by James E. Meldrum
The Gamers latest release, Stalingrad Pocket, is the flagship of their new Standard Combat Series of games. These use the tried and true move-shoot-move game system with which nearly all historical gamers arc familiar; it is an excellent system for use with this topic. Likewise, most historical gamers are familiar with the Battle for Stalingrad. For most purposes, Stalingrad was the turning point of World War Two in Europe. As such, there are a myriad of factors that could have altered the outcome of the Soviet's 1942 Winter counter offensive Stalingrad Pocket contains three historical scenarios covering the pivotal points of this campaign. Like most major actions, there are many opportunities to devise variants simulating factors that did (or didn't) shape the result of this action. Most of the variants in this article use existing game equipment and mechanics. Unless mentioned specifically, all rules from Stalingrad Pocket are in effect at all times. If there is a conflict between the variant material in this article and the game rules, use the regular game rules for resolving the dispute, Players should use the variants as a means of exploring the effects that historical alternatives could have had at Stalingrad. Free Deployment Variant One of the most obvious choices for a variant is a free deployment scenario. Here, players receive the same initial forces as in the regular scenarios but may change set up areas as desired. As an example, the Soviet player may set up the 51st Army (including all component units) from scenario 3 and set it up in the 24th Army area if desired. Free deployment may be used with any of the regular game scenarios. Players may not switch forces between scenarios. Either one or both players may use free deployment in any scenario. Victory conditions and reinforcement schedules for each scenario remain the same. Reinforcements from France Historically, the French occupation force was somewhat larger than it needed to have been. The German High Command had the option of stripping the occupation forces in France to their bare minimum and sending the extra units to Russia to assist the trapped 6th Army. Explore this option by taking all German division-sized infantry reinforcements and having them appear as reinforcement in turns 3 and 4 of scenario 3. The reinforcements normally appearing on turns 3-5 arrive on turn 3. Reinforcements from turns 6-8 now appear on turn 4. AH of the reinforcements for this variant appear on entry areas G or F. In addition, any German infantry units (only) which were eliminated in combat and were not surrounded may reappear three turns later in entry area G. Better German Airlift Capability One of the major factors contributing to the German defeat at Stalingrad was the failure of the Luftwaffe to bring the required daily tonnage of' supplies into the pocket. Historically, the German success in supplying the pockets formed at Kholm and Demyansk the previous winter made the German air force seriously overconfident and caused them to misjudge their airlift capability. In spite of the successful air-lift operation at Crete, the Luftwaffe suffered serious losses in transport aircraft and aircrews. Further losses at Demyansk resulting from that air supply operation only aggravated the situation further. Not only did this hamper the Luftwaffe's ability to supply large isolated forces by air, bombers had to be pressed into service for supply runs reducing the amount of tactical air support available. As the situation on the ground deteriorated even further German aircraft could not land to deliver fuel, further hampering the ability of Gcrman forces in the pocket to maneuvcr. Another factor preventing the Germans from delivering supplies was that the Soviet air force was beginning to replace losses suffered at the start of the war, especially in fighter aircraft. The Soviets learned from their mistakes at Demyansk and used many of these aircraft to throw a cordon of fighters around Stalingrad. These were directed by a field air defence headquarters. This development obviously reduced the scope and quality of the Luftwaffe's air supply effort. The resulting interceptions further depleted the numbers of vital transport aircraft. The hard pressed Luftwaffe fighters could only hope to reduce transport losses to manageable levels and contest Russian efforts. To simulate a more favorable German air supply situation, allow the German player to take air supply to Rynok, Pitomik or Orlovka. Allow the German player to get at least one supply point per turn plus whatever he can get on the Air Supply Table. German air supply may not be suspended in this variant. Historically, flying weather during the Russian offensive was marginal at best. If the weather had been better, obviously more supplies would have gotten through to forces at Stalingrad. This can be simulated by adding another additional supply point to whatever the German player receives above. Use this variant with scenarios 2 and 3. Chuikov Killed This variant assumes that in the desperate city fighting immediately before the start of the Soviet counteroffensive, the Germans managed to locate and destroy the headquarters of the 62nd Army in Stalingrad. In the process, the commander of the 62nd Army, General Chuikov, was killed. Use this variant with scenario 3, but remove the 62nd Army HQ before the start of the game. Relaxed Hitler Directive Suppose that cooler heads prevailed at the German High Command permitting relaxation of the restrictive Hitler directive (rule 2.5). In this case, units of the German 5 1 st Corps must stay in their area, but air supply is never interrupted unless all 51st Corps units arc eliminated. Use this variant with all scenarios. Better Quality Axis Allies The Rumanian armies facing the Russian formations at Stalingrad were armed and equipped as though they were fighting World War One. They were hardly equipped to seriously oppose Soviet formations equipped with current equipment. The Rumanians were, for example, using heavy weapons and equipment captured by the Germans from the French in 1940. If the Rumanians were using current weapons and had adequate stacks of ammunition, they might not have yielded to the Soviets so easily. This, in turn, might have reduced the Soviet breakthrough to a manageable gap rather than a yawning chasm. When playing this variant, the Soviet player Must use the next lowest odds when attacking a Rumanian unit. Make this modification after calculating all other benefits for terrain, etc. Rumanian units do not get any bonus when making attacks. This variant may be used with all scenarios. Redeployed Axis Allies One cannot help but wonder how effective the initial Soviet attack would have been if the 6th Army had more German units in the sectors where the main attack hit. Historically the German forces were better equipped and trained than the Rumanians. One way this could have come about is if the Rumanian forces were used as reserves. Their level of training and equipment made them more suitable for a reserve role. Try substituting German infantry divisions and kampfgruppen from the reinforcement schedule for initial Rumanian units on a one-for-one basis. Use the Rumanian forces as reinforcements. Use this variant with scenario 3. More Mobile German Army The possibility of a more highly motorized German Army is a perennial favorite for variant topics in Russian front games. Depending on the historian consulted, there are many arguments both for and against such a condition occurring. If the German 6th Army was motorized to a greater degree than it was historically, the Germans could have moved over the primitive Russian road system easier. When using this variant, change the road movement rate to 1/4 movement point per hex. Treat track hexes as though they were regular road hexes (1/3 movement point per hex). German Maximum Effort In this variant the Germans have no illusions about the forces confronting them at Stalingrad. The Germans could have elected to reinforce their attack with Panzer units from Europe. In this variant, deploy the 6th, IIth, 17th and 23rd Panzer divisions together with the 336th Infantry division as initial units. Deploy these units anywhere within four hexes of the front line. AN KG and alert battalions enter play as reinforcements in the usual manner. No Meddling by Hitler We Know now that Hitler was notorious for interfering with otherwise sound military plans and policies. At Stalingrad, two powerful German mechanized infantry formations were diverted either to Europe or to Army Group Center. These were the LSSAH and Grossdeutschland divisions. If Hitler had not interfered with OKW East's plans, these units might have been able to make a difference at Stalingrad. Neither of these units appear in the regular game. Players may make the required units using blank counters. Make six 5-6-9 (front) /3-4-8 (rear) armored infantry regiments using the same format as in the regular game. Each division has three regiments. Deploy these formations as initial units in scenarios 1 and 3 as the German player desires. Place them anywhere within a fourhex radius of any German set up position. Both of these units may use exploitation movement. As a further alternative, the German player may combine this variant with the German Maximum Effort variant. When doing this, the Soviet player may conduct a second artillery barrage on game turn two using half of the available rocket artillery units. German Nightmare Scenario Ideally, Stalin would have like to have expanded the 1942 winter counteroffensive to strike out for Rostov in order to isolate German forces invading the Caucasus. This would have truly been a nightmare for the Germans if this maneuver actually occurred, with two entire army groups in jeopardy. This variant assumes that such a nightmare situation actually occurred for the German player. If it did, Russian forces would probably also have advanced on the Germans from the south cast. In this variant, the Russian player has the option of taking his reinforcements in their designated locations, or in alternate locations to the south cast. The alternative is to have Soviet reinforcements appear on the east map edge anywhere from 62.01-62.15. These units (only) trace supply to this part of the east map edge. German KG, alert units, and 48th Panzer Corps formations may appear one turn earlier than indicated starting with the turn 4 reinforcements. Operation Winter Tempest I This variant for scenario 2 supposes that Hitler had not issued his idiotic directive to hold Stalingrad to the last man. Instead, he permitted the German 6th Army to withdraw and fight again another day. In this situation, German forces were still in condition to aid the approaching relief columns by attempting to fight their way out of the pocket. Set up scenario 2 as in the regular game. Increase scenario length to 6 turns starting on turn I I of the regular game. German units in the 51st Corps area may make two attacks per game turn at full strength. Operation Winter Tempest II This is another variation of scenario2, supposing that the Germans made the rescue of the 6th Army a top priority. Set up Operation Winter Tempest I as described above but also add units of the 11 th and 17th Panzer divisions to the relief forces. Do not increase the length of the game. In this scenario, however, the German player moves first each turn. The extra German units simulate use of the 16th Motorized and 5th SS Viking Divisions. Operation Winter Tempest III Historically, the arrival of elements of the Soviet 2nd Guards Army (Soviet turn 15 and 16 reinforcements) delayed the German relief force and prevented any hope of being able to relieve the 6th Army. Try setting up and playing scenario 2 without using the Soviet reinforcements due to enter play in turns 15 and 16. This gives players a chance to see what might have happened if the 2nd Guards Army was either delayed or diverted to another sector. Operation Evacuation This is yet another variation on scenario 2, but with a different twist. Here, the German relief forces have successfully linked up with German forces trapped in Stalingrad. By the time that the Germans have linked up, OKW East has finally realized that the Stalingrad is completely untenable, and has approved evacuation. The game starts with German forces beginning their evacuation of Stalingrad in an effort to save what is left of the 6th Army. In this scenario, the German player attempts to withdraw as many German units as possible beyond Soviet reach. The first and last turns, game length and map areas are all the same as in scenario 2. One important change, however, is that no Soviet unit may move south of the xx.10 hexrow in this scenario. Set up scenario 2 with the following modifications. All German units must set up first. Deploy all 51st Corps units as indicated. Place one German alert battalion each in hexes 37.21, 42.20, 44.15, 43.13, 47.12. All German units are in supply and have established a corridor to the south edge of the play area. The Soviets set up as usual, but some of these units must be repositioned because of the German set up. No Soviet unit may set up within a two hex radius of the German units setup in the preceding paragraph, or south of the xx. 10 hexrow. The units forced to relocate may set up as the Soviet player desires. Wherever possible, these units should setup as closer as possible to the Soviet forces deployed per the historical set up instructions. Add all units of the 11th and 17th Panzer divisions to the initial German relief forces. These may even be set up in or near the 51st Corps set up area. Addition of these armored units would have been necessary to ensure the success of the relief effort. Victory conditions are different from those used in scenario 2. To win, the German player must move more units south of the xx. 10 hexrow than he loses by the end of the game. Each 51 st Corps unit counts as two units. If the Soviet player eliminates more units than the German player evacuates, then the Soviet player wins. Any German units north of, and not adjacent to the xx. 10 hexrow at the end of the final game turn are considered destroyed and count for Soviet victory determination. As a further option, the Soviet turn 15-16 reinforcements may be removed from play for this scenario. This represents a reassignment of the 2nd Guards Army to other objectives, or failure to arrive in the battle area. Counterattack at Stalingrad If things had worked out a little differently, the situation at Stalingrad might have been completely different than when the Soviet counteroffensive started. In this variant, the German army has succeeded in surrounding and isolating the Soviet 62nd Army in Stalingrad. The Luftwaffe has gained air superiority and has pounded the Soviet garrison and its supporting artillery on the east bank of the Volga. Likewise, the Luftwaffe has also crippled Soviet attempts to resupply the 62nd Army. Finally, after several more weeks of heavy fighting at strong points in the northern and central pans of the city, Soviet resistance collapses and Stalingrad surrenders at the end of the first week of November. Both sides suffer heavy casualties and rest as best they can until the Soviet counteroffensive begins. Under these circumstances, the Soviet winter counteroffensive would have had many of the same objectives, but might have been executed far more differently. Now, the Soviets have the extra task of recapturing the city. Play this variant by setting up scenario 3. Remove all units of the Soviet 62nd Army from play. These forces are considered to have been destroyed shortly before the Soviet offensive began. Deploy the Soviet 57th Army (area 10) within two hexes of 46.31 and the 64th Army in or adjacent to 44.29. Half of the units in each of these formations must begin the game at reduced strength. The Soviet player decides which of these units to reduce. Hex 37.33 is now in German hands; Soviet forces may set up in 36.33. German forces set up as in scenario 3. All units of the 51st Corps and half of the units of the 4th Corps begin the game at reduced strength. The German player sets up his 4th Corps units in Soviet set up area 9 as printed on the map. German units normally beginning play in German set up area 10 now begin the game in Soviet area 10. Soviet Nightmare Scenario In this variant everything has gone nearly perfectly for the Germans. Stalingrad has fallen with a surprise encirclement of the 62nd Army outside of the city, and the Germans have a bridgehead across the Volga! German forces have been bloodied and are encountering heavy resistance on the cast bank but they have also secured all of the 51st Corps area as printed on the rnap. However, German forces are aware that their troops are exhausted, supplies are low, and it is a near certainty that the Soviets will launch a major attack either on the bridgehead or the flanks of the German salient. The Germans are stretched to their limit. If the Germans were able to achieve a bridge head across the Volga, the Soviets would have almost certainly launched ferocious counterattacks in an effort to dislodge the Germans. The problem is that the Russians have suffered heavy losses at Stalingrad also... Simulate this hypothetical situation by deploying forces for both sides as in scenario 3 with modifications. Remove all units of the Soviet 62nd Army, which are presumed to be lost in combat at Stalingrad. Deploy the 64th Army on the cast side of the Volga in any hexes adjacent to the German 51st Corps area printed on the map. Half of the 64th Army units begin the game at reduced strength as determined by the Soviet player. The Soviet player also reduces half of the 57th Army units and redeploys these in or adjacent to hex 44.29 and 44.30. Units may not be deployed west of these locations. Also move all 65th Army units (areas 4 and 5) to the north side of the Don River. Deploy these formations within two hexes of the river between 18.19 and 28.29. 1 lex 37.33 is under German control; Soviet units may deploy in hex 36.33. Soviet rocket artillery units (only) may be redeployed as the Soviet player desires. The entire Stalingrad area composed of the 51st Corps area on both sides of the Volga is under German control. The German player sets up half (10) of the 51st Corps units at reduced strength. Half of all 51st Corps units must set up in the 51st Corps area on the east side of the Volga, including island hexes. The remaining 51st Corps units may set up any where within their designated area. The German 4th Corps sets up in or adjacent to hex 44.27. German Ilth Corps forces may occupy Soviet set up areas 4 and 5. Substitute the following victory conditions for those normally used in scenario 3: Glorious German Victory The German player loses less than 90 units and holds at least two hexes of the 51 st Corps area on the cast bank of the Volga. He must also hold at least two hexes of the city of Stalingrad. The German player must also trace a single line of hexes free of Soviet units or their zones of control from the Stalingrad hexes to the south map edge. Massive German Victory As above but without the requirement for the line of communication hexes to the south map edge. Minor German Victory As in the regular game. Soviet Minor Victory Cut the German path to the south map edge and eliminate all German forces on the cast bank of the Volga. Soviet Tactical Victory As above but also meet regular Soviet minor victory conditions from the regular game. Soviet Major Victory As above and meet Soviet massive victory conditions from the regular game. Back to Table of Contents -- Operations #6 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 1992 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 |