Driving Big Red

Playing the Soviets in
The Urals 1943 Scenario

by Joe Hayes


As the Soviet player, you face some pleasant challenges-you are about to initiate operations to drive the Axis forces from the Motherland and into Germany. The questions are: where do you do it and how do you do it? The purpose of this article is to examine some answers to these questions in light of the actual Soviet military operations.

When reviewing Soviet options it is convenient to look at each of the three Theaters of Operations (TVDs) that the Soviets used: Northwest, Western and Southwest. The Northwest TVD comprises all areas from the Arctic Ocean to the center of the Valdai Hills (the 2A:2300 hexrow). The Western TVD extends from there south to Kursk. The Southwest TVD covers the balance of the front to the south.

Each TVD should be given a series of geographic objectives and the appropriate forces needed to reach them. The overall plan that determines what these objectives should be must be carefully thought out based on the relative strengths and weaknesses of Axis and Soviet forces. Rear-area forces must also be allocated to each TVD based on the forces required to reach their objectives.

SOUTHWEST TVD

This TVD possesses a tremendous number of offensive assets. Utilized properly, they can drive the Axis forces past Kiev before the end of 1943. The main operational doctrine is to force the Axis to either stand and die or give up large portions of the Motherland.

The first major objective is to reach and get across the Dnepr River. A careful examination of the territory west of the river shows that by traveling north west towards Poland, the next effective defensive line is the Bug River in Poland.

Phase 1: Getting to the Dnepr

The method I prefer to use consists of two simultaneous offensive operations. The first drive proceeds along the axis Rostov-Stalino-Dnepropetrovsk, and the second proceeds along the Kursk-Kharkov-Poltava axis. This drives all Axis forces over to the west bank of the Dnepr except directly east of Kiev. Pushing directly for Kiev is also a good idea and should also be pursued given sufficient resources.

The area in front of Kiev falls into the same category as the Velikie Luki area of the Western TVD. That is, attacking here is beneficial since the Axis cannot afford Soviet success in the area. If the Axis does not defend the west face of the Kursk bulge, a Soviet offensive there will create immense problems for the Axis as their front is stretched to the breaking point.

Phase 2: The Dnepr and Beyond

There are four main avenues that can be used to get across the Dnepr: the lower Dnepr towards Nikolaev; the river bend at Dnepropetrovsk; the area within 5 hexes of* Kiev; and the area between Kiev and Dnepropetrovsk. The pros and cons of each avenue should be looked at on a case-by-case basis since each new game brings different and varying circumstances.

The Axis player has the ability to make one or two of these areas extremely difficult to assault. It is usually a good idea to take the areas they give you. By this, I mean attack where they have weaknesses, don't attack their strength.

The lower Dnepr area will be by far the area most lightly defended by the Axis since they can afford to give up ground here. They can do this because there are no convenient rail lines for supply south of Zaporozhe. If you can take Zaporozhe early and then begin the conversion of the rail line south towards the Crimea, this can work. But generally you will find that you will be able to crack the Dnepr in one of the other regions long before supplies catch up to Nikolaev.

The area around Dnepropetrovsk can be breached. Initially, it will be heavily defended since it is one of the first areas of the Dnepr your armies reach. However, as the game wears on the area will become progressively weaker since the Axis can much more easily handle a breakthrough here than around Kiev (as happened historically).

The area around Kiev is easily the most desirable place to breach the river. If it can be done and the forces to exploit it can be brought to bear, this avenue should be pursued aggressively. There are two reasons why this may be difficult. First, The Axis can ill afford a breakthrough here since it is the westernmost part of the Axis line on the Dnepr. So, the Axis forces are apt to be very strong here. Second, if the Axis have attempted to delay their withdrawal to the Dnepr from Kursk to Kiev as much as possible, there may be logistical difficulties, depending on where your railheads have been reached. If you find that you can push successfully here, do so; it will cause the Axis some serious problems.

The area between Kiev and Dnepropetrovsk is by far the most vulnerable. It's true that you are facing a major river defense here, but the Axis is so short of troops that several bridgeheads can likely be placed and maintained. This region does not have the immediate deep threat of the Kiev region, but success means the Axis must abandon the entire Dnepr south of your penetration.

WESTERN TVD

This TVD starts the '43 scenario relatively weak. Two things will fix this. The Axis will evacuate the Orel bulge early in the scenario to shorten their front which will free up large Soviet forces. Also, place at least 40 rifle divisions of the Rear Area Reserves between Rzhev and Kaluga and release them to the TVD.

This TVD has two primary missions. First, eliminate the Orel bulge to shorten the front. Second, attack in the Velikie Luki area. As I indicated earlier, the first objective will occur quickly. The second is a continuing operation. The Velikie Luki salient is the furthest western point that Soviet forces have reached.

Attacking here lengthens the Axis player's front and forces him to spread his units thinner or give up territory to shorten the front. The Velikie Luki operation should begin to turn south towards Polotsk as it proceeds. Do not be tempted to turn north and encircle Army Group North unless the Axis player gives you a major opportunity. Remember that Army Group North is fairly strong and it may be able to extend its front to cover the north face of the Velikie Luki area.

This would be a wonderful development since that would mean that AGN could not free up forces and send them to help AGS, which desperately needs them. Western TVD as a result has the overall mission of tying up as many troops as possible by lengthening the Axis front.

One cautionary note should be made here. The temptation will present itself to attack between Smolensk and Bryansk. Attacking is okay, but don't tie up major forces here since the Axis can't afford to stay around long. Once the Velikie Luki operation has pushed forward somewhat and the Red Army is approaching the Dnepr, a large bulge to the east inevitably develops in the Axis front line centered on Bryansk.

In an effort to shorten their line, the Axis will be forced to go back towards Gomel to reach decent terrain and shorten their front. For these reasons, keep away from a major operation in the center towards Gomel or Mogilev.

NORTHWEST TVD

Analysis of the Northwest TVD shows that the Soviet forces here face a strong Axis opponent initially. Therefore, the first reaction might be to defend here and concentrate all assets in the Western and SW TVD where their operations are more effective. However, nothing could be further from the truth.

The Soviets must launch an offensive of some kind to at least keep the Axis forces here tied down. As we have seen, Axis AGS is short of troops and desperate for more men. By attacking in this TVD, the Soviets can minimize the amount of troops the Axis may pull out of AGN. There are four main areas to attack: south of Lake Ilmen towards Dno; south of Leningrad to clear the Moscow- Leningrad railway and reach Luga; straight west from Leningrad towards Narva; and lastly against Finland.

I recommend that the attack south of Lake Ilmen toward Dno and Pskov be pursued as the major objective of this TVD. A successful attack here forces the Axis to pull back towards Luga since their front is already extended and they must keep it short. Attacking in this area in conjunction with the Velikie Luki area of Western TVD can create monumental difficulties for the Axis since they will lose those wonderful swamps south of Lake Ilmen and will have to defend in clear terrain (isn't life terrible!).

As a secondary attack, a push west to Narva or north to Viipuri opens up the Gulf of Finland for fleet operations (the Safe Zone expands). I personally like the idea of attacking the Finns since this then permits using the fleet and river flotillas in the Gulf of Finland and moves in the direction of getting Finland out of the war. One down side to attacking the Finns now is that they can later be forced to sue for peace without ever attacking them.

ADMINISTRATIVE ISSUES

To accomplish all this, the reararea forces, replacements, and reinforcements must be carefully allocated among the TVDs.

Armor replacement points are desperately needed, so disband every 2-1-8 tank brigade in the Red Army. This will generate enough replacements to rebuild every c/rn cadre and the two tank corps in the replacement pool. There should be enough along with the replacements received through May 1 1943 to allow the upgrade of the nine mechanized corps by 2 points each (18 Armor RPs total). Once all the c/rn corps are at full strength and upgraded, keep them at full strength and try to rebuild a few 3-2-8 tank brigades.

I also believe that the NKVD motorized political regiments are the most important units in th * e Red Army and should be rebuilt whenever possible.

Given the number of Guards rifle cadres, infantry replacements are in short supply. Therefore, disband all NKVD rifle divisions and all Ski brigades to generate additional infantry RPs. Based on the limited availability of infantry RPs in each MD, use a little rail capacity on the April I turn to move some cadres to where the RPs are. Then rebuild them and rail them back on April II.

All infantry RPs should be used rebuilding engineers and Guards divisions. Don't bother with regular rifle divisions except possibly as needed for Guards upgrades.

The scarcity of artillery replacements is going to be an ongoing problem. Any rocket-artillery divisions that were cadred as part of the initial set-up should be put in the front lines to fight-you won't have the points to fix them for a while. Concentrate all artillery replacements on artillery divisions and antitank brigades.

Upgrades of certain artillery units come quickly (April, May, and June of 1943) so hold a few 9-6 artillery and three of the Guards 10-8 artillery divisions back until they get upgraded. Also pull the artillery brigades required for assemblies out, releasing divisions as they are assembled.

INITIAL SET-UP

First, place forts in every hex of the front line up to a point 3 hexes directly south of Kursk. Then only place forts in hexes that are behind a river. One other fort needs to be placed in the one hex (4A:1721) the Red army occupies on the west side of the Donets, north of Stalino.

Northwest TVD:

Make all frontline hexes in the Leningrad area as fully stacked as possible. Put all rocket-artillery divisions and 4x9-6 artillery divisions here also. No two rocket-artillery divisions should ever occupy the same hex. One last item; place an NKVD political unit in the SIN corner hex (2A:1031) of Leningrad with three Guards rifle divisions. This way, if the Germans launch a surrounded attack against it, they can't take the hex because the cadres remaining after combat can't be overrun during the Axis exploitation phase. The only exception would be in the unlikely case where the Axis rolled a DE result, but this is next to impossible if the hex is as stoutly defended as described.

Western TVD

Place at least 40 rifle divisions from the rear-area forces in reserve some 5-10 hexes behind the front. You'll probably need them. Concentrate your armor and three or four 9-6 artillery divisions in the Velikie Luki salient. You'll probably want a couple of NKVD political units there also to discourage Axis preemptive attacks.

Southwest TVD:

Place all tank corps from the rear area forces here along with the balance of the NKVD units behind the front here. Incorporate the balance of the artillery divisions into this area. Hold all mechanized corps in reserve so that they- can be upgraded on May I, then release them to the Southwest TVD.

Engineers:

Almost all of your rail regauging problems will be in the Southwest TVD. Be aware that you will need most of the engineers there to get your supply lines in order. The only other items to consider are: the rail line straight west from Moscow to Smolensk needs regauging, and any units not in supply at the end of the first Soviet turn will go to U-2 and be halved defensively unless clear weather comes, so be careful.

The VVS:

The VVS (the Red Air Force) should direct its efforts towards moving the Red Army forward as opposed to attacking the Luftwaffe.

To this end, first deploy all long- range bombers in and around Moscow. Then place or construct several airfields around Voronezh, thus giving the long-range bombers a convenient staging area to attack any sector of the front.

Only short-range fighters should be deployed in the Northwest or Western TVDs since the advance rate will generally be slower there than in the South.

Large airbase concentrations should be established around both Kursk and Velikie Luki to support offensives from these salients.

The long-ranged fighters as well as the bulk of the ground-attack aircraft should be concentrated for the main effort in the South.

Tactical Comments:

If you aren't attacking in an area, deploy your forces in stacks containing 8 to 10 defense factors (using 1/7 ATEC where possible). Try not to use your Guards rifle divisions if possible-you want to save these for the big battles. You have lots of 3-6 and 4-6 divisions. Put them to use defensively so your offensive assets (tanks, artillery, etc.) can be concentrated where they'll make a difference.

A note about bridgeheads and penetrations. Unfortunately, the Red army is not quite as good as the Axis unit for unit, just much bigger. When you are launching an offensive and want to advance into a position where you will be subject to a surrounded counterattack, put an NKVD there so the Axis will pay a high price if they roll a DR. Also, make your key river bridgeheads fully ATEC capable, which, along with an NKVD unit, will cause the Axis many headaches. Finally, if you do advance into a precarious position as described above, do so in several places at once.

The Axis may be able to defeat one or two but not the rest. That is, they may win some tactical battles, but you will win the operational battle and force an Axis withdrawal.

Some Final Note

Make every effort to coordinate your offensives so that they'reach the point where they create crisis situations simultaneously in several places for the Axis. If one operation is about ready to cause a crisis by forcing an Axis withdrawal and another operation is one turn away from doing the same, then maybe waiting a turn to advance those NKVD units is worth looking at.

That way the Axis won't be able to adequately respond to both. Remember, the objective is to drive the Axis from the Motherland. The methods presented above should put you firmly on that path.

SOME SUGGESTIONS

As much as I enjoy the 1943 Scenario (it is easily my favorite Europa game), I also enjoy exploring alternative rules. The following suggestions are based on my experience gained from many playings.

1. Allow the Soviets to build up to 4 permanent airfields in hexes currently allowed for airfield construction. The one restriction is that no more than one airfield can be constructed in a given hex per turn. Not only will this allow for historical air- unit concentrations, it will also reduce counter clutter on the map.

2. Require units with cadres to be built to their cadre strengths before being brought to full strength. This produces a more historical feel for the replacement system and also serves to prevent the German trickery of popping up whole corps out of thin air at some obscure and out-of-the way place.

3. Following the trend of more recent games, treat the Kerch Straits as an unbridged major river (i.e., a narrow straits hexside) for all game purposes.

Lastly, if you would like to see this scenario in all its glory, visit our Europa demo team, Task Force Johnson, at Origins next year. See you there.


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