by Vance von Borries
In part 1, I discussed the first six situations in PANZERBLITZ. In this article the remaining six are covered with tactical hints on each. For each situation I assume all regular rules and all optional rules apply. SITUATION 7 The pressure is on both sides as each must dominate the center board with as many units as possible meaning the enemy must be sought out and destroyed. This usually developes into a hide and go seek game, so the players lose interest. Unfortunately even if one side is aggressive he usually cannot gain better than a marginal victory. Note that on the last turn the Russian can stack units on any unoccupied hex on the center board regardless of vulnerability. To start the situation the German should run an armored car to 2V5 and put both Hummel and Wespe on 1C6. This will keep the Russians hidden in the town and woods. Load infantry on panthers and artillery on halftracks and move everything down the center road. Russian has an advantage with a straighter road and can gain the town and woods. Russian should fill the area with tanks and infantry in the town and nearby woods, trucks in woods area around 2AA9, tanks and infantry in woods area 2M9, and reserve of tanks, trucks, SU152. The German should swing to the north, occupy the NW slope of Hill 132 and put infantry into the woods to attack Russian truck and passenger on 2R5. Occupy 2L8 and 2M7 with two dismounted infantry and three panthers, and 2I4 with anti-tank guns (unlimber one). Unlimber 120mm Howitzer in 2M2. Germans must now fight hard as initially they are outnumbered by 18 units and should expect a Russian attack. SITUATION 8 The Russian defense as follows is nearly impossible to break through unless the German has very good luck in minefield attacks. However if the German breaks through early there is nothing to stop him. The Russian has no mobility. Use experimental indirect fire rule. You may want to add a German engineer and halftrack and a few Russian trucks to vary play balance. The Russians set-up as follows: Blocks - L4, N4, P5, S6, T7, DD9; mines - A5, B5, C4, D4, E3, K4, M3, O4, Y7, Z8; forts - B6 with two 76mmA, J4 with one 76mmA, M4 with 122mmH and CP, N5 with 76mmA, P7 with 120mmM, Q7 with 122mmH and CP, S7 with 76mmA, with 120mmM - M5, N6; 82mmM - M4, N5, P7, Q7; 76mmH - M4, N5; 76mmA - X8; SU85 I5, L5; SMG A6, C6, F4; recon - X7; rifle - J4, M5, N6, S4, T5, V6; Gds - B6, E4, F3, G3, H4, I4, R4, X7. SITUATION 9 In this situation as the Germans, forget trying to prevent the Russians from moving off the west edge. There is simply no chance for the German to do this. This set-up places the German as deep in the woods and as far out of the way as possible. The Russian will spend one turn approaching the position, one turn deploying, and not close assault until the third turn. Russian artillery will not be used until fourth turn. This provides for maximum delay of the Russians. It will take the Russians at least three turns to disengage and get off the edge of the board. So this leaves only four turns of Russian assault in which the best the Russian can do is a marginal victory. The German will probably not get any victory. The set-up is as follows: mines - CC1, CC2, CC3; blocks - CC4, CC5, DD6, EE6, FF7, GG6; rifle - DD4, DD5, DD5, DD5, EE4, EE4, EE4, EE5,EE5, FF6, FF6, FF6, GG3; engineers - DD4, EE5; 81mmM - FF3, GG4; 120mmM - EE3, EE3; 150mmH - EE3; 75mmA - FF3, FF3; 75mmH - GG4, GG4; wagons - all FF4; trucks - GG3, GG3, FF5. SITUATION 10 Be careful to note the following revisions to the situation. Turn the compass to point to the left so now the Germans enter on the narrow edge of # 1 board. Extend game length to 12 turns. The German must now destroy 15 Russian units for a marginal victory. These revisions certainly make the situation better. This is one of the best situations in the game. There is plenty of action as the German is desperate, can attack without losses counting against him, and must attack in order to win. This is just the right formula for making an interesting and enjoyable situation. The outcome is always in doubt. However, I have found that the Russian usually wins with a decisive victory and the German achieves, a tactical victory. The only ill feeling that I have about the situation is that the Russians can occupy and fortify the town in center of #3 board and this town dominates the fighting for too long. In real life there was no such town. Of course impulse movement changes all this. The Russian Anti-tank brigade on board 1 sets up as follows: 76mmA - F3, K6, O8, Z10, Z10; trucks - AA9, X8, J5, F2, F4, C4. These will probably hold up the Germans for five turns. The 18th Tank Corps on 2 board sets up as follows and moves to the designated location: IFF4 - 2 SU76 to Q5, EE4 - 2 SU152 to I3, DD5 - 2 SU85 to R7, FF3 - 2 T34c to R6, CC5 2 T34c with 2 recon loaded to Q6, FF5 - 2 T34c to M9, FF8 - 2 T34c with 2 SMG loaded to L10, EE5 - 2 T34c to L9, EE8 - 2 T34c with 2 SMG loaded to 18, DD9 - 2 T34c to H9, EE7 - 2 T34c to K2, BB9 - 2 T34c with 2 SMG loaded to D5, EE3 - 2 trucks to B2, CC4 - 2 trucks to D6, DD4 - 2 trucks to C5, FF6 - 2 trucks with mortars loaded to C6, FF7 - 2 trucks with one recon loaded to B6, DD8 - 1 truck to B7. SITUATION #11 This is the hardest situation to defend. The Russian does not have nearly enough strength to stop a German breakthrough so must instead rely on mobility and hope to penetrate the German corridor. The Germans canexpect victoryas they usually strongarm their way through a position. The Russian should take care that the German does not cut off and destroy the forces north of the center fold. I recommend that experimental indirect fire rule be used for the Russians. The essence of Russian defense is infantry strongpoint. Note that the Guards infantry cannot be spotted for indirect fire. When the German attacks, the Russian must respond with everything. Despite this the Germans ought to be able to break through. The Russian should be careful to conserve a few trucks as on the last turn there may be a hole in the corridor allowing a truck to slip through. Russians set up as follows: 76mmA - C5, P7, M5; 45mmA - K6, L8, T7; 12.7mml - Q7; 82mmM N6, E5, Z7; 82mmM - D4 loaded, N6; 120mmM M5; recon - K6, U7 loaded, Y6; Guards - C5, E6, 17, L8, 05 loaded P7, R7, T7, Z7; Halftracks - E6, 17, 05, R7, X7, CC9; trucks - B6, C6, D7, J5, J5, M8, 09, P10, Q9, R6, R7, S4, T6, T8, U8, V8, X8, Y6; T34/85 - D4, E5, 15, U7. SITUATION #12 The number of units involved in this situation tend to make the game a bit unwieldy. There is a high density of troops and guns and the tactics of assault are reminiscent of WWI. This is particularly acute since the Germans as defenders mainly sit backand blast the waves of Russians with artillery. The critical factor is to prevent the Russians from breaking through as if they do, then the divisional artillery is in grave danger and when it is gone, half the defense is gone. I feel that the following plan virtually eliminates the possibility of a Russian breakthrough. My principal source of inspiration for this plan is H. Earnhardt, Chief of Staff of the 111th infantry divisionand newly arrived from situation 9. Both he and I have played this situation a good many times and we feel this plan ought to work. As the Russian I would attack in the north as it is only there that there is any hope of a break-through. This might be achieved by flooding the area with so many targets that the Germen cannot hit all of them, thus those getting through will disrupt the spotting units. Therefore, German artillery priority is the north sector. The center is quite capable of handling itself and the south is largely covered by mines. Since I would expect few to survive the perimeter artillery fire and would expect the Russian not to risk troops unnecessarily, neither side would have better than a marginal victory. The Hummel and Wespe are considered as divisional artillery units according to Avalon Hill. These are found in the Designer's Notes booklet. I would supposethat these weapons are not capable of indirect fire, but I hope I am mistaken. The set-up is as follows: mines - L9, N8, O7, P7, X8,Y7,Z7,AA6, BB6, CC5, GG3; blocks - T7, S6, H10,G9,F9,C8, B9, A9; forts - D9 with wagon, U6 with 75mmH and 2 - 75mmA, H8 with CP and 2 120mmM, R7 with wagon, V7 with CP and 2 - 150mmH, X7 with CP, CC4 with wagon, FF3 with wagon; Hummel - both M4; Wespe - Q7, C6, D7; rifle - E8, E8, E8, Q6, Q6, Q6, R7, R7, U6, V7, V7, W7, W7, W7, CC4, CC4, FF3, FF3; S MG - both loaded on trucks on P5; Security - FF3, CC4, V5 loaded in truck; engineer - U6, R7, P5 loaded in truck; 81mmM - X2, 17, 17, 136; 120mmM - 05, 05; 75mmH - 3 on X7; SGIII - 136; wagons - D10, W6, trucks - O5. Back to Table of Contents -- Panzerfaust #56 To Panzerfaust/Campaign List of Issues To MagWeb Master Magazine List © Copyright 1972 by Donald S. Lowry. 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 |