by Rick Gayler
In order to carry out the MSO of AGN, 4th Panzer Group will have to secure as much of the Baltic rail net toward Pskov and Narva as soon as possible. While obtaining this objective, two major obstacles must be overcome: Riga and Daugavpils. Leave Daugavpils to AGC if possible. Keep AGN moving directly on Leningrad and use 4th Panzer's tanks in support of the AGN's objectives and not running off supporting 3rd Panzer Group. These two cities must fall, and all of the rail net possible up to Tartu and Pskov should be captured during June. Riga is the only administrative corridor open to AGN's infantry, and the main hub of Baltic rail traffic. On Jun II, then, the whole of 4th Panzer Group must be committed to seizing and holding the terrain needed for the infantry to follow up quickly on Jul I. After capturing this territory, the 4th Panzer Group must screen off their gains from incursions by Russian troops. Any casualties incurred by this motorized screen are worth the benefits gained on Jul I, when massive reinforcements can rail up to the front. Intense study of the Russian units in your area is the only way to guarantee sound play during exploit. Remember, it only takes a 1-2-8 M/C regiment to cut behind your lines and block movement corridors, yet a wellplaced ant can keep these outlaw bikers from accomplishing their mission. In fact, most German players fall short in planning when it comes to the exploitation phase, even while excelling during movement and combat. The fall of Riga is meaningless if Russian troops can race up and sit adjacent to the city on Jun II. Tip for a Screening Force Here is a tip for constructing an effective screening force: break down a motorized infantry division into two unsupported 3-10 regiments - add the HO, a flak regiment, and two assault gun battalions to create a mini-panzer stack. This stack will equal 7 factors on defense with five points of AA, plus possess 1/7th AECD and half ATEC. The second unsupported regiment should be stacked with a 1-2-8 motorized Artillery, a flak regiment and two assault gun battalions - again, a formidable 9-point stack which should be proof against early Russian reprisals. Notice that supported regiments created from the 6-10 motor division would not support the non-divisional units stacked with them. So if your counter mix includes only one mot. artillery regiment, as does 4th Panzer Group's, then the divisional HO gained when breaking down unsupported can lend support to the other stack. Be sure to spread out your other divisions such that interlocking ZOCs, coupled with the mini-stacks in between, will keep even the most daring Russian armored units from moving deep behind your lines. Riga's final defensive strength is unknown to the German until the Russian is fully deployed; position AA, a BB and CA, and surviving VVS fighters can reduce the chance of seizing the city in a coup de main with panzers. Unless the Russian deploys his Baltic forces PERFECTLY Riga can be attacked on the Jun II regular turn, and the fall of Riga this early in the game can bring the German infantry to the gates of Leningrad long before the Russian can amass enough troops to mount a credible defense of the region. Brandenburgers can be landed at 1B:1817 and 1B:1917 in front of Riga to attempt the seizure of the bridges across the Dvina river. A successful attempt will allow a single division at full strength to attack across the river hexside. Several Brandenburgers can be dropped to increase the odds of success. (However, at least one Brandenburger should be used at Orsha to limit rail communication at this very important rail junction.) Be sure to land the Brandenburgers during the surprise turn to allow the mechanics of the first turn to guarantee their safe landing, as they will automatically recover from any disruption during the initial phase of the regular Jun II turn. Finally, if attacking Riga during the Jun II regular turn, don't forget that it is treated as a dot city this turn per Rule 31G. If Riga can't be attacked on the Jun II regular turn, be sure to build a temporary airfield with a 2-10 mot Eng III close enough to base fighters within patrol range of the city to prevent VVS DAS missions. In fact, all four 2-10 motorized engineer regiments should be used in support of the Luftwaffe; race the engineers forward six hexes and build a temporary airfield. During the air phase, use Ju 52 transports to fly in 0-1-5 construction regiments to hold the temporary airbases while the 2- 10 mot engineers exploit 10 hexes closer to the front line. Repeat this procedure during each movement, air phase, and exploit phase. Also consider reference city hexes such as Tartu, Daugavpils, and Polotsk as sites for temporary airfields; this way the flown-in construction regiment can repair the city's air capacity the following turn while garrisoning the temporary airfield. It also allows a better air repair die roll, by using the city's permanent airbase as your repair hangar. German Play in 1941 Part Two Army Group North and the Leningrad Campaign German Play in 1941 Part One Hints on Playing Fire in the East
Panzers and Breakthroughs Complicating the Red Retreat The Northern Campaign The Finnish Theater Germany Play in 1941 Part Three The Final Chapter Back to Europa Number 15 Table of Contents Back to Europa List of Issues Back to MagWeb Master Magazine List © Copyright 1990 by GR/D 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 |