A DNO/UNT Scenario

Attack on Army Group Center

by Terry Thiel



On June 22, 1944, the Soviets celebrated the third anniversary of Operation Barborossa with a new offensive against Army Group Center. In the space of two weeks, the Soviet forces had recaptured Minsk, and totally destroyed 25 German divisions. This was the last large-scale defensive action by the Germans in the east; in failing it left the door open to Germany and to Berlin.

This DNO/UNT scenario simulates this campaign. All of the standard rules are in effect; there are no special rules. The game begins with the June II, 1944 turn and continues until Dec. I, 1944, or until the Soviets have 50 divisions in Germany and Poland.

Victory Conditions:

The game ends when the Soviet player has at least 50 divisions in Germany and Poland. If, by Dec. 1, 1944, the Soviet player has not met this requirement, he loses regardless of the victory point total. Otherwise, victory is assessed according to victory points, which are awarded for the destruction of enemy units, according to the following schedule:

    Infantry Division 1
    Mech. Infantry Division 2
    Kampfgruppe 2
    Panzer Division 3
    Tank or Mech. Infantry Corps 5
    Non-Divisional unit 1

The points received for eliminating a Panzer division or a mechanized infantry division refer to reducing that unit to a kampfgruppe. If the unit is completely destroyed, so that there is no kampfgruppe, points are also received for eliminating the kampfgruppe.

Additional points are awarded to the Soviet player for capturing any of the German-held cities designated as fortified cities. The Soviet player recieves two points upon capture of one of these cities, and the German victory point total is reduced by two.

Soviet victory conditions: Acquire at least 40 victory points, and prevent the German player from fulfilling his victory conditions.

German victory conditions: Hold Warsaw until Sept II, and accumulate at least 50 victory points.

Pre-game preparation

Four cities were designated as Fortified Localities by Hitler, and were ordered to hold out "to the last bullet." These cities, while not marked on the game maps, receive the benefits of a partial city hex. The locations and names of these cities are listed below:

    Vitebsk EE-18
    Bobruisk NN-27
    Orsha HH-20
    Mogilev MM-24

In anticipation of the Soviet offensive, the Germans constructed a line of fortifications. These fortifications are destroyed if a Soviet unit passes through the hex. Fortification counters should be placed in the following hexes. (See diagram on opposite page.)

    Z-20
    JJ-19
    PP-26
    RR- 33
    AA-20
    KK-19
    PP- 27
    RR-34
    BB-20
    LL- 20
    PP-28
    RR-35
    CC- 20
    MM-21
    QQ-29
    RR-36
    DD-20
    NN-22
    RR- 29
    SS-38
    DD-19
    OO- 23
    RR-28
    TT-40
    DD- 18
    PP-24
    RR-30
    UU- 42
    FF-18
    QQ-24
    QQ- 30
    VV-43
    GG-18
    QQ- 25
    RR-31
    WW-44
    HH- 19
    QQ-26
    RR-32
    XX- 46
    II-19

Area of Play: All partial hexes on maps 1 and 2 are in play. No unit may move north of hex row Y on map 1 at any time. Units forced to retreat out of the area of play are eliminated.

SOVIET ORDER OF BATTLE

For ease of set-up, the Soviet units are organized into their historical fronts. All the units in one front area must be located in the area assigned to that front. In addition, Soviet units must set up east of the fortification line, at least two hexes away from all forts.

1st Belorussian Front: Set up from the westernmost hex of the German forts in the south, to hex row 00 in the north.

Units available-

    12 5-6 Infantry Divisions
    2 4-1-6 Rocket Regiments
    2 1-6 Engineer Regiments
    1 5-6 Infantry Division (Gds.)
    1 14-9-8 Tank Corps (Gds.)
    1 12-8-8 Tank Corps
    3 Army Headquarters
    3 PE-2
    2 IL -2m3
    1 P-63

2nd Belorussian Front: Set up from hex row 00 in the south to hex row HH (Smolensk) in the north.

Units available:

    11 5-6 Infantry Divisions
    1 5-6 Infantry Division (Gds.)
    1 1-6 Engineer Regiment
    2 14-9-8 Tank Corps (Gds.)
    1 12-8-8 Tank Corps
    2 10-5-6 Artillery Divisions
    1 15-8 Mechanized Corps (Gds.)
    2 Army Headquarters
    2 B-25
    1 PE-2
    3 IL-2m3

3rd Belorussian Front: Set up from Smolensk in the south to hex row Y in the north.

Units available-

    11 5-6 Infantry Divisions
    1 5-6 Infantry Division (Gds.)
    1 1-6 Engineer Regiment
    3 5-8 Cavalry Divisions (Gds.)
    1 15-8 Mechanized Corps (Gds.)
    2 12-8-8 Tank Corps
    1 10-5-6 Artillery Division
    1 4-1-6 Rocket Regiment
    2 Army Headquarters
    3 PE-2
    3 IL-2m3

Other units (assigned to any front):

    2 2-4 Partisans
    4 1-5 Partisans
    3 Airfields

GERMAN ORDER OF BATTLE

Set-up: German units set up first. They may not be placed north of hex row Y, nor south of row WW. They must remain west of the fortification line. Every fort must contain either a German unit or a German ZOC at the beginning of the game.

At least three divisions of any type must begin the game in Vitebsk; all other fortified cities must have at least one division. These units may never leave these cities, and if forced to retreat, are eliminated.

Units available-

    3 10-10 Panzer Divisions
    3 7-8 Motorized Divisions
    25 6-6 Infantry Divisions
    10 5-6 Infantry Divisions
    3 2-6 Engineer Regiments
    2 Army Headquarters
    1 FW-190D

Reinforcements come as assigned on the UNT order of appearance. In addition, when Minsk is captured, the German player receives the following units:

    1 10-10 Panzer Division
    2 5-6 Infantry Divisions


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