Note to readers:
This post won't make a lick of sense to anyone who isn't familiar with the Advanced Squad Leader game system.
Greetings, again, ASL players. I present here another series of blog posts dedicated to the hobby that we all love so much. This time, my opponent is Stewart King, another of the former Berserk Commissars, and an old friend. We have a Gentlemen's Agreement that Stewart will not read my blog for the
duration of our campaign game.
Stewart and I will be playing the Tactiques Campaign Game "StaliniƩ Prostori" (Plains of Steel) which depicts action during the Wehrmacht's Operation Citadel. That's right: the last great German offensive on the eastern front, and the biggest tank battle in history, commonly known as the Battle of Kursk. Stewart is commanding the evil Liebstandarte Adolf Hitler, 1st SS Panzer Division. I'll have the valiant V Guards Tank Army, striving to keep the very worst of the Wehrmacht from penetrating the defenses.
Readers are encouraged to comment! Do
you see a weakness? Do you have a better idea for a tank trap? Proclaim
it in the comments!
Thanks to Rodney Kinney for developing the VASL gaming engine which I've
used to capture images.
A ferocious fight
I've never played this CG before, but one look at the respective OBs reveals that both sides are "loaded for bear," as the saying goes. The Germans have a huge armored force and elite SS infantry, fully supported by artillery and air support. But my Red Army heroes have plenty themselves: elite infantry, ample artillery and air support, and a horde of tanks. The Russian tanks may not quite match the German armor, but after all, for the Russians this is a game of attrition. Whittle them down in anticipation of the final CG scenario where, hopefully, they will be drained and exhausted by the time they make their push for the village in the final scenario.
In order for the German to win the CG, he must capture a huge number of strategic locations (building locations, bridges, rubble, and level-2 hill hexes). In this initial scenario, most of the strategic locations are on the northern half of board 10 and on board 24. It seems to me that, with the German forces coiled like a spring for the initial assault, there is little chance of denying them the board 10 buildings, but I'll make him earn them. My hope is to prevent him from gaining the board 24 buildings and the the level 2 hill hexes on board 18.
So, with that in mind, here is what I came up with.
Here are my initial forces:
- Guards Rifle Coy
458 x 12
9-2, 8-1, 7-0
MMG x 2, LMG x 2, ATR x2, Lt. Mtr x 2
- Guards Rifle Coy
458 x 12
9-1, 7-0
MMG x 2, LMG x 2, ATR x 2, Lt. Mtr. x 2
- Medium AT Battery (depleted)
45LL ATG x 3
228 x 3
- Heavy Artillery
150mm
- 40 Fortification Points
All in all, not too bad. My ATG battery is depleted, but I did score a 9-2 leader for one of my elite rifle companies. I have 12 CPP to spend. My purchases are these:
- Guards SMG Coy
628 x 10
9-2, 8-1
LMG x 2, ATR x 2
- SP ART Battery
SU 76m x 4
- 40 Fortification Points
- Sturmoviks (!)
This first group of purchases may set up on board. The Sturmoviks will be interesting. Since the Germans
will undoubtedly have Stukas, we have the potential for aerial dogfights, something that I've never before experienced in ASL. But honestly, I suspect that as the game unfolds, I'll be more concerned with German armor than with trying to shoot down Stukas.
My 80 fortification points are allotted as follows:
- ATM x 7
- HIP vehicles x 4
- HIP squads x 3
- Trench x 3
- ? x 13
Then there are my reinforcements (both purchased and allotted) that are set to enter on the northern board edge on Turn 3:
- T70 Platoon
T70 x 3
9-2 AL
- T34 M41 Platoon (Inexperienced)
T34 M41 x 3
- T34 M43 Platoon (Depleted)
T34 M43 x2
8-1 AL
- T34 M43 Platoon
T34 M43 x 3
Boxcars on my armor leader roll for the T34 M41s! Inexperienced crews! A big disadvantage. But at least it will simplify any future decisions about which tanks to sacrifice, should the need arise. (And I'm sure it will!)
Now a breakdown of my setup.
Board 10 Village
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Units surrounded by a red square are HIP |
Given the strength of the attacking force, the board 10 village seems destined to fall. But I aim to bleed the Germans in the taking. And the task of the leeching falls to my largely unsupported elite SMG company. The idea here is to lure the Germans into a street fight. I've placed hidden squads at various points that seem likely to afford street-fighting opportunities as the German tanks come rolling in. I fully expect the Germans will possess this village at the end of the scenario. But the units I've placed here will not attempt to escape. They're not under any illusions. No one will be seeing them in the chow line this night.
Western defenses
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Units surrounded by a red square are HIP |
Here, the objective is to place fire on the Germans as they emerge from the board 10 village and attempt to push further north. If the Germans push for the board 24 village, the crest-status infantry in hexes A9-C10 will use the gully to fall back toward the village. The two hidden SU76 M artillery pieces will protect the infantry from being overrun, hopefully. And the 9-2 with his MMG stack will attempt to entrench, but he'll be prepared to fall back to the gully post-haste against a major German thrust. I'm hoping that the board 24 village will prove to be beyond the German tether.
Eastern defenses
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Units surrounded by a red square are HIP |
I've strung an AT mine field (1 factor each) on the near side of the forest road that goes through 16B5 and across the gap between the woods masses to the west (16C9 through 16F10). I hope that this gap will appear inviting to the German panzer commanders who might imagine that it will allow them to advance
en masse rather than through choke points like the B5 road hex.
Woe upon them! When they hit the mines, I open up with the 45LL ATG (18E5), the 2 hidden SU-76M SPAs, and the infantry light mortars to the north. That minefield is Hot with a capital "H."
The 45LL ATG is emplaced on the forest road in 19X2, aimed at the open ground to the west. But his position allows for easy man-handling to 19X1 to guard against a German advance on Board 18 as well. The infantry in the area are there to place fire on the mine fields to the south and to protect the ATG against infantry.
The hill
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Keep those binoculars clean, Comrade! |
Besides being Victory Locations, the level 2 hill hexes on Board 18 offer a sweeping view of the potential German approach for my artillery observer who is entrenched and hidden in 18Y7. Not only can I see important locations on Board 16, there are some long lines of sight that allow for calling down some 150mm love on the big grain field on Board 33. I have a couple squads up there to protect the field phone observer.
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Nein, Henrich! Not this way.... |
The idea with the artillery is to drop harrassing fire on the Germans in the early game, while they are massed up. With luck, this will strip off tank riders and impede the advance for his infantry, perhaps separating them from the advancing panzers. Anything I get beyond that one fire mission I'll count as gravy. Subsequent fire missions will drop concentration on whichever tanks are foremost.
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...nor this! |
Reinforcements
My armor arrives on Turn 3 and will enter to confront any German breakthroughs. My tanks are outgunned and out-armored by the big Tiger tanks, but have an advantage in maneuver. The problem, of course, is that Stewart will have plenty of versatile STUGs and PzIVs to engage my tanks as I attempt to flank the Tigers. By the time we get to Turn 3, it will probably be apparent as to where they should deploy. I'll just have to wait and see.
So, there it is: The initial Russian defense in the Plains of Steel CG. Looking at my forces, I feel very strong. Stewart would seem to have a daunting task before him. let's see how it plays out!
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Gulp! |