Playtester's Lament

Part Three

by Owen Fuller



Part 1
Part 2

A Soviet Analysis of the German Threat

I must admit, without apology, that my comments to date have been rather partisan towards the Red Army. The major reason for this is that I have not yet played the German side. A successful German player, like Dean, must be very aggressive. He must stomp through weak front line positions, drive deep into enemy rear areas and create maximum chaos. My playing style best suits the initial Soviet defense, where it is more important to react to German moves without panic. Besides, the German reinforcement and supply situation gets worse as the game goes on, while the Soviet position continues to improve. Like, I'm not totally stupid!!!

However, I am being coerced into leading the Wehrmacht. To prepare for this fate, I would like to discuss the German threat from a Soviet perspective. This analysis includes operations that Dean has previously used to ruin my peace of mind, as well as ideas that I might try as the German player. Some possible Soviet reactions to these situations also follow.

General Notes

There are usually three factors listed as the reasons for the failure of the Wehrmacht to capture Moscow in 1941: (1) the extreme Russian weather, including deep mud and bitter cold; (2) inadequate German logistical support; and (3) the Red Army. While most authors, especially former members of the Welumacht, tend to rank them in this order, I think that each is equally important.

In GB, as in 1941, weather does not become a crucial factor until four or five weeks into the campaign. The Germans must capture all geographic objectives and establish supply lines by the end of Game Turn Four. Eventual victory or defeat can be decided during this initial period. This is not to say that blunders or brilliance in later turns cannot change the course of the game, but major German advances must occur before the weather deteriorates.

To have a chance at victory, the Germans must take and hold Spas-Demansk, Bryansk, Orel and Kursk. Orel and Kursk should be easy, if captured quickly but are vulnerable to the eventual Soviet counteroffensive. Spas-Demansk and Bryansk will be more difficult, but are easier to defend. In addition, to balance heavy German losses and the Red Army counteroffensive, the Wehrmacht needs to take one or more of Vyazma, Kaluga or Tula, and two would be even better. Yelets is possible, but is very difficult to keep. Capturing Voronezh or Moscow would be outstanding, but any reasonably intelligent Soviet player should make both of these supply cities too costly to consider. However, if your opponent leaves you any victory point objective, take it!!! GB will devour the kind, the meek and the dull-witted.

The Wehrmacht is like a very large, angry gorilla. It goes anywhere it wants and does serious damage. However, large gorillas need lots of bananas. Supply is a limiting factor for the Germans, and transportation of supply is as difficult as it is important. The intensity of the initial blitz must link with the weekly supply situation. A low die roll means a limited offensive with careful supply usage. A high die roll allows the Germans to go all out Continued operations, as well as survival of the Wehrmacht after the bad weather hits, depend on how well supply is pushed forward. German players must learn to move supply efficiently and to balance aggressiveness with supply availability.

While skill (knowledge of the game system) and luck (good die rolls) are important in achieving German objectives, victory also requires a good plan. Since the German player sets up last, this plan will depend on Soviet strengths and weaknesses. While the execution of this plan must be flexible and react to changing conditions, the primary goals are fairly rigid. To satisfy victory conditions, the German player must capture as much territory as possible, but must also limit losses. The Wehrmacht must attack aggressively to break through Soviet front lines in several places, and then spread like the plague throughout Soviet territory. After making these breaches, however, German units should avoid combat, except where necessary to maintain the advance, open supply lines and capture vital objectives. The smart way to destroy Soviet Armies is to let them wither on the vine. The German player should pocket large numbers of Soviet units, then watch them die from lack of supply.

The remainder of this article will discuss German options for the first four Game Turns, starting at the north end of the map.

German units in the north (mainly 4th Army) will probably have to wait until Game Turn Two to launch serious operations. German players who start a major northern campaign on Game Turn One usually end up with serious supply problems. However, these units can maneuver at low Supply for future operations. Be sure to garrison Smolensk, unless you enjoy watching suicidal Soviet tank brigades grab your supply dumps.

VYAZMA: The German player can take Vyazma if he is willing to commit the resources, but this will not be a trivial task. It will require the use of both units and supply that other units may need, and must be completed before bad weather arrives. The German 8th and 9th Infantry Corps, in front of Vyazma, do not have the necessary strength or mobility to capture the town. You must assign no less than two mobile units (Panzer or Motorized Infantry Divisions) from Game Turn One reinforcements to help, and other units may be necessary to accomplish this mission.

Any operation to capture Vyazma must include all or parts of five elements. First, the Luftwaffe must destroy the rail lines into Vyazma, and reduce the nearby air base and supply dumps. Second, a heavily reinforced 9th Infantry Corps must attack along the Smolensk-Vyazma road to pin the Soviet 16th Army as far west as possible. Third, a mobile pincer should move through the lightly wooded area north of Vyazma. Its aim is to cut the Vyazma-Moscow road and rail line east of the town, and to threaten the town from the north. Fourth, another pincer should move through the area south and west of Vyazma to cut the rail line, which will also help isolate the SpasDemansk pocket. Finally, units of 2nd Panzer Group moving north from Orel, along with units breaking through at Spas-Dernansk, must cut the rail line to the south and east of Vyazma to seal the pocket

A smart Soviet player will do everything possible to prevent the loss of Vyazma. If he can block both pincers and establish a strong, well-supplied defensive position, this area can tie down large numbers of German units.

The relative skill of the two players, as well as the resources that each is willing to commit, and the fortunes of war (the dice) will determine the Battle of Vyazma. It will be a big drain for both sides, since each can use these units and supplies elsewhere. Therefore, each player must decide how much these ten victory points are worth

SPAS-DEMANSK: The German player must quickly take Spas-Demansk, using 7th, 20th and possibly 12th Corps units from 4th Army, and a large portion of the early 4th Panzer Group reinforcements, in a classical grab them by the nose, kick them in the butt operation. Pin frontline Soviet units tothe west, then use mobile units to punch through the weak southern flank into the weaker Soviet 33rd Army. When complete, this operation exposes Bryansk from the north and opens the road to Kaluga. The Wehrmacht can then curl both north and south to pocket other Soviet units.

The Soviet player has only limited resources with which to defend Spas-Demansk. Front-line units must hold out as long as possible as they withdraw into town, then retreat toward Vyazma. and Kaluga.

BRYANSK: The German player must take the city of Bryansk, since it sits astride all of the roads and railroads through the center of the original Soviet frontline. This operation win not be easy, because the Bryansk area is a ready-made defense position with a river, forests and a major city to help the Red Army. Unless the Soviet player does something stupid, Eke leaving the city empty, a frontal assault is not recommended. The plan to cut off and wear down Bryansk needs to contain several elements. First, units from the 12th, 43rd and 53rd Infantry Corps should move in on Bryansk from the west to pin down and put pressure on the defenders. Second, mobile units, most likely 1st Cavalry Division, should swing north around the city to cut the rail lines and the road to Kaluga. Third, 2nd Panzer Group should detail units from Orel to seal off Bryansk from the east. Finally, German units should pursue the remaining elements of the Soviet 3rd and l3th Armies into Bryansk from the south. After Bryansk is cut off, make sure it stays cut off, and that supply lines cannot be reopened, including supply by air units. This could be the largest and most important pocket that the Germans form. The more Soviet units in this pocket, the faster the supplies run out.

The Soviet player can realistically hope to accomplish two goals at Bryansk. First, the city must be held for as long as possible to disrupt the German supply situation. Create an all-around defense position with as much supply as possible. It will be amoral victory for the poor defenders if the city does not fall until after the heavy rams begin. Second, save as many mobile units from the Bryansk pocket as you can. Leaving the weak and slow to defend the city, the remaining units must break out towards Kaluga. These units might also be able to hold a temporary supply corridor open to Bryansk, which will surely upset any German plan.

SOVIET 13TH ARMY: The schwerpunkt of the German 2nd Panzer Group must penetrate through the positions held by the Soviet l3th Army. It will be in this battle that the German player will find out exactly how well he understands all of the subtle nuances of the OCS. The Wehrmacht must punch through, and effectively destroy, the l3th Army during the First Player Turn so that Orel can be captured before Soviet reinforcements arrive. Open the attack with Luftwaffe hip shoots. Then, overrun units again and again until they die and the roads are open. Next, strike with the Luftwaffe and artillery barrages. Follow that with regular attacks. During the exploitation phase, use units that were in reserve to drive deep into the Soviet rear areas. Do not forget that these reserve units can also use 1/2 of their movement allowance during the normal movement phase.

The Soviet player must set up l3th Army to create difficult road blocks for 2nd Panzer Army. As mentioned before, these units will die glorious deaths in defense of the Rodina, but they must slow down the German advance as much as possible.

SOVIET 40TH ARMY: If the German player decides not to destroy the Soviet40th Army, he must at least screen and pin it. Left alone, the 40th has enough strength and mobility to be a thorn in the German side, as long as it can remain in supply.

While the primary mission of the 40th is to kill as many Nazi slime as possible before being crushed beneath Panzer tracks, a good Soviet player can use this army to cause the German player more than a few well-deserved headaches. If used properly, it can tie down a large number of German units, threaten the German supply base at Konotop, move back to defend Kursk, or just generally harass the German southern flank.

After the Breakthrough

The German player has several options after breaking through the Soviet front lines. First and most important, Orel must be taken and established as a major German strong point and supply base. The next logical objectives will include Kursk, Yelets and Kaluga. Look at the situation after Orel is taken, and plan accordingly. Tula, Moscow and Voronezh are also possible objectives, but only a Soviet fool will leave them vulnerable. Attempt these only after careful study, or as part of a deception plan. Most importantly, as Game Turn Four approaches, prepare your defense and supply plans. The middle part of the game belongs to the weather. The end of the game should belong to the Soviet player. The German player will have to hold on to the gains which he makes during these all-important first four game turns, and preserve what remains of the Wehrmacht.

Until Next Time...

As I type this final paragraph, Guderian's Blitzkrieg is being collated and shipped in Homer. [Ed. Note: A year ago, that is ...] It is a 2 1/2 pound box of goodies that is absolutely worth the price. (OK, so I'm biased.) To all future German players, remember the old

saying: Some days you get the bear, some days the bear gets you, and some days you shouldn't even go out into the woods. To all future Soviet players: Keep the faith. At least you have another article full of hints on the way. When teaching doesn't get in the way, I will be playing GB and collecting all of the tips that didn't make it into the first two articles, so that the third and final episode in this series will be as helpful as possible. In the mean time, you can work through the teaching scenarios and play a couple of the shorter regular scenarios. Then you, too, will be ready to experience all of the fun I have had over the past year with Scenario 8: The Campaign to Capture Moscow.

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