by Robert Mussen
November 19,1942. The ground shakes as a Soviet Katyusha rocket barrage slams into German lines. Another game of Stalingrad Pocket has begun. The Soviet player chuckles as his army moves ahead; he knows he has the stronger force. The German player-well? Stand-to though, all may not be lost. Several key factors may significantly help the German player salvage what history calls the Werhmacht's greatest disaster. The first factor to look at is the ratio of forces. A detailed look at these figures may surprise some, as Soviet offensive power is not as great as first thought. Second, a detailed look at the combat results table (CRT) provides some insight on how to be more effective on the attack. Finally, a thorough examination of the battlefield is necessary for a successful German campaign. An inspection of force ratios will provide added detail to how you play Stalingrad Pocket. Below is a table of total combined, unmodified German attack strengths versus total Soviet combined, unmodified defense strengths.
This chart reveals some interesting facts. At the beginning of the game, the Germans have the least favorable odds. The German player will slowly improve his odds in turns four through seven. During turns eight through twelve, the German player has his best ratio in the game. How can the German player have a chance at winning with odds around 1:2 ? Look at other factors such as terrain, organization, and supply, etc. By using the terrain, better organization, and attacking out of supply Soviet forces, a German player can significantly damage a Soviet army, then shift needed mobile motorized or armor units to other critical areas. Always try to hit out of supply Soviet armies. Keep in mind, four Soviet armies begin the game out of supply. As stated earlier, the German's strongest unmodified ratio of offensive power to Soviet defensive power is in turns 8-12. If a large group of initial German forces survives the initial Soviet offensive, plan to go on the offensive. I recommend an effort directed against the southern Soviet offensive. Before and after this period, German attack strengths will be lower and you should limit them to local counterattacks or against out of supply Soviet armies. Now, look at Soviet combined attack strength versus German combined defense strength.
This chart provides even more surprises. First, the Soviet offensive machine is not as powerful as first thought. During turns 810, the Germans have more defensive strength than Soviet offensive strength. Soviet strength is greatest during the first and last four turns of the game. (Remember, these do not modify for the fact that four Soviet armies start the game out of supply.) During the middle eight turns, the ratio is quite even or in the German favor. Effective use of the terrain and smart organization can modify these numbers even better for the Germans. To be effective as the German, minimize casualties from the Soviet offensive to the greatest possible extent, The Soviets have the initial advantage in strength and position and will inflict heavy casualties the first few turns. The German player must be able to limit the effectiveness of the Soviet opening moves. As the German player, there are two advantages. First, once across the Don and Chir rivers, terrain is on your side. Second, the German player can concentrate mobile forces on the southern front once the river crossing sites are secure. Several moves by the German player can make this easier. I break German forces into three areas. The first groups of forces are north of the Don and Chir river, consisting of the Rumanian 1st, 2nd, 4th, 5th Corps and the German 11th Corps, and a few divisions and smaller units. Forces in the second group are in Stalingrad and north to the Don River. This area contains the German 8th, l4th and 51st Corps. Finally, the German 4th Corp, the Rumanian 6th and 7th Corps and other smaller units defend the area south of Stalingrad. German forces north of the Don and Chir Rivers are in a precarious position. The four Rumanian corps, along with the German 11th Corps cannot contain the Soviet advance. The Soviet player has at its disposal four armies: the Ist Guards, 5th Tank, 2 1st and 65th. These four armies combined have a total of 52 counters with an attack strength of 172 and a defense strength of 207. The Axis forces have 38 units with a combined attack strength of 55 and defense strength 96. German and Rumanian forces are badly out matched. The best advice for this sector is to make a run for the rivers. Do not attempt to maintain forces on the northern side of the Don or Chir. Withdraw all the forces possible behind the bridge and river crossing sites. Two Soviet armies, the 1st Guards and the 65th, may have trouble getting in supply so, pressure may not be as heavy in their sectors. I do not recommend counterattacks north of the rivers, unless against weakly or undefended HQs. You will have to sacrifice some units for the remainder to escape. However, this will allow the Soviet Armies to arrive at the river unmolested. The Soviets will have a 2:1 strength advantage, attacking across a bridge at 1/4 strength or across a pontoon at 1/3. However, if the German forces organize properly, the Soviets will have to conduct a crossing at odds on the extreme left of the CRT. The strongest stacks should be at the southern Chir sites and on the Don. The Northern Chir sites should all be defended at lower strengths. It has been my experience that the Soviet advance will pass to the south with only token forces opposed to them. If a bridgehead forms along the northern Chir, form a defensive line in hexes 24.01 and 24.02 as it also channels the Soviets. (Is this good gamey or bad gamey'?) Consider all crossing sites along the Don as key terrain. Any crossing of the Don may prove disastrous. Finally, replace all motorized or armor units with alert battalions or other weak or slow units as reinforcements become available. If possible, maintain some mobile reserves to react to any contingency.
German Center Next is the center of the German line. This area covers all of Stalingrad and north to the Don river. This sector has most of the German forces and strength. It is least critical for the German player. It is unlikely that a German can win by concentrating in this sector but he can lose the game here. Here, Soviet forces consist of the 24th and 66th Armies both beginning the game without HQs. These forces have 21 counters, an attack strength of 59 and a defense strength of 86 unmodified. The German 8th, l4th and 5 1st Corps, with a counter total of 4 1, attack strength of 82 and a defense strength of 124, oppose the Soviets on this sector. Fiercely attack the Soviets here in the early stages of the game. The goal is not to gain territory, (any advance would be only falling further into the trap) but to destroy the offensive combat strength of these two Soviet armies. If you significantly weaken these two armies, you can move forces to more critical areas. After the first few turns of attacks, the player must decide to continue the attacks or begin shifting forces. If 24th and 66th are still capable of conducting offensive operations, the Germans cannot shift as many forces (or risk the possibility of a breakthrough on this front, which could be fatal). Also, keep in mind the bridge and pontoon in the 8th Corps rear. German forces north of the Don (the 11th German Corps) should rush south to defend this site. Keep a strong force here as any crossing will put the enemy in the immediate rear of the 8th and l4th Corps. I usually do not mind moving the 51st Corps out of its area (losing possible airlift supply later in the game). However, I have real trouble giving up any of Stalingrad. Make the Soviets fight for any Stalingrad city hex. If pressure in this area gets too great, try moving the line back two hexes from hex 40.30 to the bridge and pontoon crossing sites. This is the smallest line from Stalingrad to the Don and should be the final withdrawal line, if you hope to hold and supply Stalingrad. Remember, in this sector the goal is to free up forces to move to more critical areas, such as the southern side of Stalingrad. The greatest danger lies south of Stalingrad. If Soviet forces push through to the Don, it will be a long afternoon of gaming for the German player. Winning the game will be much easier if a pocket does not form. Axis strength comes from the German 4th Corps and Rumanian 6th and 7th Corps. The combined strengths of these forces are 34 attack and 57 defense, plus a few other units that can join the battle. Soviet forces include the 62nd, 64th, 57th and 5 1st Armies. These combined forces give the Soviets an attack strength of 124 and a defense of 178. Anyone can see the Germans are outnumbered on this flank by at least three to one. There are no natural features to stop the Soviets in this sector. The player must rush German forces to this sector. The Soviets will likely attempt to force their way through to Kalach (which they did historically in four days meeting with Soviet forces on the Don northern bank, 24 November). Form mobile German reserves behind the three Axis corps to rush to any emergency. Initially, the Soviets will find it easy to break through this sector because of the overwhelming numbers. I find it most effective to draw the Soviets in toward the Northwest (which the Soviet player is trying to do anyway), extend his lines, then hit outstretched supply lines or out of supply units. Remember, it is best to cut off a spearhead at its base as opposed to the head. Mobile German groups must form to react to any emergency in this area. I suggest forming these groups near Zhinokleeka and Verkhnetsaritsynskii. The player can use these locations to launch any attacks with the road network and is also far enough away to keep the mobile groups from becoming decisively engaged. Use your Rumanians to screen the Soviets from these mobile groups. As long as these Rumanians remain on the board, their value far outweighs their combat strength: first, by posing a threat to supply lines and second, by screening the German mobile groups. Do not eliminate these units in useless local counterattacks. If the Soviets gain contact with your mobile reserves, you will suddenly find yourself without any reserves and most likely surrounded. After Soviet forces have moved forward a bit, I find the capture of the town of Tsatsa to be particularly irritating to the Soviet player, take it if the opportunity arises. Most German reserves and all mobile units should make their way toward this sector. More on this sector later in the terrain portion... CRT The next area to cover is the Combat Results Table (CRT). The CRT favors the Soviets (or the attacker). For example, at a ratio of 1: 1, the attacker has a 50% chance of even, meaning both sides suffer equal results, or better results. This means the Soviet player, who has more units and the initiative, can make lower odds attacks, as opposed to concentrating for 3:1 or higher odds. The German player, however, must be more conscious of losses. The German must whittle away Soviet strength while keeping his own intact. Therefore, the German should be looking for 3:1 or 4:1 attacks, but at least 2: 1. At 2: 1, a German (or Soviet) attack has 50% chance of an equal result (which a Soviet player will gladly give you in most cases) and about a 40% chance of inflicting greater damage than suffered. Stack German mobile units as strongly as possible and attack smaller or weaker Soviet stacks. The tables above show the number you must be roll (or better) for the desired result. The final advantage discussed for the German player is the proper use of terrain. It is difficult to force a bridgehead across the Chir or Don. German Alert Battalions provide excellent cannon fodder for soaking off losses at Bridge (or pontoon) crossing sites. I love to watch a Soviet Guards Army attempt to bash its way across a bridge only to be repulsed with great losses. In the southern sector there are no natural lines to stop the Soviets. However, to the German advantage, there are only three roads the Soviet can take into the German rear. (Soviet headquarters must stay on the roads.) Therefore, the German player can concentrate on defending these three roads south of Stalingrad. The first runs from Ivanovka, through Gavrilovka, then to Rogachik or head off toward 44.2 1. The second road runs from Tsatsa to Tinuta to Zety, then on to the Don. Finally, the last avenue begins at Malye Derbety to Sadovoe to Umantsovo and into the German rear. The first two avenues, have to be used by the Soviet; Defend them staunchly. The third route leaves any Soviets on this line vulnerable to having its supply cut and generally not used. Set up defensive lines behind rivers or in woods. It is especially important for the German player to maximize combat strength by using terrain as a force multiplier. I hope this analysis will help in the defense of Stalingrad. Defending Stalingrad is no easy task. Any mistake by the German player may prove fatal. Play smart. Use force modifiers to your favor when possible, counterattack when possible. Remember to review the Combat Results Tables and use terrain as a force multiplier your defense. These tips plus others already provided in Operations should give the German player the tips necessary to defend Stalingrad. Good luck and thanks, Dean, for a great game.
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