by Dean N. Essig
One of the first questions I got about SP (after 30 players called up asking if Soviet units had to trace to their own HQ--the answer is no, any Soviet HQ will do) was about the victory conditions. Specifically, the caller wanted to know if we really meant that dead units, ones that were out of supply, and ones that couldn't trace were counted as dead. "Why then," the caller asked "do we bother with the Supply Units?" At the time, the explanation I offered was rather weak. So weak, in fact, the caller called again a couple of hours later and asked the same question to see if he'd get a different answer. He didn't, but the explanation still didn't seem to hold water. By the time I was able to think about it and put my thoughts in order about the matter, I was unable to talk to the fellow (being some hours later) and I didn't think to jot down his name and number so I could get back to him. I decided to write this article for him and everyone else who might have the same question. My apologies to the original caller for not being on my toes intellectually at the time and I hope he accepts this belated explanation. The "dead unit" portion of the SP victory conditions specifically addresses the military aspect of victory in the game. The political aspect is covered by the requirement to hold Stalingrad at all costs. Generally speaking, the victory conditions are set up to fail faster if the player attempts an all out political victory over any "save the army" theme. Why? Because the political victory, such as it might be, will never have all that big of an influence on the war. Turning the German army into a shambles to get it does no one any good (at least from the German perspective-I'm sure the Soviets will be elated). Major levels of German victory require a balance of the two objectives, but if you are going to give one of them single-minded attention, it had better be the military objective. Getting in closer we see that the game specifically defines dead Axis units to be more than just those in the dead pile-it also includes the out of supply ones and those which can't trace (out of Supply Or not). That is exactly what I intended. The choice of dead units is obvious and needs no explanation--they are dead. Aside from Germans in the depths of the pocket (if one formed), only a couple of Germans will be caught at the end of the game out of supply. Those units would need to be practically surrounded. Any German unit caught at the end of the game out of supply outside the pocket is dumb enough to deserve to be counted as dead. The ones inside the pocket which are out of SUPPLY will probably be mopped up in the next month or so like the real Sixth Army and they are as good as dead, too. The last group, the "we can't trace" units are the subject of the callers questions. The "can't trace" units consist of two three types: the ones outside the pocket (which Were counted because of the out of supply provision anyway), those inside the pocket (who are also out of supply), and those inside the pocket (who are in supply). I conclude that for victory purposes, both groups inside the pocket are as good as dead. That they have a meager amount of supply at the instant of the game's end means nothing. Supplied or not, these souls will spend many years in mines in Siberia. This brings us to the caller's important question: "If they are to be counted as dead, why bother with the supply units?" Two reasons. The lesser in importance was I could imagine players hanging on to all their supply units until the very end and then (poof) everyone in the pocket has a great feast on the last turn so none of them count. Besides being an awfully gamey way to win a game, it is both historically and realistically irrelevant and almost irrational. I wanted to specifically to avoid that way to end the game. The more important reason to keep the supply units was this: units fight better in supply than not! During the course of the game, if not in a last ditch victory meal, supply units can serve a vital function by keeping the army going. Let's say you think the supply units are worthless and leave them out. On turn nine the pocket forms. Without said supply units, you will have an impossible time keeping the pocket from getting chewed up alive by the Soviet player. (He should be thanking you at that point for deciding not to use the supply units!) You can give up all hope Of ever busting out of the pocket. By turn 15, Stalingrad itself will fall like a ripe plum into the Soviet player's lap and I'm sure his whole day will be made. With supply units stockpiled against the inevitable, here's what can be done. The German player can identify Soviet main efforts directed against the "skin" of the pocket and target zones there to be supplied. That will make "pocket busting" much harder on the Soviet player. It is easily possible to position a supply unit in such a way to supply a large portion of the pocket's skin as well as some strong reserves inside it. (If your pocket is too big, it might be time to pull it in some.) The reserves (and every pocket needs some) can be used to punch any particularly froggy Soviet units, take advantage of any momentary advantage offered, and be ready for the big breakout attempt. Nothing brightens a bleak day quicker than a quick pounce and kill on a Soviet HQ. If you are able to take the shine off a couple of the good Soviet units while in the pocket, you might bring his whole offensive to a halt-he should be pretty strung out by that time, if you've done your job up to that point. Only supplied break outs work, period. If the reinforcements and other forces outside the pocket can't break-in, it will be up to those inside to breakout. Actually, a combination of the two works best. What I prefer is to wait close enough to the end of the game to launch a max effort breakout/break-in operation so that the Soviet player won't have enough time to clean up the mess before the end of the game. (Yes, that's gamey too-did I ever tell you about good gamey vs. bad gamey? Just kidding.) I do believe the supply units in SP serve an important function. They allow the German player to hedge his bets. If a pocket forms (it's usually best to avoid it, if you can), supply units can both stiffen the pocket and provide at least some hope of a breakout. Without them, you are literally up the pocket without a paddle! 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. 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