Set up, Historical Commentary, Charts
by Louis R. Coatney
XVI.D. Historical Order-of-Battle/Set-Ups:1. Axis: 1. Panzer Group/Army U3 3. PzKps U3 47.
PzKps S2
2. Russian (listed by Military District): Baltic: 8. Army L5 11. Army N5 22. Army N13 Velikiye Luki 3. MexKor N6 Kau 56. RifKor C17 27. Army J11 23. Army G15 Leningrad 12. MexKor K5 10. MexKor E14 Vyborg Kiev: 6. Army W2 Lvov 16. Army Y10 12. Army AA4 Cherno 26. Army W1 Przemsy 21. Army U12 Gomel 15. MexKor W5 14. MexKor S5 20. Army Q13 Smolensk 13. Army Q8 Minsk 3. Army P4 6. MexKor Q4 Reserve: 28. Army A25 Archangelsk 24. Army N18 Kalinin 21. MexKor N12 42. RifKor A18 Western: 5. Army T4 4. MexKor X3 8. MexKor X2 9. MexKor X7 Rovno 4. Army S4 Bres 5. KavKor W3 1. MexKor I13 Luga 10. Army Q3 Bialystok 6. CosKav Q3 5. MexKor Y13 Konotop 7. MexKor Q16 Vyazma 11. MexKor Q4 Odessa: 19. Army CC13 Kremenchug 18. Army CC6 2. MexKor DD6 Kishi 18. MexKor FF6 Bialystok 2. KavKor EE6 9. Army GG6 d = Dispersed in 1st turn of game begun in May 1941.
Historical Commentary:It is the early defensive/counteroffensive battles of the Second World War which many historians feel are the greatest Allied victories. In England and America, for example, the Battle of Britain, the back-and-forth battles in North Africa, the Russian derailment of the German war machine at Moscow, the dramatic naval Battle of Midway, and the brutal land, naval, and air battles around Guadalcanal are most often studied. Although students may sometimes be Axis commanders in military history games-- sinking Allied ships, for example--this is accepted for the sake of learning. THE RUSSIAN PORTFOLIO can be used as an instructional aid in history classes or as a standard "Barbarossa" game in wargame tournaments. In either case, the "Game Analysis and Log Form" should be used. The scale of THE RUSSIAN PORTFOLIO is 20 days of real time per game-turn, 40 miles/66 kms per hexagon width and corps-army-front (25,000-250,000 men) in unit level. Like the Russian T34 tank, this historical game was conceived to be of simple manufacture, but of superior design having the essential decision-making variables of the campaign's military operations. The game is designed to be fast-playing and mechanically simple--and as an introduction to the basic game system of my division-to-front level BARBAROSSA FILE. In the interests of simplicity, naval, aerial, and partisan warfare have been omitted-- factored into the general game system. Indeed, it is intended to be a "classic" in an abbreviated physical format, reminiscent of the Simulations Publications Inc. "folio games" which appeared in Strategy & Tactics magazine. Nonetheless, some options have been reserved to the players, including nonhistorical redeployments and alternative invasion dates. In any of the scenarios, aggressively attritive Russian counter- attacking -- in contrast to the nonhistorical passive Russian defense typical of most Russian Front games -- is a viable alternative strategy, should encourage the operational and strategic creativity of even the most jaded military history game player. Although such a game can be highly absorbing and uniquely educational, its players should never forget the grief and destruction which accompanied the invasion. It is estimated that 27 million men, women, and children of what was the Soviet Union died in this holocaust--and many more millions of Central and Eastern European people would die--before the Russians were able to end the tragedy in Berlin on 2 May 1945. LRC Game Components:A. The mapsheet: After trimming the 4 map segments with scissors, they should be taped together. Colored pencil and fine-point porous-tipped pens can highlight map features -- if used with caution. B. The unit pieces and markers: The sheets of units and markers should be mounted on cardboard of different colors. If not, marking the bottom of Axis units black and Soviet units red -- before cutting them out -- can be vital, to differentiate flipped/dispersed units. The usual adhesion method is a coating of rubber cement applied and held until tacky on both surfaces to be joined. (White paper glue works also, if applied thinly and evenly.) Following is a key to unit abbreviations: Nationalities: B = Bulgarian, H = Hungarian, I = Italian, R = Rumanian Designations: Shk = Shock, G = Guderian, vM = von Manstein Kreis = Kreiser, Lel = Lelyushenko, Rok = Rokossovsky, Vla = Vlasov C. Charts and tables: These are found on a separate sheet. Put it in see-through plastic for marking the Turn Record Track with grease pencil. D. Randomizer: You will have to supply your own randomizer -- six-sided, marked "1" to "6," and usu-ally referred to as a single die (of dice). E. List of Components:
XVI.E. Non-historical Order-of-Battle/Set-Ups Form MasterMake copies!: 1. Axis: 1. Panzer Group/Army __3. PzKps __ 47. PzKps __ 2. Panzer Group/Army __ 24. PzKps __ 48. PzKps __ 3. Panzer Group/Army __ 39. PzKps __ 56. PzKps __ 4. Panzer Group/Army __ 40. PzKps __ 3. RomArmy __ 2. Army __ 1. InfKps __34. InfKps __4. RomArmy __ 4. Army __ 2. InfKps __42. InfKps __RomMtnCrps __ 6. Army __ 5. InfKps __44. InfKps __RomCavCrps __ 9. Army __ 7. InfKps __49. MtnKps __ 11. Army __12. InfKps __52. LtKps __2. FinCrps __ 16. Army __20. InfKps __54. InfKps __4. FinCrps __ 17. Army __29. InfKps __59. InfKps __6. FinCrps __ 18. Army __30. InfKps __HunMobCrps __7. FinCrps __ ItAutoCrps __Gruppe O __ 2. Russian (listed by Military District):
V. GAME-TURN SEQUENCE/PHASES:A. Replacement/Reinforcement and Strategic Movement B. Operations
2) Attacks and Tactical Advances after Combat, with Russian Units Re-covered from Dispersal (if not Dispersed in this phase) and Faced toward Axis Player 3) For Axis Player's Units: Supply Status Determination and Effects 4) Russian Victory Determination Phase b. Russian Player's Initial Operations: Same as in a., but sides reversed. 2. 1st(, 2nd, n-th) Reserves' Operations Phase(s) -- repeated as many times as wished:
2) Reserves Attacks and Tactical Advances after Combat b. Russian Player's Reserves' Operations -- Same as a., but sides reversed. C. Re-facing of All UnDispersed Spent Units
Combat Results Definitions: AE = Attackers (equal to defense factors) Eliminated. AD for other attackers. X = EXchange -- Defender's choice. Surviving Attackers advance as for D1. AD = Attackers Dispersed. S = All units Spent. May be Retreated as for D1, if Defender chooses. D1 = Defenders Retreat 1-2/3-4 hexes and Spent/Dispersed -- Defender's choice. D4 = Defenders Retreat 0-4 hexes as Attacker chooses and are Dispersed. DX = D4 - after X if Attacker chooses. Possible Armor Overrun. DE = Defenders Eliminated. Possible Armor Overrun. BR = Breakthrough! Alter tac-advance, Attackers may attack once more. Spent units (faced toward opponent) may not move/attack for rest of turn. Dispersed units (flipped upside-down) suffer the same, also lose their ZOC&, and have attacking odds against them raised I odds column on CRT. X = EXchange = Some or all defending units eliminated, if Attacker can lose factors equal to their factor-modified defense factors. (If not just AE.) Defending German(- assisted) or Finn units may take D1 result instead in Good or Mud weather or in Mountain hexes. Defending Russian and Finn units may similarly decline to be exchanged in Mud or Snow weather or in Swamp hexes. D1 , for any exchange-surviving attackers. NOTE: In Axis attacks, the Axis Player may never use Hungarian, Italian, or Rumanian units for exchange. In defense exchange loss decisions, he may. Armor Overrun (DX to DE, DE to BR), if pure armor (- def pure armor) is 2X def inf. (or IX Dispersed def inf) in Good/Snow Sov weather and clear terrain. Surrounded/Retreat Impossible/"No Retreat!": D1 to ; DX, D4 to; DE; DE to; BR. Armor/Mech "Breakdown" from (Dispersed by) combat die roll of 1 to 1+n - 2 to 2+n, for Russians - if attacking, where "n" = Reserve Movement Phase no. Retreat routes must be away from attacked hey- not into an EZOC (unless it is occupied by a friendly unit no longer under attack), and no closer to enemy units. Attacker determines I`st and 3rd hexes; Defender others. TACTICAL ADVANCES (attackers only) AFTER COMBAT, according to weather: Units may not advance more hexes than the least number of hexes retreated by the defender. In Good weather, "pure" armor, armored cavalry, and cavalry corps may tactically advance up to 3 hexes - 4 for "vM' and "G." Mech infantry, German and Finn infantry corps, and Russian shock armies may tac advance up to 2 hexes. Russian units may so advance in snow as well. Tac advance after combat limited to I hex for all infantry armies and for Russian fronts and corps in Good weather and for any unit in Mud(, except cavalry which may advance 2). In Snow, no Axis unit may advance more than 2 hexes. Advancing units may move from one EZOC to another of the same enemy unit(s) on a DE or BT without penalty. They may do so on a D4 or DX as well, but they are Dispersed. Otherwise, units must stop in the first EZOC encountered and/or not move directly from one EZOC to another of the same enemy unit, occupied by a friendly unit or not, or they are dispersed by their tac- advance. Greater restrictions exerted by German armies and Sov fronts. See XIII.D. UNIT STACKING LIMITS (per hex): Not more than 2 units in a hex: of these, not more than 1 may be an army.
A NOTE ON COPYRIGHT AND FREE EDUCATIONAL USE: Any person is entitled to one free copy of RUSSIAN PORTFOLIO - whether downloaded from my web-page or from any other source -- however I retain copyright, publishing rights, and all other rights to the game, and it is not to be republished without my express written consent. It is not "public domain." Educators and librarians are free to make paper copies of THE RUSSIAN PORTFOLIO for educational/public service use within or loan from their own schools, universities, training centers, and libraries. Louis Coatney, 626 Western Ave., Macomb IL 61455 309/836-1447 (msg, but I cannot afford to return long-distance calls) ELCOAT@Hotmail.com, http://members.tripod.com/~LCoat (free games) CATALOGUING IN PUBLICATION: Coatney, Louis Robert, 1946- The Russian portfolio: the German "Barbarossa" invasion of Russia, 1941-42. [game] Macomb, IL: Louis R. Coatney, c1999.i, 11 p. rules booklet, 4 p. first turn rules and setup booklet, mapsheet in two parts, 2 sheets of pieces, 4 charts. 1. World War, 1939-1945--Campaigns--Soviet Un-ion (or --Eastern.) 2. Soviet Union--History--German occupation, 1941-1944. 3. War games. 4. Educational games. I. Title. D764.C632r 1999 940.542 COATNEY
Russian Portfolio Rules
Back to Strategist Vol. XXX No. 6 Table of Contents Back to Strategist List of Issues Back to MagWeb Master Magazine List © Copyright 2000 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 |