Victory Results:
 100 %
Record a victory for BOTTOM ARMY  0 %
Total plays 1 - Last reported by alecrespi on 2021-03-31 23:51:38

After its victory at Kursk in July 1943, the Soviet Red Army relentlessly pushed the Germans back. Although Kiev and a Mtge part of the Ukraine were liberated, six months of constant fighting saw no major breakthroughs. That would change when the Germans attempted to form a defensive line on the Dnieper River in the winter of 1943-1944. Operation Korsun-Shevchenkovskii was the first Soviet attempt at encirclement since Stalingrad more than a year earlier. The attack began on 25 January 1944, and three days later the Soviet armored spearheads met finm opposite directions along a narrow breakthrough corridor Inside the pocket at least six understrength German divisions were trapped.

 

  Soviet German
Division 1

5 Squad Bases
- 13 Regular Infantry
- 4 Elite Infantry
- 1 Officer
- 1 Mortar Crew

2 T-34/76s

4 Squad Bases
- 11 Regular Infantry
- 1 Officer
- 1 Machine Gun Crew
- 1 Mortar Crew

1x AntiTank
1x Concealed Concealed

Division 2

4 Squad Bases
- 14 Regular Infantry
- 2 Officer

1 SU-122

4 Squad Bases
- 13 Regular Infantry
- 1 Officer
- 1 Machine Gun Crew

1x AntiTank
1x Concealed Concealed

Strategy Decks Artillery 1
Winter Tactics 1 (Shared)
Ground Support 1
Winter Tactics 1 (Shared)
Starting Strategy Cards 1 1
Operations Cards 044 Soviet Command Restraints 013 Desperate Defenders
Deployment Zone Division 1: Any hex with a dark red border on map 34A.
Division 2: Any hex with a dark red border on map 35A.
Division 1: Any of the hexes on map 31A.
Division 2: Any building hex on map 38A.
Starting Initiative Initiative Token  
Objective The Soviets win if they control all building hexes on map 38A by the end of round 6. The Germans win if the Soviets are unable to fulfill their objectives by the end of round 6.
Rounds 6
Actions per turn 3 3
Reinforcements - -
Special Rules - -
Hints for players Historically, the Soviets quickly tore through the defenders, but the Germans can win through careful deployment and shrewd use of their anti-tank squads.

 

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alecrespi replied the topic:
10 months 3 weeks ago
boersma8 (Jun 13, 2011)

Pros:

* It's an interesting map lay-out and unit set-upwith the Russians closing in on the German positions from two directions.

* It's relatively quick to set up. No terrain overlays nor entrenchments, barbed wire etc. are required. Further there are no reinforcements of any kind meaning that as the game progresses turns will tend to end ever more quickly, so all in all it's a fast paced scenario.

Cons:

* Again, I'm not sure about the balance. It seems to strongly favor the Russians. I'll have to replay it, but the Russians had twelve (mostly intact) units left by the middle of the sixth action phase. At that point there wasn't a single German unit left on the board. So Two and a half turns left to occupy (or is moving through actually enough?!) the remaining two building hexes not yet under Russian control. As I said, I'll need to try another strategy for the Germans, but to have THIS many Russians left and not a single German and then still have time to spare...Things will have to go REALLY differently to achieve a German win...

I feel the actual or perceived imbalance is mostly created by two things:

* The immense power of the SU 122. Once it's in postion (or even with a fire and move which is officially not disallowed, though we often houserule non-turreted vehicles so that they're not allowed to make any such attacks) any German (MG) squad woudl be foolish to stay on Op-fire in a building hex (13 dice, 7 with a fire and-move. And then its range: 10...Point made, I suppose).

* I simply left my Russian squads advancing from the South in place thereby being immune to any German MGs in op-fire until the SU 122 had either eliminated them or scared them away. Also, one of the T34s advancing from the North had occupied a hill hex thereby also procuring LOS and a 9 die attack against the German MG originally in that position. The Russian infantry simply waited two turns. Normally, if they'd started moving on turn 1, the MGs would have caused 1 casualty per two moving squads on average.

What I might try next time is to replace the SU 122 with a T34. Since I have the feeling rather sizeable forces are being represented in the scenario, this would probably be more fitting as well. Another option might be to add a PAK 40 to the German forces that could help keep the SU 122 at bay somewhat longer. The simplest solution might be to have the scenario last 6 turns, perhaps seven rather than eight. It would force the Russians to play really aggressively, which might give the Germans a better chance to win.

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