| Prep Fire | Tim Hundsdorfer |
| Feedback | Matt Romey |
| RB Variant Fun | Tim Hundsdorfer |
| Errata, MND | Tim Hundsdorfer |
| Factories on Fire | Tim Hundsdorfer, Chuck Payne, Jeff Shields |
| Resistance at Chabrehez | Tim Hundsdorfer |
| Scenario Ratings | WWF Crue |
| Snudl | Tim Hundsdorfer |
| Final Protective Fire | Tim Hundsdorfer |
So...This month, we have some feedback to the halftrack article in last month's edition. More Red Barricades, including a tongue-in-cheek look at how to make it even better and my thoughts about breaking down the Russian strongpoints.
A new look at a classic COD scenario and the WWF Crue put in their $.30 on what's good and what's not. And Snudl continues his romp through Stalingrad.
Cool digest this {last} month. I like the Halftrack article, as I am somewhat partial to them. One note regarding your article, however. I think it would have been nice to mention that passengers aboard halftracks are not halved for Mounted Fire (D6.63). Thus, Infantry involved in an overrun is tripled and _halved_ (for Bounding Fire), not tripled and quartered as you said. This really increases the utility of these vehicles. An SS squad with LMG, combined with the ht's AAMG is (6+3+3=12)x3(TPBF)/2(Bounding Fire)=18 FP. COOL!
Plus, many players tend to disregard ht's as threats until it's too late. The AT weapons are usually busy with the tank support which inevitably is present. This allows the ht's to slip between the cracks and wreak havoc.
Gotta love it!
Matt
Patrik Manlig also pointed out that SPW250/2 and SPW250/9 have infantry crews per errata in the 1989 Annual. He had some comments on the RB suggestions as well, but I lost the message (what a ham-head). Thanks Patrik.
Red Barricades is tres fun, we all know that. But after three or four CGs, even the best can get a little stale, so here are some ideas for House Rules to liven it up:
1) 10-3's have inherent jet packs. They have an X number "5", and can transport the 10-3 up to 20 hexes. Defensive First Fire against them is not allowed, but they suffer a -2 DRM when flying through an FFE.
2) Russians have inherent Spam capabilities. In November, Spam started showing up on the West bank of the Volga as American Lend Lease supplies started to make their appearance. On a dr of "1" or "2", Russian infantry units making a street fighting attack have a Spam and are in a position to use it. The Spam is cooked on the exhaust of the tank and if the tank becomes a flaming wreck as a result of the attack, the Russian unit Battle Hardens. If the tank is killed but doesn't burn, the Russian unit becomes Fanatic. If the result of the reaction fire attack is "12", the Russian unit is still reduced, and the German tank crew gets a tasty snack.
3) Vodka cache. The Russian must designate one cellar location not more than 6 hexes from the front line as a Vodka cache. The designation of the Vodka Cache must be made known to the German player. The Russian may set up a free conscript half squad as defender of the Vodka Cache, and this half squad is automatically fanatic, receives a -2 for any CC attack it makes and may always use hand to hand close combat. Otherwise, the half squad is always TI. The Russian player may never kindle any location of the building which contains the Vodka Cache. The German player may not use a FT or DC against the Vodka Cache location. The side which controls the Vodka Cache location at the end of the CG day receives no modifier for CG days played with regards to ELR change.
4) Snudl appearance. The German player receives a heroic 8- 0, the Russian recieves an 8-1 Armor leader (German) and a PzIIIH. The PzIIIH and 8-1 AL may ONLY be used against the 8-0 and any units stacked with him. If the 8-0 is eliminated in any way, the PzIIIH and the 8-1 AL are recalled. The German may not fire at the PzIIIH except with the heroic 8-0 and any units stacked with him.
5) The Krushchev gambit. The Russian player receives a 10- 0 commissar, which must enter on foot at hex A-12 and go to any riverbank hex. The Russian then receives a boat counter which must attempt to rescue the commissar and exit him off any river board edge. The commissar is worth 10 CVP if he doesn't exit by scenario end.
+-----+ | 27| ^N +-----+
Blockbusting the Barrikady: Tim Hundsdorfer
The German player in Red Barricades has the tremendous advantage of initiative. The Russian player is limited in his ability to seize the initiative, and must generally establish a defensive success before he can even attempt this. The German determines, through the first campaign game scenarios, where and when the hammer will fall.
However, the German player that doesn't force the issue, by constantly applying pressure against the Russian, is tossing away this advantage. The different ways to go about seizing the Barrikady are too many to mention here, but overall, there are essential elements which the German player must replicate.
The Germans learned that there is no easy way to win a city fight. It was done a building, block and district at a time. It is essentially the same in Red Barricades.
It is day one, turn one. The Russian player is heavily invested in building F5, but is weak on the flanking positions of this building. Hex F5 is fortified on two levels.
You begin the process by developing the point of attack. This process begins in set up. Clauswitz says that mistakes made in the deployment cannot reasonably be expected to work their way out in combat, so it is vital that during setup and in your initial moves, you have a clear point of attack and a plan to reduce it and consolidate its capture.
In the Rally phase, The German places two PzIIIL in H-1 and I-1, and sets up his Sturm Company to come in on hexrow A, hexes 7,8,9.
The German has made this one of his pre-registered hexes, and on turn one in the Prep Fire phase, the off board observer brings down a smoke FFE. It is inaccurate by one hex and drifts to G6. The important hex is still shrouded in smoke.
During the movement phase, the German rushes forward, no longer in fear of Russian DF attacks. One PzIII moves forward to H2, the other moves up into hex F5 in bypass, stripping concealment from the Russians on the ground floor and easily surviving the street fighting attempt by the conscript squad therein (consequently checking for mines in the process). It continues on to move into position to cut rout paths.
By turn 2, the OBA is shifted to another spot (perhaps building I6). The Russian is still shrouded in smoke, and is pretty safe with +4 TEM and +2 dispersed smoke. The PzIII in H2 has built up it's acquisition on the blokes on the Ground level, and they beat a retreat to F6. At this point, if the armor is disposable, the other PzIII may even consider moving into F5.0 and a German MG stack is invested in D8 (probably 9-2, MMG, 548, MMG, 548)--note there is no way the Russian can have this hex encircled without making some bold moves and getting very lucky.
This attack now moves into the second stage, that of reduction. At the start of German turn 3, hex F5, with or without a German tank on the ground level, is basically untenable. Either during the German prep fire phase or during the next defensive fire phase, the Germans will have a 8FP+4, 6FP+0 and 20FP+4 encirclng shots on the upper level of that hex--not including any units which have moved up to around D5. And during the movement phase, a german tank can even shoot a smoke dispenser and shroud the hex once again, making it safe for onrushing units from D5 to get into the building without fear (At least a +5 shot against them from F5.1). If the unit breaks, or even pins, the Germans can now rush F5/F6. What's more, the units in F5.1 are cut off from routing and will be eliminated. The first stage, that of reduction, is now complete.
The third stage, that of consolidation, now takes place. The German must get units into F5/F6 to consolidate his gains. He'll probably also want to search the building and move through all locations there to pick up the locations as victory locations. Other locations, such as G6 and G7 will probably also have fallen as a result of your consolidation. At any rate, they have now become indefensible.
The final stage, which I'll call reset, must now be done as quickly as possible. As you can tell from above, you are now on turn four or five. You must be decisive in moving up your most deadly assets at this point. Get your 9-2 stack up to F5/F6 and in position to cover your next point of attack. The game could end at any time at this point, so it is VITAL that the consolidation phase is completed, but it could continue, so it is also important that you have reset your attack for the next thrust.
The process is then continued.
There is more! Plan your point of attacks so that they are mutually supporting and bring the potential for even bigger breakthroughs.
Assume you were successful in the above. Now, another point of attack was L5, and you, for example, froze a unit in bypass in L5 and managed to get a DC up and placed against the defenders there, clearing it out. You have now made I6 vulnerable as your next point of attack. Further, during the second stage, the Russian defense will be less coordinated. He will be bringing in reinforcements to try to stem your tide, and will probably have OBA on you now to limit your move to exploit initial successes, but many times, this stage, turns 6-8 becomes a wide open German grab for stone locations.
Mutually supporting positions bring greater opportunities for encirclement, breakthroughs and casualties than breakthroughs on wider fronts. They also allow you to establish a better perimeter should the CG end quickly and allow you to shift the weight of your attack should it become necessary.
Now, admittedly, there are many faults you can find in this example, but it is just an example of developing a point of attack, reducing it, consolidating it's capture and resetting your forces for your next point of attack.
Again: 1) Develop your attack 2) Reduce your target 3) Consolidate your gains 4) Reset for your next point of attack.
Don't get hung up in the specifics of the example above. Take away the process, not the specific problem.
Be specific about your point of attack, and be flexible about exploiting weaknesses/avoiding strengths in your opponents set up. Don't view multiple points of attack in isolation, but as a whole.
But overall, you cannot count on mistakes your opponent makes. Major successes, as Feldmarschal Rommell points out, are not the result of grand strategy, but a tactical opportunity which is seized on and exploited.
In this way, you reduce the Barrikady--an area of daunting possibilities--to a specific problem. You now tackle the problems just as the Germans learned you must--one at a time.
Board Configuration:
+----------+ | | | Ch| +----------+ N^
Victory Conditions: The German wins by securing all of the road hexes from TT5 or PP0 in a continuous line to A8 or A11 such that no good order Belgian squad has a clear LOS to any portion of that road.
Balance:
German: Allow up to 7 US# of Belgians to set up
HIP.
Belgian: Add two PSW 222's to the German OB, entering
on turn 3
Turns: 9.5 turns, Belgian sets up first, German moves first.
Belgian OB: Detachment of the 3rd Regiment, Chasseurs Ardennais [ELR: 4], set up first, south and east of the river, and at least one hex from all river hexes {SAN: 4}.
458x3, 457x2, 437x3, 8-1, 7-0, MMG, Roadblock x2, Foxholes x5, Wire x4, ? x12
German OB: Advance Elements of the 7th Motorcycle Battalion [ELR:4], enter on TT5 or PP0 on or after turn 1 {SAN: 2}.
548x9, 447x3, 9-2, 9-1, 8-1, 8-0, LMGx4, Motorcycles x8, Sidecars x4
SSR:
Below is a rating of recent scenarios. The ratings are supplied by the Wild West Fest Crue. Key= ++ Play it, now! + Play it - Don't play it. -- Don't play it, even if someone offers you a Warmonger Weasel to play it.
| Scenario | Rating | Judge |
| Blocking Action at Lipki | ++ | (MS) |
| Commisar's House | ++ | (MS) |
| Hube's Pocket | ++ | (MS) |
| Into the Factories | ++ | (TH) |
| Invisible Foes | ++ | (DC) |
| The Ring | ++ | (MS) |
| Le Armee du Bout du Mond | ++ | (TH) |
| Cemetary Hill | + | (KM) |
| Death Ride | + | (KM) |
| Directive Number Three | + | (KM, TW) |
| Distinguished Service | + | (DC) |
| Eye of the Tiger | + | (MS) |
| Hitdorf on the Rhine | + | (DC) |
| Los Ejercitos Neuvos | + | (MS) |
| Nightmare at Naha | + | (DC) |
| Shoonebone Hotel | + | (KM) |
| Tanigawa's Outpost | + | (KM) |
| Raging Furnace | - | (KM) |
| Pomeranian Tigers | - | (KM) |
| Prothero's Hook | - | (TH, KM) |
| Marine Ambush | -- | (TH) |
| On Silent Wings | -- | (TR) |
Dade Cariaga on Nordic Twilight:
Snudl and Werner were put into a squad which had been decimated in a Russian close assault. The squad, in fact, was without a MG40 and had scrounged an ATR from the company reserve. It was well supplied with grenades, however.
The squad's objective was to cross over a major street and tie up the Russian machine gun nest infesting the department store. They were to be covered as they crossed the street, the Feldwebel explained, by battalion mortar, which would hit the Russians with smoke at zero hour.
The men of Snudl's squad hung their heads. The mission did not sound too promising, smoke or no smoke (which, they felt, was likely to be the case).
Their new half-squad was a tight bunch who had been together since the beginning of Barbarossa. They looked on Snudl and Werner as outsiders and made decisions among themselves. As a result, there was no real leader.
Snudl walked through the building, trying not to think about what was coming. It reminded him of his Uncle Uwe, who had been at the Somme. Uncle Uwe told stories of waiting for hours to go "over the top". It was like being given a death sentence,' Uncle Uwe had said, and now, Snudl knew exactly what he meant.
Now in the basement, Snudl looked up. He saw a rather large opening leading out of the building--toward the department store. Snudl rubbed his chin. The tunnels beneath Stalingrad were a maze in which one could easily get lost. What's more, they were often crawling with Reds--and you didn't want to meet Reds down in these tunnels.
But what difference is that to a dead man? Snudl thought. He hoisted himself up and crawled a few meters. He stopped, considering again what he was doing, and then continued on. After a few short minutes, he came to an opening and looked around.
His eyes were well adjusted to the dark now, and there was an open door somewhere above, allowing enough light in to see that the place was littered with the paraphernalia of a department store.
Snudl didn't like the prospect of going into the department store, but he there was no room in the steam tunnel to turn around. Jumping down, he knocked over a bail of something, that made a dull thud. There was a flash, a wave of heat, and Snudl knew no more...
That's it for 1996. Ten issues, a score of decent articles and even a few so-so scenarios. And it didn't cost nothin'.
But this is my last. After a year, I'm looking for an interested party to carry on the tradition. If no one steps forward, I suppose no one steps forward.
Happy Christmas, Chanukkah, Kwanzaa, Solstice, Saturnalia, whatever. Cthulu loathes you all, regardless.
DISCLAIMER: [snip! -jds]
Copyright is retained by original author. Contact the author before making any use of any articles in the Digest.
Tim
Hundsdorfer
University of Colorado at Denver
(303) 556-4061