by Ryan Schultz
Perhaps because 1914 was my first wargame I have always had a soft spot for WWI games. Therefore, when SPI published ~ANNENBERG back in S&T 69 1 was ecstatic. The game had all the neat features and detail of 1914 with Active and Reserve Corps marching along with the good old Landwehr and Fortress divisions (which quite never seem to be guarding forts in either game). But now the unit density was low enough to allow maneuver with (gasp) open flanks on both sides. Playings of TANNENBERG has been few and far between after a flurry of initial playings when it first came out. Over the past few years I started keeping notes and tips from my last few playings and I thought I would share them with you. TANNENBERG is a fine game and does not deserve this slow but sure death. Hence this article. The article is written from the perspective of a Russian player, which is the mare difficult side to play in the game. Russian Grand Strategy One of the major difference between 1914 and TANNENBERG is that TANNENBERG has supply units. For the Russian game play these guys are critical. Attrition from being out of supply results in 4 VP to the Germans for each step lost). Attrition also takes place before combat for attacking units out of supply. Russian players will quickly find the 3 hex range of supply units (which form linking 3-hex chains up to the front line) is the single most important factor determining the position of his line! If you want to play a good Russian, remove all units from the game except the supply units and work out their arrival times and railroad schedule and ideal hex placement for each army before playing the game. As boring as it sounds this is a good solitaire exercise and really helps organize and clarify the Russian players options and abilities on the offensive. With this new found knowledge a railroad schedule can be worked out for moving forward the powerful infantry corps with the remaining railroad points. Sometimes moving forward of a supply unit means detraining an entire infantry corp. Go ahead and do it, supply is that important. Cavalry units are also important for the Russian player to probe the German Gruppe markers and to protect the flanks of a solid line of infantry corps. In addition, these guys are assigned garrison duties of key railroad junctions, especially in the vicinity of the Masurian lakes region where German flank attacks are likely. Hexes 1213 and 1612 are good spots for this. In a up front, slug it out, knock out fight the Russian player usually comes out ahead. This is because the CRT rewards the defense when a retreat route is available. In addition, even exchanges of step losses between the attacker and defender results in a net gain of 2 VP per step for the Russian player. With this in mind the German player is constantly looking for surround attacks. To counter this a common Russian tactic is to create a solid line of infantry corps. This allows mutual support for supply and retreats. preventing a large surround flank attack (friendly units block ZOC for both retreats and supply). The main German weapon becomes the railroad and cavalry to create surround attacks by moving around the Russian main line. Attacking forts is a rare event in the game. if the luxury presents itself attack with minimum steps to keep casualties down. Remember the number of effected steps in an attack result is the side with the least amount of steps. Russian Invasion Plans Overall goal for the Russian player is for each army to drive into Germany en Masse with a solid line of infantry corps and well protected flanks. During the first half of the game the Russians should advance into Germany and occupy as many VP cities as possible. Turn 6 should be a goal turn for triggering the West Front reinforcements (45 VP) and for deep penetration VP (1 VP per step which are deep inside German territory). The second half of the game should be a stubborn defense and withdrawal. Try to stay in Germany (- 20 VP a turn if you do not) but do not lose your army over it. If you are behind in VP go ahead and run for the border. This will minimize the magnitude of your loss. To meet the turn 5 garrison requirements requires some advance planning on the Russian player's part (1 division in Kovno, Grodno, 2 divisions in Warsaw). This might require some advance routing of reinforcements to meet. Novices may try to keep the required units in garrison from turn 1 but this is a waist of troops and some planning can allow those troops to be used from the first turn and still meet your turn 5 restrictions. One big advantage the Russian player has is on the first turn all his units are in command control. This should be used to maximum advantage by moving everybody! Get them headed towards their respective army HQ's. A typical Russian game plan is as follows:
Turns 3-5: Both armies advance into Germany. First Army conduct more attacks while Second Army tries to Sain More hexes into Germany. Turns 6-8: Maximum Russian penetration. occupation of as many VP cities by this point in the game. Try to trigger WF troops. Turns 9-12: WF troops arrive. Stand by for some powerful counter attacks. Both armies try for an orderly withdrawal. Turns 13-14: Run for it. If VP situation allows both armies retreat into Russia. Having looked at the Russian armies invasion strategy lets look at each army in detail. First Army The First Army starts the game in a relatively good position with lots Of cavalry in position to drive into Germany on the first turn. In addition, General Rennenkampf, the First Army commander, starts the game on map ready to control his units. One initial weakness is the lack of heavy infantry units which only start arriving a turn later. Starting on turn 2 the main First Army goal is to drive west along the double rail line from Kovno to Koenigsberg. Strategic goal is to threaten Koenigsberg but against a real live German player it is all but impossible to actually take. Cavalry plays an important role tor the First Army. On the first turn the cavalry should move forward and end its turn adjacent to German Gruppe markers to reveal their strength. The cavalry needs to be followed by infantry in the next turn otherwise a good German player can easily surround and eliminate them. Upon arrival of the turn 2 infantry corps a serious push can be made. The short term goal is to take Gumbinnen. Use the cavalry to Move past German stacks, ideally completely surrounding a key stack against a careless German. Remember that German units with their TCR of 1 can retreat through ZOC but by occupying a few of the adjacent hexes you can channel his retreat route away from your objective. Following the fall of Gumbinnen (usually after a turn of frontal attacks, although some German players do not attempt a defense this early) Tilsit, Insterburg and Angerburg can be attacked an occupied with careful positioning of the supply units and HQ. Remember that units must be in command control to attack at full strength. After the infantry has replaced the cavalry in the front line use the cavalry to screen the southern flank near the Masurian Lakes (a favorite area for large mid-game German counter attack). Unlike 1914, casualties in TANNENBERG are taken by stacks so a lone cavalry unit can not absorb step losses unless actually stacked with the infantry attacking. Expect a mid to late game German move through the lakes so units positioned there early in the game are not really wasted. In the two player game move the 4/2 cavalry division, the 6/2 infantry corps and the 3G/2 infantry division to First Army use. 6/2 can be entrained and moved close to 0509. My personal rail road plan does not allow enough to move the 3G/2 since only 8 stacking points can remain entrained at the end of turn 1 and meet turn two requirements. Note that an advantage of keeping units entrained is that they do not need a die roll to move once entrained (they do need to be in command control to detrain however). Supply for the First Army can be a problem. The turn 3 supply unit should head for 0610. The turn 4 supply unit should Move to 0610 while the turn 3 unit should Move to 0612. Turn 5 should see a shifting of all of these one more hex westward to 0611 and 0613. The next supply unit is not until turn 10 but the game situation is usually in retreat or stalemate so further extension of the line is not required. Loss of a single supply unit can be critical however in the opening turns of the game. Stack the most advanced supply unit with a weakened division or the rifle brigade to protect it from a sneak German attack (supply units, although division size, only have one step). Strongly consider shifting one supply unit to the Second Army to help extend its drive north. The Second Army only gets two supply units by turn 6 limiting their maximum penetration northward and the extra supply unit sent there early in the game may reap big rewards. Second Army The Second Army has initially weak forces but it is a balanced force with infantry and cavalry both being present. Unfortunately, it lacks a leader. The Second Army commander, Samsonov, does not show up until after a turn delay. The first turn rules have all Russian forces in command control so it is not that big of a problem until turn two when the entire army is in a one turn stall waiting for the arrival of their leader. The main goal of the Second Army is to drive north into Germany through Mlava and Soldau. After this a shifting Of the drive to the northwest to occupy Strassburg (1925), Deutsch- Eylau (1625) and/or Osterode (1523). Depending on First Army success and German opposition this may be impossible. Allenstein is the ultimate strategic goal but is all but unattainable against a competent German Player. First turn movement is spent combining the scattered elements of the army so that the arrival of Samsonov on turn two will put as much of the army as possible under his three hex radius of command. Keep the infantry corps adjacent to each other to prevent surrounds and infiltrations. cavalry on the flanks to prevent a repeat Tannenberg is also prudent. Resist the urge to cross the border early with one infantry corp and the two cavalry divisions. They will easily be eaten up by a German surround attack. Wait to cross the border en masse. This will be one or two turns after the First Army crosses over and although frustrating it is essential not to offer the Germans a piece meal attack. As with the First Army, the supply units become quite important, especially in mid-game. The turn 3 supply unit should head to 1923. Turn 6 supply unit should move to 1923 with the turn 3 supply unit moving further north to 1622. This is an ideal situation but gives you some idea and goal this army should strive for. This supply set up coupled with the HQ unit in 1622 allows attacks on Deutsch- Eylau, Osterode and Allenstein. Tenth Army Late game the arrival of the Tenth Army in Warsaw is an exciting event for the Russian player as the WF units may have arrived precipitating a general German offensive. Most probable use of the Tenth Army units is to help the Second Army stay in Germany a few turns longer. Deploying northward is somewhat slow along the single track railroad to the border however. Attacks against the forts in 1618 and 1617 may become possible in the mid-game. This should be avoided as the steps lost (4 VP each) usually does not make up for the VP gained for its destruction. This luxury is a rare one however. Back to Strategist Number 196 Table of Contents Back to Strategist List of Issues Back to MagWeb Master Magazine List © Copyright 1989 by SGS This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |