German purchases:
With 6 AFVs, and 2 Coy's, just maneuver, break the Soviet, run around him, he's eliminated for failure to rout (AFVs all over the place), 50L AFVs with ROF = 2 are deadly, pre reg'd OBA rolling up the wooden buildings, 548's using Assault FP, etc.
Dolan knew I would do the same in our second game, with me as the Germans. So he bought as the Soviets:
Two little Soviet AT Guns and two plus companys can't hold the blitz back. As soon as a little hole develops down a road (i.e., a road free of Good order Soviet Squads, to avoid Ambush), the 4 SPWs each holding a squad and a half squad roll through and s tart running through every strategic location, i.e., Commissar's House et al. Plus, the crews abandon with the lmgs. You have 4 squads, 4 half squads, and 4 crews running around the Soviet rear scarfing up everything. The Soviets can't set up and defen d "in depth" day 1, just not enough units.
The advance links up, and you have one huge captured area. The German buys Infantry next few days to hold gains, and gets Soviets to waste a attack chit trying to get back all he lost, which he won't, since you have huge MG stacks, and he's real low on i nfantry as well.
It works, always does, and it is Dan Dolan's and my opinion that each and every time, the German will roll when the "armor blitz" is taken. The only way to avoid this is to give the Soviets a full AT Battery, or some more CPPs.
Dolan's purchases were the same but in place of a Rifle Coy, he purchased:
Overall, with only 8CPPs, the choice is limited. The effectiveness of Dolan's "armor blitz" can not be discounted. So what's one to do as the Soviets? If you purchase ATGs on Day 1, you leave yourself open to the German Infantry. If you purchase infan try, you're open to the armor blitz. There's really no middle ground.
HEG: What about buying INF guns on day 1? I think that three (unless depleted) INF guns at a cost of 4 CPP is a good alternative to the suggested dug-in tanks. 76* with a RoF of 2 are lethal against both infantry and AFV's. Of course you'll have to be ca reful and have them setup way back to keep them for the next day, but with the right support they can be effective. How about having two of them setup in V12 and Y14 to defend against a german blitz?
HEG: Suggested purchase: INF guns 4 CPP, SMG coy (reserves) 3 CPP, 80mm OBA (or SAN perhaps) 1 CPP.
BS: Well, a 76L Art Battery costs 5 CPPs, so that leaves 3 left. What ya gonna get a reserve 527? No SWs with that, so it really is not a "good" buy this early. Plus, you NEED _SOME_ Infantry at this stage, so no OBA, which means the German infantry r eally can run hog wild.
DG: Also, how about a MOL-P Platoon as an alternative? They're cheap, but reasonably effective; IMO, MOL capability just won't be much use against vehicles on turn 1 unless you have HIP guys down the roads that may be attacked; everywhere else the Germa ns can just stay back away from any MOL opportunities. The MOL-P might be interesting as an anti-infantry and anti-terrain weapon as well; it's another way to start fires, after all, and gives a pretty good FP boost compared to your average Russian squad .
BS: They have a range of 4, and are just about as effective as MOL capability, since you have to roll on the MOL-P TH table. A moving vehicle 3 hexes away, requires "4". May as well get MOL all around for your 2 CPPs.
DG: In short, I really don't think the situation is as bad as your playings make it out to be, because there ARE tricks the Russians can put up their sleeves. Use some HIP or clever AT-Ditch placement and I think you can really make the Germans pay for trying this 'armor blitz.'
BS: Of course there are "tricks" which I always try to implement. I think I'm a decent RB player as well as KGP player, playing the CGs agaisnt 4 different opponents, both sides. The BEST I've seen so far, is the German "armor blitz." If you prepare f or it by buying AT capability, you stand the risk (most likely) of being overrun by infantry. Go the other way, and the armor runs all over you.
PF: Put one of those 45LL in that level 2 building back around, what, O21 (?). It has marvelous LOS to the NE. That 3 ROF can turn the day. Placement of damn near a company of reserves up around there can help as well. Activation usually can be arran ged.
BS: And if a company of reserves is on one side, what's to keep the German from the other side? Not much. Lose-lose situation again.
PF: Those hallftracks ARE vulnerable to ATRs, and even the PzIIIs can fall to this humble LATW. Don't discount street fighting either. And careful placement of an OBA FFE could ruin the Germans day in the NE.
DG: Don't forget using the ATRs for Deliberate Immobilization (though, if things are as bad as you say, it's probably worth using them to kill SPWs instead).
BS: Now the Germans have a TON of SMOKE capability. That Gun on second level is +4 TH. Where you getting all that stuff [ATG and ATF] from? There are only 2-3 ATRs on day 1. Pz IIIs to ATRs, nope for the front. 2 ATRs against 10 SPWs and Pz IIIs and 4 STuGs, with SMOKE going on the 2 45LLs is a no win situation. If you buy OBA, then you can't buy the 76L arty or the Reserve Infantry.
PF: It wasn't me that wanted the 76L Guns. Our Day one purchases were:
DG: Good Luck ! If you are talking about Smoke from the tanks, well O.K., but if those tanks are placing Smoke in PFPh then they ain't moving. If you are talking about the sD's, '5' (+1 for BU; unless they are CE {yes, please let them be CE !}), well lik e I said, Good Luck !
BS: You forget the 80mmOBA, which can be pre reg'd too. And those StuGs have GREAT SMOKE capability. Not much need for luck. In fact, it's the Soviets who have to hope for luck!
CP: I have several comments regarding possible Russian counter moves:
(1)CP: If the Russian expects the armor blitz with loaded halftracks dashing into the Russian rear in the mid to late game, then 3 trenches in hexes V5, X5 and Y3 along with an A-T ditch in W6 should completely prevent any halftrack penetrations o f significance. [several others agreed to the AT Ditch/trench placement.] The cost is 42 FPP; not cheap, but doable. BS: Well, any German vehicle can use bypass around X3, [not so] and end run AA8 and Z8 as well. Trenches are good for halftracks, but won't stop an AFV (Bog roll). I'm not discounting the use of obstacles, I'm saying they only slow down the blitz a litt le bit.
DR: If you want to be rude, you can seal off the whole board by adding trenches at F7,E9,D10, and C12 - still without spending CPP. The armor can be helpful to the German, but he shouldn't count on the ht blitz breaking through.
BS: When I'm the Soviets now, I use roadblocks for an expected German armor blitz: U5-V6, V6-V5, W6-X5, Y7-Y8. Then put the two little itsy bitsy Guns that can scratch a German AFV in AA10 or the area, and the other west of X10 in the debris. I also pu t a trench in GG12 to keep those fast moving SPWs from scooting down the Volga.
(2)CP: For 84 FPP, vehicular penetrations can be slowed down by making the above listed trenches A-T trenches instead.
BS: It'd work to a degree, but I think it'd be better off with roadblocks (trenches only Bog AFVs, maybe) and the extra FPPs can be used for dummy "?" which is a must as the Soviet. Spend too much on Fortifications and no dummies, you'll see what a dumm y you are as the German rakes all your units, instead of wasting shots on dummy stacks. [Others pointed out that the trenches may give the Germans good positions, too.]
(3)CP: A dug-in T-34 M41 platoon with 2 T-34s in the northeast could be added to stiffen the region even more.
CP: Combining points 1 and 3 the Russian's RGs could be :
MB: All of this looks good. BUT let me ask a silly question to all would be grave diggers out there. What will this sort of fortification scheme give you on a subsequent day? It seems like a waste of FPP if I don't blitz. Surely someone has a better idea . IMO the trenches/AT ditches are just too passive for my tastes. Besides it will give the Germans a couple good places to hide from OBA when he invariably comes through what ought to be an OBA killing field.
BS: I usually prefer to buy Infantry, and hope my road blocks can hold out. Plus, if things go well for the Soviets, I'm dying to try a SOVIET armor blitz! Buy KVs, and both T-34s over a number of days, hold off board, and then do an attack. The Germa n player would in for a shock when he see's 8 AFVs he can't destroy (usually, his AT abilty is not as great, for he's more concerned with Infantry, usually).
BS: My last Soviet purchase, knowing the possible armor blitz effect, but I had a good hunch my opponent would _NOT_ use it (played him a lot, and knew his psych):
TR: If the Russian is willing to spend 2 CPP for FPP (giving the Ruski a total of 130) then the following is possible: A-T Ditch (126 FPP): T10, U10, V9, X8, Y8, DD5. This completely blocks the ability of any armor to exit the extreme NE corner unless they are willing to plow into buildings. The SPWs are NA for this and the Tanks would be '+5' for Bog Check plus the possibility of falling into the Cellars. These A-T Ditches are also pretty well placed for defensive purposes.
RK: Now this [AT Ditch FPP] is a serious commitment! I can't quite see a Russian player going this far. Especially because the German player _can_ see it coming. All entrenchments are placed on map. (This is one of the advantages of using roadblocks; the disadvantage being that roadblocks can be cleared during play.) Going through buildings doesn't have to be that bad (no cellars in factories or single-hex buildings and no Bog DRM if you spend all your MP).
TR: How about '3' other Coy (2 Rifle & 1 SMG; Not reserves which the Russian starts with) to cover the other side. For that matter what is the German going to have left to come in on that other side. Using the 'Buy All Tanks' Plan the German will have tw o Coy coming in. If he uses the Sturm Coy on the NE Side then that leaves the Rifle Coy (4-6-7) to use (with 'NO' AFV support) elsewhere. I would'd bet that the German is going to want that HMG and MMG from the Rifle Coy with the Sturms on the NE Side so you have even less to come in elsewhere. If the German goes with the Armor Assault plan he has in effect given up the NW Side (at least temporarily; If the German brings on just 8-10 squads on the NW corner he is asking for them to be destroyed. With my p urchase plan there would be an 80mm OBA plus 2-3 Coy in this area for the Russian). This will allow the Russian to later defend the NW Side with reserve units almost right up to the Map edge. I'll take that as the Russian!
Russian Purchase:
TR: There would be 3 ATRs available as well as an OBA on each flank. The Observer for the NE would be at level 2 in P18. This would probably be the 70mm OBA and would be more than adequate to help stop the German effort (in combination with the Roadblock s, AT-Mines, and infantry noted in my other post) on this side. I would even suggest that once this SR starts dancing around on that NE flank the German attack will slow down. I am positive the German will not fling those SPW's out there as long as an SR or FFE is hanging around on the NE flank.
MB: IMHO the game is in the hands of the Germans. [Certainly the initiative and momentum. -jds] Minimize losses of infantry and leaders. Don't take unecessary risks. Kill Russians at a 2:1 ratio (squad/squad) and you are on the path to victory. I don 't look to win the scenarios by taking locations. My primary goals are to kill at a 2:1 ratio or better, and to disrupt the Russian defensive positions. Each time the Russians are forced back they will invest at least a few CPP in improving their newly inherited homes. This can be really wasteful if they give up their just improved positions every day.
MB: The idea is to use common tactical doctrine. Break up avenues of approach with mines and obstacles, cover any remaining avenues of approach with direct fire, shell the enemy with arty to disrupt his rear area. When setting up a defense you don't ha ve to block all hexes. The idea is to create as many unfavorable hexes/ kill zones as possible. A cupola cost 1 CPP and fills three hexes: the one its in and the 2 OG hexes in front of it. That's not to bad considering that the Germans most likely won't purchase anything that has a good chance of killing [the cupola] outside of CC. [NB: The cupola discussion started this entire thread! I've purposefully kept it out to focus only on the blitz.-jds]
MB: Note that the German player does not have to bring on his entire force. If I was considering a blitz on day 1 and saw the rout effectively closed by trenches, I would save the SPW for later use and use most of two companies and 9 tanks to kill commies in the NW corner.
MB: The Russians need a flexible defense with enough AT weapons to deal with an armored penetration on either side of the map. TR's purchase selection does not include AT weapons. If I had to defend with those purchases I would be really nervous about no t getting my OBA on map and the possibility that the german armor might penetrate along either edge.
GH: In order to have a well balanced Ruskie defence on day 1, I'd buy 1 coy militia, 1 MOL, 1 fort, 81mm. This gives 3 extra antitank weapons [MRT] plus atr and 50mm against SPWs; and an extra leader on map and squads up front to hold off an infantry blit z. [MRT can be difficult to use in urban settings. -jds].
TR: We were talking about the "Unbeatable German Armored Assault On The NE". I really do not consider this as a "flexible" or viable attack for the German's in a 30 day/scenario campaign. It's totally risky and can be countered pretty easily later on beca use the German will experience a large shortfall in infantry. Any break through will require far more infantry support than the German will be able to field on day two plus the fact that now the Ruski can defend right at the board edge in the NW. The Germ an's "NEED" that third COY on day one. With my plan the Ruski's might loose a COY on day one & the German's will probably loose about that much. From then on the Russian will be adding 1.5 (or 2) to 1 in infantry (to support the break through the German w ill need to set up infantry on board unless they are willing to allow a "Custer's Last Stand" to occur with the 6-12 squads in the break through area). Over the course of 30 scenarios this will tell heavily against the German. The Armored Blitz concept i s really a one-shot-go-for-broke deal that really can't gain enough on Day One to make up for it's long term strategic short falls.
MB: As the Germans I like the following mix, because of its combined arms feel:
MB: This force allows for either an armored blitz or a combined arms attack on the NW section of the map. Two first turn SMOKE barrages can and will isolate the NW corner, giving you gross numericial superiority and probably precluding observation by any thing but a front line observer.
TR: Yea and this also leaves you with 3 Withdrawal rolls on Day Two each one with a 1 in 6 chance of a Platoon saying By-By. Suppose it's that PzIV that leaves for 5 CPP. [This is probably the major drawback to the entire blitz concept. However, if you win the game on day 1, it paid off! -jds]
MB: The German's have enough squads in their initial OB to deal with the Russians on an equal basis on either side of the map on day one. This is simply because the Russians have to defend both flanks. The Germans will choose only one axis of attack 9 ou t of 10 times and push it with almost everything he has. A small off map reserve will prevent the Russians from being too aggressive and mobile.
RK: As the Germans, I'd worry about Russian OBA cutting down an assault that was too heavily concentrated, especially if the Russian player picks out two SR counters at the beginning. With only one module, the Russian at least has to choose which side t o use it on, unless he puts his observer in O6, which is the first spot I'd fire at with German probing fire.
RK: As the Russians, I would definitely fear a breakthrough in the NE. I wouldn't count on reserves or AT guns to prevent it, and I wouldn't count on reinforcements getting to the area quickly in the dense terrain and in the face of enemy OBA and/or Stuk as. I'd rely on trenches to keep the halftracks out and set up deep enough that the tanks couldn't get behind everyone immediately.
RK: Are the Russians really going to buy dug-in KV's and MOL when the Germans may buy no armor at all? Is the German going to buy expensive high-caliber OBA without knowing the Russian will set up over-concentrated in the NW? Will the Russians reall y shift all their units over to one corner of the board without knowing whether the reserve forces off-map are armor or Infantry? This is what makes the campaign fun!! Every purchase is a gamble, because its effectiveness depends on what the opponent -p urchases. [I couldn't have said it better.-jds]
Cast of Characters
DR: William Dow Rieder
HEG: Hans-Eric Grvnlund
GH: Gene Holmberg
MB: Michael Black
TR: Tate Rogers
CP: Chuck Payne
BS: Brian Sielski
DG: Doug Gibson
PF: Paul F Ferraro
[]: Editorial comments -jds
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