by Udo Grebe
The UGG office in California is closed. Thanks to Beth Queman for her good work and for getting UGG started in America. Beth now has a full-time job not related to wargames. The new exclusive UGG outlet for the USA, Canada, and Mexico is The Gamers. UGG remains in the distribution system. Shops and distributors can order from The Gamers or contact me directly. Cold Days in Hell: Soviet Player The possible options of the historical Barbarossa plan for both Germans and Soviets have been discussed in detail in historical books. I respect the closer-to-history opinion Dean expressed in his Sicily report (Ops 37) which is surely the right one for operational-level games. The strategic game enthusiasts are more attracted by the "what if" potential of a historical starting position. I discuss playing strategies beginning with a 1939 historic setup. We are talking about the ETO only; the PTO will be discussed along with Crimson Steel. For the Soviet player, the first task is to occupy eastern Poland and the three Baltic States after Germany conquers Poland. Thereafter you have nothing to do but build your army and prepare for the German attack. Because you have to produce the weaker orange-printed troops first, your options are limited. The USSR prewar production is 12 RPs, 2 supply, 2 material. Once Germany attacks you, your monthly production rises to 49 RPs, 11 supply, 10 material, Lend Lease from the BE and the USA not included. You must have every orange printed Inf on map in June 1941 latest; whether some tanks or aircraft appear thereafter as reinforcements or earlier does not matter. Researching before you are at war with Germany is less important than producing infantry. Attacks on Neutrals or Axis Minors: A neutral USSR may attack neutral countries or Axis minors. Because the EoA diplomatic system punishes any attack on neutral countries by affecting the USA pre-war status, you had better leave the neutral countries unmolested. In some cases, however, you have no choice. You will have to deal with Iran and maybe with Iraq if you see Rommel beating up the British 8th Army and reaching the Nile. Declarations of war: EoA conforms with the thesis that a war between the USSR and Germany was inevitable. Germany can declare war on you any time, so prepare for it from the beginning. You can declare war on Germany only if you draw random numbers starting January 1941. Even if Germany goes for the UK, draw those numbers. If the Axis major countries defeat the BE, they will have fewer problems dealing with you. Germany from now on must fear a Soviet attack from September 1941 earliest to August 1942 latest. Defense Preparations: "Our powers are immeasurable. The impudent enemy will have to face this sooner or later". (Josef Stalin) The USSR is the only country that can recover from getting its entire army destroyed several times. These capability will get lost if you lose too many resources and RP cities. Front line defense? This strategy should prevent Germany from getting too far, fighting for every hex and counterattacking where it is possible. This surely will increase both sidesŐ casualties, but Germany is dominant in all good weather turns. You could try that against a German rookie. An experienced German player will pocket the bulk of your forces, making them an easy victim to attrition die rolls because of Out of Supply (OOS) effects. Thereafter the Germans will gain ground and nothing can stop them for a while. Retreat Deep? A retreat of 6 hexes or more from the border prevents a German surprise strike on the first turn. This strategy reduces Soviet losses if you combine it with a retreat of surviving forces after the first battle round. The flaw of this strategy is that Germany can attack you any time. If Germany does not go for the UK, any flank problems like Yugoslavia or Greece can be handled within 1940. If there is no Soviet boarder guard, Germany can attack you during bad weather in April or even in March 1941. Germany benefits from the surprise attack, but does not really need it. The major combat might start at the historic date, without surprise but several hexes deeper in the USSR. Finally, while more Soviet forces survive, but you might see the Germans taking Leningrad and Moscow in good weather turns. Combined Strategy! My recommendation: a first front line should cover most of the border hexes without a "peephole" where German units could pass by. Take your weakest and least expensive units for this task. A second front line 6 hexes at the most behind the front line should prevent German tanks cutting another 6 hexes deep into your territory during the exploitation phase. The second front line need only have an uninterrupted line of zones of control. Retreat surviving units after one round of combat. The EoA tank battle system enables German tanks to pursue you, but every new German attack costs one point of supply. Defend hexes with a strong defense bonus, but fall back when you could be outflanked. First Winter: Now your time has come. Attack everywhere you can up to a combat differential of -1, inflicting casualties even if your forces suffer also. The EoA First Winter rules will work for you. In Summer 1942 fall back to the defensive, always seeking opportunities for limited counterattacks. Usually the Axis is still superior in Summer 1942. So you should launch no major offensive before Winter 1942 unless you have a strong tank force accompanied by an air force that is equal to the Axis one. Once the USA has joined the war, conquer any minor country that can add resources to your production. Construction strategy after a German declaration of war: Withdraw one factory to the Urals every turn. A withdrawn factory ceases to produce for six months. A factory taken by Germany ceases to produce forever. Your forces will suffer heavy casualties so you need to produce any Inf you can. Keep Inf production high through the war; repairing stepped units on-map is less expensive than building new ones. As soon as possible disband every orange-printed tank unit, except maybe for the strength 5 ones. Orange printed tanks are inferior to the German ones but are a vital source for replacements you badly need. At the end of the Winter start producing fighters. When your fighters are able to compete with the Luftwaffe, include some bombers and strong tank units. Research: The first priority is tanks followed by fighters. Without strong tank units you never will gain strategic initiative in Summer. In the next issue I will discuss the major German attack strategies. I am looking forward to any Cold Days game report e-mailed to me (UGGAMEDSGN@aol.com) Back to Table of Contents -- Operations #38 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 2000 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 |