Trade for Commissars. They are
pure gold in keeping your
lines intact and your squads fighting. They do far more good
than the occasional replacement of a squad to the next lower
class (A25.222). In fact, conscripts in factories rally on
an "8" when stacked with a commissar. (+1 factory
fanaticism, +1 commissar morale bonus, +1 building rally
bonus).
Buy OBA. Buy OBA. Buy OBA. And learn
how to use it. It is
cheap (although it does tie up a leader). OBA is deadly
against troops in low TEM terrain. But the threat of a CH
against well-led stacks in high TEM locations is still
significant and may well cause them to move to other
locations where their FP won't dominate that sector of your
defensive line. Buy two OBA modules if possible, because
their cost:effectiveness ratio is high. A pre-registered
hex is a must for the larger caliber OBA modules, and don't
forget to use a Barrage (E12) to shut down the attack before
it starts. The extra black chit is well worth the cost when
you consider that you should get a Turn 1 FFE that may catch
the Germans before they spread out.
Russian leaders are valuable.
They're far more valuable
rallying squads than leading kill stacks. As a general rule
of thumb leaders should only direct fire if they have -2 or
better modifier. Don't waste leaders by taking them into CC
or by getting them killed or broken in combat. Use them to
keep the squads rallied and fighting, and to get those
buildings burning when necessary.
Defend the perimeter. Be sure
you can defend your perimeter before buying Reserve
companies. The perimeter is more important than saving a few
CPP early in the CG. Ideally the Russian will have 1 squad
per hex of frontage, but 1 squad per 2 hexes is practical
early in the game. The German needs local superiority at
the point of attack (at least 1.5:1). The German will not
break through with equal numbers. However, the Russian can
counterattack elsewhere if the German thins his static lines
too much. One squad per 2 hexes does not allow for much
depth. Most of the depth comes from MG nests behind the
lines. 1 squad per hex does allow for good depth with maybe
40% in the front hex or two and the rest behind that line.
Avoid concentrating troops too much for a well placed OBA
FFE can smash the defenses. Yet, in some areas you'll have
to bunche up to keep the Germans from breaking through.
For example, the Northern Foundary Hall is only two hexes
wide so to defend it requires units to concentrate. By
buying on-map companies along with two modules of OBA, you
reduce the risk of an early German breakthrough. By
preventing a German breakthrough, you prevent your squads
from being committed piecemeal to the German attack. You
also pressure the German into buying more expensive infantry
instead of the other nifty reinforcement groups (AFVs, OBA,
Stukas & guns).
Counterattack as the defender.
One of the most important
lessons to learn in ASL is when to counterattack and how to
plan for it. (Many thanks to Brian Youse for his series
replay in the last annual, where he discusses counter-
attacking as the defender. [NB: But be wary, Brian lost in
part to his counterattack. -jds]) As the defender, you
don't have to sit back and just defend. Be aggressive
sometimes and the Germans will be kept off guard. If the
German overextends himself, then rip that area apart with a
local counterattack. If the German is strong in one area,
try to neutralize that area by counterattacking in a weakly
held area. The German must also defend his perimeter even
though he may have better long range FP, the Russian should
have the numbers! Punch a hole in the lines and watch how
fast the German moves units to close it up. These units are
taken away from where there most wanted. If the German still
has off-map reinforcements, make him commit them into the
threatened area. Make him reinforce failure instead of
success. (Or else he'll watch you recapture some serious
killing grounds.) Expect some factories to change hands 8-
10 times if you counterattack.
Maintain local reserves. These
reserves should be located
behind each sector of the perimeter, and they should contain
a leader and 2-3 squads ready to commit to any German
breakthrough. They should be far enough behind (5-8 MF) the
lines to be out of LOS from likely German kill stacks and
OBA observers. SW are useful, but not essential for these
squads. Use 527s or 628s if the expected combat range will
be two hexes or less. Otherwise use 447s, or 458s. Do not
use 426s as local reserves; they cannot support an active
defense. The leader should be at least an 8-1 or a
commissar. There will generally be units for the leader to
rally so keep the better leaders ready to bring in the
reinforcements. Local reserves are a must on Day 1 simply
because the lines are thinly extended. Don't underestimate
their importance.
Keep the heavy support weapons
back. They should be far
enough behind the lines to prevent their loss if their
manning squad breaks or is eliminated. Resist the urge to
put them 2-3 hexes behind the front lines in a fortified
location. The SW will either be lost or the Russian will
spend an inordinate amount of time and effort to retain it.
Captured German MMG are ideal for a frontline defense
because squads can rout with them!
Learn when to pull back
Concede territory to avoid
having your rout paths cut. Delay is fatal, but early
withdrawal can be, too. Squads, leaders
and SW are quickly lost when they are unable to rout or are
trapped in areas from which they cannot fall back. Routing
to an upper level only delays the inevitable loss, and
generally does not buy extra time.
Be ruthless with fire. Torch
buildings on the
day you expect them to fall or earlier if those locations
will be entirely behind your lines. Deny their use to the
Germans. Blazes are a fool-proof barrier that neither side
may penetrate. The key buildings to burn are the Northern
Manufacturing Hall (O6), buildings B12, B17, B23 and X9.
Use molotovs in these buildings instead of SW. Molotovs
will cause a flame one third of the time in either the
user's location or the enemy's location. Make those
entering German units spend the extra MFs to cross rubble or
risk taking the low TEM routes around the burning buildings.
If the buildings are left standing, the Russian will pay a
high price later to upper level German kill stacks with LOS
over rubble or hindrances.
Russian squads should seek close combat of
1:1 odds or better unless CX. Russian squads are
stealthy if first line
or elite. This is a significant advantage in CC (-1 ambush
dr). Even concealed militia have a net -1 drm for ambush (-
2 concealed, +1 inexperienced). Don't forget, an even trade
in CC is a Russian win. As per Brian Youse's rule-of-thumb,
the Russian should initiate 10-15 CCs per campaign day. CC
is the easiest way for the Russians to kill German squads
and AFVs. Russian squads are much cheaper to replace than
the expensive sturm squads, and 628s and 527s rule against
467s and 548s.
Concentrate on killing the German's
best leaders and any
unsupported armor. Use Russian HMG or MMG kill
stacks; they
pack a strong punch. They're the only reason to risk
leaders under enemy fire. Your 9-2 leaders will tend to
have rather short lives as a result, but the payoff may far
exceed their loss. Remember, too, that the German has more
range with his MGs than the Russian. Either put your kill
stack within normal range (typically 10 hexes) of the German
expected setup locations or else keep them more than 16
hexes away. Avoid putting your heavy weapons either 11-12
hexes away (when the German inherent FP is still within long
range but your inherent FP is not) or 13-16 hexes (when his
HMGs are at normal range but yours are not). Keep the
firepower exchange as close to even as possible. Putting a
16FP stack up against a 24FP stack is a losing proposition.
The Russian cannot afford for the German to have several
well-led and well-positioned kill stacks. Learn to guess
where the German kill stacks are likely to start and
position the HMGs and MMGs to nail those locations. One
trick is to give Russian kill stacks HIP, and thus give them
two consecutive attacks (DFPh and next PFPh) before taking a
return attack.
Lesser support weapons are useful.
Don't discount their
utility. As the campaign progresses, the Russian will have
an abundance of 50mm MTRs. This mortar has a 20 hex range,
so use it to advantage. Give a single 447 or 527 two
mortars and set it up on a 2.5 level rooftop well behind the
front lines (and preferably out of the 13 hex range of the
German 50mm MTRs.) First exhaust the ROF of one mortar then
switch to the other mortar. Don't worry about losing
acquisition. The high ROF means there will be plenty of
shots, and each will strike fear into the German when
they're unleashed. Sooner or later these 50mm shells will
score a big hit! It's very disconcerting to have a unit
(especially an AFV) take 6 or 7 consecutive attacks that
might be a critical hit or an effects DR low enough to harm
it. The eastern side of the map offers the most quality and
quantity of locations for this tactic, but the roof
locations of K27-K30 and P33-P34 give excellent views of
other sections of the map. T21.R has a good view to the
northeast and west. Who knows if it might surprise a Kraut
in open ground in A21 or so?
Battle harden units for manning the critical
SWs. You'll want enough 458s to
man every HMG and MMG. After that, you'll want 628s to help
in the factories. The 458s extend inherent range by 2-3
hexes plus add an additional 14% to surviving a NTC. Since
most of heavy weapons are not in the factories, the morale
boost is even more important for their survival. [NB:
There's plenty of room for disagreement here. Several
people prefer to BH Conscripts and for very good reasons.
They gain a MP, they no longer +1 Breakdown to SW usage,
etc. -jds]
Use MTR, INF, and ART for SMOKE.
With the Heavy Weapons
platoon, the Russian player has access to the 82mm MTRs and
smoke. If the 82mm MTRs are placed on factory rooftops out
of German LOS, then use an HIP 426 as its spotter. The
factory rooftop still gives the factory morale bonus and a
conscript does just as good a job of spotting as an elite
unit. Locate ART or INF guns with a LOS to probable German
kill stack locations, then neutralize them with smoke. This
tactic is often overlooked by overly aggressive or less
experienced players. Don't let the German be the only one
neutralizing strongpoints. And since roofs are playable
locations, a level 1 building does not block your LOS to a
two story building! The sleaze move is to fire smoke at the
roof and bury the level 1 location in smoke without the
enemy getting any return shots at your gun. The only
negative is you must add +2 for using area target type
against a hex without known enemy units (to the firer).
That's no worse than using spotted fire.
Know thy terrain. Determine
which buildings dominate a
sector. For example, whoever controls building X9 makes
defending the Northern Manufacturing Hall untenable. BB18
controls much of the ground in the east if a powerful kill
stack or gun is setup there. Even X15.1 with a kill stack
can reach out and touch German reinforcements moving around
hex O4, 16 hexes away! That's close enough to strip
concealment and possibly have long range fire at -2 DRM or
better. Mortars on the roof of P34 have a view of nearly
half of the western map edge. P18.2 or .R has a LOS both to
M6 and into the X9 area. An OBA observer or kill stack here
can dominate a lot of vital territory. Study the map to find
the upper levels that will help you control the ground. The
time to hurt the enemy is when he must cross open ground,
shellholes, debris, and orchards. The greater your field of
fire, the more you can push German squads into your killing
zones. Conversely, there are times where you want a limited
field of fire to create a choke point. For example, G22.1
does not have any great LOS to the ground near it. But it
can be painful for any Germans moving from the F row
buildings towards the Northern or Southern Foundary Halls.
Use sewer movement shamelessly. Not
to squanders a
tremendous Russian advantage. Conscripts emerging from the
sewer still have a net -1 drm to CC if entering concealment
terrain. Nothing is more satisfying (other than killing the
Germans outright) than seeing sturm squads self-break to
avoid CC with a concealed conscript emerging from the
sewers. Of course, the German doesn't always know if the
concealed squad is a 628, or a 426, and most players aren't
about to risk being ambushed with a net -3 ambush drm and
hand-to-hand CC sure to follow! Of course you'll gladly
exchange a 426 for a 548! And don't forget that sewers
provide excellent avenues to attack armor.
Militia squads are not all
trash! Use them to hold the
factories and advance into CC against German units that are
not in ambush terrain. They move through the sewers easily
too. Try to have the 426s give their SW to first line or
better squads during the initial RPh, or risk having their
support weapons break (+1 DRM for inexperienced infantry).
One tactic the German can try is to attempt to capture the
conscripts in CC (-1 for inexperienced, A20.221).
Captured units can be interrogated to disclose HIP
positions.
Beware the 10/23/42 campaign date.
It allows the German to
enter along any hex of row A whether controlled or not!
Thus, the Russian frontage grows from maybe 45 hexes to 68
hexes overnight. This sudden increase can force the Russian
to thin his lines, and may, in effect, cripple him for the
remainder of the campaign. To counter this threat place a
Reserve militia company in every +2 and many +1 TEM hexes in
the A hexrow with one or two more Reserve companies (rifle
and SMG) backing them up in rows B and C. Typically, these
Reserves are from A25 to A45 and three rows deep. Add a few
squads with a MMG or two in upper level buildings behind
them as local reserves and to provide covering fire. Then
dare the German to enter here. Remember that a unit may
only exit the map from a hex edge that is currently
controlled, and is so at the start of the scenario! If
German squads enter here they unleash a firestorm, and have
no place to rout (CG13). Thus, any German unit forced off
the map will be eliminated. While probing HSs can strip
concealments and give the German temporary advantage in the
ensuing CCPh, thereafter they face encircling fire from the
activated Reserves, much of it as PBF. To have a reasonable
chance at holding this beachhead requires the German to
commit one or two companies with armor support as a minimum.
If the Russian has OBA support available if needed then the
German may face the unenviable choice: retreat or die? This
situation is ideal for placing Reserves where they really
can do a useful job. Either they will be activated in
quantity if needed, or they protect vital ground if not
challenged. To defend against a potential an Armored Blitz
on hexrow A, one may be able to place an AT gun, a T-34 M43
and several ATRs and a number of MGs. These pieces are
placed to cover the more open areas that are not accessible
to street fighting. If the German expects to hold his gains
here, he must commit a large number of CPP including armor,
two companies, and an off-board observer to this sector.
Hoard attack chits for the mid
game. When you start a
campaign game manage your resources so you can counterattack
over several consecutive days starting around 10/29/42
through 11/2/42. This period may be the only time when the
Russian can rebound enough to drive the Germans back and
reshape the perimeter to the advantage. Remember that the
Russian can only take one attack chit per 4 CG days
completed (O11.6231). During this time the German may only
buy 1 company or less per day while the Russian may buy 2 to
4 companies per day. The German will probably have to take
idle days during this period, so plan for some night attacks
at a time when your gaining in relative infantry numbers.
The goal must be to infiltrate the German lines to recapture
lost territory, to kill enemy units and to isolate
significant amounts of German infantry and armor. Don't
forget that the Germans are lax at night, so even conscripts
will be even on ambushes. Be sure to have the 82 MTRs and
OBA fire IR to support the attack. Night scenarios give the
Russian his best chances to force the German into very large
numbers of close combats. Night is also the ideal time for
that gloriously massive human wave.
More discussion on this topic is planned for the future!