Revised Pocket

The Sequel or The Real Game?

by Jean Jodoin



In Operations, issue #7 Dean Essig provides us with the latest SCS errata. That in itself is good. What is even better is that these changes make a great deal of sense. Taken as a package, these changes usher in a brand new game: Stalingrad Pocket II, The Sequel. The Sequel is what the original SP should have been right out of the shrink wrap.

These changes have appeared very quietly, almost surreptitiously. They deserve much more fanfare. The following is an analysis of their impact on game play. The changes are, in decreasing importance: EZOC MP penalty, historical Russian HQ supply rule, retreat through EZOC.

Seemingly harmless, the EZOC +2 MP penalty rule has far reaching impact. The biggest problem I previously had as the German Player was to disengage from the "Russian bear hug" tactic. A Russian bear hug occurs when the Russian player moves slow, but powerful, infantry forces adjacent to German/Romanian infantry forces. Under the old rules, it costs the German Player +2 M Ps to leave EZOCs. Thus, an infantry unit with five MPs can only move three hexes away. These units may not move during the Exploitation Phase. The Russian Player, in its turn, can move up to five MPs and reestablish contact with the hapless German/Romanian troops. Breaking away from the Russian bear hug is nearly impossible. If exploitation-capable Russian forces work their way around the flanks, units currently being "hugged" are doomed.

The revised rule changes all that. Now German/Romanian infantry forces can move five hexes away from Russian units. The pursuing Russian infantry units subsequently move four hexes toward there treating German/Romanian troops but do not have the necessary +2 MPs to enter the EZOCs.

Conclusion: German/Romanian infantry can now outrun non-exploitation-capable pursuers, or move five versus three hexes from exploitation-capable units. To persist in practicing the "Russian bear hug" with only exploitation-capable units is to court actively a counter-attack from the German MobThe Strike Force. That is a world of difference!

Forcing Russian units to draw supplies from their historical HQs will severely hamstring their operational flexibility. I agree with this rule and had personally enforced a similar "house rule". Russian commanders have to examine their forces' capabilities carefully and come up with historically valid strategies. This puts a premium on safeguarding one's HQs, since their demise ensures that a significant portion of the Russian forces becomes ineffective. (Force effectiveness depends largely on troop density, while staying power depends on the number of steps available.) Rear area security becomes a real concern, as it was historically. This is a welcome addition to the realism aspect of SP.

However, I would like to propose the following rule change for those wishing to explore what-if situations. At the beginning of any game, units may be re-assigned from one command to another. However, any such cross attachment remains permanent for the duration of the game. Players are responsible for keeping track of which units draw supplies frorn individual HQs. Warning; implement this rule only between dedicated players as it adds significantly to the players' workload.

Finally, we have the retreat-through-EZOC rule change. As it stood, units could rarely, if ever, retreat through an EZOC without being annihilated. Now, it becomes possible for large stacks to retreat their way back to safety, although depleted in the process. This means that players must attempt to surround enemy stacks with units, whenever possible.

What do these changes do for Stalingrad Pocket? l believe that we are in the presence of a radically different game. A better game, as it stands.

In summary

Infantry forces can retreat more effectively. Russian HQs become practically irreplaceable, even while Russian armies depend on their historical umbilical cord. Fighting retreats become viable.

I cannot resist throwing in a personal request. Stalingrad Pocket III cries out for one more change: a limited-scope Reaction Phase occurring after the Enemy Combat Phase, just before the Exploitation Phase? It should be simple. Something like

All exploitation-capable units stacked with a friendly HQ at the beginning of the Reaction Phase may perform a reaction movement phase, including OVs using only half of their movement allowance.

This is simple and elegant yet effective provided those HQs have good location and adequate assets. There would be more interaction in an already fine game. Has it been tried during playtest? If so, what was the outcome? Inquisitive minds want to know. Take it away, Dean.

Stalingrad Pocket Victory Matrix

Here's a visual summary of the SP victory conditions as presented in Operations 8. These victory conditions and level shifts supersede those printed in the SP game rules.

Victory LevelAxis Losses (in units) Axis
holds
Stalingrad*
less than 9090-110111-120121 or more
Massive GermanX--- X
Major German-X-- X
Minor German-X-- -
Minor Soviet--X- X
Major Soviet--X- -
Major Soviet---X X
Massive Soviet---X -
* i.e. occupies 2 or more Stalingrad hexes

Level Shifts

Shift one level of victory in the Soviet favor if the Soviet Player occupies all hexes of entry area G and exits 15 units through any G hex.

Shift one additional level of victory in the Soviet favor if the Soviet Player occupies all hexes of entry area F and exits a further 10 units through any F hex, in addition to the conditions of the above shift.

Shift one level of victory in the German favor if Soviet losses (actual dead units, not out of supply, fired rocket artillery, or the above exited ones are 100- 120.

Shift an additional level of victory in the German favor if Soviet losses (actual dead units, not out of supply, fired rocket artillery, or the above exited ones are 121 or more.

Looking at the matrix, you may ask, "What about if the Axis losses are less than 90 but the Axis does not hold at least 2 Stalingrad hexes?" In that case:

Tie--Both Lose The Germans cut and ran without putting up a fight, and the Soviets spent most of the game pounding ineffectually at the wall of Axis units guarding the F and G entry hexes. Having deliberately sidestepped the intention of the victory conditions, the players walk away muttering that Stalingrad Pocket is static, tedious, and ahistorical.


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