I am in command of the Soviet 62nd Army with
9,351 personnel, 55 armored fighting vehicles, 1,281 non-armored fighting
vehicles and 153 guns with a combined anti-personnel firepower rating of 3,519,
anti-armor of 31,474, bombardment of 666 (pure evil), armor of 348 and an
infantry value of 4,809. These 113 total starting units are facing a German
press into the city that I must repulse or delay as much as possible to collect
the Victory Point locations my forces are presently arrayed upon.
There are a number of objectives behind the Soviet forces that I assign to the closest company or battalion to handle. As these units are not currently suffering from any fatigue and it is 06:30 game time, I just use the default settings which should get them there in short order. Once I get down to everything that has five Victory Points or more, I stop detaching units to plug the holes and order a general defend in-situ order to the 62nd Army HQ with Attacks selected.
The current intel picture presented indicates 2,450 Axis
units running north to south on the western edge of the map with much lower
numbers than I have with my Soviet forces. Knowing how this is done in creating
a mission I am certain there are a significant amount of additional on map
forces to contend with as well as the reinforcements the Germans will receive.
The general picture of the battlefield with both the
northern and southern most objectives displayed.
My general intention in handling reinforcements is to simply
reattach to the organic superior force any unit that is below battalion
classification and give direct orders to the others to plug holes or shore up
some of the higher Victory Point objectives.
D01 09:31 When the 34th Guards Infantry Regiment
arrives (3,553 personnel), I order them to the Beketovka Ferry Objective.
Although this objective is only worth 2 Victory Points, if the weak forces
already there are breached it would allow the Germans to run rampant behind my
lines so to speak, on the other side of the river.
D01 10:38 When the 39th Guards Infantry Regiment
arrives (3,550 personnel), I order them to the 9th of January Square
Objective to prevent the Germans from attacking across the ferry crossing point
just to the south of that location.
D01 15:02 When the 42nd Guards Infantry Regiment
arrives (3,718 personnel), I order them to plug a perceived hole opening up at
the Grain Elevators Objective. Using the Unit Quickest Path Tool allows me to
see the theoretical route the unit should take getting there. I alter the
settings to Minimum Rest.
D01 16:33 When the 13th Guards Infantry Division
arrives (941 personnel), I order them to the Lazur Chemical Factory Objective
(3 Victory Points, split 50/50 between Occupation and Completion). While they
are a HQ unit, they are also a reinforcement unit so I am pressing them to the
other side of the river where they contribute a few bullets to the cause.
I also use this opportunity to issue a Deny Crossing order
to the 38th Sapper Battalion that is on the opposite side of the Beketovka
Ferry Objective. Up north I order the 3rd Company 1st
Battalion 184th Tank Brigade (10 T-34 76.2mm tanks) to fall back to
the Red October Factory.
D01 18:00 The Mamaev Hill Objective (14 Victory Points, split
50/50 between Occupation and Completion) is being contested so I order the 2nd
Battalion 161st Rifle Regiment along with 1st and 2nd
Company of the 1st Battalion 184th Tank Brigade to fall
back into a defensive posture on top of the objective.
D02 00:00 The 34th Guards Infantry Regiment is
making painfully slow progress towards the Beketovka Ferry Objective, so I use the
Unit Quickest Path Tool to see that adjusting the route to a move order with
quickest path selected should take them approximately seven hours to arrive.
The order is issued and I make a mental note to trust the
system but verify the progress at the 06:00 update. I set the move order end
time to D02 09:22 (eight total hours) so that if the unit flags it will abandon
the task and sit dormant in case I forget to check it (rest is set to none so
they start the move immediately).
D02 06:00 Although the 34th is making progress,
it is still painfully slow and I am in doubt they will make it before their order
end expiration.
D02 15:21 1st Battalion 416th Rifle
Regiment (692 personnel) arrives and they are ordered to defend at the Train
Station Objective (7 Victory Points, split) with quickest route selected and
minimum rest.
Down south I am alarmed to find out that much of my Ace in
the Hole 34th Guards Infantry Regiment is not only still grinding
away towards their objective, but many of the units are completely out of
ammunition. The unit has seen zero combat since arriving and I am somewhat
perplexed by this situation.
Not pictured here: at the same time up north I order the 112th
Rifle Division (484 personnel) to fall back onto and defend at the Barrikady
Factory Objective (3 VP, split) so that they will be in better position late
game to assist in some of the higher point objectives.
D03 00:00 The movement order for the 34th Guards
Infantry Regiment is a complete disaster. Although the Unit Quickest Path Tool indicated
some 6-8 hours for the march, the unit is actually projected to arrive on D04
at 06:43.
They are now effectively marginalized as they are totally
out of position to affect the battle in a positive way for the Soviets, and
reissuing orders will not accomplish anything with the amount of time
remaining.
Even though the regiment was issued a quickest route with no
rest, their overall fatigue is only at 2% (and the highest single unit fatigue
I could identify was 21%). I simply do not understand what is going wrong.
D03 06:31 The 10th NKVD Division (1,564
personnel) are ordered to fall back onto and defend at the Grain Elevators
Objective (7 VP, split).
At the same time, three new arrivals (3 Bn 416, 1 & 2
Coy 1st Bn 137th) are grouped together into a force of
722 personnel and 20 armored fighting vehicles. They are issued a move order
with quickest route and minimum rest to the Train Station Objective (7 VP,
split).
D03 12:00 The last of the reinforcements have arrived and
now the Soviets must hold off the German attacks as best they can. Right now I
am looking at a possible Decisive Defeat outcome.
D04 00:00 The situation remains relatively unchanged. The
yellow crosses on the battlefield indicate those Soviet units that have either
surrendered or were eliminated.
D04 06:00 The final morning status update shows a bleak
situation. It is interesting to note that some of the early reinforcements that
were ordered to cross the Volga have not done so in any significant force. This
coupled with the ammunition situation identified earlier in this post makes
this a frustrating grind of a scenario to play with reinforcements that have to
utilize ferry crossings.
After-action Report
Review Final Situation
General Observations
These are just my opinions and not personal criticisms.
If the German commander is named in the main scenario
briefing the Soviet commander should be named as well.
There should be some nominal scoring at least assigned to
the standard Destroy the Enemy Objective in the Scenario Editor Victory
Conditions settings: without it the objective still appears in the list with an
ugly white overfilled box. By assigning some value other than zero in the Total
Kill Points field, this issue can be eliminated.
Eighteen scenario objectives are too many. I can appreciate
what the author is trying to accomplish (forcing a broad front), but much like
the previous Stalingrad scenario this just becomes overwhelming to a casual
gamer such as myself. Anything more than five distinct objectives (or any
amount that causes a scroll bar to appear in the list in game) is simply too
much to bother with.
The blue against the green on the counter is difficult for
me to see. I think they would look better and be easier on the eye with a
higher contrast such as a light against dark or a dark against light color, not
two dark colors.
The Red October Factory Objective is an identified location
on the map as well, but it is named the Red October Plant: these can be
consolidated into a uniform naming convention.
I have a fairly average gaming system with 8 GB RAM, a quad
core i7 CPU and a Radeon HD 7700 2 GB GPU that plays most games with ease. At
the D02 20:00 mark there were 18,000 + Soviet personnel on the map and even using
the run until function the speed of the game was quite slow. I certainly enjoy
these massive divisional sized battles; however such a scenario could take a
significant tool on systems with lower specs than mine.
Hi Tim. Thanks for the feedback! I don't know why, those units arrived without ammo I will look into it. I've also had difficulty moving them across the river in time. I've thought about improving the road infrastructure or placing them on the map initially.
ReplyDeleteI will fix the cosmetic stuff today and post another file for you. The larger objectives question I will look at. I will try to limit it to 7 objectives and see what happens. Typically I like the flexibility of more objectives and all were historically important points to the Germans and Soviets but I can see your point.
Thanks again!
Chris
I am still coming across the ammo issue. I looked at the EF - GRD - AT Rifle Coy – Stalingrad estab file and you have 78 personnel which is consistent with the 3 14.5mm AT Rifle Coy 34th Guards Inf Regt in the Scenario Editor. I am suspecting you do not have enough head count, for the following reasons: each 14.5mm PTRD AT Rifle indicates a crew of 2 and you have 36 of them in the estab file, so you would need 72 people right there. Assuming that is the only weapon they could carry, you do not have enough people left – 6 at this point - to carry the LMG’s, the SMG’s and the Mosin’s (a total of 81 additional weapons). In addition, you have the weapon set to Single Shot, which means it is used up after one use. Per the estab manual, this should be used for things such as rocket launchers and panzerfaust. I am just speculating here, but I suspect the issue lies in this area: it seems that any unit where you have this PTRD weapon is the root cause of the ammunition issue.
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