The scenario consists of three objectives: Orel Outskirts (controlled by the Germans at the start, decaying by 10 points per turn after turn 3), Kursk (controlled by the Soviets at the start, decaying by 25 points per turn after turn 2) and Road to Voronezh (also controlled by the Red Army, decaying by 50 points per turn after turn 4). The margin required to win is 99 points and if there is no change from the start, the Soviets win outright.
Showing posts with label Unity of Command. Show all posts
Showing posts with label Unity of Command. Show all posts
Unity of Command Zitadelle PVP
The scenario consists of three objectives: Orel Outskirts (controlled by the Germans at the start, decaying by 10 points per turn after turn 3), Kursk (controlled by the Soviets at the start, decaying by 25 points per turn after turn 2) and Road to Voronezh (also controlled by the Red Army, decaying by 50 points per turn after turn 4). The margin required to win is 99 points and if there is no change from the start, the Soviets win outright.
Unity of Command Black Turn Campaign Episode III
The Axis forces are led by Gerd von Rundstedt (AG South) and Ion Antonescu (AG Antonescu) and consist of 35 armor and 263 infantry steps (each unit’s manpower and equipment is considered to be equally divided into a number of steps). There are additional units available from the OKH (Oberkommando des Heeres)/Stavka reserve force pool beginning on turn two.
Unity of Command Black Turn Campaign Episode 2
The previous installment saw Fedor von Bock and Army Group
Center smash the Soviets and open up the road to Smolensk. This effort focuses
on Army Group North commanded by Wilhelm Ritter von Leeb with a contingent of
armor, infantry and very light air support. This attack into Mother Russia
begins on June 22, 1941 as did the other Army Group attacks.
Black Turn Operation Barbarossa 1941
There are five objectives that must be secured and as usual
they all begin to bleed Prestige (the lifeblood of moving forward in this game)
after specific turns. The two nearest objectives are Bialystok (-25 after turn
3) and Brest-Litovsk (-25/2). The two center objectives are Baranovichi (-25/3)
and Pinsk (-50/5) and the most remote are Minsk (-50/4) and Road to Bobruisk
(-50/4).
Unity of Command Red Turn Berlin Offensive
There are three objectives to this scenario: Cottbus at 100 points (-25 after turn one), Torgau at 200 points (-50 after turn three) and finally Berlin (West) at 200 points (-50 after turn four). I have had some difficulty with the first objective Cottbus in the past, so smashing through there as quickly as possible is going to be vital to accumulating maximum points.
Unity of Command Black Turn Kiev Encirclement
This will be a hyper-condensed after-action report as my wife wants to eat dinner and then watch Netflix (go real life!) The scenario starts on September 1, 1941 with the German forces arrayed around Kiev (which has to be secured by turn seven or you start to bleed prestige), and far away from the link-up location approximately half the distance between Kiev and Kharkov.
Voronezh (2)
The primary objectives are the city of Voronezh in the north and Liski in the south. My plan of attack is to push a consistent wall against the Soviet forces to minimally exploit breakthroughs so as to not allow the Red Army an opportunity to encircle a particularly aggressive advance and cut it off from supply. The main road running west to east is vital for supply.
Voronezh (1)
In the screen shot above, the Soviets only have six units left on the map and are facing an onslaught of German armor and infantry that just come up short by a bridge too far in Voronezh. I did have my supply lines cut on the AI turn 2 which I promptly restored after eliminating the enemy from the rear, but it was not enough to push forward and on to victory.
Subscribe to:
Posts (Atom)

