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Russia, June 28, 1942, Germany army of 658 units opposed to USSR army of 832 units for a battle of complexity 2.08 at Division(XX) level on a 25 Km/Hex map for 48 turns of Full Week each. by Wayne Prusik submited on 16-11-2002 Rugged-Defense Playing Statistics
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DRIVE ON STALINGRAD Version 1.0 The German invasion of Russia sought to destroy the Red Army and realize a political victory over the Soviet Union by seizing Moscow in 1941. The failure to achive these objectives and the near disaster of the winter counter offensive had a sobering effect on the High Command. Lacking the resources for another broad front attack,the General Staff decided to faint towards Moscow while seeking economic victory in a summer campaign to capture the oil rich Caucasus of southern Russia. The enemy would not be underestimated again. Maximum effort would be exereted and maintained. This would be the climactic battle, that would determine the outcome of the War In The East. Rules: 1. No Breaking down of any units. 2. Army Groups A & B have respective areas of operations, deliniated by a line on the map(which is open to either group). This resriction is in effect until the Russian counter attack begins. A. Army Group Don formations, Flak, Reinforcing German Divisions and Corps, Rear Area Troops, and all Axis Allies are exempt from this proviso. ie. Only the starting units of each Army Group are restricted in this manner. Note that there is small triangular area on the map, diliniated by three T's, where the restriction dose not apply to either group. B. One Corps Equivalent(three divisions plus support units),from either Army Group, is permited to be across the boundry at any given time. C. Airborne regiments are for use in Army Group A's area only. These units have a maxium drop radius of twenty hexes from there initial starting position. 3. Axis must garrison the upper Don region between hex rows 86 through 99, with units or their zones of control. The hexes to be covered are marked on the map with a G. The garrison rule stays in effect till the Russian attacks across the super river in this area. 4. Fixed fortificaions, of either side , may not be moved by rail. Designers Notes: 1. An Axis attack on Vornezh will activate six Russian Armies, not due till next year. Taking the river city hex will increase the Russian replacement rate considerably, nullifeing the advantage the Axis enjoy during the begining phase of the game. Also a supply point will appear in the second city hex. 2. The Axis supply point for 11th Army will disapear on turn 22. The rail conection to Rostov should be established before this occurs. 3. The Airborne regiments will start to withdraw on game turn 12, and be comletly gone on turn 14. 4. Makop will increase axis supply sixteen turns after its capture. This will cease if city is recaptured by Russians. 5. Capturing the southern hex of Stalingrad will increase Axis replacement to double their normal rate. Replacements return to nornal when Russians recapture the hex. 6. Capturing the northern hex of Stalingrad will diminish Russian supply by ten points. Supply returns to normal when Russians retake the hex. 7. The Russian has a number of strong bridgeheads accross the Don River. These can be reduced , but it requires and expenditure of time and effort. In addition there are a half dozen Russian Bridging units capable of crossing the Don, so no point on the river can be ignored. 8. All units are not created equal. Axis Allies and Russian second line formations, will not return as replacement if distroyed. 9. Russian air units do not start appearing till turn twelve,unless trigered by events. 10. The Russian will have little to do, for roughly the first third of the game. After that he will have his hands full. Be advised that brawn alone will generaly not sufice to achive a decisive victory. 11. Read the news briefings. They will give information about the shock,supply etc. situation prevailing. Comentary: The scenario map is based on the old board game, Drive On Stalingrad , published by Simulation Publictions Inc. Ergo the distortion in the north-south axis. PBEM is used as there are to many variable for a programed opponent to keep up with, though it is a viable tool to get the feel of the game. The premises of this scenerio is based upon the original historical concepts for conducting the 1942 campaign in the Caucasus. eg. Hitler Directive #43 envisoned the attack of 11th Army from the Crimia , and the use of airborne divisions to augment the capture of Makop. Some abstract design techniques have been utilized in an attempt to create a more fluid battlefield situation. A concerted effort has been made to define the difference between German and Russian tactics. German Units(but not their Axis Allies),can move,stack, ford and infiltrate better the their Russian counterparts. Shock turns are augmented by increase supply and replacements rates to reduce the after the fact burn out of the attacking troops. The prohibition against breakdown, as well as the absence of bridges, is to prevent a slowing down of play by a poliferation of weak units or a series of blown river crossing. Events and rules are designed to shape the battle into its histroric context. eg. Taking Stalingrad will help the German and force the Russian to fight the battle, rather then bypassing the besieged city and shoot for victory points. Heavy snows have been left to the forces of nature,as theyt tend to obscure the map, making the battle more difficult to focuse upon. The objective is not to "beat the game",but to out fight and out think your opponent. Ultimatly, this scenario is an attemt to give give the opposing players a true East Front experience, and not simply simulat a battle whose out come is a forgone conclusion. |