Serial composition (solo play TBC ...) | ||||||||||||
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As this scenario is a large one and I am not certain whether I would be up for a single, long AAR, I propose to submit this in segments to keep it palatable. I'll edit the victor/rating when completed. General: Boards set up with each long axis N-S, but set W->E as 1-24-25-5(f). f = "flipped". Soviets are in defense vs. a Grossdeutschland (GD) combined arms assault entering from east, moving west. There is also a Romanian infantry company (reduced) holding a hill on the south part of board 24, overseeing a key town. SU&S: Rom: set-up is fairly prescribed. Key elements here are: (1) forces Soviets to garrison the large town on that board; (2) forces Soviets to guard their artillery parks and/or place them to the north sides of the boards; (3) ROM units cannot spot for OBA, however. Soviet: The Soviet commander disposes of essentially six companies of infantry (3xRIF + 1xHMG each); a smattering of 2xSMG + 3xATR; and significant on and off board artillery (3x82mm + 1x120mm + 4x45mm + 3x76.2mm + 2x122mm + 2x10 OBA). Having been involved in the earlier Botosani action, the Soviet commander is aware of flanking possibilities here (see AAR). The Soviet dispositions then roughly are as follows: 3xATR in LT on board #5: intention, harry any lorry-borne GD grenadiers. 3xcompanies on the boards #25/5 border covering north flank; south flank; and road center. 2x45mm sit dug-in between the infantry to provide x-fire on the road and/or cover to board edges. 1xcompany on the large hill of board #25 blocking the road. Also 2x45mm flank the road here along with the 3x81mm mortar set. 3x76.2mm + 2xRIF (0.5Cop) occupy reverse slope near the road (so they can be withdraw if need be). I considered an "up-front" placement of the 76.2mm's to take advantage of their AT role, particularly by forcing the Germans to off-load their trucks; however, I figured that the GD commander would then choose to push an observer forward and pummel those gun positions with OBA or direct fire. It was a question of causing the GD forces an awkward 3-4 turns in the beginning for loosing 3x10 artillery shots for the remainder of the game. 2xSMG hold the hamlet on board #24 (a VC hex). 1.5xcompanies hold the town on board #24 (all VC hexes + guarding vs. ROM force). The 2x122mm guns are held in a light woods north of the road on this board. {I originally had them even farther back, but this position allows them to cover all of the GD entry-board #5. The can limber and be moved by wagons as GD advances. German: North Prong: PzIVE (note errata) + 1 company of Gren. South Prong: 4xStuGIII + 1 company of Gren (with one additional Gren platoon). Center Prong: The rest. German strategy: try to avoid initiating assaults on board #25 - at least force the Soviets to move out of their dug-in positions to initiate assaults to pay the move-adjacent OF penalty. When possible, take advantage of combined arms as a single armored unit + Gren + ldr will give as a min a 13-col + shifts for ldr + morale + AFV/INF. So make the initial assault attack work in GDs favor. Germans do not have to clear the road, the need primarily to take and hold the town hexes on board #24 and exit 20+ steps off the W. board edge. Killing Soviet steps will, I suspect, take care of itself. One early objective for the south prong force is the small 40-m hilltop on the south end of the large 20-m ridge on board #25. The Soviet player (me) either didn't note that feature or had insufficient force to occupy it: the German player (me) thinks it a good spot for a leader to control counter-battery artillery (as the Soviet positions initially will not be spot-able. TBC ... |
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