| 6th Shock Army on its start line. Day 2 of its assault on Apresski. |
| 17th Panzer Division waits... |
| 544th Division rather thinly deployed around Apresski itself |
The relative strengths of the opposing forces were about two to one.
| 544 Div HQ, near the village of Obshchinovo. Buildings home made, one from a downloaded file. |
Overall it looked more a challenge to the defenders than to the attackers. The 544th were spread over a distance of maybe 20 kilometres - a bit of a stretch for such a small Division. Their task was to hold, whilst 17th Panzer struck the right flank of the Russian attack.
| Using order chits and priority markers. The latter are activated in increasing numerical order. |
| The Soviet advance begins. |
| 140th Tank Brigade was delayed by a traffic jam. Should it lose its turn, or 'reserve' its move? Here it 'lost its turn' but I think 'reserving' its turn until it could move is a better option. |
| Heavy losses among 47th and 316th Rifle Divisions. |
| 489th Infantry Regiment forced to abandon Apresski under the weight of 6th Shock Army artillery. |
| Massed Soviet infantry about to swamp 490th infantry and its anti-tank support. |
| End of the action. Apresski has been cleared of the Hitlerite forces... |
| Battered but unbowed, 17th Panzer Division takes to the road. The Panzergrenadiers' SP reduced to 0, it remains a force in being |
| The assault on Apresski (Alternative Universe). This one used the 5-5/6-6 results option. |
Then I noticed a 'continuity glitch' on the table: wood that wasn't there that ought to have been. This I might have let go, but then, re-reading the rule set, a suddenly realised my interpretation of one of the results was quite mistaken. This had to do with hits being scored on rolling 'double 5 and 6'. Now, my interpretation of 6 and double-5 was correct in logic, but wrong in context. Faced with ambiguity I always do this. Of course, what was meant was 'double-5 and double-6'.
This I couldn't let go. So a couple of days ago I refought the action.
The missing woods were replaced, and the action was fought using the 5-5, 6-6 requirement to knock off one SP from a unit in 'defence'. This did not go at all well for the Soviets. It was a complete and utter disaster, as the following sequence of pictures will show. After 5 game turns, the Germans had lost 6 SP; the Russians 27 - enough to exhaust the whole Army if I were using such a rule. The next turn was sufficient to carry the 544th Division line, but by then to inflict 3 SP, the Soviets had paid another 7! For its part, though battered after two days of action, 17th Panzer remained still in fighting condition.
Of the two results, it seemed to me the former was the more 'realistic' The Germans were beaten out of their position in a two-day battle, but it cost the Red Army the bulk if its two best and strongest formations.
So what did I learn or conclude from this?
| A general advance - no sophistication, here. |
I'll begin by saying that HEXBLITZ is one of the most accessible WW2 rule sets I have even encountered. For mine, it is just the type of game I want to play. I could probably add Megablitz to this, since the former is an adaptation of the latter, open table rule set, to a hex-grid set up. Some further adaptations seemed to me desirable to 'fit' my collection of stuff, and it was going to be easier to do this with the orders of battle and possibly the rule set than to my armies. We'll see.
My first thought that this was really too simple - and was thinking more along the lines of the 'SMART' Megablitz system. But I really want to give the 'DMS' system a good shakedown first. For one thing it was not always clear what an artillery unit's stance should be when supporting an attack, say. After one game I figured that, unless under direct, close range assault, artillery should shoot only whilst in 'Defence' posture. It seemed to me a good thing also that Corps and Army artillery could change targets only after a 1 turn delay, and what better method suggested itself than for them to switch from 'D' to 'S', then back to 'D'? Divisional artillery being nearer the sharp end I figured would be less subject to delay, and could switch at once if a fire programme called for it, or a spotter were available to guide the mission.
The rule set allowed defenders to call upon the support of friendly artillery for each attack against them in a single game-turn. A single artillery unit so engaged could support just the one unit or hex-location. But what about the attacker? Could he call down supports for each attack, provided the target were the same each time? Seems reasonable to me, and in fact, trials seem to indicate this is quite a good use of artillery in attack. Each shoot would go to depleting ammunition supplies, so that one would need to have stockpiled a reasonable quantity in aid of a set piece attack, say.
1. Can an attack be broken off by the attacker before it is completely worn down?It seems to me reasonable that this be allowed, since attacks are made in 'M' posture, with the proviso that any such move does not enter the 'zone of control' of (hex adjacent to) of an enemy unit, nor carries it into a friendly unit (for the moment I don't allow stacking, though HEXBLITZ itself permits it (conditionally)).
2. Can an attacker change posture to 'S' and or 'D' whist still in combat, and does the combat continue? Of course, if it does this, then breaking off becomes more problematic.On the whole, I think not. But it's an idea!
3. Can a combat be broken off by the defender? This I grant would be difficult, as I am still imagining it as going from 'D' to 'S' to bugging out, if it can, on 'M'.This should be allowed, to my mind, because it won't be easy to pull off. But it might be a way of extricating a battered unit before it can be destroyed. Might be fatal against a faster moving enemy!
4. What happens when two moving units collide? (This is a typical case of something I discovered when I was a computer programmer - a zillion years ago, now - 90% of effort goes to 10% of cases. Such combats won't happen often, but they will happen, especially when tank units are involved.)
As both are in 'M' mode, then the one moving gets in the first hits as attacker, and has the advantage accordingly. But as units are moved according to priority numbers drawn at the beginning of the turn (You want player interaction? You get it with this system!), a number of permutations present themselves. For instance, the German I/39th Panzer Regiment and the Soviet 141st Tank Brigade are both given an 'M' order. The panzer draw a number 10, the Soviets a 17. The panzers take the opportunity of striking the enemy tanks. Let's say both have 4 Strength Points. Both roll 4 dice. The 'attacking' panzers will knock off a Soviet SP for each 5 or 6 rolled; the 'defending' Soviets require a 6.
Now, when the Soviets' priority number comes around, do they attack, with the score requirements reversed? Should they be considered to have made their move (after all it was just chance that allowed the panzers to move first)? Should their stance be automatically changed from 'M' to 'S'? All of these seem reasonable, yet they are mutually exclusive. I probably prefer to allow the Soviets to play out their counter-attack or break-off(?) as their priority number comes around. That will reflect the swirling, to-and-fro, and destructive nature of tank battles fairly well, I imagine.
This brings me to a more general application of priority rules.
5. When orders are being carried out that involve a change of status, are they dependent upon priority? An example cropped up when a 'M' unit was changing to 'S'. That unit drew a highish priority number. Not far off an enemy unit, still with 'M' orders, but with a lower priority number, took its opportunity to thunder in and make contact before our friend could use his number. Now, does the defender count as 'S' or 'M'? This is particularly critical when a unit changes from 'S' to 'D'. The simplest method is to state that the order is in effect the moment it is issued - i.e. from the start of the turn. That seems to be implied when priority counters are not assigned to 'D' units. If we want priority to signify in these instances, maybe D->S S->M M->S and S->D order chits might be indicated (mainly as an aide memoire, really).
6. Having artillery fire in support only in 'D' mode seems to work quite well I think. I also like the idea of allowing an artillery stand to shoot in support of more than one attack (by units of the same formation or next echelon up) against the same hex/hex-side/hex-point. I also quite liked the method of switching targets at corps level or higher by D->S->D.
7. Units placed astride hexsides and upon hex-points seem like a really neat idea, but it's not that easy working out ranges. I have some ideas about that, but they require a diagram to explain. I'm also thinking that a unit placed on a hex-point is automatically in 'all-round defence' posture: no flanks or rear.
The following diagrams suggest firing ranges out to 2 hexes, dependent upon facing. The numbers in parenthesis apply to defence against attacks in flanks or rear. Here I also suggest that a unit or formation occupying a hex-point ought to be (allowed) all-round defence. There is no especial reason that this has to be mandated, but it seems to me an idea worth entertaining, at least. It is possible that the ranges suggested here are too generous, and that 1 should be added to the corners of the triangles.
I've also assumed that a unit or formation occupying 2 hexes at once stands astride a hex-side.
But what about along a hex-side? The thought has certain attractions. The unit will be covering a very wide front, with zones of control to match. But it can also be subjected to a greater number and variety of attacks in any given game-turn.
Finally, a point that I have just been reminded of. What happens when a unit's SP reaches zero. It is not destroyed, and, if it can retreat, it survives in being. If attacked again, then it is eliminated. I assume that it must retreat one grid-area the moment its SP hits zero, though its status becomes 'M' only if it was already at 'S' or 'M'; and become 'S' if at 'D' when it lost its last SP. What happens if it can't retreat? I infer from the rule set it is still not destroyed, but will be when (or if) attacked during the same or subsequent turns.
| Panzergrenadiers position astride a hex-side. I adopted this idea for this game. |
Before continuing, a word on what I consider to be the core of HEXBLITZ. Units have three possible stances, postures, or (as I tend to term them) modes: 'M' - Moving/Mobile, 'S' - Stationary, 'D' - In Defence/Dug in. That's it. What makes the thing most elegant is that 'S' is entirely a transitory stance: on the way from ceasing movement to take up a defensive posture, or about to abandon a defensive posture and move off. In combat, the fighting capability of units is affected by their posture, 'Defence' being the strongest.
| 47th Rifle Division broken, without inflicting the slightest hurt upon their enemy. Not a good augury for Soviet fortunes. |
| 490th Division proved almost as obdurate. |
| Armoured clash east of Apresski. As both were under 'M' orders, it was unclear after the first clash where to go from there. The Soviets got the better of the first contact that much was clear! |
Let's look at a number of other points that occurred to me. These I mentioned in an email to Bob Cordery (author of HEXBLITZ). I've copied that part of the email here, hence the change of font. These are really questions of (a) clarification, and (b) making a decision one way or another as seems reasonable.
1. Can an attack be broken off by the attacker before it is completely worn down?It seems to me reasonable that this be allowed, since attacks are made in 'M' posture, with the proviso that any such move does not enter the 'zone of control' of (hex adjacent to) of an enemy unit, nor carries it into a friendly unit (for the moment I don't allow stacking, though HEXBLITZ itself permits it (conditionally)).
| II/39 Pz Bn overrunning Russian infantry... |
| Attacking the 544 Division's line. Losses among the Russians were enormous. |
As both are in 'M' mode, then the one moving gets in the first hits as attacker, and has the advantage accordingly. But as units are moved according to priority numbers drawn at the beginning of the turn (You want player interaction? You get it with this system!), a number of permutations present themselves. For instance, the German I/39th Panzer Regiment and the Soviet 141st Tank Brigade are both given an 'M' order. The panzer draw a number 10, the Soviets a 17. The panzers take the opportunity of striking the enemy tanks. Let's say both have 4 Strength Points. Both roll 4 dice. The 'attacking' panzers will knock off a Soviet SP for each 5 or 6 rolled; the 'defending' Soviets require a 6.
Now, when the Soviets' priority number comes around, do they attack, with the score requirements reversed? Should they be considered to have made their move (after all it was just chance that allowed the panzers to move first)? Should their stance be automatically changed from 'M' to 'S'? All of these seem reasonable, yet they are mutually exclusive. I probably prefer to allow the Soviets to play out their counter-attack or break-off(?) as their priority number comes around. That will reflect the swirling, to-and-fro, and destructive nature of tank battles fairly well, I imagine.
This brings me to a more general application of priority rules.
5. When orders are being carried out that involve a change of status, are they dependent upon priority? An example cropped up when a 'M' unit was changing to 'S'. That unit drew a highish priority number. Not far off an enemy unit, still with 'M' orders, but with a lower priority number, took its opportunity to thunder in and make contact before our friend could use his number. Now, does the defender count as 'S' or 'M'? This is particularly critical when a unit changes from 'S' to 'D'. The simplest method is to state that the order is in effect the moment it is issued - i.e. from the start of the turn. That seems to be implied when priority counters are not assigned to 'D' units. If we want priority to signify in these instances, maybe D->S S->M M->S and S->D order chits might be indicated (mainly as an aide memoire, really).
| 47th Rifle Division about to be overrun. |
| Losses have already proved prohibitive. |
6. Having artillery fire in support only in 'D' mode seems to work quite well I think. I also like the idea of allowing an artillery stand to shoot in support of more than one attack (by units of the same formation or next echelon up) against the same hex/hex-side/hex-point. I also quite liked the method of switching targets at corps level or higher by D->S->D.
7. Units placed astride hexsides and upon hex-points seem like a really neat idea, but it's not that easy working out ranges. I have some ideas about that, but they require a diagram to explain. I'm also thinking that a unit placed on a hex-point is automatically in 'all-round defence' posture: no flanks or rear.
The following diagrams suggest firing ranges out to 2 hexes, dependent upon facing. The numbers in parenthesis apply to defence against attacks in flanks or rear. Here I also suggest that a unit or formation occupying a hex-point ought to be (allowed) all-round defence. There is no especial reason that this has to be mandated, but it seems to me an idea worth entertaining, at least. It is possible that the ranges suggested here are too generous, and that 1 should be added to the corners of the triangles.
I've also assumed that a unit or formation occupying 2 hexes at once stands astride a hex-side.
But what about along a hex-side? The thought has certain attractions. The unit will be covering a very wide front, with zones of control to match. But it can also be subjected to a greater number and variety of attacks in any given game-turn.
| Well past exhaustion, 6th Shock Army carry the town, but their chances of holding the place against even a weak counter-attack are remote. |


