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Lost Victory
Another benefit of my chosen scale was that I could easily build key characteristics of the opposing armies into stacking values. By giving units an SV from 0 to 4 and manipulating that value to get the right functional effects, I could allow units to concentrate, force them to disperse or encourage players to use certain units in combination. If youve played the game, you know what I mean. Generally, a stack can have one formation of any type (plus some supporting independent units) or two infantry/rifle divisions (with no independent units). But those unwieldy Soviet tank corps and over-sized SS divisions dont quite fit in a hex, so you cant bring their full strength to bear as easily as you can with smaller, more efficient units. Soviet cavalry corps, which were supposed to spread out and exploit breakthroughs, need up to three hexes to deploy when accompanied by their normal complement of supporting independent tank units. Nor are those independent units much use in the absence of a formation; the independent units have SVs similar to units that are part of formations, but they lack the share of divisional/corps assets built into formation strengths, making them comparatively weak and inefficient. This interaction of scale and stacking values gives a much better feel for how different unit types were used than would have been possible with a true divisional unit scale and a conventional ground scale. Though not readily apparent, this interaction makes the standard German panzer division (not the bigger and more powerful SS division) the most useful formation on the map; with only 4 stacking points, you can mass an entire panzer division (plus attachments) in one stack for maneuver and overrun. At my chosen ground scale, I could have reasonably used a time scale of anywhere from one to five days per turn. I toyed with a 48-hour turn when I was planning to use a conventional double-impulse movement system, but that quickly went by the boards due to a change in the sequence of play. The biggest dragon is a beast named WhatIDoNow?, who lives in the minds of the players. To conjure this beast, find an opponent who has never played Lost Victory, set up the game and ask for a reaction. Chances are, hell say something like Looks great, but what do I do now?and the beast is in full cry. The problem is that Lost Victorys course of play doesnt structure the turn so that its obvious what you should do next. Instead of holding you by the hand and leading you through a set of operational choices by means of a contrived structure, it gives you much the same freedom of action enjoyed by the historical commanders. Because were all used to being told by the course of play when to do what, this freedom can be a paralyzing shock. Dont feel bad if youve been in this boat. When the developer played this game for the first time, he used the Soviet players First Ops Phase to make set-piece attacks and move units up to the line, not realizing that the fluid situation east of Kharkov was better suited to wholesale use of overruns. Because he didnt know what to do with all the flexibility the game gave him, he wasted the phase (and would have lost the game if he hadnt started over after turn 2). Just about everyone who tried Lost Victory during development had a variation on this experience at some point. You, on the other hand, get to benefit from our mistakes. Hopefully, by the time youre done with this essay, youll have developed your own ideas of what to do now.
Playbook
with a better plan and more support. If the attack met with initial success, then the unit probably kept advancing, meanwhile cleaning up incidental opposition, until it met enemy forces too strong to be dislodged without a new prepared attackwhich usually didnt take place until the next day. In Lost Victory, as in all other operational wargames, this situation is built into the combat results. The difference in this game is that everybody isnt attacking at dawn. Instead, think of each attack as jumping off at the moment that conditions are exactly right (except when you screw up or get SNAFUed). One final comment on the simultaneity dragon. This game is missing one rule that is important to any operational game that purports to use average instead of maximum movement capabilities. My initial design had a forced march rule that let units try to march distances way beyond their printed MA at the risk of becoming disrupted (e.g. leaving a trail of stragglers and lost subunits). Early in the development process, Gene the Developer suggested that we streamline the system by eliminating this and other rules. Wishing to appear agreeable, I said sure, no problem. Later in development, I kept meaning to raise the issue of reincluding this rule and never did. Dumb mistake. I plan to test a new rule for forced marching with the final version of the game, after which I expect that Gene will publish it in C3I. The tradeoff is that reacting units can end up disrupting themselves. Our idea here was that reaction is an unplanned, often spur-of-the-moment response, and is therefore more likely to result in confusion and dislocation than more carefully planned offensive activity. Units that are doing a lot of maneuvering instead of hugging a carefully chosen piece of ground are also more likely to be caught off balance by an attack or overrun; hence the adverse command check modifier. One aspect of reaction appeared strange to the playtesters (and maybe to you): there are no range restrictions on reaction. The reason is simple. With few exceptions, the basic reaction element is a formation, and all units in the same formation are going to be well within radio range of each other or of their formation HQ (abstracted in the game). The few exceptions are insignificant.
Timing Is Everything
Reaction aside, Genes big game saver was initiative. As you may by now have guessed, my first prototype didnt have this feature; the Soviet Player conducted his ops first throughout the game. The more we played, the more cockeyed this looked. The problem was all the games built-in friction effects. As units operate, they tend to lose capabilities. Your army is in the best shape of the entire turn at the start of the Ops Segment; its downhill from there until, at the end of a segment, half your units may be temporarily unsupplied, disrupted or unavailable. So there is a real advantage to being the first bull out of the chute. Its OK for that bull to be Soviet early in the game, but not after Manstein starts his counterattack. Late in development, Gene finally insisted that we address this problem, together with two other issues: game length and play balance. Simply put, the damn game was taking too long to playon top of which, thanks to some necessary changes in the supply and airpower rules, the Red Army was advancing with unaccustomed alacrity in the early going. Ideally, a single mechanism could both speed play and slow the pace of operations; with luck, we could build both of those solutions into an initiative system. So theorized himself, the developer. We spent a whole week burning up Ma Bells wires between Connecticut and California before finally implementing a variation on a system Gene had outlined to me at the start of the previous week. Anyway, it was thoroughly discussed. The initiative system in the published game is predicated on a few simple ideas: r Initiative means the ability, within limits, to control the pace and character of the battle. In game terms, going first lets you initiate a sequence of maneuvers and attacks to which the second player must respond before he can put his own plans in train. r Initiative is as much in the minds of the commanders as in actual battlefield conditions. That being the case, instead of trying to guess which conditions would force a change of initiative (and forcing you to count casualties or some other ridiculous thing), we left it to the players to evaluate the situation. The bidding system just forces you to put your money where your mouth is in that discussion. If your army is really in control of the battle, then you should be able, in most cases, to conduct more offensive ops (attacks and overruns) than the enemy. Bid accordingly. r The side with the initiative tends to keep it; initiative seldom flipflops back and forth between opposing commanders. In 1943, the initiative changed hands three times; that mirrors what happens in most games. r Initiative most often changes hands at that unpredictable moment when whoever has the initiative becomes so overextended that the frontline units cant maintain the level of offensive activity ordered by higher command. The game works pretty well in this regard. Generally, a player only gives up the initiative voluntarily
Lost Victory
when he needs to regroup. More often, the player fails to make the required number of attacks and suffers severe consequences. r An initiative shift often catches the units whose side just lost the initiative off balance and unprepared for a change in posture (for practical purposes, disrupted). In the game, you usually dont suffer much from losing the initiative during bidding; consider such initiative losses as representing planned changes in posture. However, if you lose initiative because you failed to make the required number of attacks/overruns, this is an unplanned change due to being overextended. In this case, the most forward units (the ones most likely to be overextended) usually get chosen for disruption. Then the former Second Player gets two Ops Phases in a row; the unbalanced state of your army gives him greater freedom of action and offers good opportunities for high intensity butt kicking. Functionally, this works. The main brakes on a commanders ability to control the pace of a battle are the force ratio, surprise, weather, supply and unit readiness. In Lost Victory, the force ratios limited effect on the pace of operations is built into the strategic situation, as expressed in the replacement, reinforcement and bidding systems. Surprise played a questionable role in this campaign and isnt portrayed at all. The condition of the troops is already addressed obliquely by built-in friction effects; it is one of the factors you take into account when deciding how aggressively to exercise the initiative. That leaves weather and supply as the main factors directly affecting game pace. By 1943, both sides had learned how to conduct mechanized warfare in most weather. The one insurmountable difficulty was bad visibility that kept air strikes from flying; on the ground, everybody just soldiered on in shared misery. Oh, SS Totenkopf did manage to get stuck fast in a quagmire when a freak thaw caught it foolishly trying to march cross country, but that was a truly unique situation. Until the arrival of the spring rasputitsa brought the campaign to an end, the weather didnt much affect the pace of operations. Blizzards were the big exception. The one that savaged southern Russia the week before the opening of Operation Star left behind deep drifts that slowed ops into early February. Other storms not only made it harder to enter terrain (an effect handled by increasing various MP costs); at their height, they also forced almost everybody to take shelter. In the game, the time lost seeking shelter from the storm is represented by lopping a pair of phases from the Ops Segment. Supply also works as an operational brake by eliminating one pair of phases per Ops Segmentbut only during some of the turns when the Soviet player has the initiative. Since the Axis didnt suffer from the general supply shortages that plagued the Red Army in this campaign, it isnt subject to the same brake. The central problem with C3I is that most of what goes into it happens before the game starts. In the real world, C3I capabilities are built into training, doctrine, unit TO&Es and various command and staff organizations. In wargames, the effects go into charts, tables and unit ratingseven the course of play. For the most part, C3I isnt something that is within the players control except to the degree that he can attack enemy C3I capabilities. So why confront the issue at all? Aside from my conviction that control is everything? Lots of reasons: r The 1943 campaign was characterized by amazing feats of arms performed by units far less powerful than the forces arrayed against them; these feats were possible only because of superior operational and tactical command and control. I wanted to showcase that fact. r The quality of C3I in individual situations was usually a function of what superior HQ was managing the battle, and units performed differently when their activities were coordinated by different HQs. Some of the effects of C3I had to be invested in HQ capabilities. I couldnt just build them into individual unit ratings or into some general capability conferred on an entire army. r The essence of Blitzkrieg is getting into the enemy rear and assailing his C3I and logistics. Instead of attacking the sharp end, go for the blunt end. To show modern mechanized warfare in action, I needed to explicitly portray the blunt end. That meant more than using HQs as conduits for logistics and support. Supplied units whose rear area was crawling with enemy mechanized forces had to suffer appropriate handicaps. r Since I had already decided to use multiple units to portray individual formations, I needed a realistic way of rewarding players for behaving historically and keeping most of those formations together. Actually, I found two: the support rules and the command check modifiers. r If there is one central theme running through the operational history of the worlds greatest land war, it is the relative shift in the balance of C3I competence between the Wehrmacht and the Red Army. Any game system portraying operations in this theater over time has to reflect how this balance changed and how it affected what happened.
Situation Normal...
Lost Victory explicitly portrays only a subset of C3I. Its a factor in half the games systems, but aside from the small amount of limited intelligence incidental to the stacking rules, all the explicit C3I in the game is built into the pre-combat command checks and the SNAFU system. A few items of note regarding command checks, HQ ratings and SNAFUs: r Until 1944, Soviet command and control was generally inferior to that of the Wehrmacht. Early in 1943, the Red Army command and staff wasnt as lame as in 1941, but it was still catching up. Thats why the Soviets have lower average CVs and are far more prone to SNAFUs. r Since the Soviets had severe supply problems during this campaign, I built those problems into the SNAFU system. So another part of the reason that the Soviets are more prone to SNAFUs in the game is that they suffered under an extra burden that offered additional opportunities for someone to screw up. r I didnt try to individually evaluate the command and staff of every HQ. What with frequent personnel changes and the difficulty of sorting out which factors were at work in an armys success or failure, the results would have been misleading. Instead,
Playbook
I evaluated the HQs by nationality and type. The exceptions were SS Panzer Corps and Mobile Group Popov. The former got a lower CV to reflect its inexperience, but a higher CR to reflect how much of the battle it controlled. The latter got higher ratings to reflect the quality of its staff and the nature of its mission. r Army HQs are the units mainly responsible for the battle, and their CRs and CVs are my baseline. Front/army group HQs have a greater span of control (CR), but less of a command capability (CV) because theyre supposed to manage the supply net and provide overall direction, not run the battle; the number and type of personnel assigned reflect this mission. Except for Korps Cramer, the only corps HQs I included are panzer corps HQs, which were designed specifically to control mechanized forces, and had more and better assets for this purpose than a standard army corps. These HQs have a higher CV than your average army HQ, but their CR is severely limited. The AA Lanz and Cramer HQs have inferior ratings because they were staff shells that were beefed up and thrown into the battle as ad hoc HQs. Soviet tank army HQs get bonuses to their CR to reflect the reality that they had to control more dispersed forces (and did well at it in most cases). Guards army HQs get CV bonuses reflecting superior staff quality; this evaluation may or may not be valid for February-March 1943, but it is certainly important within a few months of this campaign. r In addition to the constants built into the unit values and game tables, I identified three main variables affecting the exercise of command and control in combat. These are reflected in the command check modifiers for weather, maneuver and number of formations. Perfect weather (fair skies and hard ground) tends to eliminate unpleasant surprises, making it easier to control events; stormy weather degrades communications and makes it harder for units to maneuver. Attacking on the fly (via overruns) and mounting a mobile defense (via reaction) stress a sides command and control far more than does a static battle. Most important, the more complex an attack and the more military units, branches off service and nationalities involved, the greater the opportunity for somebody to screw the pooch with real authority; small, singleunit attacks are inherently easier to control. Since the defending side is in a reactive mode and far less likely to rely on complex interaction between organizations, this consideration doesnt apply to the defender. r Three other variables (unit status, supply and terrain) could have affected command checks, but dont because that would have almost doubled the number of command check modifiers, making the process unnecessarily tedious. Besides, unit status and supply have far less effect on the ability to control a battle than the phenomena I chose to represent; they are more in the nature of incidental factors that offer extra opportunities for things to go wrong, and their effect on combat is already well represented in the rules governing supply, disruption and unavailable units. Except for cities, there isnt much terrain on the battlefield that might have seriously affected command and control. It seemed to me that attacking into a city was already tough enough, so I didnt add any command check modifiers for it. If you disagree with that evaluation, then I suggest adding modifiers of +1 (defender) and +2 (attacker) when any of the defending hexes has a city. Aside from command checks and SNAFUs, C3I impacts the game most dramatically through disruption. Disruption represents a loss of internal command and control within an individual unit, rather than at a command level accessible to the player. This is an important point. A lot of us unconsciously equate disruption with a good old-fashioned Napoleonic rout. But were not necessarily talking suave qui peut here. A unit can easily lose internal command and control without even being in contact with the enemy. If the unit tries to maneuver too aggressively, for example, it can become so disordered that command can no longer function sufficiently to fight the unit. Until the staff locates everybody, unsnarls traffic and restores communications, the unit cant operate effectively. If enemy contact occurs while the unit is in this state, it will likely be destroyed or dispersed. Before leaving C3I, a word is in order on the subject of intelligence. The big failure in this area during the 1943 campaign was one of interpretation. The Soviets assumed that the Germans were in retreat to the Dniepr, in part because it was so clear to Stavka that the enemy had no other choice. But both sides knew what enemy units were on the battlefield and even had some idea of where most of them were. Given that circumstance, it seemed to me that limiting the ability to examine enemy stacks was all the fog of war that I needed. Besides, the fluidity provided by the course of play offers enough surprises without having to fuss with heavy baggage like hidden movement and dummies.
Lost Victory
r Marshes in southern Russia arent the tangled, wooded mazes found further north in Belorussia. They dont provide a lot of cover and arent much different from clear terrain in cold weather. During rain and thaws, though, they collect a lot of water, and it becomes almost impossible to maneuver in them. r Rain or melting snow turns battlefields in this part of the world into quagmires. Except for a loss of maneuverability and the decreased effectiveness of bombs and shells, combat isnt much affected, but movement especially over long distancesslows to a crawl. This effect is accentuated by the absence of good roads. r Artillery and air strikes arent as useful in mud because the shells and bombs tend to bury themselves before exploding. Covering terrain decreases the effectiveness of guns and planes for all purposes except defensive support because the cover makes it hard to spot targets and see results. This doesnt matter in the case of defensive support because the guns are usually sighted on preset killing grounds and the bombs aimed at enemy troops who have to expose themselves in order to advance; by definition, if you need the fire mission or air strike, then the targets are there. r The spring thaw proceeds from south to north, and the southern part of the battlefield thaws weeks before the northern part. Thats one reason Manstein favored attacking in the south first instead of moving immediately to smash Voronezh Front and retake Kharkov the way Hitler wanted. You can see in the Weather Summary, Movement and Combat Tables and Combat Summary how Ive incorporated all of these effects into the game. Gene hates all this weather and terrain jazz because he cant just memorize a few MP costs from a table and party on. I agree that having to refer back to the Movement Chart is a drag, but it does work rather well to show what was going on. nor air-to-air combat. Interception wasnt used during the 1943 campaign, so I left it out of my model. Air-to-air combat is simply netted outreflected in the number and strength of available air strikes and in the likelihood of an air strike taking damage while attacking. Air supply is also netted out. After their losses over the Stalingrad air corridor, the Germans didnt have capacity to burn, and besides the surviving auntie ju transports were fully occupied ferrying 50,000 troops out of the Kuban. Where do you think all those German personnel replacements are coming from, anyway? On the other side, I considered the limited use the Soviets made of air supply when I determined how hard a hit that side should take from various supply penalties; without air supply, fuel depletion and SNAFU supply effects would have been far worse. Which brings me to supply...
Aces High
Depending on the exact situation being modeled, airpower may or may not be an environmental factor in a wargame. When doing operational ground games I like to treat it as such. My main reason is that the roles in which the players are cast are typically those of front, army or army group commanders. These guys usually had little or no control over their air support. On the Axis side, the Luftwaffe was notoriously independent of the Army. Even on the Soviet side, frontal aviation was under the control of a separate air commander who actually fought the air battle. In Lost Victory, I wanted players to be as detached from the air war as their historical counterparts. I also wanted to remove any temptation to game the air system. So you get to decide when and where to mount air strikes just as your historical counterpart would have. But the strength of the strike (the number and type of aircraft that actually show up) is beyond your control. The air planners make their decisions, and the vagaries of weather, navigation and enemy opposition determine how strong a strike actually gets made. The number and strength of available air strikes gives you a fair idea of what to expect, but you never know for sure whats going to show up until you flip over the pieceby which time, youre committed. No more pre-calculating combat ratios and then tossing on exactly the right number of air units or air points to jigger the odds. And no more airbase management! The downside of this system in its current incarnation is that you have zero ability to influence how strong an air strike shows up. In other words, you cant tell the frontal aviation commander that a particular attack is of critical importance and his job depends on getting a suitable number of aircraft over the target. Since the rules went to the printers, Ive thought about how to do just that, but havent yet come up with a solution that makes me want to burst forth with glad little cries of glee. Ill keep you posted. As youve doubtless noticed, the air rules support neither interception
Lost Victory
upcoming Ops Phase. The Axis player needs to pay particular attention to using his Gun Bonuses for defensive bombardment (e.g., to forestall Soviet attacks). Historically, the superior German artillery was the backbone of the defense in the East during 194344. It works the same way in the game. r Combat and C3I interact to reward small, single-formation attacks because such attacks are easier to coordinate. If the attacker adds formations in order to pile on the combat factors and improve the odds the way we have all been taught, he runs the risk of disrupting his entire attack. Note in this regard that its usually better to attack with a couple of formations or a single formation aided by an appropriate independent specialist unit than it is to throw a lot of small independent units into an attack. Big stacks of independent units look impressive, but theyre so hard to coordinate that much of their strength is negated by C3I effects. Coordination problems aside, a lot of those independent units (especially Soviet rifle brigades) are weaker than they look. Their strength is all in their AS/DS; they have no bonuses. This is the real difference between a full-strength rifle brigade and a depleted rifle division. r Ive never been happy with units dying when they retreat into an EZOC. There are way too many accounts from this war (and particularly from this campaign) of units squeezing through a tiny gap in the enemy line and escaping to fight another day. The Soviets were especially adept at using cover to retreat, but both sides did well in this regard as long as units retained cohesion. Once cohesion was lost (as it often was when retreating units tried to cross rivers and bridges), a retreating unit quickly disintegrated. Terror of being captured by the enemy was endemic to both sides and tended to induce panic among isolated troops, but some units cope better with the terror than others. By most accounts, political soldiers (SS and NKVD) and Soviet Guards units were best able to turn the terror into desperate resistance and fight their way through the encircling enemy. This, and not some bogus elite unit status is the source of the favorable modifier those units get when retreating through an EZOC. Leg units suffer a penalty in this regard because they are slower moving. a major victory, but give up all hope of winning a decisive one. If you dont go for the major victory (or if you fail to achieve it), then the only way to win big is to drive the Ivans back across the Donets by games end. To do that, you have to string the Soviets out until they are overextended and then repeat Mansteins backhand blow. Holding a continuous line wont leave you with a big enough reserve to mount a strong counterattack, so if you want the decisive, youll have to gamble by leaving a terrifying gap in the line in order to scrape off an attack force. Finally, theres the booby prize. If you manage to keep the Soviets from winning big and also manage to retake Kharkov, you score a minor victory. Phffffut!! So who does the game favor? I honestly dont think it favors anyone. Both players have good armies. The Soviet player has more units, but the Axis player has stronger ones, backed up by better C3I. The Soviet player is hampered by supply difficulties early on, but Axis strength doesnt make itself felt until the middle of the game. There are a lot of pieces in play, but it doesnt pay to spread out any more than you have to. Theres a lot of good defensive terrain on the map, but few obvious places to build a strong line. Both sides have to concentrate their forces and learn to cope with open flanks. Neither side has any easy victory conditions. Taking this strategic situation into account, it seems to me that things are so fluid that the winner will likely be the player with the best feel for how to use his army.
Strategic Victory
The campaign in southern Russia in the winter of 1943 was all about controlling large communications centers. The few cities in the region were where communications all came together and where the armies set up their main supply depots, from which they fed smaller depots close to the front. He who held those cities controlled the fate of Army Group South. Which is why the victory conditions in this game are all about cities. As I interpret the situation, Soviet control of Mariupol cuts off German forces in the eastern Donbas, a major victory. Alternatively, partial Soviet control of Dniepropetrovsk and Zaporozhe threatens the communications of Army Group South and probably forces a significant withdrawal, also a minor victory. Soviet control of those two cities cuts off the entire army group, and that is definitely a major victory. Stalins goal was to control both the Dniepr crossings and Mariupol (and, of course, take Kharkov along the way). As the Soviet player, you have to decide whether either or both goals are viable. If you dont go for one of them, then the best you can do is carve out a minor victory by trying to hold Kharkov; if you try for Poltava or Stalino, you might as well go whole hog and drive for the Dniepr or the Sea of Azov. These are nasty victory conditions, specifically designed to push you into doing what the Boss (Stalin, not Springsteen) wants. As the German player, your primary goal is to contain the enemy advance across the Donets. Hitler doesnt want to give up any ground and especially any citieslike, for example, Kharkov. So keeping the enemy east of the river and out of town is important; do that and you win
Playbook
15 hexes from the nearest HQ of the same front for bombardment purposes. The game ignores a major change in subordination that occurred late in the campaign. After Hoth ran the right flank of Southwest Front through the meatgrinder, Stavka shifted 3rd Tank Army over to Vatutin to plug the yawning gap west of Barvenkovo. But then Hoth wheeled north and smashed into Voronezh Front, and 3rd Tank Army ended up fighting for its life on the fronts open southern flank. As far as I could tell, the change in subordination never affected the campaign, so I treated it as if it didnt happen. Two notes on units. The German 19th Panzer Division was assigned to 3rd Panzer Corps, but seems to have done its fighting east of the map area. I felt that putting the division in the game would have unbalanced the situation in the Donbas and been misleadingso it isnt there. The Soviet 107th Rifle Division should have been in the game, but I thought I could leave it off the extreme northern flank of the action. I have been authoritatively informed that I was wrong. Sorry, guys. This 40th Army division (Voronezh Front colors) should be a 5-6-6 with a two-hex GB of 1, SV 3 and a ZOC; it arrives on Turn 3 in Entry Area E. Youll have to use a homemade piece until I get GMT to print one in C3I.
Whats Next?
Lost Victory is the first game in what I hope will be a series of operational battles on the Eastern Front. So far GMT has committed to do one more gameon the 1941 battle for Leningrad, from the Luga to the assault on the city. Beyond that, we shall see. Now every series needs a title, and Im not wild about calling this one the Lost Victory series. So Im dubbing it Dark Crusade until Le Grand Fromage de GMT says otherwise. (Ed. Note: After reluctantly giving in during the spirited debate over the title of the game, David just had to get the word "Dark" in there somewhere! Egads! - GB) GMTs C3I magazine is the main venue for news and views on Dark Crusade. Only its not a very good vehicle for two-way communication. So if you have relevant ideas, information, comments, questions, critiques, brickbats or whatever that youd like to share, you can reach me on Compuserve (73124,2526) or GEnie (D.RITCHIE5) or, in extremis, at 64 Tunxis Village, Farmington, CT 06032.
1/2
DF /DR
1 SS PzK
3-3-12
III
4-5-12
Dtschlnd/DR
III
7-6-12
2 /DR
III
4
2 /DR
II+
9-9-12 5-4-12
Tiger /DR
T
1/2
This example should at least partially help you combat the WhatIDoNow? dragon, as it lays out the basics of how units move and fight. Of course, good decisionmaking and sequencing of operations are up to you and will absolutely make or break you in this game. Believe me. I speak from bitter personal experience. To make this as easy to follow as possible, Im including a computer-generated rough approximation of a portion of the actual game map as well as some mockup counters which show each side's starting positions. Please (!) take the time to set these units up on your map, and move your units as you follow this example.
1019
1018
1022
1021
1020
1024
1023
1026
1025
1123
1127 1226 1327 1426 1527 1626 1727 1826 1927 2026
1125
1124
1122
1121
1120
1126
15G /1GTK
1119
0
1 /LAH
III
4-4-14 0-[1]-8
16G /1GTK
X
1224
1221
1223
1222
1220
1219
1218
6-4-10
9-9-12
StG /LAH
III
6-4-10
1G /1GTK
X
1/2
3-3-12
1324
1323
1322
1321
1320
1326
106
X
2 2
1325
1319
2-4-10
17G /1GTK
X
2
388 /172
I II
6-4-10
514 /172
1 /LAH
III
I II
2-4-6
2 1
1424
1 /LAH
II+
1421
3-5-6
2-4-6
747 /172
I II
10-8-12
1/2
The Situation
For purposes of this example, well assume that the weather is clear and the ground is hard throughout the play area. Figure 1 shows the situation at the start of an Ops Segment in which the Axis player has the initiative. Both Das Reich and LAH are ready to attack.
1420
1423
1422
1
1419
1418
4-4-14
1522 1521 1520
2-4-6
1524 1523 1526 1726 1926 1525 1624 1725 1824 1924 1925 2024 1519
2 /LAH
III
1623
1622
1620
1621
XX
1619
1618
4-6-6
8-9-12
1178 /350
I II
1722
1724 1823
1176 /350
I II
1723 1923
1 1
1721
1720
2-4-61180 /350 I II
1 1
2-4-6
1822 1922 1820 1821 1921
2-4-6
What to do? is the obvious question for the Axis player. Poised to strike to the southeast, he is faced with a Soviet front line that looks pretty strong. Because of the Axis advantage in air strikes, and because none of the Soviet units in this example are within the Command Range of an HQ, looks, in this case, will almost certainly be deceiving.
1818
2023
2022
2020
2021
2019
2018
LAH
The Axis player moves the stack from 1420 into 1521 (2 MP's). The Soviet player is virtually forced to attempt reaction, as his lone infantry unit is no match for the Axis CM units in clear terrain. He attempts reaction for just the 747/172, and succeeds, reacting into 1622. Continuing to move, the Axis stack enters 1522 (2 MPs). Again, the Soviet tries to react with the 747/172, but this time, rolls a 9 and fails. The Axis player declares an overrun into 1622 (2 MP's for the overrun, 1 for clear terrain). The Axis player declares that the 1 SS PzK HQ is controlling the combat, and commits an air strike (he draws a 4). The Soviet has no HQ, and decides not to commit an air strike. The Soviet player makes a command check for the Axis, rolling a 10, modified by a net +1 DRM to 11. This is four greater than the Axis HQs CV. Hopelessly
10
Playbook
outgunned, the Soviet player decides to roll for a SNAFU in hopes that the Axis attack will self-destruct. He rolls a 9 on the Axis SNAFU Table, yielding a 1N result; the Soviet player gets a column shift in his favor, and there is a crucial no show for the Axis. After considering choosing the Axis air strike (whose strength is still unknown), he instead goes for the best of the known quantities; he chooses the 10-8-12 panzer unit as the no-show. Thhe Axis attack will have to go in with just the Recon unit and the Air Strike! The Germans roll an 8 for the Soviet command check, modified by -2 (clear/hard) to 6. This is four greater than the Soviet nominal CV. The Axis player also decides to roll on the Soviet SNAFU Table and gets a 6. The Soviet SNAFU Tables 4-5 column shows an L result; the defending Soviet unit is unsupplied. The Soviet 747/172 unit gets a No Supply marker; it cant use its GB during this (or subsequent) combats. Computing the overruns combat ratio shows the Axis with an AS of 8 since the Recon unit is doubled in clear terrain. The Soviet unit defends with a strength of 4. Thats a 2:1 ratio, before shifts, which include: +4 Axis air strike +1 Recon units GB -1 Axis SNAFU Table result Thats a net of 4 shifts right (4+1-1=4). The combat is resolved in the 6:1 column of the Clear, Marsh line. The Axis player rolls a 7. There are no die roll modifiers (the Axis armor was a no-show, remember?). The combat result is 2*/2R. Applying the defenders result first, the Soviet unit retreats three hexes (2 +R) to 1924, and is disrupted, because it retreated during an overrun. The Axis must take one step loss from the Recon unit, then either retreat one hex or eliminate another step. He chooses to retreat the stack into 1521. He then disrupts both units in the stack (they retreated during an overrun), and places his air unit in the Repair Box (since it was damaged by the * result). This stacks ops are now complete, and the Axis player places an Ops Done on it. Now the Axis player moves the stack in 1221 into 1322 (via 1222). He declares an overrun into 1422. The Soviet unit in 1422 is disrupted, so it cant react when the Axis unit moves adjacent. The Axis commits an air strike, but draws the dummy (zero strength) strike. Though the Axis player doesnt yet know it, no air support will be available for the Axis. The Soviet player commits an air strike and draws a 2. The Axis units pass their command check. The Soviets fail, but the Axis player chooses a column shift instead of trying for a SNAFU. The Axis AS is 12 (its not doubled, as the target hex is a woods hex). The Soviet DS (from the disrupted 388/172 infantry unit) is 4. The combat ratio is 3:1, with the following shifts: +4 Axis GB +1 Soviets failed command check -2 Soviet air strike The net shift is 3 (4+1-2=3) column shifts, making a 6:1 attack on the Combat Tables Woods line. The Axis roll of 10, is modified by +1 (tank bonus) to 11. The result is 1/4D. The defender immediately loses one step, then attempts to retreat to satsify the rest of the 4 result. Because the Axis units in 1521 are disrupted, the otherwise surrounded unit does have a retreat path without having to roll for survival through 1522-1622-1723. Since the retreating unit was disrupted while already disrupted, it gets a No Ops marker. The Axis player takes a step loss from the StG unit and advances into 1422. Having taken a bit of a pounding, it moves into 1522, and ends its ops. Finally, the 2/LAH Motorized Infantry in 1619 moves into 1721 (the Soviet chooses not to react) and stops, hoping to set up an attack during the next Ops Phase. The Axis player has used all his units to perform ops, but he is worried about the potential threat from the Soviet tank unit in 1326. He decides to bombard it with an air strike. He draws a 4 air strike and rolls a 6, disrupting the Soviet unit. Satisfied that the Luftwaffe has covered his flank, the Axis player concludes his Ops Phase.
Conclusion
Well, you can see the amount of damage that can be inflicted in just a single Ops Phase. The Soviet units, so bright and shiny at the beginning of the phase, are pretty much wrecked by its end, at least in terms of their being any sort of offensive force. The Germans, at some cost to their own formations, used maneuver and overruns effectively to create favorable combat situations. Players will note that the Axis air arm is incredibly powerful, and, if used properly, will save the Axis players bacon many times during a game. One note about overruns. Remember the downsides. They make passing your command check more difficult, and if you have to retreat during an overrun, your entire overrunning force is disrupted. Overruns are most effective using CM units in clear terrain with a lot of gun and tank bonuses. Finally, dont forget to bombard. Remember, the payoff is disruptions, and hopefully you just learned how nasty they can be. Sometimes its worth is to make several low percentage bombardments in order to soften up that key position or protect yourself against a budding counterattack. Well, as you can probably tell, theres a lot to this game, mostly in terms of how to become accomplished at integrating your forces and sequencing your actions. Ive played over twenty games now (though not all to completion) and still can't say that I have it down pat. I guess thats a big attraction that keeps me coming back to games like this one; the idea that maybe, just maybe, this time Ill do it as well as Manstein. Have Fun!
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Lost Victory
Suggested Reading
What follows is not a bibliography. I couldnt begin to list the hundreds of books that contributed stray facts to Lost Victory. Nor will I try. I can think of few exercises more useless than a assembling a bibliography studded with esoteric foreign-language tomes that you wont find in your local library and probably couldnt read if you did locate them. So Ill stick to English-language texts that I know are either in print or likely to be available through a library and that have something significant to say on the subject of the game. By far the best English-language book touching on the winter 1943 campaign is David M. Glanzs From the Don to the Dnepr. Soviet Offensive Operations, December 1942 to August 1943 (London: Frank Cass and Company, Ltd., 1991). Glanz covers four Soviet operations (Little Saturn, Gallop, Star and Polkovodets Rumyantsev) from the period when the Soviets were developing the operational techniques that led to the great victories of 1944. There are also a fistful of general histories that contain information of varying worth on this topic. John Ericksons The Road to Berlin (Boulder, CO: Westview Press, 1983) has a pretty good chapter on events in southern Russia in the winter of 43, and his earlier The Road to Stalingrad: Stalins War with Germany (London: Weidenfeld & Nicolson, 1975) makes an excellent backgrounder. Colonel Albert Seatons account in The Russo-German War 1941-1945 (New York: Frederick A. Praeger, 1970) is also worth reading. Earl F. Ziemkes Stalingrad to Berlin: The German Defeat in the East (Washington: USGPO, 1968) is the weakest of the general histories when it comes to this campaign, but is still worth a look. Youll probably recognize the games title as coming from Erich von Mansteins autobiographical Lost Victories (Novato, CA: Presidio Press, 1984). This is an excellent volume that should be in the library of every East Front buff; just remember that the good field marshal was not above skimming over unpleasant facts when they cast him in an unflattering light. Manstein probably would have heartily approved of the brief account in F.W. von Mellenthins , Panzer Battles (New York: Ballantine Books, 1980), which suffers from an element of hero worship. But if youre reading up on this campaign, you probably want to look over Mellenthin in passing. If youre interested in the opposing High Commands, try Colonel Albert Seatons Stalin As Military Commander (New York: Praeger Publishers, Inc., 1976) and Sergei M. Shtemenkos The Soviet General Staff at War 1941-1945 (Moscow: Progress Publishers, 1970) for the Soviets. On the German side, I recommend Walter Warlimonts Inside Hitlers Headquarters, 193945 (Novato: Presidio Press, 1993) with reluctance. Its a classic and full of valuable information, but Warlimont is also one of the prime purveyers of the Crazy-Adolf-Cost-Us-The-War school of military history. For a general discussion of how the German war machine functioned, you cant beat Matthew Coopers twin volumes: The German Air Force 1933-1945 (London: Janes Publishing Company, Ltd., 1981) and The German Army 1933-1945 (New York: Stein & Day, 1978). Samual W. Mitcham Jr.s Hitlers Legions. The German Army Order of Battle, World War II (New York: Stein & Day, 1985) wont do for serious ob research, but its handy, readily available and full of interesting material. Roger James Bender and Warren Odegards Uniforms, Organization and History of the Panzertruppe (San Jose, CA: R. James Bender Publishing, 1980) is a valuable source of organizational and biographical information on many of the men and units involved in this campaign. I havent found anything comparable to these books on the Soviet side, but Albert Z. Conner and Robert G. Poiriers The Red Army Order of Battle in the Great Patriotic War (Novato, CA: Presidio Press, 1985) is a useful quick reference, if you dont mind the semi-refined nature of the data. Battle for Stalingrad (McLean, VA: PergamonBrasseys Interna-
tional Defense Publishers, Inc., 1989; Louis Rotundo, Ed.) combines a useful peek at the state of the Red Army at this time with a detailed account of the events that preceded the operations around Kharkov and the Donbas. This book is a translation of a 1943 Soviet staff study on Stalingrad. There are English-language histories of all four of the SS divisions involved in this campaign. Charles W. Sydnors Soldiers of Destruction (Princetown, NJ: Princeton UP, 1977) is a solid portrayal of SS Totenkopf Division but is weak on events after 1942. James Lucass Das Reich: The Military Role of the 2nd SS Division (New York: Arms & Armour Press, 1991) has more relevant information, but still falls short of a true day-by-day account. Peter Strassners European Volunteers (Winnipeg: J.J. Fedorowicz Publishing, 1988) is much better on the role of SS Wiking; but that division wasnt involved in the main offensive. Fortunately, Rudolph Lehmanns The Leibstandarte (Winnipeg: J.J. Fedorowicz Publishing, 1987-1993) fills many gaps. The third volume of this work has a detailed account of the see-saw fighting in the Kharkov area. Artillery may have done most of the killing on the Eastern Front, but the key offensive weapon was the tank. I probably looked at three dozen books on tanks and AFVs while designing this game. I kept going back to three. Stephen J. Zaloga and James Grandsens Soviet Tanks & Combat Vehicles of World War Two (London: Arms & Armour Press, 1984) is simply the best book you can buy on this subject. Dr. F.M. von Senger Und Etterlins classic German Tanks of World War II (Harrisburg, PA: Stackpole Books, 1969) is almost as good for the Germans. When it comes to the Tiger tank, Ive found no better source than Egon Kleine and Volkmar Kuhns Tiger. The History of a Legendary Weapon, 194245 (Winnipeg: J.J. Fedorowicz Publishing, 1989). There are a slew of books available on German generals, but most are just drab recountings of the same events told better in general histories. I dont know of any that would add to your understanding of this campaign. Perhaps because we are less familiar with the personalities on the Soviet side, I have two books of Soviet military biography to recommend. Harold Shukmans Stalins Generals (New York: Grove Press, 1993) is a collection of excellent essays by various military writers, each dealing with a particular general officer. Gabriel Gorodetskys chapter on Golikov, the oft-maligned commander of Voronezh Front, is particularly worthwhile. As I was finishing these notes, Richard N. Armstrongs Red Army Tank Commanders (Atglen, PA: Schiffer Publishing, Ltd., 1994) came to press. Most of the commanders in this book fought in Star or Gallop, and their biographies in this volume provide dimension to the accounts of Soviet operations in the winter of 1943. Of the three previous games on this subject, only Jack Radey and David Bolts Duel for Kharkov (Albany, CA: Peoples War Games, 1985) is likely to provide additional understanding.
GAMES
GMT
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