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Russia, June 22, 1941, Axis army of 1997 units opposed to Soviet army of 1983 units for a battle of complexity 5.01 at Regiment(III) level on a 10 Km/Hex map for 253 turns of Full Day each. by Silvain Domen submited on 04-07-2008 Rugged-Defense Playing Statistics
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Operation Barbarossa At TacticalSilvanski mod of a classic Piero Falotti scenario released with kind permission Axis PO Soviet PO possible but weaker PBEM possible but balance in favor of the Axis 1. House rule Bridge demolition only allowed in hexes where a road/rail line actually crosses a river. 2. Following modifications were made
3. Background On June 22nd 1941 Germany and its partners launches Operation Barbarossa to crush the Soviet Union. The only chance for the Axis to succeed is to launch a blitzkrieg campaign with Leningrad, Kiev and Moscow as the prime objectives. Achieving all three of these objectives plus capturing Rostov and Kharkov ensures an automatic Axis victory. If not deadly winter fighting to hold conquered territory will be the only chance of a German victory. 4. FORCES 4.1. Russian Various brown, red, beige Non-reconstitutionable units include ISTR, NKVD Border units and various Irregulars. Watch your 5th Army... It will be disbanded in September, to be reconstructed in October. 4.2. Germans
Many minor Axis units don't reconstitute 5. Notes by Piero, edited by Silvanski
5.1. NOTES ON THE PO Don't roam around behind Axis lines too fanatic with your partisan and airborne units cuz the PO has a hard time dealing with those kind of situations... I suggest you use your partisans like this: Blow one bridge or go over one rail hex per partisan unit/per turn only and then move it off-road, as in a hit-and-run action like it happened in reality. I kept Piero's Red Army PO in place but gave the Soviets some positive shock for the December 6 counter offensive. The PO is not that good on defense but can be used to simulate Stalin inability to order his troops efficiently in the first 100 turns or so.. The problem is that it makes German play way too easy... Moscow is an easy grab by Turn 60 in playtesting !!!! Still realistic if plan Marcks had been followed... but the major flaw of the PO is its inability to gather reserves as the Soviets would do to concentrate them in counter offensives or good defenses... so if you play agains the Soviet PO, it will not be as much fun.... 5.2. SOVIET PLAYER NOTES The enemy is at the gates. Protect the motherland at all cost. A difficult task, as your best forces will be wiped out quickly by the fast advancing enemy. Sure once rallied, your troops can retreat and destroy all bridges in their path but at some point you WILL have to fight. Choose that moment and place carefully, use terrain with care, but know that you will only be able to delay the Germans for a while and on selected places. A full front delaying tactic will only mean a meager force that has good chances to be destroyed.. and even if Russia is huge, Moscow is not too far after all... Your big advantage is the ability to have large replacements that will rebuild the units lost and lots of reinforcements.. Use these carefully in small counterattacks to destroy isolated German units and do attack the Rumanians, Hungarians, and Italians units as these will break more easily... Use large cities in an attrition defense but be carefull, if too many of your cities fall, your industrial production (and supply) will be reduced. Kiev, Leningrad and Moscow are vital for the survival of the Soviet Union and the Party. Long live the Internationale. |