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Operation Suvorov - 11/18/2013 10:05:35 PM   
Arkady


Posts: 1262
Joined: 5/31/2002
From: 27th Penal Battalion
Status: offline
Operation Suvorov

As mentioned in this thread, our wargaming group meets few times every year to engage in multiplayer online JTCS battles.
Most daunting task is creation of scenarios as stock battles are not suited for multiplayer online games.
13 years of experience give us insight what's work and how to enjoy the weekend.

Our main scenario designer is Matto but last years I usually prepare one scenario for the weekend to help him.
After years we ended up with two types of scenarios, both of them multistaged.

One type is asynchronous, two players on one side and rest of participans divided to two groups that usually compete against each other who will be first to reach the objectives.

Another one is equally divided meeting scenario. Botht of the types are multistaged, after 6 complete turns we make a pause, rest and refit the units.

I'll describe here my process of creating the scenario and later this weekend I'll follow with report how the fight proceed.

Part I - Theme and units selection
As Matto will create asynchronous engagment set up during Winter War, I decide on something with more tanks on each side. There will be 10 players total and I have to find operation where equall forces could be created.

Operation Suvorov in late summer of 1943 seems promising. Although I create story from Yelnia-Dorogobuzh Offensive Operation, my unit selection will cover entire time frame, till October 1943.

As we learned during our battles, there should be no more than 15 combat units per player and 20 units total including commanders and HQs. Otherwise the turn legth is too long and other side will be bored.
I'll start with armor, German side is starting point with two companies of 1 Panther (4 SP) and 2 PzIVH (4 SP) platoons each.
This battalion will receive one commander (lvl 1).
Now I have to find corresponding russian forces, better firepower should be compensated by better movement, protection and/or more strength points.
Thanks to my JTCS Unit Viewer…
I ended up with two companies of 1 M-10 76mm TD (4 SP) and 2 KV-85 (5 SP) platoons. Again with one commander for entire battalion.


Even more difficult are infantry units as German grenadiers outclass all others.
History helps me, as all reinforcements were directed to Operation Zitadell, I muster Panzergrenadier platoon 42 and on the Russian side there will be veteran units (non veteran units are either dead or captured) of Rifle platoon 43.
For transport purposes there will be SPW 251/1 and Lend-Lease White Halftracks, non MG variants.
Infantry battalion will consist of two companies, three platoons each (without MG platoons), stuffed with one StuG battery (4 SP) in each company. Russians will be enhanced with 1 SU-85 and 1 SU-76 total, one should take role of tank destroyer with other in the role of assault gun.


..next - finishing touches and map selection.





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RE: Operation Suvorov - 11/19/2013 8:38:24 PM   
Arkady


Posts: 1262
Joined: 5/31/2002
From: 27th Penal Battalion
Status: offline
Part II - Finishing OOB

As core armor and infantry units are ready I've to add some support units. High caliber artillery can be devasted in large numbers and assigning artillery only to one or two players is not very effective as they have to coordinate fire support mission for entire team.
Battery of two platoons of mobile mortars to each player will be enough. And to help with mines or digging there will be one engineer platoon. I'll add some aircraft support later during scenario creation.

Morale for all units is set to 7, and I copy organization for other players. Commnaders of each regiment will be impersonated just before the batle starts.
Here you can review final OOB.
http://arkady.cz/storage/00_suvorov.org

I'm too lazy to create map from the scratch so I'm looking for good stock map of area around Yelnia. It takes some time but it seems to me that Sadki map looks fine.

Now the most important thing is starting placement to allow quick start of actual fight but not direct contact during first turn. I make a test and put some units on the map to see movement range. Halftrack are faster but more important are tanks. It seems that units should be around 15 hexes from main objectives and some 40 hexes apart to avoid contact on the first round

Scenario length is 24 turns, every 6 turns we refit units, 1 SP to each damaged unit that is not disrupted. I'll place on the map all tanks but only half of the infantry. Second half of the infantry will arrive on turn 7.
8 fighter planes to each side, ammo level 80, 75 smoke grenades and visibility 12 hexes.

Next post will cover actuall fight during upcoming weekend.





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(in reply to Arkady)
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RE: Operation Suvorov - 3/20/2014 9:58:42 PM   
Suvorov928


Posts: 157
Joined: 10/1/2005
Status: offline
I approve the name of this operation.

(in reply to Arkady)
Post #: 3
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