11-21-2012, 07:19 AM,
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RE: Rules For Penal Troops
(11-21-2012, 06:44 AM)larry marak Wrote: "History calling...history calling" (I'm trying to echo London Calling here...) a historical correction here probably answers this rules question. The in which penal troops are called for, and all those which should have them added to the o.b. should include the proviso that for every 3 penal units included or added to scenarios representing Soviet Offensives from Aug 42 on, one NKVD machine gun unit is also included, at no victory point cost. The NKVD units are there solely to fire apon Penal units that don't advance their full movement allowance or don't engage in assault. Actual Smersh units were assigned to Penal companies for this purpose, and RKKA machine gun companies were suborned to the NKVD if enough Smersh troops were not available on the spot.
The Wehrmacht player controls the NKVD unit and may fire it at any disobedient penal unit or at any RKKA or Guards unit retreating. The unit is considered activated whenever the penal troops are activated, and the German player can move the smersh unit to keep in MG range. This is the only situation where activating your own troops provides a free activation for your opponent. Barrier troops were probably the most highly motivated and feared state troops of the war.
I like this, I really like this. I'm going to have to try this the next time I end up at the Eastern Front. The only problem is that I'm curently chilling on the beach at Saipan. I just finished the first amphib landing and am getting ready for another go at the IJA. Otherwise I'd put something Soviet on the table to try this suggestion.
Michael
2,500 years ago people worshiped cats. The cats have never forgotten this!
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11-21-2012, 10:01 AM,
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campsawyer
First Lieutenant
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Posts: 1,023
Threads: 34
Joined: May 2012
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RE: Rules For Penal Troops
(11-21-2012, 06:44 AM)larry marak Wrote: "History calling...history calling" (I'm trying to echo London Calling here...) a historical correction here probably answers this rules question. The in which penal troops are called for, and all those which should have them added to the o.b. should include the proviso that for every 3 penal units included or added to scenarios representing Soviet Offensives from Aug 42 on, one NKVD machine gun unit is also included, at no victory point cost. The NKVD units are there solely to fire apon Penal units that don't advance their full movement allowance or don't engage in assault. Actual Smersh units were assigned to Penal companies for this purpose, and RKKA machine gun companies were suborned to the NKVD if enough Smersh troops were not available on the spot.
The Wehrmacht player controls the NKVD unit and may fire it at any disobedient penal unit or at any RKKA or Guards unit retreating. The unit is considered activated whenever the penal troops are activated, and the German player can move the smersh unit to keep in MG range. This is the only situation where activating your own troops provides a free activation for your opponent. Barrier troops were probably the most highly motivated and feared state troops of the war.
I think it is easier to implement moving at max speed than trying to figure out these units. More interesting is the fact that most troops did survive, 50%, and were reintegrated into RKKA units. Toward the later part of the war this was not as dramatic as in the first part of the war. Comrade Stalin was quite PO'ed at the amount of surrendering and giving up that was occurring and ordered that all of these troops be treated as criminals and pushed back into battle under penalty of death as noted in many history texts. But once the war was going back toward the Soviet side, many of these penal units were reassigned to crappy duty instead of force to charge enemy HMG's and point out minefields.
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