Recommend
9 
 Thumb up
 Hide
5 Posts

Guderian's Blitzkrieg» Forums » Sessions

Subject: Training Scenario #4: Enter the Rear Echelons… rss

Your Tags: Add tags
Popular Tags: [View All]
Tankboy
United States
Haslet
Texas
flag msg tools
badge
I know. It's an Awesome Avatar.
Avatar
mbmbmbmbmb
Now were getting into some real OCS play. This scenario adds Supply, Barrages and specialized units (HQ’s). It a full 2 Turn Scenario (4 turns for Current OCS). Victory is gained for the Germans by taking Orel and the Russian need to take Konotop. This is my second play. I misplayed the Anti-Overrun-Barrage in that first game, which had a major impact on the game, so I started it over.


This second game has the Russians taking up Defensive positions on the River line with the one Tank Division and two Tank Brigades as well as most Artillery going into Reserve. All units are in Combat Mode.

Germans have all of 18th Pz. Division in Reserve and the only unit placed in Move Mode is the 35 Division HQ, which is tasked with bridging that Eastern River for the 18th Pz. to get across quickly.



The Over-Phase

Supply Usage Segment

The Germans need to spend a total of 7SP to be in Full Supply for the duration of the 1st Turn, or 3.5 to be in Half Supply. Being in Half Supply allows you to move your full MP’s, but your attack and barrage strengths are ½.

18th PZ = 2 SP, 3rd Motorized Infantry = 1SP, the 3 German Infantry Divisions require 1SP each and you always add 1SP for the HQ itself and any independents.

The Russians need 9SP for full supply. One Tank Division, 7 Rifle Divisions and 1SP for the HQ and independents.

Both sides pay to be in Full Supply for this first turn

Reinforcement and Reorganization Phase

Germans get 10 SP placed at Konotop and the Russians get 20SP at Orel.

1st Player Determination Phase



Mode Determination

This was already done at set-up

1st Turn German 1st half

Movement Phase

Infantry Divisions in the North sector move to attack positions while the ID in the South creates a Breakdown unit , and with 3rd Motorized ID, takes up blocking positions on 18th Pz Flank as it prepares for crossing the bridge in the 2nd half of the Germans turn. Twelve SP are pushed forward. Even though that 18 range HQ can throw all the way to Orel using the road, you just never know.



Reaction Phase

Tank Division releases and moves to attack the ID. The Northern Katyusha pops and fires. This Barrage will be on the 25-40 Column (costing 1T). There happens to be 4+ RE in the target hex, so the Barrages gains 2 shifts to the right, making it 69-116 Column. Inflicts one step loss and the ID is now Disorganized. The Katy is removed from the game.

The Tank Division attacks the now DG’d Infantry at 4:1 Open with -2DRM. Combat supply is 2T for the Attacker and 1T for the Defender.
Defender gained Surprise 5 shifts to the left make it 1:3 now in the Open! AL1o1/Do1
TD loses a step and retreats.



Southern sector release the Artillery at 12-16 (costing 1T), no shifts, but still manages to inflict a DG.



Combat Phase

Barrage in the North (shifts cancel each other) has no effect (2T) while Barrage in the South (No shifts) (2T) inflicts a step loss and DG result.

North ID’s attack across river 1:1 with +1DRM (2T/1T). No surprise. Ao1/Do1

Both sides opt to to take a step loss

To the South, the ID attacks the Russian ID at 3:1 Close Terrain with a +2 DRM (2T/1T). No surprise resulting in a Ao1/DL1o1. Russian takes the step loss and the Germans opt to lose the Breakdown (AR used), forcing the Russian to Retreat or take another steploss. He Retreats.



Exploitation Phase

18th Pz. pops and moves adjacent to HQ. (Not sure why I didn’t advance into same hex with HQ).

Clean-up Phase



1st Russian ½ of Turn 1

Mode Determination

No change from setup

Movement Phase

Don’t see much need here to push supply forward, but just in case, 16SP are shuttled forward to the HQ.

The North has the Cavalry Brigade and TD advance across the River to attack the ID’s Flank. To the South, the Russians attempt to create a blocking force.



Reaction Phase

No from the Germans

Combat Phase

Barrage Segment: Northern Arty at 12-16(1T) 1R shift to 17-24 gains a ½ result, and a single die roll of 1 gains a DG.

Southern Arty (1T) has no effect. Katy stays quiet.

Combat Segment: Russian Infantry Division, Cavalry Brigade and Tank Division attack the now DG’d Infantry Division(2T/1T). 5:1 odds in the Open with 0DRM (Calvary AR) No surprise gained. Ao1/DL1o1.
Russians opt to lose the Cavalry Brigade to force the Germans back.



Southern Attack has the Infantry attacking Infantry (2T/1T) 2:1 Close with -2DRM, no surprise. AL1/Do1. Germans retreat and the Russians take over the Woods hex.



Exploitation Phase

Tough Call. If the Russians can break the Norther attack, they will be in a much better position and would force some of the German units from the south to break off and move up.

No guts, no Glory!

Tank Brigade comes out of Reserve and attempts an Overrun on the DG’d Infantry unit. (1T/1T) 5:1 Open with +1DRM. Surprised gained 3Rshift to 11:1. Ao1/DL1o1. ID retreats.

Clean up



2nd Half of Turn 1

Mode Determination Phase

German HQ flips to Combat side. Bridge ready for use. 18th PZ. switched to Reserve.



Movement Phase

3rd Motorized moves to engage and still maintain flank security for the 18th, which crosses the river and moves the Motorcycle and Recon units to fend off the Tank Brigade if needed.



Reaction Phase

The Russian Katy decides to sing (1T) 25-40 with no shifts and no effect. Katy is removed from the map.

The Tank Brigade in the East wants to attack the 3rd Motorized units in the flank, but that leaves the 18th Pz clear terrain all the way up to Orel. The attack the 18th Pz. MC unit instead at 11:1 and no DRM (1T/0T) No surprise gained, Ao1/DL1o1. Motorcycle are a smoking and/or crushed heap.

Combat Phase

Barrage Segment

Northern Arty (2T) inflicts a step loss and the Southern Arty (2T) inflicts a double step loss with boxcars rolled, killing off the 346th Infantry Division. The Southern Center is awfully weak all of a sudden.



Combat Segment

In the North, both ID’s attack the DG’d Russian ID (2T/0T) at 9:1 Open with a +3 DRM. Surprise failed and a result of Ao1e4/DL1o2.



To the South, the Infantry Division and its Breakdown attempt to clear the woods again at 1:1 Close (2T/1T) +2 DRM, no surprise resulting in a Ao1/Do1. The German Division takes the step loss, forcing the Russian out of the Woods.

3rd Motorized Infantry attack the Russian Breakdown at 7:1 Open +3DRM (2T/0T) with no surprise. Result of Ae3/DL2o2DG! Huge for such a small breakdown unit. Infantry takes over the hex in preparation for Exploitation.

3rd Motorized Recon and MC attack ½ strength ID, 1:1 Open +2DRM (2t/0T, AR Recon) No surprise results in an AL1o1. Recon lost, MC retreats.



Exploitation Phase

18th Pz. comes out of Reserve, seeing an Overrun of the Russian Tank Brigade (AR4) as too risky, move in for Regular attack.

Barrage Segment:

1T for a barrage strength of 17-24 and 1L to 12-16 and no effect.

Combat Segment

18th Pz. attacks the Russian Tank Brigade at 3:1 Open +1 DRM (2T/0T, AR Recon) No surprise gained. Ao1/DL1o2



Not looking good for the Russians now.

3rd Mortorized Infantry attacks the Russian ID step at 3:1 Open +2 DRM (2T/0T) No surprise resulting in an Ae4DL1o2. Infantry advanced into the Town.



Northern ID attacks the Russian Tank Division at 1:1 Open +3DRM (2T/0T) No Surprise for Ao1/DL1o1.

Preserving the German Infantry Division more important than forcing the last Russian Tank Step to retreat.



Clean up Phase



Russian 2nd half of Turn 1

Mode Determination

Southern Flank prepare to retreat

Northern units still feel adequate to attack. The second HQ prepares to move and set up new base of operations.



Movement Phase

Russian HQ moves to Support the Northern Offensive, and has 16 SP shuttles to its new location. Southern units fall back towards the HQ and Orel. North prepares for an attack.

Reaction Phase

None



Combat Phase

Barrage: Russians Arty opens up with an 12-16 shifted to 25-40 for no effect (1T)

Combat: Russians attack the Infantry Division at 1:1 Open -1DRM (2T/1T) for a disastrous AL1o1.

Exploitation Phase

Russian Tank Brigade attempts to Overrun the Arty units at 11:1 Open +2DRM (1T/1T) with no Surprise, gaining an Ao1/DL1o2.

Clean up



TURN 2

Overphase

Germans cost the same to be in full supply. Spending the 7SP leaves 10SP for all of the upcoming operations for basically 2 turns. All German units are within throw range of the German HQ at Glukhov.
The Russians are reduced in Cost to 6SP, having lost 3 full Rifle Divisions. They are also all in supply range, so no one need to roll for attrition.

There are no replacements or supply for Turn 2.



1st Player Determination

Russians win initiative

Mode Determination

Retreating Russian units switch to Combat Mode, Arty then goes into Reserve.

Move Mode

Russian ID and TD advance to contact. TB attempts to Overrun the last Arty unit in the North. (1T/0T) 15:1 with +3DRM, no surprise and an Ae2/DL2o3DG.



Reaction Phase

No reaction

Combat Phase

Barrage Segment

Russian Arty opens up on the 25-40 Column after a 2R shift, obtaining a DG result.



Combat Segment

Russians attack the German ID at 2:1 Open 0DRM (2T/1T) Surprise is gained. 5:1 Open with a result of Ao1/Do1. The Russian Infantry will lose its last step of the AR3 Infantry to force the German to lose a step and stay in place, or retreat into a ZOC and still lose a step for being DG before retreating. First German ID is destroyed.



Exploitation Phase

Russian Tank Brigade attacks Infantry Division at 2:1 Open +1DRM (1T/1T) with no Surprise. Result of AL1o1! Russian Tank Brigade destroyed.

Clean up Phase

German first ½ of Turn 2

Mode Determination

Infantry Regiments of both the 18th Pz. and 3rd Motorized switch to Move Mode and 18th Pz goes into Reserve.

Movement Phase

Independents and 3rd Motorized Arty prepare to finish off the Russian Tank Division while the 3rd Motorized Infantry units attack the HQ and supply dump and the MC unit occupies the 1step Russian ID.
The 18th Pz. positions itself to Destroy the last ID and take Orel with its Infantry Regiment.

Reaction Phase

None

Combat Phase

Barrage segment: In the North, 2T is spend for no effect and the South spends less (1T) for the same no effect.

Combat segment: German Breakdown unit attacks Russian Arty at 4:1 Close +4DRM (1T/0T) no Surprise gained. Aol/DL1o1

Attack on Sevsk, the Russian can no longer get Combat Supply, so reduced by half again. 2:1 Open +2DRM (2T) no Surprise. Ao1/Do1. Germans will lose a step to force Russian step loss.
Motorcycle unit attacks the Russian ID step. 1:3 open with +2DRM (1T/1T) no surprise makes it Ao1/Do1. MC Retreats.

3rd Motorized Infantry units attack HQ. 1:1 Open +4DRM (2T/0T) No surprise. AL1/Do1. The 29th Infantry dies, but the HQ retreats off its supply dump allowing the 8th Infantry Regiment to move in and capture it.

Supply capture roll of 5 nets 50%. So 8SP is displaced 5 hex’s, leaving 8SP. Half of that is destroyed outright, leaving the Germans 4SP.



Exploitation Phase

Infantry Regiments of the 18th Panzer pop their Reserves and capture the two dumps for a total of 3SP/2T out of 10SP/1T as well as capturing the Orel Victory Hex. This is game over unless the Russians somehow are able to expel them out of Orel.



The rest of 18th Panzer comes out of Reserve. The Recon unit races forward to be adjacent to the Russian Arty unit, effectively taking it out of Reserve. I could attempt an Overrun here, but you all know by now how that works, so let’s try something special only found in the 1st edition Rules.

The remaining Tank Battalions are going to attempt an At All Cost Attack. This type of Attack cost twice the amount of Supply, but allows you to roll twice on the Combat Chart with all DRM’s, but the second roll comes with a -4 DRM. Both results are then combined. This can be harsh for the attacker, since even the Option must be taken as a step loss, but if the Victory Hex is that important…….

Combat Phase

Recon takes out the Russian Arty after gaining surprise on the 13:1 Column.



That At All Cost Attack will now cost 1SP in Combat Supply instead of the normal 2T. The Russian ID is now out of Trace, so will defend at ½ Strength. No Surprise is gained and the 2 Rolls are Ao1e4/DL1o2 and Ao1/DL1o2. So the combined roll is Ao2e4/DL2o4. These ended up being fairly high rolls, but the Germans still lose two of three Panzer Battalions because they have to take their Options as a step loss. You can see where this may be an Option that’s never used, but shown here just because the idea of it is so freaking awesome.



Going to call the game here. 18th Panzer is in between Orel and the limited amount of Russians, which have no chance of regaining Orel or reaching Konotop.

Dead Pile (not the Katyusha's)


I hope I showed some interesting things here for you that are following along. One important thing that needs to be pointed out here, a huge mistake that a lot of new players will make when first starting OCS, is leaving their rear areas and supply dumps unprotected. Forcing yourself to leave a fairly strong unit(s) behind seems counterintuitive, but as you just seen, had there been a strong unit(s) in Orel, it could have staved off disaster for a little longer. These are hard lessons to learn when first starting out, but trust me, when you come up against a player that has been playing OCS even for a little while, you’ll be crying Uncle real soon if you don’t do this one ALL IMPORTANT thing. Protect your rear areas at all costs!

Next up: Air Power
https://www.boardgamegeek.com/thread/1674792/training-scenar...
8 
 Thumb up
5.00
 tip
 Hide
  • [+] Dice rolls
Tankboy
United States
Haslet
Texas
flag msg tools
badge
I know. It's an Awesome Avatar.
Avatar
mbmbmbmbmb
Just a side note. The At All Cost Attack in the above AAR was a bad example. Had Orel (or Konotop) been properly defended, then this type of attack would have been more acceptable (reasonable?),and the use of Infantry would have been required. Think of it as a Stalingrad type of effect. All or nothing.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Steve Hojnacki
United States
Illinois
flag msg tools
Avatar
mbmbmbmbmb
I didn't read the whole article or the previous ones so forgive me for asking a stupid question. But are you using the newest version of the rules and charts and just applying them to the original GB game?

S.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Tankboy
United States
Haslet
Texas
flag msg tools
badge
I know. It's an Awesome Avatar.
Avatar
mbmbmbmbmb
I'm using the Original Version 1.0 rules. The supply mechanics are totally different and a lot of rules that are standard in the current ruleset are optional in this game (Surprise, hipshoots) or no longer used (At All Cost Attacks, Anti Overrun barrages, Doubling up Air attacks). A lot of fun however.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Tankboy
United States
Haslet
Texas
flag msg tools
badge
I know. It's an Awesome Avatar.
Avatar
mbmbmbmbmb
Getting ready to play the last Training Scenario (#6) and after re-referencing a couple rules, realized I made a mistake when firing the Katyusha's. These do not require any supply (1T) in order to fire them. They leave the board after firing instead and come back two turns later as a reinforcement and "pre-loaded".
Spending the supply here didn't effect the outcome in any way, the Russians had ample supply to burn.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.