by Lee Forester
A typical approach for the Soviets in Black Wednesday is to charge straight ahead into Krasni Bor, trusting in Soviet numbers and artillery to win the day. Such a straight-ahead approach can be successful, but it is guaranteed to result in a great deal of Soviet casualties, especially if the Soviets spend a long time looting after first reaching the trenches protecting Krasni Bor. Based on concepts of Maneuver Warfare in the TCS (see Operations 18,19 and 23 or on-line versions at The Gamers web site under TCS: http://www.tgamers.com), this article offers an analysis of the opposing forces' strengths and weaknesses with a proposal for an alternate Soviet approach that may meet with more success. The main concept of Maneuver Warfare is dislocation, rendering enemy strength irrelevant through a variety of means (surprise, maneuver, combined arms, psychological warfare, etc.) As much as possible, a force should always try to strike enemy weakness, and keep attritional battles of strength on strength to a minimum. Right away, this should cause a few misgivings to a plan of frontal attack without considering other options and analyzing the enemy dispositions to locate the center(s) of gravity. Let's begin with a look at the victory conditions, which express the overall goals of both commanders in Black Wednesday. Soviet Victory ConditionsSoviet Massive Victory--Occupy all of Krasni Bor, Staraia Myza, Potrolovo, Mondolovo and Samsonovka. Clear the Axis from the Moscow-Leningrad highway (i.e. no Axis units at or within 5 hexes of any highway hex). Exit an intact Regiment or Brigade off the map through at least one Entry Area from among E, F, G, and/or H. Soviet Major Victory--Occupy all of Krasni Bor. Occupy two of the following villages: Potrolovo, Mondolovo, Samsonovka and Staraia Myza. Exit an intact battalion off the map through at least one Entry Area from among E, F, G, and/or H. Soviet Minor Victory--Occupy all of Krasni Bor. Shifts: The level of victory is adjusted one in the Soviet player's favor for every 40 axis units lost. The level of victory is adjusted one in the Axis player's favor for every 80 Soviet units lost. To achieve a massive victory, the Soviets need to take nearly all the towns to the west of Krasni Bor, exit a regiment through German entry areas, and capture all of Krasni Bor. Note that there is no set order for these events to occur, a fact which we will exploit below. Casualties are important, so the Soviets want to limit their own losses while inflicting as many on the Axis player as possible. Soviet Strengths and WeaknessesThe greatest asset the Soviet player has is the large amount of infantry at his disposal. Individually the units are not great, but they definitely have mass, and the mortar and infantry gun support is not bad. Very welcome are the two armor brigades, including KV1s and T-34s. The opening Soviet artillery bombardment is a great help, and the Soviets also enjoy air superiority and have decent air support. The Soviets also have the advantage of initial synchronization of forces, since they begin with implemented op sheets and can enter the northern map edge wherever they like, while the Spanish are limited to predefined set-up areas. However, many of these advantages are offset by disadvantages, the worst being the high degree of inflexibility. Soviet forces have prep ratings of 5 (for Guards) and 7 (for nonguards), the Looting rule slows down the development of the attack, and Op Sheet limitations and Uncoordinated Implementation rules make further operations after breaching the trenches very difficult. Russian morale is decent, but not great. The firepower of individual units is low, and direct artillery support after the initial bombardment is poor. Axis Strengths and WeaknessesSpanish units have excellent morale, and the prep rating for Axis forces is good Q for Spanish, 2 for Germans). Axis artillery support is excellent, enhanced by TRPs located liberally about the battlefield. The terrain is good for the defender, since there is a nice trench line with some towns and woods further back. Axis units generally have good firepower. Problems for the Axis player include a distinct lack of troops, slow arrival of reinforcements, weak armor support (none initially, and only 20 vehicles if all are committed via reinforcement rolls). The weather can also interfere with the superior German artillery and firepower by reducing visibility. Based on these strengths and weaknesses, the Soviet player should strive for these goals:
Phase 1: 708th and 1st Ind. TK overrun trenches near October RR and push through to just east of Krasni Bor, blocking entry areas G and H (exiting 2 Bus). 133rd follows through at a distance. 187th and Red Banner force a breach at Potrolovo, 187th continues slowly down the trench line preserving its force while waiting to implement an attack into Krasni Bor. Hold breach for 63 Gds.
Phase 2: 133rd passes through 708th, joins 1st Ind TK and attacks into Krasni Bor from the east. 63 Gds passe through breach and sweeps. through towns to the west of KB, leaving a securing force to prevent Spanish reinforcements from moving to KB. Body of division and tank support press through, secure exit areas E and F and attack into KB via covered route through woods. 14th IR joins 187th to continue pressure on KBftom the north. KB is now surrounded and crushed like a Valencia orange.
An Alternate ApproachThe plan offered below attempts to take advantage of Soviet strengths, minimize Soviet weaknesses, and capitalize on Axis weaknesses. The goal is a two-pronged assault to surround Krasni Bor, flanking the trench line, occupying all key towns west of Krasni Bor to defend them against Spanish reinforcements, and exiting enough units to block all German entry areas (and achieve the victory condition for a massive Soviet victory). The 708th Infantry Regiment, supported by the 1st Independent Tank Brigade, breaches the trench line to the east of the October RR and advances under cover of the railroad embankment to exit elements through areas G and H and secure the area. They await the 133rd Infantry Regiment and support the attack of that regiment into Krasni Bor from the east (supported by the 1st TK). The 187th Regiment, supported by the Red Banner Tank Brigade, is responsible for breaching the trench line at the other end of the attack near Potrolovo (approximately hexes A10.27-16.32). The Regiment will then continue to advance slowly down the trench line, slowly clearing it with as few casualties as possible. This action is allowed while the regiment is implementing its new Op Sheet to continue holding the breach open for 63 Guards, and fixing Spanish forces still in the trenches. Orders are given for the 14th Regiment to join the 187th and continue slow pressure in front of Krasni Bor to fix Spanish defenders in place. It may take a while for the 14th to enter, since it's a variable reinforcement. The 63 Guards wait off board for the 187th to create a breach, at which time it attacks through Potrolovo, Vovskorova, The Mill, Mondolovo, Samsonovka, Staraia Myza and Raikolovo to secure these towns and block Spanish reinforcements. The attack continues by sending 2 (weakened!) battalions off entry areas E and F to seal the battlefield, then assault into Krasni Bor, probably with tanks isolating El Bastion and operating in the open area centered on B39.08, while the infantry uses the woods (with supporting armor) to enter Krasni Bor between B45.05 and B55.06. Some elements with armor support will need to secure the western edge from Spanish reinforcements, but since they come in piecemeal, a mobile force should be able to handle them and simultaneously function as a divisional reserve. This plan should do a good job at spreading out the Spanish defenses and allow the Soviets to advance with decent cover (using the rail embankment and woods). It prevents German reinforcements from arriving, which negates the ability of the Axis to counterattack effectively (without the flexible German units, especially armor). If the initial attack goes well, the 187th can be detailed to hold the breach and then (supported by the 14th) press slowly along the trenches right up to Krasni Bor, to force the Spanish to defend the northern edge of the city as well as the eastern, western and southern. Surrounding Krasni Bor first greatly impairs Axis mobility, since it will be difficult for them to maneuver outside of Krasni Bor with the two Soviet tank brigades roving about the area. The effectiveness of the Axis artillery is also greatly reduced, since the Soviet forces will be better covered, and better able to advance with smoke cover along protected lanes of advance. During the breaching operations, I recommend dumping extremely heavy prep fires on the areas to be breached right up until the first Russian units reach the trenches (which they should do at full speed). Don't bunch up too much or you will take heavy casualties to artillery, which has the potential of disrupting an attack on such a narrow front. Use smoke to mask your attack from artillery spotters. If the Axis player is likely to pull completely out of unengaged trenches, be sure to drop some artillery fire directly behind him in the open areas he would reach on turn 2 (Katy prep fires are especially good for this!) Such fires can cause casualties the Spanish player can ill-afford, which keeps him defending and dying in the trenches as he should. This plan gives the Soviets something else to consider other than a "punch through the middle" assault, and has a good chance of achieving a massive Soviet victory. The Soviet center is held fairly weakly (2 regiments, 1 probably heavily damaged), but the Spanish cannot really exploit it. If they focus on one flank, the Soviet force on the other flank may overrun Krasni Bor before the Spanish can respond. All in all, it should make for a different game. I look forward to hearing on gamers-l from anyone who tries it or a variant against their local opponents! Author's note: Many thanks to Perry Andrus for many comments and corrections. He still thinks it's gamey to run the flanks (you too, RC?), but that's what flanks are for. Back to Table of Contents -- Operations #39 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 |