by Mark Bergen and Jeffry Tibbetts
Historical Situation December, 1942. The Wehrmacht still clung tenaciously to Stalingrad, although their days were numbered. West of Stalingrad the Soviets attacked across the Chir with the 5th Tank Army, driving toward Rostov. Game Mechanics The sequence of play is clean and simple. Game turns are split into two player turns, each comprised of a prepared combat phase and a movement phase. During his prepared combat phase, a player may combine units from several hexes for one attack. In addition, extra hitting power may be gleaned using supporting artillery. Movement follows prepared combat. If a unit didn't partake in a prepared attack, its full movement allowance is available. Otherwise, only one-half is available. It is important to note that units may exit an enemy zone of control only at the start of their move. 48th Panzer Korps uses two sets of terrain costs: leg and mechanized. Leg units possess movement allowances of 7 or less; the mech units have an allowance from 8 to 10. At the end of its movement phase, a unit may conduct a hasty attack. A hasty attack is carried out exactly as a prepared attack except there can be no multi-hex attacks, nor can the Soviets employ artillery support -- an important point for the German player. Weapons class units -- with the execption of the armored artillery of the German 11th Panzer Division - may not move adjacent to enemy units. Combat resolution is unique. Basically, the attacker announces which of his units are attacking, along with any artillery support, and who their target is. Before the actual attack, the target is given the opportunity for defensive fire. Any attackers left then carry out their assault. 48th Panzer Korps uses neither a ratio nor a differential combat results table. Rather, the firing unit's modified strength is used. The modifiers are based on fire class versus target class. For example, armor is doubled against all target types, even other armor. Personnel units are quartered against armor. Once the modified strength is determined, various column shifts maybe applied, e.g., encirclement, multiple attacking stacks, terrain benefits, and target armor modifiers. Jim Zoldak incorporated a concept that may take a little getting used to. This is target priority. When attacking a stack, armor target type must be fired upon first, followed by personnel, and lastly, weapons target type. This doesn't mean an attacking unit gets a shot at every defender in a stack. The firing unit gets but one attack, and that versus the target with the highest priority. An example may be of assistance here. Say I use a German 5p5 infantry for defensive fire against a Soviet stack containing a 2A8 armor and a 5p6 cavalry. Instead of using 5 against the cavalry, the German unit must attack the Soviet 2A8 with 1 strength point (5 x 1/4 rounds to 1). Every combat result is given as two numbers, e.g. 2-1. The first gives the victim two options: a) retreat or b) take a step loss along with a morale check. The morale check affects attacker and defender somewhat differently: passage allows the defender to stand fast; the attacker is allowed to carry out his attack. Failure causes the defender to retreat in addition to any step losses he took, while the attacker is not allowed to carry on his attack. Mandatory step losses are given by the combat result's second digit. Victory Conditions Simply stated, victory goes to the side that amasses the most victory points. Points are awarded at game's end for terrain objectives (bridges, cities, and towns) and step losses inflicted upon the other guy. In addition, the Soviet player receives points for units exited from the mapboard's south edge. Initial Deployrnent The German player sets up first with the dubious privilege of defending the entire Chir River line. Although it is not necessary to control each and every hex along this line, any hole will be happily filled by the Soviets. With nothing substantial between the Chir and 25 or more victory points, leaving gaps in the German line is a bad thing. Along the Don River, however, gaps are not such a bad idea. I advocate a German set-up that defends the bridges and roads through the area. The Don itself and the broken terrain that surrounds it will make tough going for the Russian juggernaut. Take as much advantage of the terrain as possible. A word about the 7th Luftwaffe Field Division. I suggest deployment in the west, in Verkhne Askenovskiy and north of Verkhne Solonovskiy. In case the Soviets do breakthrough across the Chir, the 7th will be the only force available until the 11th Panzer Division arrives. However, in most games, the 7th Luftwaffe Field Division will only be activated on turn 7, and used only as a rearguard security force. None of the units exerts a zone of control by itself, and 4 of the 7 units are weapons which cannot advance into enemy zones of control. Moreover, the 7th has the lowest morale in the battle, at 3. The Soviet player is able to look over the German forces before setting up his hordes. This allows him to decide where the thrust of his attack will be. Lt. Gen. Walter Lucht, commander of the 336th Infantry Division. Taken during the battles on the Chir. Strategy The German player begins without the initiative. Not knowing where the Soviet will attack forces him, at least temporarily, to be reactive vice proactive. However, it is possible to channel the Soviets to minimize the options open to the Soviet player, especially on the eastern flank around the Don River. In the west, the German player must give ground, trading real estate for Soviet strength points. You can ill afford a Russian breakthrough or else the Wehrmacht will soon find itself encircled and the Sth Tank Army rolling south for winter in Rostov. So carry out a fighting withdrawal, keeping the Soviets as bogged down as possible and exacting Soviet blood for every mile they gain. The 11th Panzer Division is best used on the western flank, which normally requires shoring up. Despite the German player's best efforts to slow the Russian advance, the clear terrain is against him. Once the western flank is secured, turn the 11th Panzer Division east, to relieve the beleagured defenders of the Don River and Novomaksimovskiy. Keep in mind, however, the Soviet 5th Mechanized Corps reinforcements will probably arrive game turn 9, as soon as available. The 11th Panzer Division may be needed to harass these late-game arrivals. The Soviets have several paths to victory. The easiest occurs when the Germans are foolish enough to stand fast. Once their line has been penetrated, the Russian player must strive to envelop and encircle the Germans. If this is accomplished, the German troops will wither away. Given enough German step reductions and outright eliminations, you will need only capture a few victory point hexes to ensure a German defeat. This strategy works exceptionally well in the clear terrain on the western flank but also in the broken terrain to the east. Should the German opt for a defense in depth, the Soviet player will be in for a more difficult time. In this case, units from both sides will be reduced and equal eliminations should occur. Surovakino and Novomaksimovskiy should be liberated at the latest by turn 3. By mid- game the Soviet player should slug his way into Oblivskaya. Keep in mind, especially late in the game, that VPs are obtained by exiting the south map edge. When units become available send them into the German rear and on to Rostov. Even if they don't make much difference, it will keep the German occupied and strip some units from the front. It is my recommendation that all Russian reinforcements enter as soon as available. The 4th Mechanized Corps is especially critical on game turn 1. There is no reason to wait until turn 4 when they can do the most damage possible before the German has time to regroup and collect his wits. Likewise, the 6th Gds Cavalry Division should enter on turn 1 and pressure the Germans in the northeast, assisting with the capture of the bridge. To the west, the 321st Rifle Division will contribute to the fall of Surovakino and should also enter on turn 1. The final Soviet reinforcements, the 5th Mechanized Corps, should be brought on during game turn 9, if for no other reason than any later may be too late to join the fray. By turn 9 the Soviets will be very bloodied and looking for some relief. The 5th Mechanized Corps is a substantial force and can be instrumental in turning the tide late in the game. In addition, they serve as the perfect troops to send scurrying south and have the muscle to deal with any Germans that blunder into them. Tactics Tactics for both players are fairly similar, the main difference lying with the use of artillery. The Russian, with his boatloads of artillery, should make great use of it during his prepared attacks to drive the Germans back. When the German attempts his own prepared attacks, make sure to employ artillery during defensive fire. Because of the abundance of Soviet artillery the German player must be selective about his prepared attacks. During hasty attacks, the Germans fare much better. This hardly needs saying, but when attacking, pay close attention to the reasons for Combat Results Table shifts. Note that multistack attacks gain a right shift for each "extra" attacking shifts. This sets up the second point on tactics, especially if you happen to be playing the Russian side. This rule is a neat application of "mass". The more firepower against a defending position the sooner it will fall. Of course, multi-stack combat can only be achieved during a prepared attack. The Soviet player, given his plentiful artillery, should master the prepared attack. He can concentrate a great amount of force at one location and needs to be proficient at doing SO. This is not to exclude the Germans from carrying out multi-hex attacks. As a matter of fact, the sheer might of the 11th Panzer Division easily lends itself to multi-stack combat. The caveat, however, is the German forces' dearth of artillery in comparison to the Soviet order of battle. Fortunately, the 11th Panzer Division comes supplied with its own organic artillery. The third tactic to take advantage of is the right Combat Results Table shift granted for encirclement. This shift applies equally to a hasty attack as for a prepared attack. Two things set this encirclement rule away from those of other games. The first is that every encircling stack does not have to attack; it is enough that encirclement exists. The second, and more important, is that friendly units do not negate enemy zones of control. It is, in effect, possible to totally surround an enemy unit only to have it participate in the encirclement of one or more of your units. Either side may make use of encirclement, and it is essential whenthe reduction of enemy strength is the goal. Remember, territorial objectives can always be regained, but step losses are forever. Do the utmost to encircle the other guy whenever prudent while maneuvering to avoid encirclement. Note, too, during prepared combat, that encirclement coupled with a multi-hex attack is a potent one-two punch: with two- or three-column shifts, it is not difficult to attack on the 20 or 24 column. Lastly, avoid the enemy's armor. Although obvious, it bears repeating. Because personnel units are quartered against armor, they are highly ineffective. Avoiding armor is nigh-on impossible, especially for the German player who must set up and react to the Soviets. Moreover, the German player will soon discover that nearly all his counter-mix consists of personnel. I suggest stacking anti-armor with personnel units where possible. While this won't stop the Soviet juggernaut, it should inflict additional step losses on him during defensive fire. It will even assist during German attacks. Keep in mind though, only nonweapon units can advance after combat. The German player starts with two weak armor companies, making it far easier for the Soviets to avoid German armor. Easier, that is, until the 11th Panzer Division arrives. The Russians must tie down the 11th Panzer Division as best as possible, providing a few sacrificial lambs to delay the Germans. Expect these skirmishers to die while the bulk of the Soviets escapes. Conclusions48th Panzer Korps is a game which will require several playings to master. I believe the Soviets have an advantage, and more often than not victory will favor the Russian player. Because of this, the German must especially keep his wits about him at all times, for the slightest mistake will cause irreparable damage. Against a competent opponent, the German will have very tough going. If the German player can inflict serious casualties while retaining control of Verkhne Askenovskiy, Verkhne, and Nizhne Chirskaya (each worth 10 victory points), the game will be close. There is no question in my mind that the initial German set-up will be the topic of great debate. Like Panzergruppe Guderian, there will be proposals and counterproposals, each offering the ideal German defense. Unlike Panzergruppe Guderian, however, the debate will extend to the initial Soviet deployment, though perhaps not as fervently. On both sides there exists a wide latitude of options, enough so that 48th Panzer Korps should never lose its appeal; no two games will be the same. The game is fast-paced and fluid. The simple game system of combat/move makes for an easy game to learn. Yes, rules questions arose from the first playing, but the majority of these were soon answered satisfactorily. The only drawback I found was the lack of step reduction markers. The sheer number of units taking step losses will soon exhaust the meager quantity supplied with 48th Panzer Korps. Two remedies suggest themselves. The first is to borrow all the needed step markers from your other games. The second is to use a status sheet which lists each unit and its initial strength. Step losses are then recorded on the sheet. 48th Panzer Korps is a welcome addition to my game collection, and one that will not collect dust on the shelf either. Its simple, clean, and fluid system gives it the earmarks of a classic. Who knows, 48th Panzer Korps may give Panzergruppe Guderian a run for its money, especially for those of you who are tired of the Germans always beating up on the Russians: in 48th Panzer Korps the shoe is on the other foot. 48th PanzerKorps Battles on the River Chir Back to Table of Contents: CounterAttack # 3 To CounterAttack List of Issues To MagWeb Master Magazine List © Copyright 1991 by Pacific Rim Publishing Company. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |