by Don Nesbitt
This final section is a brief attempt to highlight some of the changes in tactics due to the new rules. As such, everything should be applicable to, and usable by, both players. Try to avoid expending all reserves, with the exception of the first turns when you know who will be going first the following turn. It is no longer "he who has the last battalion" who will win the battle, but rather "he who has the last uncommitted reserve!" Okay, it's an oversimplification, but neither side can launch an assault on his enemy without taking reserves into account "is it an artillery battalion or a full panzer division'?" or "I know 26th Tank was somewhere around here two turns ago. Is that it'?" Of course, if there are no visible reserves, there will be little to worry about. Then again, maybe he concealed his reserves. Try to maintain local reserves, since new movement allowances and lack of a reaction combat segment have seriously inhibited the effectiveness of strategic reserves. Use your recon elements in their historical role. There is nothing like reconning a hex, popping his reserves there, and then running away free as a bird. Also, the Germans can use their recon elements to get next to a Soviet stack and hip-shoot the bugger to oblivion. (Well, it will be in oblivion after a panzer division gets done with it.) Also, be creative when using the recon rules. You have MC, recon and cavalry units to use in reconning the enemy positions, but you can use most infantry for such tasks-even in combat mode if it starts out adjacent to the enemy. You should rarely go into combat completely blind, especially as the Soviets. Finally, pay special attention to the new air rules, Both sides have new options available in using their air units. For the Germans, the new rule requiring an adjacent unit to conduct a hipshoot is a major change, but not an insurmountable hindrance. Also, carefully study the air transport rules as these contain the clues to a successful air lift. For the Soviets, the Germans may still have the superior air force, but do not hesitate to join the party when the Germans give out invitations, Whittle him down bit by bit. The new advatage combat rule gives you a better chance of keeping your air force intact. For both players, examine and analyze the new two unit limit on movement and the put-up or shut-up rules. The interaction gives a new feet to the air game. Both players have nearly unlimited options on when, where and how to attack. As in GB, neither side need worry about maintaining a continuous line of units from map edge to map edgejust maintain a continuos line on each axis of advance. Try to keep yourself focused on both sides' long-term goals and objectives, not simply on what the latest enemy attack is doing. Never give up, as there is always time to recover from most anything your opponent does. I hope that this has provided some enlightenment for those playing your learning games. Obviously, a more detailed analysis of many of these topics is possible. I expect that someone will submit an article on the perfect Soviet plan for Turn 1. However, I hope no one does, since finding that plan is half the fun. See you on the Chir. More Operational Notes for Enemy at the Gates Back to Table of Contents -- Operations #14 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 1994 by The Gamers. 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 |