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Europa II
Copyright © 1987, 1992
Game Designers’ Workshop
This Compilation Copyright © 2003 Chris Fawcett
Errata from March 1992, official modifications from The Europa News, and Yankee Air Pirates house
rules have been incorporated.
A partisan unit is withdrawn from play per 1. Game Length. The game starts with Victory
the withdrawal rule (Rule 34C), except that it the Jun II 41 turn and ends upon the Point Total Level of Victory
may be withdrawn even if isolated. conclusion of the Mar II 42 turn. 41 or more German Decisive Victory
If Finland becomes non-belligerent, 2. Preparing for Play. The game is set 31-40 German Substantial Victory
surrenders, or defects to the Soviets, all up the same as for the grand campaign
21-30 German Marginal Victory
Finnish partisans are immediately withdrawn game. See Rule 36.
16-20 Soviet Marginal Victory
from play. Modified Order of Battle
11-15 Soviet Substantial Victory
G. Operational Limits. Partisans may Official modification from The Europa
operate only in certain areas and may not News Issue 19 10 or less Soviet Decisive Victory
leave these areas voluntarily. If forced to Initial Forces, Jun II 41 B. 1942 Campaign. The 1942
leave their operational areas, partisan units campaign game covers the spring fighting,
are eliminated instead. The operational German: Place anywhere in Greater
the German 1942 summer offensive, and
areas are: Germany:
the second Soviet winter counteroffensive.
Anti-Soviet Partisans: the Soviet Union 3x 0-6 RR Eng X: 1, 2, 3
1. Game Length. The game starts with
(1941 borders) 6x 0-6 RR Eng III: 1, 2, 3, 4, 5, 6 the Apr I 42 turn and ends upon the
Finnish Partisans: Finland Note: Ignore the listing for the German conclusion of the Mar II 43 turn.
Pro-Soviet Polish Partisans: central railroad engineer regiments for Army 2. Preparing for Play. The 1 942
Poland Groups North, Center, and South in the scenario orders of battle and the 1942
scenario deployment maps are used to set front line hexes must be occupied, by or in movement phase, only Axis units which
up the game. The deployment maps show the ZOC of, a unit. entered play as reinforcements or
the front lines of each side. Except for the South of map 6A, each of his front line replacements may move. In the special air
indicated pockets, all territory on and west of hexes must be occupied by, or in the ZOC phase, air units may fly only air transport of
the Axis front line is Axis owned and all of, a unit. supply and escort missions.
territory on and east of the Soviet front line 3. Victory. At the end of the game,
is Soviet owned. Territory in a pocket is Each player activates and deploys air units
when he deploys his other forces. A player victory is calculated per Rule 37B, with the
owned by the player with forces in the following additions: The German player
pocket. activates air units from his available air units
and selects at random a number of them to receives 1 victory point if the Soviet player
a. Deployment. The orders of battle start the game inactive. The German player moves the capital. He receives 2 victory
for the 1942 campaign game list the starting randomly chooses 10 Axis air units to be points if he captures the capital.
forces and deployment instructions. Follow inoperative; the Soviet player randomly The following levels of victory are used:
the instructions on the orders of battle for chooses 25 Soviet air units to be
deploying these forces. The players set up Victory
inoperative. A player then deploys all his Point Total Level of Victory.
in the following sequence: active air units any friendly-owned airbases.
1) The German player deploys all his front The German player may start the game with 46 or more German Decisive Victory
line forces except for 1 5 units from the Luftwaffe schools called up. If so, then 36-45 German Substantial Victory
each front line deployment area. they are considered to have been called up 26-35 German Marginal Victory
2) The Soviet player deploys all his front during the current air cycle.
21-25 Soviet Marginal Victory
line forces except for 5 units from each b. Prior and Initial Conditions. The
front line deployment area. weather on the Mar II 42 turn was snow in 16-20 Soviet Substantial Victory
3) The German player deploys his zones A and B, mud in zones C and D, and 15 or less Soviet Decisive Victory
remaining front line forces. clear in zone G. For simplicity, on Mar II 42 C. 1942 Grand Campaign. The 1942
all unisolated forces were in regular supply, grand campaign game covers the war on the
4) The Soviet player deploys his and all isolated forces had been at least four
remaining front line forces. Russian front from the spring of 1942 to the
turns out of regular supply. Note that the end of 1944.
5) The German player deploys his rear Leningrad pocket was not isolated on Mar II
area forces. 42, as lake hexside 2A:0929/0928 was 1. Game Length. The game starts
frozen. with the Apr I 42 turn and ends upon the
6) The Soviet player deploys his rear area conclusion of the Dec II 44 turn.
forces. Before the start of the game, each player
may deploy supply points due to special 2. Preparing for Play. The game is
7) The German player deploys his other set up the same as for the 1942 campaign
forces. sources of supply. Each player may place a
number of supply points equal to the game. See Section B2 above.
8) The Soviet player deploys his other capacity of his operative air transports; it 3. Victory. Victory is determined as
forces. may be placed at airbases within range of for the grand campaign game. See Rule 37.
General conditions for each deployment the transports. This supply is considered to
area are given on the orders of battle: have been delivered in the player’s air An Introduction
The Soviet player has a number of cadres phase on Mar II 42. The Soviet player may Scorched Earth is the thoroughly revised
specified. He chooses at random that place up to 60 points of supply at ports in edition of Unentschieden, the second game
number of units from all divisions that have the Black Sea; this is considered to, have of the Europa series, and is the companion
cadre strengths listed for the deployment been delivered by the Soviet Black Sea game to Fire in the East, the revised edition
area; these units start the game at cadre ships during the Soviet movement phase on of Drang Nach Osten. Fire in the
strength. For example, six units are chosen Mar II 42. East/Scorched Earth is a detailed,
at random from the divisions with cadre c. Reinforcements and operational-level game of the German
strengths in the Northwestern Sector to Replacements. Reinforcements and invasion of the USSR, from the start of the
meet the requirement for that deployment replacements are received as listed on the war in June 1941 to the end of December
area. grand campaign game’s orders of battle and 1944.
The Soviet player has a number of 3-6 rifle charts. Note: Both the German and Soviet Scorched Earth is a game in the continuing
division conversions specified. He chooses players must withdraw units on the first turn Europa series of comprehensive division-
that number of units from the 3-6 rifle of the game. Initial deployment can be level games of World War II in Europe and
divisions listed for the deployment area; speeded a bit if both sides agree to remove North Africa. Other games and modules in
these units start the game already converted these withdrawals from their initial forces, the series are: Fire in the East (Europa I),
to their 4-6 strengths. For example, nine 3-6 instead of having to deploy them and then Marita-Merkur (Europa Ill), Narvik (Europa
rifle divisions in the Northwestern Sector withdraw them on the first turn. IV), Their Finest Hour (Europa VI, Western
start the game already converted to their 4-6 d. First Player (Optional). The Desert (Europa VI), Case White (Europa
strengths. deployment sequence for the 1942 scenario VII), The Fall of France (Europa VIII), The
Each player has a loss level specified. He is structured to give a fairly reasonable Near East (Europa IX), Spain and Portugal
eliminates units totaling the specified starting position that doesn’t take too much (Europa X), Torch (Europa XI).
number of attack strength points from his time to set up. Even so, initial deployment by Overall, Europa is intended to re-create
units listed for the deployment area, placing both sides is governed by the knowledge World War II in Europe and North Africa at
them in the replacement pool. For example, that the German player turn comes first. the division level, using consistent unit
the Soviet player must eliminate units Players who wish to avoid this may use the strengths and interlocking maps, while each
totalling 50 attack strength points from the following rule. individual Europa game deals in greater
Northwestern Sector. Note: Do not count the Just before beginning play, after both sides detail with a specific campaign or battle. If
strength loss of Soviet divisions starting the have deployed their forces, roll two dice. On necessary for detailed historical accuracy or
game at cadre strengths (per above) as part a roll of 8 or less, the first game turn playability, individual games are presented
of the specified loss level. consists of a German player turn followed by at levels lower than divisional, at differing
Each player has a number of forts and a Soviet player turn, as usual. On a roll of 9 scales, or with specialized non-standard
airfields specified. These are placed the or greater, the first game turn consists of a rules. In this way, each game presents the
same as the player’s units, except that they shortened German player turn followed by a greatest possible utility to those interested in
may not be placed in hexes where they regular Soviet player turn. The shortened only the situation covered by the specific
could not have been built. German player turn consists of an initial game, while also providing continuing
phase, a special movement phase, and a Europa material to the followers of the
When a player deploys his front line forces, special air phase. The initial phase is a series.
the following restrictions must be met: standard initial phase. In the special
On map 6A, each transportation line in his
Scorched Earth continues this tradition. The John Rutter, Dave Samuel, Gary Schaap, Movement. Supplement. Reduced ZOCs are
rules are a careful selection of Europa rules Dave Schooley, Robert Scogin, Johnny added. 3) 6B. Administrative Movement.
and specialized rules allowing detailed Scott, Dave Smith, Keith Smith, Marlan Revision. Admin. movement ability is
examination of the events of the campaign. Smith, David Smuts, Nick Somlo, Les Spain, increased and is based on unmodified
The maps and counters are at standard Gary Stagliano, Mike Stankovich, Tobin movement allowances.
Europa scales. Stevens, Bill Stone, Richard Strickland, A. 7. Transportation Lines. 1) 7A3.
Game Credits M. J. Svajlenka Ill, Andrew Taubman, Max Regauging. Revision. A rail hex may not be
Thanner, Alex Tihanyi, Ian Trout, Douglas used for rail movement in the turn it is
Scorched Earth contains many of the Trumble, Larry Weis, David Wells, Gary
concepts and game mechanics which were regauged. 2) 7A4. Rail Capacity. Revision.
Wells, Richard Wells, Paul Weston, Dave The resource point cost to increase rail
presented originally in Unentschieden, which Wheeler, Gregory Whiley, Guy R. Wilde, Bill
was designed in 1974 by Paul R. Banner capacity is standardized. Only 30 REs per
Wilson, Steve Winslett, Loren Wiseman, turn of Soviet reinforcements from the
and Frank Chadwick. Ron Woodward, Bruce Wright, Mark Wright, eastern military districts rail for free. 3) 7D.
Design: John M. Astell Russ Wynne, Joe Youst, Mark Zimmerman Railroad Construction. Revision and
Special Assistance: Shelby L. Stanton Supplement.
Research, Axis Order of Battle: Shelby
Learning Scorched Earth 8. Stacking. 1) A. Stacking Limits.
Stanton, Franklyn G. Prieskop, John Astell Scorched Earth is a large and detailed Supplement. The stacking rules cover
game, but it isn’t very difficult to learn. If you divisional units and artillery divisions. 2)
Research, Soviet Order of Battle: Charles
aren’t familiar with Fire in the East and are 8A3. Arctic Stacking. Revision. This is
S. Sharp, John Astell
learning Scorched Earth for the first time, slightly modified to make it similar to the
Other Research and Research Assistance: concentrate on the core rules at first: rules 1 other stacking rules and to correct minor
Frank Chadwick, Marc Miller, Paul R. through 4 cover many basic features of the problems. 3) 8C. Corps/Army Markers.
Banner, Louis Rotundo, Paul Dunigan, Karl game, rules 5 through 14 cover the Change. Use of Europa marker displays is
Gaarsoe, Dave Hughes important aspects of the ground system, and explained.
Art Direction and Graphics: Barbie Pratt rules 16 through 25 cover the air system. If
9. Combat. 1) Combat Results
you are playing as part of a team that has at
Art Department Assistants: Lauretta Table. Supplement. The table is expanded
least one experienced player in it, this is all
Oblinger, Dana Reischauer, Tim Brown, to include 1:4, 8:1, and 9:1 odds columns. 2)
you really need to know in order to start
Loren Wiseman, Lester Smith 9B8. General Combat Restrictions.
playing. Have the experienced player advise
Playtest, Advice, and Assistance: Frank Supplement. Maximum and minimum odds
you on the other rules when you need them,
Adami, Kirk Adamson, Jeff Aderly, Rich are defined. 3) 9I. Retreat Before Combat.
and have him keep track of peripheral
Allen, Chris Ammons, Eric Ammons, Harold Addition. This concept is introduced. 4) 9J.
activities such as reinforcements,
Andrews, Bert Anz, Peter Atkinson, Bill Required Losses. Addition. This is a general
replacements, the naval system, and so on.
Barber, Robert Betts, Rob Beyma, Andrew rule on taking losses when units use certain
If you are familiar with Fire in the East special combat abilities.
Black, Steve Blankenship, Seth Bolen, Julie
(FITE) then you already know many of the
Bonds, Peter Bonham, Robert Boyle, Jeff 10. Armor/Antitank Effects. 1) 10B.
rules of Scorched Earth (SE) as the majority
Brown, Kevin Brown, Tim Brown, Steve AEC/ATEC Values. Revision. Mechanized
of the rules are the same. However,
Bullock, Greg Cafarelli, Bob CaIdwell, Mark Units are now full ATEC. 2) 10C. AEC/ATEC
expanding the coverage of the game from
E. Carter, Rob Cheek, Dylan Conner, Larry Proportions. Revision. The minimum
less than a year of operations (FITE) to
Conner, Jim Crust, Craig Daniels, Wayne proportion to achieve an effect is now 1/7,
three and a half years of campaigning (SE)
Dare, John DeGregorio, Vince DeSimone, not 1/5. 3) 10H. AEC/ATEC Required
meant that many rules had to be
Richard Detar, Paul A. Disbrow, Sam Losses. Change. Required losses for use of
supplemented or scaled up. In addition, a
Dobbins, Mike Dolan, Russ Dumke, Paul AEC and ATEC is defined. 4) 10I. Infantry
number of rules are revised from those in
Dunigan, Steve Emmons, Brian Fagan, Antitank Weapons. Addition. This concept is
FITE, incorporating the results of extensive
Michael Faletti, Darlene File, Gordon Foltz, introduced. 5) 10J. Unit Type Notes.
playing of FITE since its publication in 1984.
Kenneth Fonarow, Terry Fong, Darrien Fox, Addition. This notes unusual AEC/ATEC
This means that the best way to learn the
Edward Rankin Gainsborg, Jr., Laura Tilley capabilities.
rules is to review them thoroughly, to
Gainsborg, Jose Garcia, James Gayler, Rick 11. Support. Supplement. Effects of
familiarize yourself with the new material.
Gayler, John J. Gee, Tracey Gibb, John divisional units are defined.
The following is a guide to the differences
Giefer, Joe Giese, Chriss Goeke, Rob
between the FITE rules and SE rules. The 12. Supply. 1) 12B1 and 2. Tracing
Goldsmith, John Gordon IV, Mike Graffy,
differences are noted as follows: Addition: a Supply. Supplement. Effects of sand hexes
Les Gray, Mike Graziano, Winston Hamilton,
new rule; Change: a scaled up FITE rule; when tracing overland and truck supply lines
Greg Hanna, Lee Hanna, Harold Hansen,
Supplement: an FITE rule with new are covered. Supply status of cities affects
Wayne Harrel, Jerad Harper, Jim Hartley,
information added; Revision: a revised FITE reinforcements and replacements appearing
Terrence Hatcher, Victor Hauser, Brad Hay,
rule; Clarification: a clarified FITE rule. there. 2) 12D. Supply Effects. Supplement.
Norris Hazelton, Fred Helfferich, Charles
Hill, Mark Hill, Jay Hoffman, Brad Houston, 2. Game Components. Change. Reduced ZOCs are added. 3) 12E. Special
Don Howard, Dave Hughes, Todd Hutchins, Sources of Supply. Revision and
3. Basic Game Concepts. 1) 3A1.
Mark Isolda, Edward Jablonski, Hank Supplement. Air and naval supply now work
Divisional Units. Change. 2) 3C4.
Jacobson, Brian James, Tom Johnson, Ray similarly. Cities may not draw on special
Accumulation. Addition. 3) 3E. Heavy
Kanarr, Dan Kaszeta, Roger Keating, Ben supplies, only units.
Equipment. Revision. Heavy equipment
Knight, Brian L. Knipple, Ken Koch, John exclusion for cadres is dropped. 4) 3F. 13. Overruns. Revision. Defensive
Kostisin, Paul Kramer, Burt Labelle, Roland Ownership. Revision. “Ownership” is used in support bombing is ignored for overruns.
Labelle, Robert Lachowski, Roger Land, place of “control” throughout the rules, to 14. Special Unit Types. 1) 14A1.
Doug Langsather, John Lawton, Mike Le avoid confusion between control of territory Construction. Change. Permanent airfields
Drew, Dan Lee, David Lilly, Robert and zones of control. 5) 3H. Geography. may be built in woods and wooded rough
Littlejohn, Art Lupinacci, John Madison, Supplement. 6) 3I. Isolation. Change. hexes. 2) 14A4. Railroad Engineers.
James A. Mattatall, Rush McAllister, Rich Isolation is checked twice per player turn. Revision. Regauging costs are reduced. 3)
Mikulich, Jeff Millefoglie, Greg Miller, Steve Soviet Artillery Divisions. Addition. Use of
5. Zones of Control. Supplement.
Miller, Ross Nickle, Brian Niffen, Andy these units is defined. 4) 14C. Special Armor
Reduced ZOCs are introduced. ZOCs in
Nunez, Tom O’Neil, Sean Pane, Ron Units. Change. This expands the coverage
weather zone G are defined.
Pappin, Jack Parks, Rich Paris, John Paul, of flammpanzers to all special armor units.
David Peters, Paul Pigulski, Eric Pinnell, 6. Movement. 1) General Rule.
5) 14H. Commandos. Change. The
Mark Popofsky, John Porter, Randi Porter, Revision and Supplement. The MP cost of
Brandenburger rule is expanded to cover all
Tony Quatrine, Rob Ramey, Justin rough terrain for mountain units is revised on
commandos. 6) 14I. Trucks. Supplement.
Reynolds, Charlie Riegel, Denis Robideau, the terrain effects chart. The new types of
Eric Rollins, Robert F. Rosenthal, Louis terrain (sand and solonchak) are covered on 16. Air Rules Introduction. 16D. Air
Rotundo, Eric Rubinfeld, E. Richard Russel, the terrain effects chart. 2) 6A. ZOCs and Unit Markers. Addition. This covers the use
of these markers. 29. Weather. Change and years to become really good at the game.
17. Airbases. 7B. Air Unit Escape. Supplement. Each weather zone has its own This column is aimed at speeding the
Change. This rule is simplified. section on the weather chart. learning process for those gamers new to
19. Patrol Attacks. Supplement. This 30. The Arctic. Revision. Movement in FitE/SE, whether or not they have other
covers the expansion of patrol zones for the Arctic is revised, correcting problems wargaming experience or even other Europa
Soviet Guards fighters. when movement allowances were halved. experience. The discussion of game
31. Special Rules. 1) 31A1. concepts (strategy and tactics, optimum use
20 Air Missions. 1) 20E2. Air Drops. of units, how to conduct specific operations,
Revision. Air drops may be made in major Causeways. Revision. Combat is now
allowed across causeways. 2) 31A2. Kerch etc.) will give new players the system's
city hexes. 2) 20F1e. Oilfield Bombing. basics as well as its nuances, and may even
Addition. 3) 20F2c and d. Ground and Straits. Supplement. Blocking the straits is
covered. 3) 31A5. Fortifications. help veterans hone their game.
Defensive Support Bombing. Clarification.
The total bombing strength that may be Supplement. 4) 31B. Neutrals. Supplement. The idea to present the fruit of my
added is based on. the printed bombing 5) 31C. Soviet Mobility Limits. Supplement. experiences originated as a result of my
strength. 4) 20F2d. Defensive Support 6) 31D. Soviet Factories. Change and initial game of FitE/SE as the Soviets.
Bombing. Revision. This is not counted for Revision. Factories produce both armor and During that game I made a long list of notes
overruns. 5) 20F2e. Interdiction Bombing. artillery replacements. Transfer of factories under headings like: "things to do differently
Change. Interdiction limit per hex is added. is revised. 7) 31E. Soviet Capital. Change next game"; "sneaky Axis tricks"; etc., as
and Revision. 8) 31F1. Surprise Ground well as analyses of such topics as the inflow
21. Air Combat. 1) Air Combat Attack. Clarification. Border rivers have no of new Soviet forces. Some observations
Results Table. Revision. This table has been effect on overruns. 9) 31F2. Surprise Air (like, "Soviet mortar brigades are the
slightly modified. 2) 21A. Air Combat Attack. Revision. The procedure is revised vulnerable choke point in the formation of
Preparation. Supplement. Abandoning air to take bombing strengths into account. 10) artillery divisions") are based on objective
operations is introduced. 3) 21B. Air Combat 31G. Soviet Unpreparedness. Revision. This fact, others are subjective based on painful
Resolution. Revision. Each air unit may rule is expanded for unprepared major cities, experience gained against one of the better
make only one attack per air combat reduced ZOCs, and unprepared fortified veteran Scorched Earth players. Your
resolution. This corrects anomalies that areas. 11) 31H. Soviet Garrisons. Addition. personality type will largely determine your
occur when several air units fire on one air 121 311. Oil. Addition. 13) 31J. German style of play; the ideas given here will
unit. Intrinsic Defenses. Addition. hopefully provide you with a solid foundation
22. Antiaircraft. 1) 22A. AA 32. Axis Allies. Change and Revision. of FitE/SE gaming skills upon which to base
Capabilities. Supplement. Light and heavy 1) Surrender and defections rules are your style.
AA distinctions are defined. 2) 22A1. added. 2) The Finnish participation rules A SOVIET OPERATIONAL DOCTRINE
Intrinsic AA. Supplement. 3) 22A3. Position have been clarified. FOR 1941-42
AA Units. Change. The capabilities of
position AA units are restricted. 4) 22A4. 33. Occupation. Addition. This rule Like all modern, total warfare, the struggle
Naval AA. Supplement. 5) 22B Resolution. replaces the FITE rule. on the Eastern Front is essentially a
Revision. AA fire in ports is revised. 34. Reinforcements and prolonged battle of attrition. In games
Replacements. Change/Supplement. These between experienced, competent
23. Air Unit Repair. Supplement. opponents, a long-term view of the situation
rules are expanded to cover the additional
24. Special Air Rules. 1) 24E. Dive topics here. must be taken. Barring freak weather, very
Bombers. Supplement. 2) 24H to J. Various few games should be decided in 1941.
Aircraft. Addition. 35. Lend-Lease. Supplement. (Note: Horror stories of the Axis being
25. Airborne Operations. 1) 25A. 36. Preparing for Play. Change. "stuffed" on the border, or of the Soviets
Disruption. Revision. Disruption modifier for 37. Victory. Change. being annihilated in 1941, are true, but in all
major city hex is added. Disruption effects the cases I've investigated these contests
38. Advanced Rules. 1) 38C. were between Europa veterans and raw
are expanded. Disruption modifier for Soviet Railroads. Supplement. 2) 38D.
airdrops is revised. 21 25C. Ground recruits-guess which group won?).
Winterization (Fire in the East). Change.
Operations. Revision. NE result modification This rule is incorporated into optional rule Within certain limits, the following are battle-
is revised to prevent rules abuse. 31 25D. 39D. 3) 38D. Admin. Movement. Addition. 4) tested axioms to remember during the first
Planning. Clarification. Airdrops of supply do 38E. Soviet Artillery Replacements (Fire in 30 turns (i.e., the first two summers):
not need to be planned in advance. 4) 25F. the East). Change. This rule is deleted, as The Axis can go anywhere, but it can't
Soviet Drop Restrictions (FITE). Change. artillery replacements are now handled go everywhere.
This rule is not used in SE. through Soviet factories. 5) 38E. Air-Naval The Axis can kill anything, but it can't
27. Air Replacement System. 1) 27A. Interaction. Addition. 6) 38F. Special Unit kill everything.
Culling. Revision. 2) 27B. Air Replacement. Types. Addition. 7) 38G. Luftwaffe Schools.
Revision. The procedure is changed to Addition. 8) 38H. Eastern Troop Withdrawal. The Soviets can't defeat the Axis, but
correct abuses. 3) 27E. Activation. Revision. Addition. they can defeat themselves.
Placement of activated air units is simplified. 39. Optional Rules. 1) 39A. Bridges. It is more important to preserve the
4) 27F3. Luftwaffe Transfers. Change. The Change. 2) 39B. Resource Points. Red Army than to hold ground.
German withdrawals rule (FITE) is Supplement. 3) 39D through L. Various Time is on the side of the Soviets.
expanded. 5) 27F4. Soviet Air Guards. Optional Rules. Addition.
Change. This rule is expanded. 6) 27F5. Two historical methods to gain time are
Axis Nationalities (FITE). Change. This rule 40. Partisans. Addition. available to Soviet players. Against
is deleted, as 27B now covers this. 41. Scenarios. Addition. Napoleon, the Russians were able to
successfully trade space for time. Against
28. Naval Rules. 1) 28A. Naval Rules
Concepts. Supplement. 2) 28B. Ships. Advice for Soviet Players Hitler's more modern armies, the Soviets
chose to trade men for time. In game terms,
Change and Revision. The ship rules are by Trey Nelson the first of these methods is known as "The
revised and expanded. 3) 28C. Naval Runaway Defense", the second as "The
INTRODUCTION
Transport. Change and Revision. The naval Forward Defense".
transport rules are revised and expanded. 4) Playing FitE/SE for the first time can be a
28D. Naval Transport of Supply. Change daunting experience. Even for players who The Runaway Defense has the virtue of
and Revision. These rules are modified to are not overwhelmed by the game's initially preserving the bulk of the Soviet
make them consistent with air transport of enormity and detail, it is difficult to grasp the army, thereby allowing a relatively attrition-
supply. 5) 28E. River Flotillas. Revision. dynamics of a system this large. Its sheer free build-up. The biggest drawback to this
These rules are revised to correct problems. size precludes learning the finer points strategy is that it allows the German army to
6) 28F. Naval Repairs. Supplement. 7) 28G. through repeated playings in a short time quickly close on the Leningrad/Valdai/
Naval Reinforcements. Addition span-meaning that most new FitE/SE Moscow defenses, where they can force the
players must usually dedicate months or Soviets into an unfavorable battle of attrition
while they defend vital territory. (Note: if a proof. Reserves are usually massed to Allowed to absorb replacements,
modified version of the Balkan Front attack from behind this screen. reinforcements, lend-lease aid, and factory
administrative movement rule is used, The main advantage to this approach is that production; to increase in effectiveness
German infantry can march to Kalinin by it is remarkably "blunder proof", providing through upgrades and conversions; and to
August 1941. In 1942 it's the German you man each hex adequately (7 factors in modernize its air force, the Red Army can
panzers that benefit most from this rule 1941, 8 in 1942). The Axis should never be take the best the Axis has to offer in 1941-
since they will be able to shift fronts and able find a hole to exploit he'll be forced to 42 and not only survive, but prosper. What it
stretch the Soviet defenses to the limit.) grind away along the whole front, one hex at can't survive is repeated misuse and abuse
Another drawback to the Runaway is that it a time. by a Stavka that doesn't understand the
is more difficult to conduct a thorough proper way to employ it.
The drawback is that he will be able to assail
scorched-earth campaign. Further, the the entire front, from the Baltic to the Black
German railheads will advance at their Sea, killing a fearful number of factors each
The Defense of Odessa
maximum rate. And finally, the Germans turn. And you probably won't have the by Trey Nelson
may reach your intended Main Line of manpower reserves to sustain this casualty Historically, the Soviets defense of Odessa
Resistance (MLR) before you have time to rate throughout the summer of 1942. lasted until October of 1941. In FitE/SE, the
prepare it with forts, airfields, and troops to
The second school believes that, "he who defense of Odessa can also be a prolonged
man the forts. At this point, you have no
defends everything defends nothing." The affair, depending upon the desire of the
room for errors; any significant mistake
aim here is to mass in selected areas, Soviet player to commit the resources
could prove disastrous.
preferably in stacks of 15-20 defense factors necessary (which in turn greatly depends
The Forward Defense has several appeals: per hex in poor terrain, so that the Axis can't upon the overall game situation during the
the German railheads might be decisively routinely attack along the entire line. first summer). This analysis will approach
delayed; the time available for the Germans Typically, the clear terrain in the middle of the subject from an optimum viewpoint,
to assault the MLR in clear weather may be the board between Tula and Kharkov is left assuming maximum resource availability.
greatly reduced (especially on the vital undefended in 1941; the Luga/Valdai/ The two major problems confronting the
northern front); the MLR can be fortified in Moscow/Tula line is fortified and heavily Odessa Military District (MD) commander
non-clear terrain and supporting airfields manned; and the MLR above the Sea of are supply availability and air cover. The
built; a complete scorched-earth campaign Azov is somewhat fluid, depending upon the latter consideration is indispensable to the
can be carried out; and a buffer zone exists Axis strategy and advance rate in the South. solving of the former problem, so will be
to compensate for any errors made during If the Soviets adopt this approach towards considered first.
this time period (summer 1941). defending their MLR, the Axis will have to The sea approaches to Odessa will need to
The main objection to this strategy, and it is either make fewer attacks at high odds, or be covered by air power from Sevastopol
a big one, is that it usually subjects the continue to make many attacks but at lower northward. Therefore, one of the 8 airfields
Soviet Army to a enormous attrition rate. If odds, getting fewer DE results and risking available from the starting strategic VVS
the mud is late arriving in the fall, the Red more EX and HX results. forces should be placed at Sevastopol,
Army could find itself in a highly dangerous In fact, some Soviet players have concluded giving a capacity of 4 (including the fortress).
condition; even if it survives, it may lack that this is the preferred way to inflict Axis A 1-6 Lt AA III and at least 1 point of position
enough mass to launch a successful winter casualties during the first phase of the AA combined with the naval position AA will
counteroffensive, and may be so weakened game: don't try to kill him, let him kill himself give each ship in port 7 points of AA
that the Axis is able to give it the coup de attacking you. They argue that since most of protection, which seems to be the best
grace in 1942. the Red Army units making such attacks will "bang for the buck".
For all the benefits available from a be exposed to immediate Axis retaliation, One of the Odessa MD 1-6 engineers
determined stand in a Forward Defense, the especially if the attacks fail, the Soviets should begin the game at Simferopol; it
risks are so high that it is probably best not should expect to lose these units. Even should move to hex 3B:3206 on Jun II 41
used, especially against an aggressive, though the CRT seems to favor the attacker, and build a temporary airfield on Jul I 41.
skillful Axis commander. What strategy, if the Soviets attack at 3:1 or 4:1 and then Long- range fighters (Mig-3s) operating from
then, is to be followed?...a combination of lose their own forces in Axis counterattacks, Sevastopol- 3B:3206 Odessa should be able
the above methods, reaping most of the they come out behind overall. to keep the sea lanes clear of enemy air
benefits of each while reducing the Instead, you should keep offensive assets in naval-search (ANS) with extended-range
drawbacks. reserve behind the front and only fighter protection.
STRATEGY counterattack to seal breaches in key areas, Since any determined Luftwaffe ANS will
The Soviets should fight a delaying action, otherwise, patiently build-up the Red Army's patrol from Romania with a strong escort, it
making judicious use of terrain to slow, not strength and mass on the MLR. More Axis may be difficult to oppose the enemy air
stop, the Axis rate of advance. Leave rear attacks will then result in DR or even AS, forces with only the 6 fighters able to base in
guards in gaps in bad terrain; carefully and fewer in DE, reducing the attrition rate Odessa. The area airbase capacity should
calculate the maximum initial Axis advance and allowing the build-up rate to increase. be increased with a temporary airfield or two
limits, and place an overrun-proof line of c/m Axis losses through EX and HX results if the situation allows (that is, if the Axis is
units just beyond it (e.g., if the Axis line should generally be welcomed. only loosely masking the area with light
could advance 10 hexes in the movement Whichever approach you take in your forces).
phase, place your stop line 12 hexes away campaign planning, the key principle for Early in the game, spending a precious
to minimize his exploitation). The amount of Soviet players is patience. Time is on your resource point to build a fort in Odessa is
manpower you spend in this effort should side. Your forces will grow in quantity and probably not worth the -1 die roll modifier
depend on the rate of progress you are quality as the campaign progresses, and (better to negate armor effects on the main
making in achieving your other goals; but should be quite formidable in 1943. Don't front).
don't waste more resources on rear guards dissipate your resources through premature
Having taken all reasonable steps to provide
than you must. offensives or fruitless local counterattacks;
for the air defense of the port and sea lanes,
While the Axis drive east is being delayed, keep in mind the overall balance of forces
it is time to consider the garrison itself. The
you should be primarily engaged in two and the ebb and flow of the initiative, and
strongest garrison would be the two 5-6
tasks: conducting a thorough scorched-earth take full advantage when the tide finally
infantry divisions, 2-3-6 and 2-6 artillery
campaign; and fortifying and manning your begins to flow your way.
brigades, and 1-6 AA regiment from the
MLR. Above all, don't do your enemy's job for him Odessa MD initial forces; the Jul I NKVD
As in the above case, two schools of thought by killing yourself in attacks born out of regiment; and the two 3-6 infantry brigades
exist on how the MLR should be manned. frustration or desperation. The Red Army is from Hango and the Baltic MD.
One school calls for a double line of units an amazingly resilient animal, able to absorb
This force would provide 23 strength points
across most (if not all) of the front, each line a staggering amount of punishment and yet
with two 1-6 cadres; in the event of any EX
being just strong enough to be overrun remain a viable force.
result, the German would need at least 40
factors of c/m units to overrun after combat- past and there 'is no danger of an immediate more for blockade purposes rather than with
a force not too likely to be available to him at German counterattack. If and when powerful the goal of sinking the Kriegsmarine-the
that place and time. Since many German enemy forces do gather' reassemble the German shipping replacement capacity is
commanders choose to bypass Odessa and garrison and ship out excess units. simply too great).
mask it with weak infantry forces (at least Against an unwary, sloppy, or timid German A maximum of 9 transports and 1
until the railroad can be regauged to allow player, an aggressive Soviet defense of bomber/transport is available for the first half
the RR artillery and siege guns to join any Odessa can prove very effective, causing of the game (the TB-3s are type "T" units in
attack), you should be able to accumulate the enemy to divert resources from his front First to Fight). Their best use is to fly night
enough infantry replacements at the isolated line during the critical first summer. If an resupply missions to surrounded garrisons;
city to combine with the (isolated) special aggressive German chooses to ignore since the German has no night fighters
replacements from the combat to replace attacks out of Odessa, the Soviet can also during this time period, they cannot be
most of the garrison troops immediately. consider launching supporting attacks out of stopped. Unless the stakes are really high,
Any Axis AR or AS results along the way will the Crimea with raids on the coast or by fly this mission only at regular range so the
only give you additional time to build up river flotillas up the Dnieper. transports can return to a safe base for their
replacements. (if the Axis is only lightly Of course, the party won't last forever, and "crash-landing" check. (Make sure this base
masking the area and fails to cover all when the German approaches the city with is safe: lots of AA and fighters. The
nearby hexes in a ZOC, another way to build sufficient force (siege guns, RR artillery, Luftwaffe would dearly like to catch these
up the local replacement pool is to move engineers, etc., after the railroad has been planes on the ground and remove this
partisans next to the city and disband them, regauged), the Soviets should try to cut their Soviet capability).
a recommended move since they aren't very losses and run: transfer the fighters, spend Airborne drops are rarely a good idea for the
effective early in the game anyway.) accumulated replacements and evacuate Soviets, at least during the first part of the
Five points of position AA should be part of the replaced units, etc. game. The long-flight disruption modifier
the garrison; with the 1-6 AA regiment, you Timing is everything: you must develop a means the transport would have to be based
will have 7 flak factors to deter the Luftwaffe "feel" for when the goal of disrupting enemy at the front line to take off with the airborne
from raiding the shipping in port and to drive plans has been met to the fullest extent, unit, and it would be highly vulnerable to
off ground support. This AA plus up to 6 when a determined defense has a Luftwaffe airbase raids. Drops would
friendly fighters should ensure that the reasonable chance of succeeding and when probably only work if the planes were flying
Luftwaffe will have to make a major prolonged opposition is hopeless; when the out of a major airbase complex like Moscow
appearance to be involved, thus relieving VVS should sortie and when it should stay or Leningrad, and the target hex was very
the strain on your other fronts (since the on the ground (or transfer out), etc. nearby and not defended (how many times
VVS should be using the strategy of "be would this situation occur, being planned
where the LW ain't,” this deployment of air The Soviet forces are not as powerful or one turn in advance?).
units favors the Soviets, who need to flexible as the German forces, but they do
have some special capabilities and these To isolate a section of the enemy front
conserve and build up the Red Air Force during an operation, the Luftwaffe will
early in the game). need to be exploited to the fullest extent.
The city of Odessa offers one of the few usually fly interdiction instead of rail-
This 14.5-RE garrison (12 REs of troops, 2.5 areas where the VVS, VMF, and Red Army bombing missions against the rail net. The
REs of position AA) can be supplied by just can operate together effectively early in the results are guaranteed, and the lack of
two ships. If the Luftwaffe intervenes and war, and this opportunity should not be Soviet mobile AA and short patrol ranges for
you want to risk only one ship to ANS, roll ignored out of hand. Soviet fighters means the German mission
for the infantry brigades and position AA. force will usually get through (flying multiple
An alternative to risking your ships, The VVS missions into the face of weak fighter cover
will give the Luftwaffe commander the option
however, is available resupply at night by
by Trey Nelson to stand and fight against poor-quality
air. Depending on how many of your
transports survived the initial onslaught, you Let's continue our examination of proven fighters or to abandon missions that are
should be able to resupply the main Odessa Soviet play techniques with a look at the intercepted by effective fighters, and still get
garrison units from the airbases in the VVS-the Soviet Air Force. the job done). This technique is also
Krasnodar/Novorossiysk area (you can also encouraged by the fact that the Soviet repair
Whenever an Axis air unit is aborted, bomb
fly in light position AA to replace any lost to ability is normally capable of restoring
its airbase the next turn (a hit will put it in the
supply rolls, while any infantry lost can be broken rail lines in a very short time.
remnants box); this tactic is a must if the
replaced from the city replacement pool). aborted plane is a first-class fighter The VVS, by contrast, should usually resort
This option should be carefully considered, (especially a FW 190). Remember that most to bombing enemy rail lines. The German
since the planes have to roll for crash- of these raids will cause your losses to be flak units are mobile and powerful, able to
landing and the bases need to be fairly well- placed in the EET box, so watch which of reach and drive off many interdiction
protected against Luftwaffe raids on any your own planes you place at risk: less- missions. Interdiction just gives them a free
aborted transports. Still, it can frustrate valuable fighters, like the I-16s and LaGG- shot at your bombers.
Luftwaffe ANS for several turns, tying up 3s, are good candidates for this work if the Later in the war, bombing missions
valuable enemy aircraft. If, or when, the airbase is heavily defended. coordinated with partisan attacks can
Luftwaffe doesn't fly, send in the ships effectively disrupt a section of the German
The DB-3Bs are also very useful for
again. rail net for a short period. The lesser
bombing aborted air units, as their range of
By now you can see how the defense of 39 (First to Fight rating) allows them to strike German repair ability means that it will be
Odessa can be a prolonged affair, airbases deep in the German rear that may relatively more difficult to keep the lines
depending upon how the defense of not have fighter cover. However, you only open than it is for the Soviets.
Bessarabia goes and how much the German get 7 of these units to work with, so use Massive interdiction missions can screen a
decides to commit to the capture of the port them carefully. section of the front in an emergency, to slow
(and when he decides to go for it). German movement into/through the area,
You can be a little bolder with the IL-4s,
If the German does bypass the area and since they have a steady replacement rate. but such missions should be carefully
screens it with weak forces, you can conduct considered: the numerous Luftwaffe flak
The Yer-2s should be used with care
an aggressive defense (as the Soviets did units can have a field day "hunting" your
because they are the only NB units available
historically) and mount a fairly powerful planes from the ground, nullifying the
for most of the game.
offensive out of the area using the garrison, mission and inflicting great damage to the
accumulated replacements, reinforcements The remaining long-range bomber, the Pe-8, Soviet bombers. Keep an eye out for the
shipped in, plus long range bomber ground is most useful as a transport/strategic enemy flak units in the area before deciding
support and perhaps even naval gunfire. bomber. on this tactic, and if it must be used in a
Any such limited offensive should be The VVS has only two type "D" units; use desperate situation, be careful with the type
delayed until the main front has swept far them for critical bombing missions, or for of planes you choose for the mission: "B"
naval-patrol missions (which should be used types do have extra protection on the AA
table, but you do not have many of these wearing down the German bomber force is becomes impractical. Their focus should not
valuable units to risk (only three dozen in the not a great idea, either, since two enemy necessarily be aimed at the strongest part of
first year-and-a-half of the war). planes each get a shot at one of yours (and the enemy line, but rather that section of the
The earliest Soviet Guards conversions if the escort scores, you don't get to shoot at line through which the widest hole can be
should be used to upgrade your fighter all.). punched. Leave the basic attrition to the
force, first the three Mig-3s and then the The best approach seems to be a balanced powerful infantry corps.
Yak-7Bs. If you are playing with the latest one, generally matching the escorts one-for- Moving and attacking with a panzer group is
(unofficial) flex-DAS rules, you might one and attacking the bombers with usually the easy part, but there are some
consider converting a Pe-2FT to enhance whatever force is left. Depending on your basic points to emphasize. For instance,
your support capability. luck, you should gradually be able to what should a properly balanced panzer
As a general rule, the VVS should not try to exhaust the Luftwaffe, which will be group look like? Three to five panzer
take on the Luftwaffe during the first year of especially hard-pressed after the massive divisions, plus two or more motorized
the game. It's not the loss of the inferior July 1943 GA withdrawal. divisions, several motorized AA and AT
planes that matters so much as the loss of The key word for the VVS commander, as units, and some motorized artillery constitute
invaluable Group Allowance (GA) capacity. for all Soviet commanders, is: Patience. a formidable panzer group. The Germans
It is much better to scrap the obsolete fields four of these initially and by
Do not wreck your own air force by concentrating reserves and borrowing a unit
planes (or even let them get committing it too early in a contest for
overrun/bombed at airbases) and build up here and there, a fifth panzer group can be
general air superiority with the Luftwaffe. created by September.
GA instead of getting your pilots shot down Even though the German player has the
in air combat, thus losing GA. over-all initiative during the first half of the Operating five panzer groups over a wide
This does not mean that the VVS shouldn't game, you can choose when and where you front will put tremendous pressure on the
fly, only that the time/place of the missions will fight in the air. By enlarging and Soviets. This is of utmost importance,
should be carefully considered. A good rule upgrading your air force over time, taking because only by threatening a broad front
of thumb is to "be where the Luftwaffe ain't". advantage of local opportunities and can you minimize the Russian double line
Early on, the VVS generally can't stop aggressively conducting operations in areas trick. One very strong 11 to 15 division
escorted Luftwaffe missions and has a very away from the main Luftwaffe fighter force, panzer group is very easy to stop. Where
difficult time getting its own bombers through you can somewhat restrict Luftwaffe else can the German be threatening if all his
German fighter opposition. operations, strike a nard blow here and eggs are in one basket? The Reds merely
there, exasperate the German command, double line the panzer spearheads, and
To assure air superiority the Luftwaffe proceed to use their own armor to effect
generally has to mass its fighters in only one and hasten the time when the VVS can
successfully begin to challenge the Luftwaffe against the Axis infantry elsewhere.
or two sectors of the front. Since you cannot
stop the Luftwaffe anyway, defend these for supremacy of the Soviet skies. Guess who wins this trade-off? Seven
sectors with AA and concentrate your own factors in front of a panzer unit is all that's
planes in the other sectors. Otherwise, if you German Play in 1941 needed to negate the potentially deadliest
match the German fighter mass with your aspect of the unit - its 10 overrun movement
Hints on Playing Fire in the East
own, the long-range German bombers will points. So to repeat, don't put all your
by Roy Lane panzers into one sector; push in several
range freely over the entire front from central
bases and will have the flexibility to INTRODUCTION sectors at once with 30 to 60 factors of
intervene with ground support in virtually all panzers and motorized infantry, supported
This essay is a companion article to
critical battles. by motorized artillery and air support. The
"Russian Tactical Doctrine," which was
German must push forward on ALL fronts in
By basing your own fighters away from the presented in TEN V. The time frame for the
order to spread out the Red Army, otherwise
German fighters, you can force the enemy tactics outlined in each article is from the
it will simply gather in front of his main
bombers to fly unescorted into the teeth of beginning of play in Fire in the East through
drives.
your fighter defenses, a prospect not many Aug II 41. Over the next few issues I will
Luftwaffe commanders will find appealing present ideas for the tactical use of key Axis Let's now assume that one of your panzer
(and if the enemy escorts with Me-110s or ground units and examine the operational groups has moved and attacked properly
with other fighters at long-range, then you objectives of the various army groups and and made a rupture in the Soviet front. Now
can at least take on these enemy fighters at the air force. Under the present rules, the what? The really difficult part of running the
something akin to even odds). methods of play recommended will be panzers involves the exploit phase, how
effective against either the "Runaway" or much territory should be grabbed and what
Your fighters need not remain idle in the units should be used for the job. Putting
"Forward Defense" strategies.
secondary theaters. Planes with bombing other parts of the Soviet line out of supply
factors can attack rail lines, while the others My primary intent is to reach the
and gaining ownership of territory past the
should raid undefended/lightly defended intermediate-level player and stimulate
point of breakthrough are central to Axis
enemy airbases. This will either prevent the general interest in FitE. The concepts
success. Once the panzers break through
Luftwaffe from staging into the area, or tie presented will also be useful for the
the line, advance divisions and regiment-
down valuable German construction units in beginner to learn and understand. And even
size units to gain control of as many hexes
repair. though some of the tactics will be standard
leading into the area as possible. If the
fare for the experienced player and many
As your own strength builds over the German doesn't grab any territory near the
master- level players will have variations of
months, with a GA around 135 and better- breakthrough, the Russian can effectively
their own, it is my hope that all FitE/SE fans
quality fighters and Guards air units bring up new troops to form his double lines.
will find something of value herein.
becoming available, you should be able by It is very easy to stop panzer breakthroughs
May or July 1942 to match the main Using the Wehrmacht is easy if the Russian when the Russian can admin and rail into
Luftwaffe effort and still cover the rest of the is fairly inexperienced. However, against a the hot spot.
front. Then is the time to earnestly begin a competent enemy the German must be
The quickest way to undermine an enemy
campaign of attrition to wear the Luftwaffe devious and cunning to achieve
defensive position is to restrict the response
down. predetermined Main Strategic Objectives
of his reserves. After breaching the front,
(MSO's). To accomplish this the German
When fighting the Luftwaffe, the new Balkan drive toward the rail lines the enemy must
must make use of every trick and tool
Front rules greatly reduce the viability of use for bringing up reserves. Several 1-10 or
available to him. Let's look at some of the
concentrating on wearing down the German 1-8 motorized units should exploit behind
more important of these.
fighter force first. Since the first adverse the enemy line and sit on these rails to
result (even a Return) ends air combat, it PANZERS AND BREAKTHROUGHS choke off the front.
does little good to stack several Russian First of all, let's examine the panzers. The Ownership of territory is determined at the
fighters against one German. panzers' job is to disrupt enemy defensive beginning of the phase, so if a battalion is
On the other hand, ignoring the fighter positions and hold key wedges in the enemy sitting on a rail at the beginning of the next
screen and trying to concentrate on quickly line so that continued defense of the sector enemy movement phase, that rail can't be
used for the entire enemy movement phase. very efficient. How the Germans assemble Russian player doesn't have freedom of
Meanwhile, break down a 6-10 motorized their units into effective stacks during the maneuver and maximum ability to run from
division into two 3-10 regiments and send first summer campaign may very well the enemy, so each defensive line will be
these forward to gain ownership of potential determine its outcome. The counter mix harder to man and allow the German
enemy defensive hexes. (It may prove within a stack can be crucial in obtaining the infantry to close up sooner. So, during the
advantageous to break down the 6-10s +1 or +2 modifiers necessary to achieve heyday days of summer while the Red Army
unsupported to gain the HQ unit if an extra your aims. is in full retreat, be sure to stay in contact
o/m unit will make the difference in seizure The order in which attacks are carried out is with it.
of more territory.) After gaining control of as also a major factor. When resolving combat, While this tactic is extremely effective in
much territory as possible, bring the coordinate attacks such that the biggest disrupting Russian planned withdrawals in
regiments back and reform the motor enemy stack is hit last and without a retreat the earliest stages of the game, it does carry
division if desired. Divisions may also make route. Russian cadre-less units die without with it some risks. The problem with
effective sweeps for purposes of hex retreat routes, and the number of units engaging the enemy line is that if poorly
ownership. available 'o the Russian with cadres are few done the Russian can possibly stand and
PROTECTING THE PANZERS in number this early in the game and also fight, or exploit motorcycle units or such into
A clumsy exploit can allow the panzers to be very easy to overrun once reduced. When positions that cut supply to the panzer
neutralized quickly by a good Russian hitting an enemy line, the highest odds spearheads.
player, especially once the Red Army gains attacks should be spaced at least two hexes So, let me caution that when using these
more exploit- capable troops at the front. apart. Advancing into each hex should put tactics you must realize that there is a
The Germans must end his exploit with an ZOC's around the center hexes that can downside to each, and measures must be
airtight screen to stop Soviet raids, engage then be attacked at lower odds. taken to reduce what the enemy will be able
the Soviet line, and at the same time keep What happens when Russians try to retreat to do in response.
the tanks safe from counterattack. This can through ZOCs? They die. So high odds are ADMINISTRATIVE MATTERS
prove a tough challenge. frequently not as important in a series of
attacks as the cutting of retreat routes. When regauging rail lines per the new rules
Keeping all the panzers of one sector in one and units from TEN #7 don't bother with
stack is very poor utilization of the units, plus AEC is negated against major hex cities; quick construction. Simply break all
it becomes harder to stay in contact with a however, almost all units are halved when regiments down to battalion size and string
maximum extent of the enemy line. attacking. So IF there aren't any antitank them out along a rail to be converted, using
However, spreading them out exposes them units in a city, the German may be better off admin movement if needed. The conversion
to risk of counterattack. hitting the city primarily with panzer divisions rate is faster and more track can be
What to do? First, be sure there's a friendly supported by a few infantry divisions, which converted this way. Be sure to leapfrog
unit for your panzers to retreat onto. Any provide cannon fodder in case of an several battalions forward each turn to
Russian who stands and fights during the exchange. A 12-10 halved is two points convert greater distances.
first three turns is going to lose most of his stronger than an 8-6 infantry division -
multiply that by several divisions and your Tracks don't have to be converted
attacking unit the following turn. The continuously, but can be done in isolated
Russian will be unlikely to risk a pitched odds may be raised with a tank-heavy
assault. stretches and patched together later. Lateral
battle when there is a high likelihood of the lines can be started after reaching Smolensk
panzers slipping away unharmed. EXs are Using engineers against cities, especially if and Kursk - until then, move east with the
also dangerous for the Russian. Loss of the there are NKVD political troops stationed conversion as fast as possible. The road out
units that are also doubling as a screen for there, is a luxury the Axis usually cannot of Pskov should be upgraded as soon as the
the withdrawal of the rest of the line can afford. The city will probably be fortified, so line is reached, as this is the shortest path to
totally undo his plans. the engineers won't be able to cancel a Dno and is a necessary supply conduit if the
A lone panzer division without friendly units negative modifier entirely anyway. A 7:1 (-2) Volkhov river is crossed early.
in adjacent hexes is too vulnerable to attack without engineers is much better than a 4:1
(-1) with them. Why the lower odds when Trucks are best used in one of two ways,
by the Russian. Therefore, concentrate at either with a stack of panzers going into a
least 25 defensive factors in any panzer attacking with engineers? To get the
engineer proportion of 1/5, a lot of heavy position from which overland supply can't be
stack forging ahead into a surroundable guaranteed, or to string them out three
position less than this is well within the units will have to be excluded from
participating in the attack. hexes apart to extend the railheads.
Russian ability to hit, even in 1941. In
general, lunging ahead with big panzer If NKVD units are in the city, the probability When using trucks to extend supply lines be
stacks isn't such a great idea. All the of an exchange is increased and the sure to keep a unit with a defense strength
Russian has to do is send a few 3-6's to bog German can't afford to take at least half of greater than zero stacked with them.
down the stack and the panzers will have any exchange losses in engineer regiments, Otherwise a partisan could force the truck to
little mobility left, and it's the mobility of the as mandated by the required losses rule. retreat automatically, thereby disrupting your
panzers that creates the most havoc for the Combat engineers are much better against carefully counted three-hex supply
Russian. forts in clear terrain: they negate the fort's extension.
No matter what the defensive chore, the 2- modifier and usually attack with better odds Protect your airbases, particularly reference
10 mot hv AA regiments are the secret than against major cities. A DE result at the cities with a capacity of one. A slick partisan
weapons of the Wehrmacht. These higher odds will eliminate the effects of any move is to attack the capacity of a one-
regiments are full ATEC, have 4 points of NKVD. capacity fighter base during the initial phase
flak, and are fully motorized with 10 MPs for COMPLICATING THE RED RETREAT and then, knowing the results, follow up any
exploit. Add to this the fact that they only success with air strikes against the now-
In the early part of the game it is critical for grounded fighters. Also remember that
require infantry points for replacement and the Germans to engage a Russian defensive
can be brought on at any city in supply at unprotected positional flak automatically
line with ZOCs and/or battalion-sized units. dies if attacked by a partisan, and a partisan
the front once rebuilt and you have the The Russian should already be hard
perfect tool for aiding the defense of your can attack on the turn it is placed.
pressed to switch effectively to his next line
other c/m forces. Use them wisely. of defense as he retreats toward better THE NORTHERN CAMPAIGN
DELIVERING THE BLOW positions. If he also has to pay movement Sitting still north of Leningrad is telling the
Killing lots of Russians while losing few of point costs to leave ZOCs, he will be forced Russian he can ignore the area and keep
your feldgrau, white, and blue cardboard to draw up his secondary switch line that his troops on the main front. Therefore, the
cannot be understated. You simply must much closer to his old line. Axis should pursue a aggressive campaign
keep the Soviet juggernaut from developing Similarly, positioning a friendly unit, in Finland to cause as much consternation
for as long as possible. To accomplish this regardless of size, adjacent to the Soviets at and draw as much attention as possible.
you must make good attacks. the start of their turn denies them the use of Above the "A" weather line the axiom should
The composition of your attacks must be administrative movement. Therefore the be maneuver, as each attack costs resource
points and the defender will usually be in single unit to stop the brigade from reaching is doomed.
terrain that insures a negative modifier. the line. At least one division with one resource point
Being out of supply is usually not a problem Brigades and regiments have ZOC in the should be used along the two remaining
unless isolated. In fact, unless your arctic so just being next to the line will put roads in the Arctic leading to the Murmansk
opponent has a lot of RPs to burn, it will be Murmansk out of supply and halt rail traffic rail line. Breaking down a division into its
advantageous to send several small units even if the brigade's ZOC is reduced. A unsupported elements can be effective here.
forward to outflank him He will have to either Ju52 transport can drop supplies on the When a division is broken down
screen any intruder until isolated supply brigade as it dashes toward the rail line - unsupported you gain an additional unit in
status kills it or burn an RP to remove it. being in supply will allow the unit to continue the HQ which can be used as an extra
Most offensives stall up here as soon as the moving at full speed. When the brigade goes screening unit between the two regiments -
weather turns foul, so getting off to an early U2 it will or should be killed by a smart the regiments still have ZOCs so an enemy
start is of paramount importance. Given a Russian, so on the critical turn before attack won't be able to overrun the HQ.
reasonable allocation of resource points to is eminent add some DAS to the brigade The HQ can also be used to garrison one of
this sector, I would advise putting the Ju87R This presents the Russian a real problem the reference cities if the Soviet units in the
up here to take advantage of the Naval and he'll probably have to settle for Ukhta region are NKVD border regiments
Interdiction Rule and keep troops from screening the unit until a turn when you unable to attack. Ju52 transports can be
flowing into Murmansk via the single DD don't send DAS or supply. used to fly additional resources into Ukhta (if
flotilla the Russian Navy possesses. An taken boldly and quickly) to help
Me110C with an Me109F for escort is also support either drive along these
cost effective here. The Me110C and the roads. Counter attacks will be few
Ju87R can lend tremendous hitting power to because of the negative modifiers
any attack and the Stuka is very good at and paucity of enemy forces - and
hitting the very vulnerable rail to Murmansk. in any case, the quality of your
The defense of Murmansk begins in earnest unit probably isn't worth the cost
only after the Soviets move their ground of an RP!
forces into better defensive positions than Be sure not to allow the Soviet
allowed in the initial deployment. Many units to slip past your units into
Russian players will use some of their Finland as they will be hard to kill
precious 45 RE rail capacity allotted on the given the few troops in this area
first turn to reinforce the Arctic front on the and they will most likely cut your
approaches to Kandalaksha. The Russians supply.
have only one rail line into the arctic until the
Belomorsk line is upgraded, and on the first With five individual drives on the
turn or two the Russian will be sending all he Murmansk rail line in the Arctic
can spare to keep an aggressive Axis player alone, the Soviet player will likely
from interdicting the line with ground units. be very short of troops to meet all
Therefore air attacks against the line should the threats. Containing a powerful
be continuous, the Russian simply doesn't drive along the Kandalaksha road,
have enough construction units available which is sure to cause casualties,
this early in the game to both complete plus a moderate drive overland to
essential main front forts, keep lines open Murmansk may prove to be more
into Leningrad and repair the Arctic lifeline. than they can cope with.
To complement the air offensive against the THE FINNISH THEATER
single rail line it's necessary for the Axis to South of the "A" weather line the
advance overland toward the line on a very Finnish cavalry and a ski brigade
broad front with a variety of units. Without an Try to keep Russian resource points out of should be used along with motorized
overland offensive to Murmansk the the Kandalaksha area. Unless Russian German 1-10 type units to drive from the "A"
Russianca-n simply screen the Germans resource points are already in the Arctic, weather line south to about the 4300 hex
here and send troops elsewhere. Begin with there are only two ways to get them into row. A single Axis unit will take the Russian
a modest advance directly on Murmansk position to use for an attack - air or sea. at least two or three units to contain and
from Petsamo with a few mountain divisions Operational rail is out of reach of Leningrad keeping the c/ m battalions away from the
and a little air support - here is a good spot or Arkhangelsk and strategic rail would rail line while standing up to the brigades
to deploy the air units mentioned earlier. The make it ineligible for use in the combat may prove impossible. At any rate the troops
air can cover the ground offensive, interdict phase. Bombing the airbases at the Russian will have to commit here is out
naval operations into Murmansk, and reach Kandalaksha and Kirovsk eliminates both of proportion to the physical threat the
most of the northern part of the rail line. annoying VVS interception and patrol over intruders represent: the Murmansk rail line
Commit the 2-1-8 panzer battalions here as the region and prohibits air transport of RPs must stay open if the German is prosecuting
they are most effective in attacks against the into the area. Also without air cover the DD an offensive in the Arctic and the Russians
predominantly rough terrain, negating the flotilla will probably put in few appearances intend to stop him.
negative modifier. Two mountain divisions, at Kandalaksha.
The full five German RE limit should be used
two regiments or brigades, the panzer A third offensive should be launched along to support the Finns. No matter what is
battalions, some artillery and a little air cover the Kandalaksha rail line to the White Sea, happening on the main front the Russian
is a very effective pinning force to use on the the drive here should include the best won't be able to commit his tank divisions
overland drive toward Murmansk and the Finnish artillery along with German 7-6 there unless he's willing to risk losing them.
Russian will be hard pressed to ignore it. Infantry Divisions, as the attacks along the Finland is another matter entirely! A crafty
The Arctic Ocean is the beginning of the road will be mostly a slugging match where Russian will let the Finns move toward
right flank of the Soviets, an having this flank high maneuver units would be wasted. Petrozavoclsk (as good Finns should) and
turned can cost the Soviet the Arctic. Use Finnish fighters in this sector to chase then hit the Viipuri sector hard with strong air
Further down the line in fhe middle of away any DAS the Soviet may use to slow and naval support and the tank armies he is
nowhere is a good spot to put a single your advance. Move along the road quickly unwilling to commit on the main front.
Finnish ski brigade (around 6A:1925, or at any cost in German, not Finnish lives, to With this in mind, the best German units for
2025) to use in a dash toward the rail line. capture Salla and Allakurtti - taking these Finland are 1-10 mot hv AA battalions
Ski units move as mountain units through cities early will allow the Axis to gain air because of their full ATEC and 2 points of
rough terrain so a Finnish ski brigade can superiority very early in the Arctic campaign. AA. Station Finnish fighters, not German
reach the rail line in two turns unless Keep the pressure up on this drive, because ones, at Viipuri. One Ju88A stationed at
stopped. It w take the Soviet more than a once the White Sea is reached, Murmansk Joensuu is relatively cost effective and can
also be used to hit the Murmansk rail line or AGN's area of operations should be limited To gain the speed necessary, the Germans
support attacks in the Arctic. to the frontage running from the Baltic coast need to limit access to Leningrad by Soviet
Preponderance of power isn't necessary for south to the western shore of Lake Ilmen. If forces. A successful strategic bombing of
the Finnish drive on the Murmansk rail line - AGN moves past Lake llmen to the south, Russian rail marshalling yards can bring rail
multiple threats are more effective as they the Army Group will become too dispersed traffic into the city to a standstill. Enough rail
force the Russian to commit troops a turn to breach the Leningrad defensive lines. marshalling yards can be reached on both
ahead of time *in several areas because of AGN shouldn't need substantial the surprise turn and regular Jun II turn to
th e remoteness of the terrain. Be sure to reinforcement if its operational area is almost entirely eliminate the 45 RE rail
screen the northern shore of Lake Ladoga limited as above. Remember, the objective capacity available to the Soviets on the first
against amphibious landings behind your of the Army Group is to put pressure on turn the turn they need it most.
main line. If the Soviets land properly they Leningrad quickly. Only the die-hard German player out there
can put ZOCs behind your flank divisions Dramatically reinforcing the Army Group will who refuses to play the Russian side won't
anchored on the shore of the lake and cut not tip the balance in your favor; only speed understand how effective the loss of any rail
retreats. will do that. Taking the time to bring capacity is to early Soviet deployment plans.
Driving toward Leningrad is dangerous and overwhelming force to bear on Leningrad is Zero rail capacity will make it very difficult to
ineffective, stopping at Viipuri is sufficient the surest way of losing the momentum decide between sending troops to the Arctic
provided the Finns regain control of the rail needed to overcome the city. or defending the Luga and Volkhov rivers on
line out of Leningrad each turn. The Russian The German usually can't take Leningrad the first turn.
can put a lot of pressure on Viipuri and the against a determined Russian resistance; Bombing the Russian rail net in decisive
Finns must maintain a strong covering force however, the cost of defending the city is sectors on the first two turns is also effective
from Viipuri to Lake Ladoga to keep the expensive in terms of troops, air units, because of the limited engineering assets
drive on Petrozavoclsk from being stalled. resource points, rail capacity, and available to the Russian. He will need rail to
The Finns can be hit pretty hard by the construction units. If the Russian knows get his few available engineers into critical
Soviet navy attacking from the safe zone, from past play, or from your lackluster move sectors of the VaIdai Hills and Luga river
especially if used in combination with tank toward Leningrad, that you harbor no lines in order to get fort construction going.
forces. desires to take the city, he will have little Look carefully at the rail junctions on the
The woods and rivers, coupled with the 0-8 reason to commit troops to the area. map from the Soviet side of the table and
hv AA and German 1-10 mot hv AA
battalions (and, if at all possible, forts)
should reduce the effectiveness of any
Russian tanks pouring out of Leningrad.
Maintain control of the rail hexes out of
Leningrad by putting a ZOC on them or
dashing two of the 1-10 mot hv AA
battalions over the hexes, returning to the
line during exploit.
Since Leningrad usually has a lot of
construction assets, the Russian can
probably repair every rail in sight, but unless
he also owns the hexes at the start of the
phase they can't be used for rail movement
that turn. This hampers the Soviets from
making a surprise sweep north out of
Leningrad.
To conclude, all these drives on the
Murmansk railroad, combined with the
casualties sure to be caused, will guarantee
that the Soviets don't get a free ride in the
Arctic.
ARMY GROUP NORTH
by Rick Gayler
The Main Strategic Objective (MSO) of Army
Group North is Leningrad, the second
largest city in the USSR. I'm not saying that
you, as the German player, MUST take
Leningrad, but if the opportunity presents
itself you should be able to take advantage.
To accomplish the tasks outlined for AGN,
the Axis must take advantage of the limited Allowing the Russian such latitude to you will quickly see there are a number of
number of new troops the Leningrad MD is concentrate troops elsewhere is dangerous - choke points where a single hit can create
able to create during the early part of the if the Russian isn't kept stretched lots of aggravation for the Soviet player.
summer campaign. Although the district is everywhere he will be able to pursue limited
studded with excellent defensive terrain, Many German players can't see the
objectives of his own, such as crippling the problems caused by interdiction of enemy
possesses formidable air base capacity, and Finns.
houses the Red Banner Fleet, the area can logistics because it doesn't result in direct
be choked off from the rest of Russia. As explained in TEM #14, successful Axis causalities for the Russian. Bombing enemy
Cutting off Leningrad has the added prosecution of the war in the Arctic and the air units will at least put IL-2's or Pe-3's in
potential benefit of starving Murmansk. The Finnish theater is one way to stretch the the dead pile. However, the worst mission
more pressure brought to bear early in the Soviet formations available for the defense for the Luftwaffe after the surprise turn is
game against Leningrad, the more the of Leningrad. However, this effort will be bombing the Red air force on the ground.
Russian will have to react to the Axis threat. wasted unless Army Group North moves Interdict rail lines instead! In the early part of
While the Russian is massing units along quickly toward its goal. Therefore, bring the game at least 40% of the Luftwaffe
the Luga river line, using considerable rail pressure to bear against the Luga line should be used to interdict rail lines in the
capacity to do so, the rest of Russia will go quickly! north.
hungry for troops.
Although it's hard to see the tangible results support, so the sooner the panzers are interlocking ZOCs, coupled with the mini-
of interdiction and the bombing of critical joined by their slower comrades, the better. stacks in between, will keep even the most
sectors of the enemy rail net, try looking at it Be sure to move security troops to key daring Russian armored units from moving
this way: Listen to your opponent brag about administrative movement choke points to deep behind your lines.
a sector he plans to hold for dear life, say disrupt the enormous number of partisans Riga's final defensive strength is unknown to
the clear terrain and woods hexes directly available to the Russian in the first two turns the German until the Russian is fully
behind Velikie Luki. These hexes are a of the game generated from all the isolated deployed; position AA, a BB and CA, and
natural avenue toward the Valdai Hills and dead. These partisans are so numerous as surviving VVS fighters can reduce the
can be defended with double fort lines to be able to completely blanket a sector, chance of seizing the city in a coup de main
between the forest hexes at 1B:2501 and thereby denying maximum movement for with panzers. Unless the Russian deploys
2A:3030. your infantry. his Baltic forces PERFECTLY Riga can be
However, there aren't any cities in the area CLEARING THE WAY attacked on the Jun II regular turn, and the
to support the construction of forts or In order to carry out the MSO of AGN, 4th fall of Riga this early in the game can bring
airfields, or to provide the large number of Panzer Group will have to secure as much the German infantry to the gates of
troops necessary to hold the sector. of the Baltic rail net toward Pskov and Narva Leningrad long before the Russian can
Therefore, building up the area requires as soon as possible. While obtaining this amass enough troops to mount a credible
extensive preplanning due to time objective, two major obstacles must be defense of the region.
restrictions. The Russian player will have to overcome: Riga and Daugavpils. Leave Brandenburgers can be landed at 1B:1817
screen the first fort line while it is under Daugavpils to AGC if possible. Keep AGN and 1B:1917 in front of Riga to attempt the
construction and sufficient troops are being moving directly on Leningrad and use 4th seizure of the bridges across the Dvina river.
brought up to hold it. Panzer's tanks in support of the AGN's A successful attempt will allow a single
The losses will be heavy, yet the payoff will objectives and not running off supporting 3rd division at full strength to attack across the
be pretty good if the German is deflected Panzer Group. These two cities must fall, river hexside. Several Brandenburgers can
around this avenue or forced to slug his way and all of the rail net possible up to Tartu be dropped to increase the odds of success.
through two well- defended fort lines. Yet the and Pskov should be captured during June. (However, at least one Brandenburger
entire operation is dependent on the two rail Riga is the only administrative corridor open should be used at Orsha to limit rail
lines running from Kalinin and Moscow for to AGN's infantry, and the main hub of Baltic communication at this very important rail
success. Using the Luftwaffe to interdict rail traffic. junction.) Be sure to land the
these two rail lines can disrupt troop On Jun II, then, the whole of 4th Panzer Brandenburgers during the surprise turn to
movements and make it impossible for the Group must be committed to seizing and allow the mechanics of the first turn to
Russian player to achieve his objective. holding the terrain needed for the infantry to guarantee their safe landing, as they will
This approach can work to undermine the follow up quickly on Jul I. After capturing this automatically recover from any disruption
defense of Leningrad as well. Bombing (and territory, the 4th Panzer Group must screen during the initial phase of the regular Jun II
follow-up bombing) of the only two rail lines off their gains from incursions by Russian turn. Finally, if attacking Riga during the Jun
into Leningrad will force the Russian to troops. Any casualties incurred by this II regular turn, don't forget that it is treated
commit construction assets, as well as motorized screen are worth the benefits as a dot city this turn per Rule 31G.
fighter cover, to keep these lines open. A gained on Jul I, when massive If Riga can't be attacked on the Jun II
myth many panzer jocks believe is that the reinforcements can rail up to the front. regular turn, be sure to build a temporary
Russian has plenty of construction troops Intense study of the Russian units in your airfield with a 2-10 mot Eng III close enough
available for repair work, so bombing his area is the only way to guarantee sound to base fighters within patrol range of the
lines of communication isn't worth the play during exploit. Remember, it only takes city to prevent VVS DAS missions.
mission. The 5 movement-factor a 1-2-8 M/C regiment to cut behind your In fact, all four 2-10 motorized engineer
construction troops move slowly, and once lines and block movement corridors, yet a regiments should be used in support of the
committed to building a fort, are stuck for wellplaced ant can keep these outlaw bikers Luftwaffe; race the engineers forward six
one turn at least. And once the fort is from accomplishing their mission. hexes and build a temporary airfield. During
completed, the unit may be too far away to In fact, most German players fall short in the air phase, use Ju 52 transports to fly in
get to a blown rail hex. planning when it comes to the exploitation 0-1-5 construction regiments to hold the
Another method to get to Leningrad quickly phase, even while excelling during temporary airbases while the 2- 10 mot
is to move trucks with the panzers, movement and combat. The fall of Riga is engineers exploit 10 hexes closer to the
expending them for supply as needed. By meaningless if Russian troops can race up front line. Repeat this procedure during each
Jul I, the panzers should be feeling around and sit adjacent to the city on Jun II. movement, air phase, and exploit phase.
for weak spots. Use some 1-10 ants to race TIP FOR A SCREENING FORCE Also consider reference city hexes such as
up rail lines and roads (especially the road Tartu, Daugavpils, and Polotsk as sites for
through Dno southeast of Lake limen) to Here is a tip for constructing an effective
screening force: break down a motorized temporary airfields; this way the flown-in
prevent Red Army troops from construction regiment can repair the city's
administrative and rail movement toward infantry division into two unsupported 3-10
regiments - add the HO, a flak regiment, and air capacity the following turn while
your lines. Since the Baltic rail net doesn't garrisoning the temporary airfield. It also
need converting, even destroyed rail hexes two assault gun battalions to create a mini-
panzer stack. This stack will equal 7 factors allows a better air repair die roll, by using
of this net can be used to replenish your the city's permanent airbase as your repair
trucks. on defense with five points of AA, plus
possess 1/7th AECD and half ATEC. The hangar.
As early as mid-July both the Luga and the second unsupported regiment should be DASH TO THE LUGA
Volkhov rivers can be threatened or crossed stacked with a 1-2-8 motorized Artillery, a
with panzers using trucks for supply. If the Jul I is the turn to commit the panzers to
flak regiment and two assault gun battalions deep penetrations without regard for flanks,
German moves aggressively enough in - again, a formidable 9-point stack which
crossing either river it may be impossible to through Narva and Luga if possible. Don't
should be proof against early Russian worry excessively about rear area
guarantee overland supply, which is the reprisals.
reason for using trucks. But once across communications if key terrain can be
either river it will be impossible for the Notice that supported regiments created gobbled up quickly. Capturing Novgorod
Russian to erect any type of credible from the 6-10 motor division would not intact can have the Luftwaffe streaming in
defensive position strong enough to stop the support the non-divisional units stacked with with unsupported infantry regiments,
large infantry and artillery formations moving them. So if your counter mix includes only engineers, resource points and even supply.
up rapidly along the Baltic rail net and the one mot. artillery regiment, as does 4th Fighters can be landed here overstacked -
administrative corridors opened by the Panzer Group's, then the divisional HO use quick construction the following turn to
panzers. gained when breaking down unsupported complete a permanent airfield and fly four
can lend support to the other stack. Be sure missions from the city.
The panzers aren't going to hurt as bad as to spread out your other divisions such that
the German infantry, artillery and air
The tremendous amount of Russian armor either operation will ensure the rapid maintain 7-factor double lines as easily as 6-
available in this area also poses a threat. conquest of the Baltic. A large air capacity factor ones, plus the first line is usually
The tank army facing the Finns can be from Parnu can be worth plenty of Luftwaffe panzer meat anyway - so the extra factor in
released on Jun 11, allowing the Russians ground support against Tallinn, Narva and each hex is a free kill.
actual superiority in armor. A Russian player any aggressive Russian naval activity in the So, be very aggressive with 3rd Panzer
might commit this armor against an Baltic region. Group during exploit on Jun II and dash into
overextended German player if the gain The fall of Narva on Jul I is a disaster for the the Polotsk and Orsha sectors. A little
were worthwhile. The German can not let Russians, so have plenty of air support preplanning should have some DAS
this threat deter him, however. He must be available for a possible attack and have your available and a truck counter with the
willing to take losses, even in panzers, panzers ready to exploit any breakthrough. panzer corps. The seizure of the Insterburg -
provided his objectives are maintained. The Luga river defense can be Kaunas - Wilno 1B:3313 - Polotsk rail line
Thus counterattack corridors may be open compromised by an early and heavily- intact before the Russian ever gets to move
and the Russian armor may be committed. supported assault past Narva. Narva is also should be the key objective of 3rd Panzer
But once committed, Russian armor seldom an important communication and Group and 9th Army. Good planning can
gets away on this front and the Russian will replacement center for the Axis. make this a very easy objective to achieve.
be hard pressed to replace these tanks with Using the port and airbase at Narva one can The line through 1B:3313 is more important
the limited rail available. A secondary benefit bring in up to 18 RE's of firepower through than the one from Wilno to Daugavpils,
will accrue from keeping the Russians from naval and air transport. Going around Lake because once Polotsk falls, the Russian
turning on the Finns, which will surely Peipus through Pskov is an alternative path flank is compromised across the Dvina river.
happen if the Luga isn't threatened. toward Narva. This route tends to turn the Just capturing Daugavpils doesn't prevent
THE PARNU PARAMETER southern flank at Narva, making the position the Polotsk area of the Dvina from being
untenable; however, the process is slower blocked by elements of 22nd Army stationed
No examination of AGN would be complete further east by Velikie Luki.
without discussing the Parnu possibilities. than a direct push at Narva.
This operation requires intense planning Successful operations around Leningrad Guderian's 2nd Panzer should make all
before the game starts. Here is how it works: promote the chances for German success efforts possible to cross in strength the
if the Soviets do not place a non-divisional further south as Army Group Center pushes Berezina river at Bobruysk. If too weak in
unit in Parnu during the deployment of their toward Moskva and Army Group South rolls numbers, it could face a sharp riposte by
border MD forces, the Germans plan to land into the industrial heartland of Russia. We Russian tanks moving up from the south. Of
the Kriegsmarine (KM) commando in Parnu. will examine these two Army Groups next all the Army Groups, AGC MUST use its two
issue. See you then. panzer groups very aggressively - leave the
If the Russian doesn't then place at least mop-up to the infantry. An early breach of
one point of position AA at Parnu's airbase ARMY GROUP CENTER the Berezina and Dvina river lines will force
during the deployment of his remaining By Roy Lane the Russian to set up his second line of
forces, the KM commando can hit Parnu defense in an area less defensible than the
during the surprise turn, as explained in the Army Group Center should be the hammer
during the early summer campaign. And if swamps and forests of the Berezina area.
SE errata sheet. And if not breached at once, the Berezina
AGC moves quickly and decisively past
Most Russian players think they have better Minsk toward Smolensk, the Russian will line can be strongly reinforced using the rail
use for position AA than to defend coastal spend some anxious turns wondering where net available several hexes behind it.
cities until they see what happens next. The this hammer will fall. The longer the Russian Crossing the Berezina toward Gomel will do
airbase capacity at Parnu is unlimited for is kept unsure of AGC's Main Strategic more for AGS than AGS can do for itself.
incoming air transport, so during the special Objective (MSO), the better. Guderian's panzer group must look as if it
air phase, five Luftwaffe Ju 52 transport could turn south toward Kiev at any time. A
groups can land 5 REs of engineers, various AGC's first task is to assist AGN in capturing
the Baltic rail net, especially the line running smart Russian will be standing fast against
types of infantry and resource points. This the Rumanians, thereby forcing 1st Panzer
can be increased to 10 REs by using gliders Kaunas to Daugavpils and back through
Grodno. Moreover, 3rd Panzer Group Group south away from Kiev. Yet if
to increase the airlift capability. Guderian can move through Gomel by Aug
should take possession of Polotsk and the
Supply points are unnecessary because the Orsha rail net by the end of the Jun 11 1, the Russian will be unable to defend the
Wehrmacht is automatically in supply during exploit phase; failure to do so will result in Dnepr river at Kiev. This doesn't mean
the German regular Jun II turn. The 2-8 additional scorched earth and possibly a actually turning 2nd Panzer Group south;
engineer and 0-1-5 construction regiments double line between Polotsk and the upper just being able to do so if the situation
can build either permanent or temporary Berezina River. The Russian can easily warrants. Keeping the Russian guessing
airfields depending on how much the admin. move in elements of 5th, 7th and your true '41 MSO is vital when dealing with
German wishes to commit to the operation 25th Mechanized Corps to form the second a "Forward Defense."
and what his objectives are for attacking line of this blocking position while using local If confronted with a "Runaway Defense,"
Leningrad. resources to form the first nonoverrunable keeping your Army Groups moving east is of
This construction of airfields in the Parnu line of six factors. In fact, throughout most of paramount importance. Letting the Russian
sector will bring the Luftwaffe within range of the front the Soviet will be able to erect have a free hand to do as he pleases will
Leningrad on the regular Jun II turn. Air 6factor double lines. The only cure for only serve to enhance the "Runaway" style
capacity at Parnu can be up to around breaching such a line is distasteful, but of defense. So keep AGC moving directly
seven air groups if one permanent and two necessary. east to bring the Russians to bay as early as
temporary and airfields are built in Parnu If the German expects to make any possible. If the Valclai Hills are left open, go
and the two hexes directly south. progress, he requires the formation of a sixty grab them; otherwise, wait for the infantry to
Taking Parnu can also lead to the capture of factor "killer wad." This stack may be come into the line there, as the Valclai
Tallinn and Tartu during Jun II. This would assembled by breaking down two 11-10 fighting will quickly become trench warfare.
be a major coup, as combined with the panzer divisions and stacking the 5-3-10 The sooner the panzers become embroiled
capture of Riga, this would secure the rail armor regiments with three 12-10 panzer besieging defensive strongholds, the better
line all the way to Narva with no damage. Jul divisions, Gross Deutschland Mot III (4-10), off the Russian is in the fall. So, bypass the
I could then see RR artillery supporting 8-6 69th mot Art III (5-3-8), and the 792nd mot Valdai Hills with the panzers, and use the
infantry divisions in an attack on Narva. Art III (5-3-8) from 2nd Panzer Group. infantry to assault directly with some heavy
Even if Tartu can not be seized, the capture Obviously, no panzer jock wants to put five AA for antitank support. Swing the panzers
of Tallinn and the rail line north to Narva panzer divisions into one stack, but if you're through Rzhev and cut between the Hills
could allow an attack by German infantry not aggressive enough and allow the and Moscow toward Kalinin. If not fortified,
divisions which are shipped to Tallinn. Russian to begin forming double lines, it will the terrain here is at worst only a -1 due to
Depending on whether the Parnu operation be the presence of the "killer wad" that woods or rough terrain and the Russian rail
is tailored to support an attack on Tallinn OR forces him to make the double lines at least net doesn't favor the defense of this sector.
support forward basing of the Luftwaffe, 7 factors per hex. The Russian can't Of all the panzer drives, 3rd Panzer Group's
drive on Kalinin will likely yield the most it. 2nd Panzer Group will only get bogged this task alone; therefore outside help may
dividends and should receive top priority in down if the German is unwilling to exchange be required. This outside help can take one
OKH support. a few panzer divisions along the way. of three forms: panzers from either 1st or
3rd Panzer Group's MSO should be to drive If the German is too cautious in the center, 2nd Panzer Group, jagers from 17th Army,
rapidly past the Valdai Hills to the south the Russian will be able to harass any drive or substantial OKH reserves from those
swinging north at Rzhev. The timing should on Smolensk from the south and defend appearing Jul I. 6th Army must cover the left
be such that infantry is passing Velikie Luki Kiev much more stubbornly than should be flank of 1st Panzer Group as well as move
while the panzers take Rzhev. 3rd Panzer allowed. Since the going will be slow here, directly east.
Group should drive toward the Kalinin sector 4th Army will be able to play a direct role in No surprises here. Help can also come from
with an aim to cut rail traffic both north and assisting 2nd Panzer Group in operations. the 1st Cavalry Division, as the best
south of the city, from Moscow directly to The MSO for AGC's southern wing should employment for this division is into the
Leningrad. If the city can be taken in a coup be Bryansk at a minimum, with an eye marsh looking to put a ZOC behind Russian
de main, so much the better. Luftwaffe toward Orel and Tula. The Russian should stacks.
support can be concentrated in this sector, if be forced to move as many factories as 17th Army must apply immediate pressure
the enemy hasn't planned ahead and possible. Pressure on Tula and Kharkov can toward Lwow and clear an open rail line into
Russian air bases are few. Your air should cost the Russian 60 rail points which may be Rumania through Cernauti before the
be used in this area primarily for interdiction quite dear if he is conducting a "Forward Russian can destroy too much of the rails.
of the Russian rail net. Of all the areas on Defense." The sooner 17th Army links up with the
the map, it is in the Moscow - Yaroslavl ARMY GROUP SOUTH Rumanians, the faster the Russians will be
Leningrad triangle where rail hits can be pushed out of the Vinnitsa area. 1st Panzer
most effective. All I can say about Army Group South is,
"Good luck." Army Group South will have Group isn't strong enough to cover its right
3rd Panzer Group's next move will be the toughest nut to crack in the opening flank and dash for the Dnepr unless the
governed by two other factors: whether 9th moves. The Russian colossus is massive in Russian has vacated the Vinnitsa area.
Army is moving through the Valdai Hills at a the Lwow area and a poorly executed The obvious problems from the Russians
satisfactory rate and what has become of offensive here can mean severe setbacks in staying in Vinnitsa are compounded by the
Guderian. However, reaching and cutting the Axis timetable. rail line coming up from Odessa. The
the direct rail between Moscow and number of tank formations the Russian has
Leningrad is the MSO for this group, and Charles Sharp has said "calculated
boldness" is the key ingredient in this sector in the Odessa area which can hit 1st Panzer
once achieved the group should begin to Group's right flank while staying somewhat
consolidate its position. Many a German of the front. Bold advances are the norm
here, but the Axis must be ever vigilant. protected by the terrain of the Vinnitsa
player neglects to build forts in the fall. If region is almost on par with Axis panzers.
your troops aren't moving forward, build the Many Soviet plans allow a rapid advance of
AGS's panzers, just so they can be Granted, a commitment of Russian armor
forts. Even if the hex isn't your most forward this early usually spells doom for the Red
position, the fort will come in handy during counterattacked once out of reach of their
lagging infantry support. Too much caution, Army tanks, yet the delicate Axis timetable
the winter. The German is well endowed could be sufficiently upset to ensure that the
with resource points and the fort building will however, can lead to a formidable defense
of the Dnepr river at Kiev. Kharkov MD coal mines keep Russian
pay off in January 1942. factories producing at full capacity
If 9th Army is cutting through the Hills it may The objectives for AGS differ sharply from throughout 1941.
be wise for 3rd Panzer Group to build forts AGN and AGC. What are the objectives?
Ultimately the MSO for AGS will be to Basically it falls upon 1st Panzer Group to
facing Moscow and drive north to cut the accomplish the majority of the groundwork
junction at Vyshniy Volochek. If Guderian is capture as many of the southern major hex
cities as possible, thereby denying the necessary for AGS to meet its MSO for the
moving toward Tula, 3rd Panzer Group may summer of '41. Drive east! A motorized
wish to drive directly on Moscow while Russian considerable rolling stock and
replacements. Kiev and Odessa Military detachment sent to Nikolaev keeps the
fortifying to the northwest. The objective Russians honest and diminishes scorched
would be to spread out the Russian and Districts should be taken in total, with
Sevastopol being the only possible earth tactics. The motto of your railroad
force him to give up some sectors. Unless engineers should be "Go boldly forth." Move
AGN is keeping pressure on the Luga exception. Kharkov should also be
considered a must-take city. Stalino, the engineers east, working at full speed.
toward Leningrad, AGC's northern wing will Replacing an overrun rail engineer costs
probably be confronted with the strongest Voroshilovgrad, Voronezh, and even Rostov
should also be under consideration if all one infantry replacement point, but there
Russian response available. isn't a replacement for a supply line which
goes well.
Pressure must be brought to bear on the doesn't reach far enough into Russia.
entire front with additional weight being The problem remains, however, of how to
accomplish all this given the tactical So how to accomplish this long list of
applied to sectors which will be defensible in objectives without being annihilated? One
winter. The KalininVaIdai Hills-Luga to considerations. The Pripyat Marsh rail lines
need to be secured, pressure put on the way is to present screening units for the
Narva line is probably the best defensive Russians to nibble on while keeping a
terrain on the map and is definitely within the Odessa MD, and a hard drive undertaken
through Kiev toward both the substantial hitting power in reserve.
German's ability to take with the forces at Luftwaffe support will be key for both ground
hand. What the German does with his Dnepropetrovsk region and toward Kharkov-
Voronezh. Pretty tall orders for your support and DAS so the far-flung
remaining armies will depend on how detachments can prevent being gobbled up
successful he is in attaining the above onearmed 1st Panzer Army. The first step to
alleviate some of AGS's problems is to in the vast Ukraine. Dropping air supply for
mentioned line, which is the line this author one of these extended detachments may be
considers an MSO for the German Armies in reinforce 11th Army with some armor,
thereby allowing 11th Army, with the support the only way to retain its punch.
the east in 1941.
of the 1st Rumanian Armor Division, to As a Luftwaffe commander, my Ju-52s are
So what of 2nd Panzer Group and 4th stand on its own. Unfortunately, any results the busiest units on the board. If yours are
Army? Guderian's forces may be siphoned from this won't be felt on AGS's front until sitting on the ground turn after turn without a
off for usage by 1st Panzer Group, or to late July. mission, I would hazard to guess that your
support a drive on Gomel. Because of the level of planning stops with the movement of
terrain involved in 2nd Panzer Group's So what are AGS's first priorities upon
opening hostilities? First, advance into the your tanks and could be improved.
sector, defining a sound strategy can be
difficult. If the Russians decide on a major southern region of the Pripyat Marsh to Again, "calculated boldness" is required. If
defense along the Berezina to deny quick secure the north-south rail lines and prevent 1st Panzer Group is strung out too far the
access toward Smolensk or a flanking move Kiev MD armor from appearing uninvited on Russian can easily counterattack realizing
on Kiev, the going could be slow. Be 2nd Panzer Group's right flank. (Air AGC won't have any rail routes open this
prepared to take causalities in order to take interdiction may also be needed to slow early to come to the rescue. And the
terrain. If the Russian throws a 25-point Soviet tanks from leaving the Kiev area too Rumanians don't have the mobile forces
defensive stack to block movement, go after quickly.) 6th Army is too weak to accomplish necessary to come to anyone's rescue. 1st
Panzer Group must simply move east, be taken lightly. Chisinau should be grabbed and if he does he should be strongly
tackling any Red Army concentrations in its rapidly and the Dnestr River crossed on the punished. Nonetheless, the Rumanians
path - bypassing Kiev will consume too shortest route to Odessa; a drive toward must be constantly on guard for traps. When
many screening forces. Vinnitsa should only be considered if the moving Rumanians aggressively into
Be sure to move a detachment southeast Russian is standing fast at the border in Bessarabia against an unknown Russian
along the western side of the Dnepr river. A front of Army Group South. tank commander, keep the 4-8 and 4-6
motorized division, three assault gun Moving slowly or too cautiously on this front infantry and cavalry divisions safe from
battalions, a motorized heavy AA regiment, allows the Russian to move a considerable multi-hex or surrounded attacks.
and a motorized artillery regiment should be amount of support into the Odessa sector Use the German infantry divisions in any
sufficient to both cover territory and protect making progress very slow for 11th Army. hexes from which two or more hexsides are
itself. This detachment can also serve to The Russian has a lot of tricks down here exposed to counterattacks. The Rumanian
dislodge overland supply to Odessa. because of the open flank of the coast and 5-6 infantry divisions can be moved forward
So move east through whatever gets in the his ability to land troops almost anywhere as well, provided they have a secure retreat
way; otherwise your forces will be tied down along it. route. Note: if a Rumanian 5-6 infantry
all over the Ukraine waiting for infantry to So the German must ensure in the early division or the 7-8 armored division is
catch up and take over. The great stages of the game that set piece battles to cadred, pull it from the line immediately for
encirclement of the real war was only cross the Dnestr or Dnepr rivers don't rebuilding.
accomplished by Guderian driving south and happen. The result could be amphibious The earlier Chisinau falls, the quicker rail
with this maneuver, any perceived chance of landings behind your heavy stacks with conversion can begin toward Odessa. Plan
taking Moscow in '41 went south with him. massive tank and plenty of fleet support. on having railroad artillery and siege guns
Now you wouldn't want that would you? However, if the German is aggressive on hand to blow away Odessa. If the
THE RUMANIAN ARMY enough he can keep things pretty fluid in his Russian sees siege guns and rail artillery
race for Zaporozhe and the Crimean moving toward the city he will know its
The Rumanian front is second only to the Peninsula. defense will probably be futile and abandon
Arctic front in the probability of a stalemate any hopes of converting it into a "Hero City."
early in the game. If the Russians set up Begin naval interdiction of Odessa
immediately, but forget bombing the port Without the added artillery, too much of the
strongly along the border, the rivers are Allied army will be required to screen the
tough and the Axis will have a hard time facilities or going after the fleet in port. The
reasons are twofold: if you go directly at the city, with too few units moving east towards
making any gains against a determined the Crimea. And Odessa must fall early if
Soviet tank commander. city, first come the patrol attacks (which will
engage the vulnerable Stukas first), next any credible supply line is going to reach
Other than Finland, this is the only place comes interception, and finally the massive deep into Russia when the snow flies.
where Russian tanks can counterattack ground AA coupled with the fleet's AA, after Only one railroad engineer regiment is
without fear of encirclement or swift which any hit on a ship will at best net you needed on this front. Having none present is
counterblows. As well, quick reinforcements only the ship itself. asking for trouble, as it will give the Russian
in the form of an extra tank division can be a secure feeling knowing Axis supply will be
shipped in from the Transcaucasus MD by However if you use the air-naval interaction
mission, the Stukas can avoid patrol attacks a problem in late fall. Upgrading the road to
the Black Sea Fleet without using rail. So Nikolaev is well worth the RPs. And
couple any determined aggressive Axis entirely and accompanying escorts can
protect them from interception from the few consider: if the Rumanians are too cautious,
advance into Bessarabia with air-naval the amount of time the Russians will have
interdiction of Odessa and Nikolaev. VVS fighters with the range to reach. This
also avoids the fire of any land- based AA. for rail destruction will be enormous.
Too many Axis commanders get cold feet The last reason for using naval interdiction is Dropping the 22nd Air Landing Division in
with the Rumanians because eliminated that any ship sunk at sea will take it's cargo Bessarbia during the Jun II regular turn may
Rumanians go into reserve status upon down with it, and this includes the case of serve to block the retreat route of a Russian
replacement. Don't allow the Russian to set two ships carrying one division, where only stack. The regiments of the 22nd can be
the pace on this front, or AGS will suffer in one of the ships is sunk. very instrumental in quickly clearing this
its advance on Kiev. If the Russian launches territory of Russians without exposing
an attack to kill Rumanians, his tanks will As alluded to earlier, one must begin
interdicting Odessa on the very first turn. themselves too much.
still be there during your turn. A couple of
Rumanian divisions are worth losing if The Russian garrison along the Turkish If air resources are available, use them to
several Russian tank divisions can be border has more troops than required and continue the air-naval interdiction of the
caught. some of these can be dispatched coast line after Odessa falls. Be wary of
immediately to the front. And since rail amphibious landings near Odessa which
The first priority in Rumania is to reinforce capacity is going to be stretched to the limit could sever supply to your advanced units
the Rumanians with armor. Not a lot of Jun II, the Black Sea Fleet becomes the prior to a linking with AGS's regauged rail
armor is needed, but enough to keep the ideal medium for transporting them. net.
Rumanian 1st Armored Division out of the
dead pile. Those c/m units arriving Jul I fill Units transported from port to port can still CONCLUSION
the bill perfectly. The 3-2-8 panzer regiment move quite effectively, especially when Hopefully this series of articles on German
can stack with the 1st Rumanian Armored using administrative movement. Failure to tactical doctrine on the Eastern Front during
Division, along with a few other odd take action against this transfer can make the early stages of the game will advance
motorized units. The 60 Motorized Division the Dnestr River line one of the easiest the art of competent play in your local group.
(6-10), plus three assault gun battalions sectors on the map for the Russian to What I've seen in the past is that local
adds enough AEC to the 11th Army to keep quickly bring superior force to bear in both groups get into a mind-set on how to play
pressure on the Russians. Two stacks of tanks and infantry. The combination of these the game and innovation stops.
armor are necessary for line-busting, a one forces and aggressive play by the Soviets
armed boxer isn't as effective as one with could cause considerable damage to the
two arms, and the same goes for armies Rumanian armies. The only way for the Axis
with only one stack of armor. Remember, in to unhinge a strong defense of the Dnestr
order to bust a line you have to hit the outer river is to swing 1st Panzer Group south
hexes at higher odds or with positive armor instead of continuing its drive on Kiev. So
modifiers in order to leave the inner hexes the bottom line is that if the Rumanians
without retreat routes. move too slowly, the net result could be
diminished chances for the early capture of
In Bessarabia, the enemy must be attacked Kiev.
as savagely as possible while protecting the
fragile Rumanian cadre-less divisions. If the Russian deploys away from the
Replaced Rumanians go into reserve until border, the chances are low that he will
spartanly released, so their loss should not cross the Dnestr river back into Bessarabia,