interdiction Force: ment the attack capability of unit-stacks and fresh. Strengths: Useful primarily to slow Soviet provide control for units within leadership Weaknesses: Can be deliberately scattered as reinforcements at no risk to the German radius. Easily transported by rail (at no a result of combat retreat thereby precluding Player. penalty). Limited air evacuation capability. Initial Phase overrun ability in the next Weaknesses: Range limited before Smolensk Weaknesses: Vulnerable when alone; do not Player-Turn. Vulnerable when split into is taken. Only marginally effective in any role contribute to Defense Strength of stack:; regiments. Victory Points surrendered when other than rail interdiction. Relatively inef- cannot independently enter Enemy Zone 0 totally destroyed. fective-when used singly. Control. Limited span of control. THE SOVIET ARMY Q) III IX) III ~18J ~18J Strengths and Weaknesses 3-10 3-10 COMPARING THE TWO ARMIES x gC8:l The main combat formations of the German The Motorized Divisions 4-5-6 Army are decidedly superior to those of the ~ Soviet Army. The German Army also has ~ Strengths: Similar to Panzer Divisions; use- The Infantry Divisions: advantage of being a known quantity, ful for flanking maneuvers. Strengths: Numerous and therefore expend- There's always a beading of sweat on the Weaknesses: Not capable of overrunning all able. Good on defensive when stacked. viet Player's upper lip when the Germer, Enemy units without unacceptable risk. Less Easily moved by rail. Panzer divisions engage the MLR for the 9 time. The worst surprise for the Soviet Player THE DEVELOPMENT OFPLAY MLR will be broken and how to best exploit is a key defense position that turns out to be IN THE SITUATION the breakthrough and eventual consolidation of Smolensk and Roslavl. held by imaginary units. Assuming equally competent Players that The main hitting power of the German Army generally follow the Operational Plan previ- WHAT ARE THE WORST MISTAKES? ously described, the game will consist of and its principal strike force is the fine Soviet Player: collection of mechanized units all of which three distinct stages: are active by the third Game-Turn. The nine 1. Attempt a forward defense of the Vi- Stage I: Panzer Divisions, ten Motorized Divisions, tebsk/Mogilev line. THE APPROACH- and one SS Motorized Division constitute an 2. Routinely defend with single unit posi- Game-Turns One through Four. enormous spearhead of 282 Combat Strength tions. Points. This force alone is fully 72% of the Soviet withdrawal and delaying action. As- 3. Make large scale counterattacks. strength of the entire counter mix of Enemy sembly of Soviet Army on the MLR. German 4. Forget to use the Air Interdiction marker Defense Strengths (excluding Soviet leaders). approach and massing just west of Enemy at the proper time. The Soviet Armored force amounts to only 11 MLR. Initial probe attacks against the MLR German Player: divisions with an aggregate average Strength and flanking attempts in the north. 1. Become heavily involved with Soviet de- of 45 Combat Strength Points. All of these Stage II: laying forces. divisions are the inferior of the German THE CRITICAL INVOLVEMENT- 2. Split up mechanized formations. divisions in every important respect. The German Player-Turn Four through Game- 3. Fail to concentrate against the Soviet MLR average Soviet Armored/Mechanized Divi- Turn Seven or Eight. in a well organized fashion. sion is only one-quarter as powerful as the 4. Make attacks or overruns at less than integrated German division. A stack of three Soviet defense-in-place on the MLR; distri- 1-to-l. Soviet Armored/Mechanized Divisions is an bution of reinforcements and formation of average 12 Combat Strength Points (identical reserves. German main assault in two sec- It should be evident around Game-Turn Ten to the average stack of Soviet Rifle Divi- tors: immediately north of Smolensk and just who is going to win and how big. It will sions). A stack of German Infantry divisions midway between Smolensk and Roslavl. Di- be evident much earlier if one or the other is the single most powerful formation on the rect assault on Smolensk. Capture of Smo- Player drops the ball and makes some dis- map: 27 Combat Strength Points. lensk and Roslavl; penetration of MLR and astrous error. start of deep penetration. Soviet forces move Panzergruppe Guderian will, I believe, be- The Soviet Army units are fragile: all are to form enclaves at Kaluga and 5915; as- come a game that is played and re-played one-step units. All German tormations are semble and regroup around Vyazma. Air until the counters are worn round. Although sturdy, capable of taking repeated losses and interdiction employed. it's possible to generalize about doctrine, still maintaining a presence. The worst fea- Stage III: operations, and tactics as I've done in this ar- ture of the Soviet Army is its unreliability: ticle, every game will have a unique twist in it the face-down untried units can vaporize at THE BREAKOUT- Game-Turns Eight through Twelve. because of the charming quality of the un- critical points in the battle. Players may find tried unit system. This incidentally, makes it it useful to keep in mind the following statis- Soviet formation of Vyazma enclave. Forces an excellent solitaire-play situation. tics concerning the quality of Soviet Units. remaining in Roslavl vicinity attempt to holdout, cutting the RoslavllYukhnov road. I'm certain that right at this instant, some Rifle Divisions: By-passed Soviet units around Smolensk at- ace gamer out there is sitting down to write Average Attack Strength: 3 tempt to pin German mechanized forma- me a letter protesting this or that detail of Average Defense Strength: 4 tions. German Panzer Divisions sweep tactics or alternative of operations that I've Percentage of Zero Defense Strengths: 10.30/0 towards the east edge; infantry groups clean overlooked. The game has a great deal of Percentage of Defense Strengths 1 or 2: 7.80/0 up situation around Smolensk and Roslavl depth to it and a lot of play value. It won't be Percentage of Defense Strengths 3, 4, or 5: . and begin approach on Vyzama. Germans totally "scoped" by anyone simply because 56.4% determine whether Vyzama can be assaulted of its variability and the fluidity of the situation. Even though there's only one Percentage of Defense Strengths 6, 7, or 8: and taken within remaining time. Smo- set-up and one set of Victory Conditions, 20.50/0 lensk/Yelna/Roslavl secured. End of map positions engaged. Last use of Soviet Air In- PGG has an infinite number of scenarios Armored Divisions: terdiction. Germans secure rear area against built right into the game-system: one has to Average Combat Strength: 3 Soviet raids. stop and think about this to realize that every Percentage of Zero Strengths: 30.00/0 new game is a brand-new, totally unrepro- duceable scenario. Perhaps, because it is a Percentage Strengths 1 or 2: 0.00/0 HOW DOES THE SOVIET PLAYER WIN? "free" (S&T subscription) game, PGG will Percentage Strength 3: 300/0 never receive its justly deserved acclaim Percentage Strengths 4 or 5: 30% He wins by holding on a properly constructed MLR as long as possible and-when that (there's a disturbing tendency to do one-night- Percentage Strength 7: 100/0 breaks-by holding out in Roslavl and form- stands on S&T games and then chuck them Mechanized Divisions: ing strong enclaves around Vyzama, 5915, when the next issue arrives). I certainly hope this doesn't obtain. PanzerGruppe Guderian Average Combat Strength: 5 and Kaluga. Holding Roslavl is critical: it denies the Germans quick, supplied access to has provided me (old jaded-brain) with over Percentage of Zero Strengths: 0.00/0 forty hours of pure entertainment in the past Percentage of Strengths 1 or 2: 200/0 the east edge of the map. By defending at this point a major slice of the ripest part of the five weeks and I still want to play it! Even if I Percentage of Strengths 4, 5, or 6: 500/0 rear area is secured. It also takes some of the weren't a "company man", I'd rate it "9". Percentage of Strength 8: 300/0 pressure off the Vyzama enclave. If units are The only way in which the Soviet Army can available to form "wings" on the Vyazma hope to cope .with the massive German enclave, this should be done to keep the formations is to stack as densely as possible position in supply for as long as possible. and to maintain a well ordered MLR with well positioned reserves. The Soviet Army HOW DOES THE GERMAN PLAYER WIN has no attack potential on the operational level and little on the tactical level. Its only He wins by optimum use of his mechanized feasible role is defensive-and it's inconsis- force; maintaining momentum and mass and tent at that. making a firm decision regarding where the