Preface

Below is one of the finest discussions of strategy and tactics from the ASL list. It's organized with a brief presentation on the use of the Armored Blitz in Red Barricades, followed by a Discussion of the tactic by various lis t members. I've edited and rewritten parts of the text for clarity and presentation. Initials at the beginning of paragraphs indicate the contributor. You may also want to read Chuck Payne's first hand account of armor in RB.

The Armored Blitz in RB

BS: Turn 1 of CGI or CGIII is about the only time in RB you can do the Armored Blitz because you have all that Open Ground in the north, which equals manuverability and good LOS. I give credit to Dan Dolan because he used it on me. In that game I set up the "standard" Soviet purchases, you know, Infantry and Arty with Forts. I got crushed.

German purchases:

With the given OB, I had 6 AFVs, and 3 Infantry Coys. My attack proceeded with the purchased Rifle Coy entering in the NW to the railway embankment. This pinned some of the Russian units in the NW, instead of moving ALL of them to the NE, where the main thrust fell.

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:

The MOL capacity to bolster the non-existent AT capability, and OBA to cover the NW with another one to cover the NE (excellent idea, by the way). One Rifle Coy in resevrve.

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:

So he had 2 Infantry Coys, 12 AFVs and and SPW platoon rolling around. As the Soviets I had to attack the next day to get the Commissar's House back. But, his onboard units were more than adequate to defend it, and he purchased Infantry that now entered on the NW, and rolled into the factory complex, because the little infantry the Soviet did get were busy trying to get back into the Commissar's House.

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.


Discussion of the tactic

DG: I think there IS a middle ground: an ART Battery. I don't remember exactly what the Russkies get in it; I think two each of 76L and 76*? At any rate, the 76L will do just fine against tanks AND infantry, and may provide the needed punch. Is it too expensive?

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 :

If 1 CPP more is wanted for more FPP, OBA or whatever, then swap the T-34s for a dug-in KV-1 M42 platoon (and hope its not depleted.)

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: