WATERS OF THE DNIEPER 1941Version 2.0 This scenario is a tribute to the memory of the soldiers of Southern and South-Western Fronts who fell defending their Homeland. This scenario is a tribute to the memory of the soldiers of Southern and South-Western Fronts who fell defending their Homeland. 1. CHANGES IN VERSION 2.0 New obligatory house rule is provided. The 2.0 should always be started with Active Disengagements turned OFF in the game preferences. It is critical rule to provide historically reliable long campaign as well as all other changes (below) were made and tested under this rule. Note that this brings quite a different taste to the game, making Soviet gameplay abit calmer. less of "stand fast" approach, more of thinking and planning. On the other hand, this also makes German gamplay abit more complex. - Motorised supply depots are added to every German motorised Corps;
- One RR battalion added to Magyar Expeditionary Corps, 3rd and 4th Rumanian Armies;
- All Soviet Division-level sapper battalions are removed, integral engineer squads are placed inside rifle regiments; this effectively reduces Soviet gap-sealing ability without sacrificing any of engineering capabilities. Combining this with earlier integration of Corps-level sapper battalions into Corps HQ, Soviet side now have only Army-level and Front-level sapper units left;
- Several Soviet formations are additionally weakened, particularly are all the divisions of 31st, 49th and 55th Rifle Corps, 164th and 228th Rifle Divisions, majority of Crimean militia and some others;
- Mistakenly placed 285th Rifle Division is removed from the game;
- Most of Soviet air reinforcements have their proficiencies reduced;
- 20th and 35th Tank Divisions' infantry is now much slower;
- All Soviet Cav Divisions' and some of Motorised Divisions' HQs has their assigned truck numbers increased;
- Soviet border guards are all made of non-divisable squad icons, reducing the number of broken ants in the early turns;
- German SpecOps are all withdrawn on turn 10;
- Fixed bug with Lvov insurgents unable to apper at Soviet-held Lvov due to Irregular icon, now they are Guerilla;
- 76mm Howitzers replaced with 76mm Guns inside Soviet MG battalions;
- 192nd Mountain Division is now correctly commanded by MajGen Petr F. Privalov.
Net effect is the reduction of Soviet OoB by 100 down to 1416 unit and increase of Axis OoB to 820 units. 2. UNIT COLORS (from north to south) 2.1. Wehrmacht - 6.Armee - grey on grey
- 1.Panzergruppe - black on grey
- 17.Armee - dark grey on grey
- 11.Armee - blue on grey
- SS units - black on black
- Luftwaffe - white on blue
2.2. Ukrainian nationalists - blue on yellow - Slovakian Exp Corps - red and white on blue
- Croatians - blue on dark grey
- Magyar Exp Corps - red on dark green
- Italian Exp Corps - orange on green
- Rumanian 3rd Army - creme on light blue
- Rumanian 4th Army - tan on light blue
- Grup Aerian de Lupo - dark blue on blue
2.3. RKKA (Workers' and Peasants' Red Army) - JuZF (S-W Front) - white on green
- 5 A - light green on green
- 6 A - red and grey on green
- 12 A - red and yellow on green
- 16 A - black and white on green
- 21 A - green and grey on green
- 26 A - blue and white on green
- 37 A - dark green on green
- 38 A - red and white on green
- 40 A - brown on green
2.4. JuF (South Front) - dark green on light tan - 9 A - dark blue on dark green
- 18 A - yellow on dark green
- 51 A - blue on green
- VVS RKKA (Air Forces) - red on dark blue
- RKVMF (Fleets and Flotillas) - red on light blue
- NKVD Frontier - green on red
- NKVD Security and reorganized Frontier - red on red
Notes: Historical "switch" of 6 A and 26 A HQs that happened in July 1941 is NOT represented with unit colors; hence, the reinforcements historically assigned to 6 A have 26 A colors in the scenario, and vice versa. 3. HOUSE RULES Please, follow these rules as they are critical for balance and representing historical limits. - Units of only one aviation formation (Soviet Air Division or German Geschwader) could be redeployed per turn.
- Ralroad embarked units may only disembark in the urban hexes.
- Flotillas may not travel through marshes, flooded marshes and rivers, therefore allowed to move deep, shallow waters and super rivers only.
- Rumanian flotilla may not enter Black Sea.
- Ukrainian units may not cross old border (fortifications line).
- Hungarian and Rumanian units may neither cooperate nor enter each other territory.
- Rumanian 4th Army limited to operations no further east and north than Odessa nearest vicinity.
- Rumanian 3rd Army limited to operations no further north than Zaporozhje parallel.
4. THEATER OPTIONS On early turns Soviet player is granted with possibility to call for additional reinforcements, these are either units temporarily stationed at former Kiev Military District territory (32nd Rifle Corps at Vinnitsa vicinity and 57th Tank Division near Shepetovka) or located at other Districts (49th Bomber Division from Kharkov District). 5. SIGNIFICANT EVENTS - There are few Rumanian units which are active from the very beginning, modelling the historical struggle for bridgeheads over Prut which started long before the Axis armies in Rumania unleashed their offensive. These units pursue double aim - if Soviet side decides to evacuate troops from Moldavia behind the Dniester, these Rumanian troops could trigger some of hidden locations, unleashing the chunks of AG Antonescu before the planned time. This is made to imitate the pursue order Axis would issue if they would find Soviet side is trying to retreat off Moldavia. In other words, Soviet player is still able to evacuate the Moldavia, but he should have strong enough screening to prevent Rumanian vanguards from easy progress.
- Reconstitution rules are harsh for both sides. Try to keep your artillery and HQs in safety
- Pripjat swamps is a difficult place to operate for German units
- Soviet supply radius is relatively small and there are no supply points other than at the eastern boundary
- All Axis and especially Soviet units and formations are very different in performance and combat worth.
- German forces benefits from changing variable positive shocks, while their supply is gradually rediced over all the course of the scenario
- Soviet side suffers serious logistics shock on first turns. Army-level supply stations will be deployed as soon as logistics stabilizes (variable).
- Soviet airforces suffer serious shock on early turns. If this possibility is not exploited by German player, Soviet AF could be a real problem in the later turns. Note that Soviet recon becames marginally effective only around turn 8.
- Soviet ground troops suffer variable ground shocks
- Soviet rail assets are probably much lower than one would expect, but provides Soviets with historically adequate reinforcing and regrouping capability over the early turns; this means you have to plan your transportations wisely. The limit is raised between turns 5 and 10
- Game ends with German early victory if Kiev captured before August 20th
- Game ends with Soviet early victory if they ever manage to capture Lublin
- Soviets should try to counterattack and get bonus VPs for liberating larger cities (those with capital letters in their names).
6. WORDS OF THE DAY "Due Russian fierce resistance we have to follow our Filed Regulations thoroughly. In the Poland and Western Campaigns we could take some liberties and deviations, but now it is absolutely inadmissible ... The whole situation makes it increasingly plain that we have underestimated the Russian colossus ... Soviet divisions are not armed and equipped according to our standards, and their tactical leadership is often poor. But there they are, and if we smash a dozen of them, the Russians simply put up another dozen... They are near their own resources, while we are moving farther and farther away from ours. And so our troops, sprawled over an immense front line, without any depth are subjected to the incessant attacks of the enemy."
Franz Halder, Diary Entries. 7. THANKS (in the order of appearance) Thanks to Jaroslaw Flis for his help with Polish names.
Thanks to Daniel McBride for his great suggestions on scenario canvas.
Thanks to Pelle Holmen, first playtester, for most useful advices on gameplay and rules.
Thanks to Goran Wickstrom whose useful help on road network and border line helped to make this scenario more precise.
Thanks to Michael Red for his work with AI objectives and extensive playtest. 8. PLAYTESTERS (in order of appearance) - Pelle Holmen
- Andrey Pushkarev
- Alexander Miasnikov
- Sergey Kharitonov
- Laszlo Nemedi
- Daniel McBride
- Michael Red
9. ABOUT PO. Both sides have been fully programmed to fight more or less according to the historical discourse.
That does not, however, mean that AI will fight exactly like as meant to. Therefore, playing against PO is suggested purely for educational purposes.
RF_Mikael@yahoo.com Pavel Voylov aka T-28A |