Heroes of the Soviet Union Playthrough - Printable Version +- PG-HQ Forums (https://www.pg-hq.com/comms) +-- Forum: Panzer Grenadier (https://www.pg-hq.com/comms/forumdisplay.php?fid=3) +--- Forum: Let's Play PG! (https://www.pg-hq.com/comms/forumdisplay.php?fid=14) +--- Thread: Heroes of the Soviet Union Playthrough (/showthread.php?tid=2727) Pages:
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Heroes of the Soviet Union Playthrough - Grumm - 10-14-2022 I don't expect to update this regularly, but I thought I'd give a few short descriptions from my playthrough of Heroes of the Soviet Union. These games are played with the 2nd Edition ruleset that comes in the box. By my fourth game (Scenario #6, Grediakino), I had introduced a house rule regarding force-wide morale, which altered the late game results considerably (still undecided whether I like the house rule, but I will keep playtesting it). I would like to submit these as AAR's on the main website, but I am not really sure how to do it! Game 1, Scenario #16 Red Parachutes: Grigorovka
Game 2, Scenario #9 Gauntlet
Game 3, Scenario #5
Kaeter's Counterattack
RE: Heroes of the Soviet Union Playthrough - Grumm - 10-15-2022 By the time I had played three games, I was noticing something that is actually rather typical to counter wargames: the scenarios were not ending with any clear, decisive result. Quite often in a counter wargame, in my experience, if one side is losing a battle, they can nevertheless still do serious damage to the opponent in order to prevent their enemy from achieving a clear (and perhaps well-deserved) win. The outcome of this is that things are pretty muddled by the end of the game, with both sides limping along and one or the other achieving the thinnest of possible technical victories. In contrast, miniature wargames (again, in my experience) tend to have an avalanching effect, so that when something goes wrong for one side it tends to have knock-on effects so that things keep on going wrong and get worse and worse, thus increasing the gap between two sides. Now, it can be debated which gives a better or more satisfactory result (I would argue the mealy-mouthed result is often not satisfactory for either player), but when you mainly play solo-wargaming (as I do) then you may find a more decisive result to be more satisfactory overall (which I do). Thus, I set about thinking up a house rule to get a clearer result from the scenarios and quickly decided to simply borrow a common miniature wargaming concept of modeling the gradual loss of force-wide morale. Since I am playing Panzer Grenadier 2nd Edition, which doesn't have a rule preventing negative initiative modifiers from combat losses, I decided simply to apply any negative initiative modifier as a penalty on all morale tests by that side. Thus the house rule was: Force Morale: If the force's initiative modifier ever falls to negative numbers, apply this negative modifier to all morale tests for combat results and recovery checks for that side. I tried this house rule out on my next game, Scenario #6 Grediakino, as described below. The result was fairly dramatic. Since both sides start with decent initiative in this scenario (3 each), and the attacking Soviets had a relatively high combat loss threshold (-1 initiative for every 4 step losses), the house rule did not actually kick in until the last half of the 12 turn scenario. When it did, however, things began to unravel. The Soviets were the first to drop to negative initiative, and held things together until they hit about -3, at which point they were having difficulty coordinating their troops. Some began to flee the field, which I counted as further step losses (the rules are not clear if routed troops count as combat losses, but I reasoned that they likely should). These routed troops (as well as several commander deaths) quickly propelled the Soviets to the -6 and beyond range, at which point no unit could rally and the Soviet attack crumbled away. They ended up with a total of -8 initiative (and morale) by the end of the scenario, with only a reduced HMG platoon hiding in the woods, disrupted (and thus unable to either recover or rout). The German, for their part, only hit negatives at the very end, when a final combat to push some disrupted Soviets in the town over the edge resulted in some last minute casualties. They ended with a total of -3. Here is the AAR: Game 4, Scenario #6 Grediakino
This was my longest game, both in terms of turn count and time required. Each turn represented 15 minutes of real time and actually ended up taking about 15 minutes on average as well, resulting in a 3 hour game session. I think the house rule accomplished what it set out to do... after all, the Germans still had many units on the board at the end and the Soviets only had a single reduced HMG platoon and some wagons. Although they looked much more ragged than this, in reality the Germans still had three of their five leaders remaining by the end of the game (the Captain having quit the field on the very last turn, due to a "12" on his recovery roll) and eight of their ten combat units, although four of these were reduced. The Soviets probably had a little more than a third of their forces flee the table in the last few turns of the game, with the rest having been destroyed before that. That seems like very heavy casualties, but the Soviets did start with around a third of their units reduced and thus they effectively had more troops on paper than in actual practice. I would have to think carefully about whether the house rule should be implemented in other scenarios. I do not think it would work well in a large scenario that has multiple different fronts across a large play area (like some of the Kursk scenarios), as one should rightfully expect an attack could theoretically go well on one flank and poorly on another. With this house rule, a disaster on one flank would likely demoralize the entire operation regardless of relative success on other flanks, which seems to me to be undesirable. Then again, the larger scenarios have necessarily higher combat loss thresholds, which means a wise commander would do well to pull back a faltering flank to save overall operational initiative and morale, instead of simply committing troops to a hopeless meat grinder simply to buy time for other, more auspicious attacks elsewhere on the battlefield. The house rule is also quite dramatic, which is at odds with the general feel of Panzer Grenadier's rules (which are often quite subtle in their effects). This is an aesthetic clash more than anything, of course, but it is worth keeping in mind that games are designed around a specific feel as much as anything else and introducing discordant house rules might trample on that intentional game design. RE: Heroes of the Soviet Union Playthrough - plloyd1010 - 10-15-2022 I'm not sure what you mean by "force morale". I think perhaps you mean initiative. That is more of a command cohesion thing. Anyway, have you played with anyone more experienced in the game system? Are you familiar with Vassal? I don't have PG: The East Front, but I have nearly every other game, including Heroes of the Soviet Union. If you don't want a full scenario, or need help with Vassal, we have the PG Über Mentoring scenarios. RE: Heroes of the Soviet Union Playthrough - Grumm - 10-15-2022 Oh no, sorry, I don't play online. I prefer solo, although I occasionally game with my kids. The "force morale" thing is a house rule I was playtesting, not a mechanic in the rules as written. The idea would be that as casualties mount across the entire force (battalion, regiment or whatever), command and control breaks down and that chaos causes lower-level commanders and platoons to panic or withdraw, assuming the battle is lost or unable to operate effectively without a consistent line of communication to the headquarters. It could generally represent the loss of runners, the breaking of communication lines, the depletion of ammunition or simply command confusion as well. RE: Heroes of the Soviet Union Playthrough - plloyd1010 - 10-15-2022 (10-15-2022, 03:17 AM)Grumm Wrote: Oh no, sorry, I don't play online. I prefer solo, although I occasionally game with my kids.Too bad. Player quality and game understanding improve dramatically with shared play. RE: Heroes of the Soviet Union Playthrough - triangular_cube - 10-15-2022 (10-15-2022, 03:17 AM)Grumm Wrote: Oh no, sorry, I don't play online. I prefer solo, although I occasionally game with my kids. The system experimented with something similar to that in Beyond Normandy. It ultimately didnt get picked up in any other modules that I recall. My copies are buried right now or I'd dig up the details on it to compare. RE: Heroes of the Soviet Union Playthrough - treadasaurusrex - 10-15-2022 IMHO, shared play -- be it face-to-face or online -- is the very best way to learn how to play this fiddly, but interesting game. Peter's right about this matter and there are plenty of us out in cyberspace ready to help. RE: Heroes of the Soviet Union Playthrough - goosebrown - 10-15-2022 I agree with the folks above. Doing this via vassal is the only way to go. If you showed up here, I would get out another computer and put the screens side by side. Vassal means your cat cannot pull a neutron bomb on your game on the table. You can play people anywhere in any time zone You can blow up the counters and charts if you are blind like me. REALLY EASY CLEAN UP If you ever decide to try, let me know and I will happily play BTW, I like the experiment with the force morale and the initiative reduction. If you tweek it a little and you like it, let us know what you came up with. I would try it out RE: Heroes of the Soviet Union Playthrough - Grumm - 10-15-2022 Thanks. To be honest, I've become more anti-social in the COVID era and can't really imagine playing against real opponents anymore (outside of my family, that is). I'm not a competitive gamer and I like to play both sides, not to win, but just to see what happens and let the dice tell a story. I also like the quiet time solo gaming gives me, and the chance to play at my own pace or in weird corners of free time I have. Luckily, I think I understand the rules fine. Panzer Grenadier really is quite a straightforward game... I had trouble with it over twenty years ago only because it was my very first hex-and-counter wargame and I wasn't used to the common conventions of such games. I read the rulebook now, with the benefit of decades of more experience, and am surprised I ever had any difficulty with it. In any case, I think I've played through all of the small-ish scenarios in Heroes of the Soviet Union now (at least the ones that I can play with just that boxed set). I've got the original Panzer Grenadier coming in the mail, which should "unlock" the last 12 scenarios of HotSU as well as provide more fodder for gaming. When that arrives, I may continue these battle reports if there is any interest in them. RE: Heroes of the Soviet Union Playthrough - Grumm - 10-16-2022 (10-15-2022, 05:58 AM)triangular_cube Wrote:(10-15-2022, 03:17 AM)Grumm Wrote: Oh no, sorry, I don't play online. I prefer solo, although I occasionally game with my kids. I'd be really curious to know how Beyond Normandy handled it. Do you think you could post a reply here when you have a moment to look up the morale rules in that game? |