An' Appreciation of a Perennial -...

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GAME PROFILE MOSCOW CAMPAIGN An' Appreciation of a Perennial by L t. Perry Moore I've received some complaints recently about not paying enough attention to some of SPI's ea r li er efforts - particularly those games t ha t are of the not -glamorous, but stu rdy variety. Moscow Campaign is such an item - and w h ile this short profile by Perry Moore w i ll not que ll the clamor, it may spark some of you to generate a more ex tens ive piece on such a game. - RA S Sept. 30-0ct 2. The Moscow Campa ign ex- plodes as Germ an forces tear a 70 mile gap in Sovi et lines in the sout h and 100 miles wide in the north in their drive for Moscow. Oct. 10-0cl. 12 German Panzers ra ce toward Moscow, wrecking all Russian ra il lines. Oct. J4 -0el. 16 German 9th, 8th, 2nd and 6th Armored Divisions ap p roach Moscow, wh ile fifte en more armored and motori zed divisions are 50 miles behind in the mud . The Sov iets wait. German High Command orders its forces not to take Moscow , but to wr ec k the rail net. No v. 20 German P anzer units are 20 miles out of Moscow. 10th Pa nzer Division p ro - ceeds under order s to slip through enemy lines and cut rail li nes 100 miles east of Moscow. Nov. 22 10th Panzer is surrounded; 8th Pa nzer Division slips th rough Soviet lines. ate i\O\'{ the and 50 miles east of the Oka River. Moscow, its garris on destroyed, is Germany's. Nov. 25 Thirty Soviet divisions pin ten Ger- man divisions in the forests southeast of Smolensk. Dec. 7 Ger man Panzcr divisions press on, 30 miles east of Moscow . Out of supply in harsh "",inter weather, German forces go on the defen sive. De c. 30-Jan 4 Ge rmany still occupies Moscow. Soviet forces attack repeat edly; several holes in the German line a re exploited by Soviet armor brigades. T he Germans th in their lines. The Soviets manage to cut supply lines in the north and at Smolensk. Ja n. JO-Jan. 12 German units hastily ring Moscow. German Co mman d decides to re treat the armor from Moscow, leaving in- fant ry to d efend . Gaps 70 miles across have appeared in the nor thern lines. German has lost 18 motorized and armor divisions, 31 in - fantry; the Soviets have lost 88 infantry divi- sions and 13 armor. The Soviets had a ma rginal victory. Had the German lost less armor, he would have had a fairly strong victory. By early April, Moscow wou ld return to the Ru ssians; the Germans had retreated 100 miles west of Moscow to re -group. The re treat at Moscow was a final blo.",'. Out of 17 divisions, only 3 armor escaped, le aving 14 to die. Only 13 divisions remained of Germany's attack force. That is a typical action of the SP I game, Moscow Campaign. It is one of those games (like Panzergruppe Guderian) that can be played endlessly for the excitement of the German sweep in to Moscow be fore the rains and mud come , for the tense batt les as time becomes a hindrance to the Germ an , for the continual strugg le to maintain supp ly. Game Systems The game map of Moscow Campaign de picts some 200 miles west of Smolensk to 100 miles east of Moscow. Th is area is filled with swamps, forests, rivers, ra illincs, t.owns and fo rt ifications. The game system is double impulse for the Germ an motorized units, single for the Rus- sian . ZOC's are rigid (for Russian supply) and controlled (for movement - if ther e's a hole in your line, any motorized unit could slip t.hrough). Russian zoe over Ger mans are the same for moveme nt, bu t. supplies can be traced th rough (a German unit must be totally surrounded to be unsupplied) . There are two combat result charts. The German must have at least 3-1 odds befo re having any good effect. The Russian must have 4-1 odds. This difference reflect.s the weaponry and manpower. Weather especially hi nder s the German, causing long delays. In most cases, jt halves movement a nd/or attack (if a German unit is uns upp lied in wi nt er, his attack s trengt h is halved twice - once for being unsuppli ed, the ot her because it is winte r) . Weat her e f- fects are: rain, mud, freeze and winter. Sup- plies must be within 12 hexes fo r rhe German and 6 hexes for the Russian. They must con- nect to unbroken rai l lines. In order to re pa ir a ra il line, a EB unit (rail repair) must end its movemellL in the broken rail hex. Combat is the standard rules com- mon to most games. Ove rrun is achieved at 11- 1 odds . A unit inverts the defender and the overrunning unit may attack another un it, then move, thus destroying two unit s. Special units include broken rail markers, Soviet trains, EB unit s, and fortification destroyed markers. Th e game contains 24 different scenarios, each with a different OB and starting season. Tactics The German player: T he German offensive power is their Panzer di.visions (6-8 , 5-8,4- 8, 3- 8, 2-8). If too many are destroyed, the German will lose. He shou ld use this power in the op ening week, when the weather is good. He can cause severe losses if concentrated, and he can even arrive in Moscow be fore the rains. It is essen- tial that these units break out and cut as many rail lines as th ey can, weakening the Sov iets an d causing higher losses. When the armor arr ives at Moscow, the German player must decide whcther to att ack or not. If he does and loses , it is very costly. Or he may con ti nue east of Mosc ow and hope to cut as many l.ines as he can (he may find himself pro mptly surrounded). Still he cou ld sit there , waiting for the infantry before attack- ing. The latter is best, for the in fa ntr y wiU take the losses. The problem here is that they rare ly arr ive ea rlier t han mid-November. Cu tt ing supply is the key to both sides. Also, pun ching as many holes in the fr ont line as one can (you get 1 VP for each hole each turn) is important . In December, the German must be in go od defendin g position against the increasing Russians. The Russian Player A glance at the Russian OB is depressing. All un its are either 1-4 or 1-10, except a few 5-10, 3-10 and 4-10 in December. Th e Russian shoul d concentrate on cutting supplies and attac king weak units, and ju st getting in the way. The Fort ificatio ns are a good defense only if the German attacks that way; if he at- tacks from the south, they are useless. In any case, defend Moscow. T he [1] - 10 units must be stacked with other non-bracketed u nits in order to be usef ul. Th ey are valuable for slipping through holes in the line and ra isi ng hell, thou gh they are easily destroyed by German units. Moscow is important for, if the German succeeds in cut- ti ng rail lines east of Moscow and captures the city, then no more EB units are available. Th is makes the rail li nes permanently d ead, fu rther weakening the Soviets. As long as the Soviet player destroys several armor units and their KG counte rpar ts, he will have a g ood chance. His finest ho ur comes in December, when his heavy armor arrives. For the first six turns, he s hou ld retreat from the clear areas, for he' ll only be destroyed (forests are excellent defenses). Both sides shou ld p rotect their EB unils. In December, the Soviet player should concen- trate his armo r on un supp lied victims, engulfing them. Then he s hould send armor t hro ugh the numerous holes in the German line to destroy any supply routes. If the Ger- man continues to survive, just keep at it, bit by bit. Final T hat is basically the game system and tactics. It is an exciting game for both sides, an d the rules are clear an d work well. {conti nued on 26/ 25

Transcript of An' Appreciation of a Perennial -...

Page 1: An' Appreciation of a Perennial - spigames.netspigames.net/MovesScans/Moves34/MoscowCampOAM34.pdf · An' Appreciation of a Perennial by L t. ... Panzer Division slips through Soviet

GAME PROFILE

MOSCOW CAMPAIGN An' Appreciation of a Perennial by L t. Perry Moore

I've received some complaints recently about not paying enough attentio n to some of S PI's earlier effo rts - particularly those games that are of the not-glamoro us, but stu rdy variety. Moscow Campaign is such an item - and while this short profile by Perry Moore w ill not quell the clamor, it may spark some of you to generate a more extens ive piece on such a game. - RA S

Sept. 30-0ct 2. T he Moscow Campaign ex­plodes as German forces tear a 70 mile gap in Soviet lines in the south and 100 miles wide in the north in their drive for Moscow.

Oct. 10-0cl. 12 German Panzers race toward Moscow, wrecking all Russian ra il lines.

Oct. J4-0el. 16 German 9th, 8th, 2nd and 6th Armored Divisions approach Moscow, wh ile fifte en more armored and motorized divisions are 50 miles behind in the mud . The Soviets wait. German High Command orders its forces not to take Moscow, but to wreck the rail net.

No v. 20 German Panzer units are 20 miles out of Moscow. 10th Panzer Divis ion pro­ceeds under orders to slip through enemy lines and cut rail li nes 100 miles east of Moscow.

Nov. 22 10th Panzer is surrounded; 8th Panzer Division slips through Soviet lines. FIC:m~ ~i.i\es ate i\O\'{ a~oi\'6 the VO~'6a Ri.~et and 50 miles east of t he Oka River. Moscow, its garrison destroyed , is Germa ny's .

Nov. 25 Thirty Soviet divisions pin ten Ger­man divisions in the forests southeast of Smolensk.

Dec. 7 German Panzcr divisions press on, 30 miles east of Moscow . Out of supply in harsh "",inter weather, German forces go on the defensive.

Dec. 30-Jan 4 Germany still occupies Moscow. Soviet forces attack repeatedly; several holes in the German line a re exploited by Soviet armor brigades. T he Germans th in their lines . The Soviets manage to cut supply lines in the no rth and at Smolensk.

Jan. JO-Jan. 12 German units hastily ring Moscow. German Command decides to re treat the armor from Moscow, leavi ng in­fant ry to defend . Gaps 70 miles across have appeared in the northern lines. German has los t 18 motorized and armor divisions, 31 in­fan try; the Soviets have lost 88 infantry divi­sions and 13 armor.

The Soviets had a marginal victory. Had the German lost less armor, he would have had a fairly strong victory. By early April, Moscow would return to the Russians; the Germans had retreated 100 miles west of Moscow to

re-group. The re treat at Moscow was a final blo.",'. Out of 17 divisions, only 3 armor escaped, leaving 14 to die. Only 13 divisions remained of Germany's attack fo rce.

That is a typical action of the SP I game, Moscow Campaign. It is one of those games (like Panzergruppe Guderian) that can be played endlessly for the excitement of the German sweep into Moscow before the rains and mud come, for the tense battles as t ime becomes a hindrance to the German, for the continual st ruggle to maintain supply.

Game Systems The game map of Moscow Campaign depicts some 200 miles west of Smolensk to 100 miles east of Moscow. This area is filled with swamps, forests, rivers, ra illincs, t.owns and fo rt ifications .

T he game system is double impulse for the German motorized units, single for the Rus­sian. ZOC's are rigid (for Russian supply) and controlled (for movement - if there's a hole in your line, any motorized unit could slip t.hrough). Russian zoe over Germans are the same for movement, bu t. supplies can be traced th rough (a German unit m us t be totally surrounded to be unsupplied) . There are two combat result charts . The German must have at least 3-1 odds before having any good effect. The Russian must have 4- 1 odds. This difference reflect.s the weaponry and manpower.

Weather especially hinders the German, causing long delays. In most cases, jt halves movement and/or attack (if a German unit is unsupplied in winter, his attack strength is halved twice - once for being unsu pplied, the other because it is winter) . Weather ef­fects are: rain, mud, freeze and winter. Sup­plies must be within 12 hexes fo r rhe German and 6 hexes fo r the Russian. They must con­nect to unbroken rai l lines.

In order to repair a ra il line, a EB unit (rail repair) must end its movemellL in the broken rail hex. Combat is the standard ru les com­mon to most games. Overru n is ach ieved at 11- 1 odds . A unit inverts the defender and the overrunning unit may attack another unit , then move, thus destroying two units.

Special units include broken rail markers, Soviet trains, EB units, and fortification destroyed markers. The game contains 24 different scenarios, each with a different OB and starting season.

Tactics The German player: T he German offensive power is their Panzer di.visions (6-8 , 5-8,4-8, 3-8, 2-8). If too many are destroyed, the German will lose. He shou ld use this power in the opening week,

when the weather is good. He can cause severe losses if concentrated, and he can even arrive in Moscow before the rains. It is essen­tial that these units break out and cut as many rail lines as they can, weakening the Soviets an d causing higher losses. When the armor arr ives at Moscow, the German player must decide whcther to attack or not. If he does and loses , it is very costly. Or he may con ti nue east of Moscow and hope to cut as many l.ines as he can (he may find himself promptly surrounded). Still he could sit there, waiting for the infantry before attack­ing. The latter is best, for the infa ntry wiU take the losses . The problem here is that they rarely arr ive earlier than mid-November. C utt ing supply is the key to both sides. A lso, punching as many holes in the front line as one can (you get 1 VP for each hole each turn) is important . In December , the German must be in good defending position against the increasing Russians.

The Russian Player A glance at the Russ ian OB is depressing. All un its are either 1-4 or 1-10, except a few 5-10, 3-10 and 4-10 in December. The R ussian should concentrate on cutting supplies and attacking weak units, and just getting in the way. The Fortifications are a good defense only if the German attacks that way; if he a t­tacks from the south, they a re useless. In any case, defend Moscow.

T he [1] -10 uni ts must be stacked with other non-bracketed units in order to be useful. They are valuable fo r slipping through holes in the line and ra ising hell , though they are easily destroyed by German units . Moscow is important for, if the German succeeds in cut­ting rail lines east of Moscow a nd captures the city, then no more EB units are available. This makes the rail lines permanently dead, fu rther weakening the Soviets.

As long as the Soviet player destroys several armor units and their KG counterpar ts, he will have a good chance. H is finest hour comes in December, when his heavy armor arrives. For the first six tu rns, he should retrea t from the clear areas, for he ' ll only be destroyed (forests are excellent defenses). Both sides should p rotect their EB unils. In Decem ber, the Soviet player should concen­trate his armor on unsupplied victims, engulfing them. T hen he should send armor through the numerous holes in the German line to destroy any supply routes. If the Ger­man continues to survive , jus t keep at it, bit by bit.

Final T hat is basically the game system and tactics. It is an exciting game for both sides, and the rules are clear and work well.

{continued on pa~e 26/

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OPERA TlONAL ANAL YSIS

WURZBURG Stacking the Odds for the Novice by Jack Bludis

There is a problem in recruiting and teaching new players : they tend to get depressed when they are (inevitab lyl trounced in the first full game that they play. Mr. Bludis at­tempts to provide a soluti on to this situation by suggesting the use of what he considers an ideally unbalanced scenario from the most popular of the Modern Battles games. Now what do we do for the "expert" who loses his first game to his student? - RAS

The folio game Wurzburg (Modern Battles Quad) has been rated steadily as one of SPI's most widely enjoyed games. It is reasonably complex, and it can be played in part of an evening. With four scenarios, it is a game that can be played again and again and en­joyed by beginner and aficionado alike . Because of the overwhelrriing advantages of the Russian Player in "Siege of Wurz­burg" scenario, it can be used by an ex­perienced player to introduce war gaming to a beginner, and the beginner will have a better than average chance to win. lt's a "hang on" type of game. That is, if the American player can maintain a t least one unit in Wurzburg with a line of supply by the eighth move, the American is the winner. But as the game note says, "The Americans have their hands full with this one." It's an ac­curate statement, and it is therefore sug­gested . that the better player take the American side in this scenario. The U .S. player will probably find that his best defense is to establish a line from Waldbuttelbrunn in the west to Rottendorf east of Wurzburg, taking full advantage of the special "Shift-four," 2-3- 12 city defense units and filling the spaces between with the other units. It is best to hold this line for as long as possible, being careful not to get backed up against rivers with odds that favor the Russian player. That in itself is a tall order, but with skill the American Player can hold onto the north bank of the Main for as long as three moves - as long as five moves if he is particularly skillful or particularly fortunate - but he must know that the north bank has to eventually be given up and his strong line of resistance set up in the hexes just south of the river. The American Player must try for as long as he can to prevent the Russians from turning either flank. Initially, the artillery units should be placed just north of Wurzburg and used almost ex­clusively on defense. In subsequent turns, they should be moved to the rough hexes south of the city. The pieces themselves should be used almost exclusively for defen­sive purposes - since this is where their strength lies . Also, it is very important for the American player to remember to use his ground support points. In them, perhaps,

lies his only chance of victory . The special helicopter unit should be used to plug gaps in the line or for sheer diversion. Sometimes Russian units can be slowed down solelv bv this versatile but expendable unit. -­It is the Russian Player who has the over­whelming advantage in this game, however. Russian forces enter the game with six 3-2-12 units, which should be massed with artillery behind them. Used together, they are almost invincible before any American defense . These units can blast a hole in the American defense and surrround the American front line, but they musl not permit themselves to be surrounded in the operation. The best use of these units is by direct frontal attack or along the Main River to the west. Unlike the American artillery, the Soviet artillery should be used almost exclusively on offense. The ]-2- 12 units should be used to envelop. If the stronger units are used for a direct frontal attack, the 1-2-12's should be used six along the Main to the east and six along the Main the west in an attempt to surround the Americans . If the 3-2-12'5 are used along the Main in the west, the weaker units should be massed together in an effort to envelop the Americans from the east. [n the early moves, the Americans must figh t for every hex to allow the reinforcements time to take their positions. The Americans must continue to blast up the central road, keeping it free of Soviet units which may cut off the American line of supply. He must also never give up his "shift-four" locations unless a Soviet victory is certain . The smart Soviet player will know that a time will come when he should ignore these units, but it's surprising' how often a player who should know better will use troops to try to crush them which would better be used by pressing on to Wurzburg or enveloping the American flanks. Conversely, the American player should recognize when the enemy has given up on these units and bring them back into playas soon as possible. They can often be used in a surprise move that pins the enemy against a river or helps surround him with the help of other units .

The Active CRT table should be used by the Russians, not in any special turn, but whenever it seems most appropriate - for example when he has several American units "caught" on the north bank of the main, or even within a hex of it. The Active table should be used by the Americans particularly on the last turn of the game to blast their way back into Wurzburg and to achieve victory that may not otherwise be possible. Another time it might be used by the American is when he has several Soviet power units sur­rounded, and he has some of his rare superiority with Ground Support Points.

This can be a frustrating scenario for the American when the players are of equal abili­ty. It can be a good training scenario for a new player . The American rarely achieves victory, but when he does, it is particularly satisfying.

One way to even the odds is to cut the game turns from eigh t to seven or even six accord­ing to the relat ive skill of the players, but that's a whole new ball game.

True Victor),' {continued from page IO}

John Keegan, The Face of Bailie. Viking, N.Y., 1976.

V. Letlow- Vorbeck, Napoleons Unlergang 1815. Mittler, Berlin, 1904.

Carl v. Plotho, Der Krieg des verbundelen Europa gegen Frankreich im Jahre 1815. Amelang, Berlin, 1818.

Robert Quimby, The Background of Napoleonic Warfare _ . . . Columbia University, New York, 1957.

J . C. L. Regnault, La campagne de 1815, mobilization et concentration. Fournier, Paris , 1935,

H. C. B, Rogers, Napoleon's Army. Hippocrene, New York, 1973 .

William Siborne, History of the War in France and Belgium, in 1815. Boone, London, 1848.

Strategy & Tactics, various issues. Simulations Publications, New York.

Jac Weller, Wellington at Waterloo. Crowell, New York , 1967.

Walter Wood, ed., The Despalches oj Field­Marshal The Duke of Wellington . ... Dutton, New York, 1902.

Moscow Campaign [continued from page 25}

In real life, the Germans had a good shot at it. In fact, the only thing that stopped the Germans was the weather - not the Rus­sians. The game victory conditions require that the German achieve a 3-1 ratio for a marginal victory. Any thing below 3-1 will be a Soviet victory. A German decisive victory requires a 6-1 ratio, and at times the German achieves this. In all cases, the German must maintain low attrition of his own forces and cause enormous Soviet losses. He must pro­tect his armor and attack with infantry.

The Germans could have taken Moscow and some 40 miles east of it. It would be up to the Russians to surrender or fight. If the Soviets fought, Moscow would probably be retaken unless the German had been supplied from the air (it was not covered in the game) . Whether the Russians would have sur­rendered after the Germans had taken Moscow will always be a "what if."