3rd Romanian Army's front, daybreak, 20 November, 1942. |
Soviet right flank, mid-morning 20 November, 1942. |
Soviet left flank. 13th Romanian Division already overrun by tanks. |
The Soviet surge, looking southwest. But several Soviet formations have been depleted to exhaustion level. |
Looking westward along the Romanian line. IV Corps HQ will soon be overrun as will the AT guns. Only the artillery will remain. |
65th on the left and 21st Army have made great progress. |
Heavy losses: 2 Rifle Divisions, 3 Tank Brigades and a Tank Regiment all in an exhausted state. So are two of the surviving Romanian infantry Divisions. |
Half I Corps line has collapsed, but 7th Division stands firm. |
Now looks to be a fine moment to launch a counter-attack! but it would be late afternoon before it could strike... |
3rd Guards Cavalry scores a success: overrunning V Corps anti-tank gun line. |
Soviet: Original Strength overall, 233 SP. Net loss, 78-80 SP. % loss: 33-34%
Romanian: Original Strength, 105 SP. Net loss, 45 SP. % loss: 43%
IV Corps is no more... |
Count 'em: 6 depleted Soviet formations, and 2 Romanian. |
Can Perelazovskiy be held? |
Close up of 1st Romanian Panzer Division. |
Strength Points for AFVs:
Where the difficulty comes in is in their relationship with tank units. For this game I allowed 1 medium tank or panzer at 3 SP to represent 50 tanks. Assuming, as we did, that freezing field mice had no taste for the electrical wiring within AFVs, that gave 2 Panzers at SP3 for each of 1st Romanian and 22nd Panzer Divisions (about 100 tanks each). Both were equipped with Pz38(t) or PzIII vehicles. The Soviet T34s in 1st Guards and 65th Armies I also placed at SP=3, but in the Tank corps, to each was added a single infantry stand with an additional SP. In effect, the latter were regarded as tank brigades, and the former, tank regiments. The heavies - the KV1 tanks - I added a further SP again - to 5 SP overall, for their additional weight and 'scariness'. At the other end of the tank scale, both Cavalry corps got light tanks (T26s specifically) at SP=2 each. So the Soviets had 10x T34s, 3x KV1s, and 2x T26s; 15 AFVs representing the 770 available for this part of the Operation.
Where the difficulty comes in is in their relationship with tank units. For this game I allowed 1 medium tank or panzer at 3 SP to represent 50 tanks. Assuming, as we did, that freezing field mice had no taste for the electrical wiring within AFVs, that gave 2 Panzers at SP3 for each of 1st Romanian and 22nd Panzer Divisions (about 100 tanks each). Both were equipped with Pz38(t) or PzIII vehicles. The Soviet T34s in 1st Guards and 65th Armies I also placed at SP=3, but in the Tank corps, to each was added a single infantry stand with an additional SP. In effect, the latter were regarded as tank brigades, and the former, tank regiments. The heavies - the KV1 tanks - I added a further SP again - to 5 SP overall, for their additional weight and 'scariness'. At the other end of the tank scale, both Cavalry corps got light tanks (T26s specifically) at SP=2 each. So the Soviets had 10x T34s, 3x KV1s, and 2x T26s; 15 AFVs representing the 770 available for this part of the Operation.
A rather tired looking Soviet Rifle Division attacking a Romanian gun line close by Perelazovskiy. A dangerous situation with 15th Division close by... |
A number of ideas spring to mind:
1. Tanks count double SPs if, and only if, attacking infantry (i.e. Tanks count as the attacker, and is in 'M' mode).
2. Keeping the system 'as is' but attacking tanks that induce a retreat may follow up.
3. Keeping the system 'as is' but attacking tanks that induce a retreat may follow up and engage in a second combat against the same opponent.
4. Beef up the SPs a little for AFVs.
At the moment they are merely ideas. It is quite likely that what we already have is about right, and the extra mobility allowed to tanks might well be sufficient. Put succinctly: the problem is that I'm not sure whether or not there is a problem.
Traffic ControlOwing to the size of the units and models relative to the grid cells, I don't allow stacking apart from the location of formation commanders. This led to all kinds of traffic control problems with the amount of stuff on the table. Reducing the amount of stuff is not the solution! A certain degree of congestion made the scenario even more interesting - and, from my reading, was indeed something of a problem for the Russians during the actual event.
Possible solutions:
1. Priority chits by formation and/or sector. In this action, I turned to prioritising by rows (columns or files) of hexes, and that seemed to work OK. Another idea is to prioritise by formation front, though that could get pretty complicated.
2. Allow 'passage of lines' for 'fast moving' troops - that is, any troops that can move more than 1 grid area per turn.
Example:
The RED infantry, already in contact with the BLUE defenders, attacks, and in the same turn pulls back into the empty grid area to their immediate rear. The armour then passes through the infantry to attack the blue infantry in their turn. If the priority chits work out right, this can all be achieved in one game turn.
3. Allow stacking under two conditions: (a) that the stacked units all fit inside a single grid area (give or take the tows of towed weapons), and (b) the combined SP of the units occupying the grid area does not exceed 6 (say). That means that any units of SP6 or more can not be 'stacked' with any but a formation commander. Note that the Soviet Tank Brigades, comprising, for this action, one Tank and one infantry stand, were treated as an integral whole, and not 'stacked' as such. Neither could they be split into separate Tank and infantry stands.
Well, I think that will do it for this chapter of Operation Uranus. I hope readers have enjoyed my ruminations upon it; it was fun for me to think about the game, and to play it. It has given me a lot of food for thought. I'm now thinking of doing a Hexblitz version of the Panzer General II action around Kanev, Ukraine, September, 1943.
* Small quiz.
1. What is the meaning of 12 m?
2. What is the meaning of 12 a.m?
3. What is the meaning of 12 p.m?
Answers: 1. midday (meridian); 2. midnight (ante meridian); 3. midnight (post meridian).
A couple of suggestions, based on various other operational games I play.
ReplyDelete1. Traffic jams. Allow adjacent units in hexes to swap places in lieu of normal movement. You may or may not wish to disallow combat if they do this (given the turns are so short, I'd disallow it).
2. Go with doubling the tank SPs if they are attacking, if fact I'd double them if they are attacking anything. This gives them offensive oomph, but leaves them brittle. In some of Phil Sabins rules attacking armour is tripled....
They don't get any extra benefit defending, as armor is bad at holding ground. If going down this route, don't double tank brigade SMG battalions.
Thanks for those suggestions, Martin. Your solution to the 'traffic jam problem' has crossed my mind, and may be where I fetch up. I have a feeling it would be a bit fiddle to do. On other hand, it would allow relieving infantry to get into action betimes. I think, though, I would prefer to allow combat, which is what the relief is for.
DeleteThat someone other than myself has come up with the idea does indicate it's woth another look!
Doubling tank SPs in attack has certain attractions, for sure. They could be doubled against other troop types as well. Fights against anti-tank weapons, especially the late war ones, are apt to get pretty bloody.
What concerned me in respect of tank vs tank battles is that tanks on the move would be very vulnerable to armoured counter-attack - especially if the counter-attackers got their licks in first.
That might not be a problem, merely reflecting a grim reality of the time. Consider a Soviet Tank Brigade, SP=4 with its tank 'desantskii', trundling through a crumbling Axis line uncsathed. A panzer battalion with PzIII tanks SP=3, say) comes whiffling through the tulgey steppe and hits this Brigade. Double its SP to 6, requiring 5, 6 to hit. The panzers can expect to halve the Soviet strength at once. Defending themselves the Soviets roll 4 dice, hoping for 6s. They have just slightly better than a 50-50 chance of scoring one (though there is a 1.6% chance of wiping the Hitlerites out).
However, if we were to suppose that later in the game turn, the Soviet tank battalions turn to move came round, then its remaining 2 SP gets doubled to 4, whereupon they are very likely to score at least one hit (Expected number of hits, 1.3).
The jury is out on this. I may be forced to play test it. That maths seem to indicate the thing ought to work out well enough. Mind you, it gets trickier with the heavier equipmant and the commensurately greater number of SPs
I certainly had no intention of doubling the SP against incoming, whether rolling the dice in defence, or in subtracting SPs destroyed. The solution there would simply be to increase the baseline SP and its modifications. The asymmetry appealed to me.
Cheers,
Ion
I must confess, I am not at all convinced by that line in the combat results table. In a meeting engagement (ie both sides are "attacking") neither side is disadvantaged, and the outcome is determined by superior combat strength I don't understand why the attackers are twice as good. If the other side are disorganised in some way, then yes.
DeleteTo paraphrase a comment Bob Cordery made to me: it pays 'to get your retaliation in first'. The priority chit determines who this will be. Arguably, then, the chances are evens who gets the first strike. As I have indicated, though, that the enemy with 'M' orders will get his chance later in the game turn.
DeleteWhere things could get a bit ropy is this situation. My tanks bust through and enemy infantry line. In the same game turn suppose the enemy counter-attacks with tanks. Then my guys have to wait until the next turn to attack, and then have to take their chances in the chit draw.
The trick is to have plenty of reserves available. I think that was what concerned Jacko in the Operation Uranus game. Any success he might obtain by counter-attacking he thought would be paid for with interest from my reserve armour and infantry. He might well have been right about that!
Thank you for the AAR. I have discovered your blog just recently and really enjoying its content!
ReplyDeleteThanks for your comment, Yuri. I certainly enjoy producing these articles!
DeleteCheers,
Ion
Nice mix of kit
ReplyDeleteIt is certainly an eclectic collection. The Russian stuff was all mine, the Romanians belonged to Jacko, except for a couple or so vehicles. The terrain was mostly my stuff, home made, but for a few river sections.
DeleteOn the Russian side, the T34s were Airfix, with maybe the odd Matchbox; the KV1s were Fujimi (I like those kits), and the T26s 'S-Models'. The artillery were all scratch built - the heavy stuff using a kit gun assmebly, but the rest from cardboard; the 76.2mm entirely from cardboard and plastic tube. The figures were variously Airfix, Some Hong Kong knockoffs from sets of unknown provenance, Plastic Soldier and ESCI. The last two are very nice figures, as are the scattering of metal figures in that little lot! Apart from the Zis trucks (one resin, the other cardboard), most of the Soviet vehicles are 'El Cheapo' toy trucks given a floor to the cabs and painted. I don't worry overmuch about having the 'right' kit, especially as I have a great many of these vehicles! There is also a heavy half-tracked truck scratch-built up from the cab, front mudguards of one kit and the half-tracks from another. What I need now are a couple of Katyusha vehicles, and a few Komsomolets artillery tractors...
I can't answer for the Axis troops - I'm not even sure what vehicles Jacko borrowed from my box. The two Horsch's I see might be mine - they were metal vehicles I bought second hand and repainted many years ago.
Cheers,
Ion