ArtReg250
Posts: 16
Joined: 8/21/2018 From: Spain Status: offline
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quote:
ORIGINAL: UP844 This is the map at the end of the game: there are lots of broken Russian units in the Russian trench line, but most of them are out of LOS. - Red arrows represent successful Russian attacks. - Magenta arrows represent repulsed Russian attacks. The Russians achieved a clean breakthrough with the tanks (not a difficult undertaking, when you are invulnerable to everything the enemy can throw at you) and managed to advance a few units over the railway line in the south, where the line was held by the Spanish HS with no support weapons. I suppose a sizable force of Russian made a nice walk south of the area depicted in the map (which does not represent the whole map area, but only the portion where the Spanish line was deployed). Unfortunately, in scenarios with exit hexes the defender tends to run towards the VP hexes, unless VP hexes are present. In this case, playing with the Russian will become a race to the exit areas, and in a moving battle the few Spanish units have no chance. Given the current limitations of the game, the scenario reminded me of the attacks by unarmed Iranian revolutionary guards against entrenched Iraqis in the First Gulf War (and with equally gruesome results). This is NOT - I care to point out - a complaint against the scenario by itself. Some possibilities to make things a bit tougher for the Spanish side: - giving the Russian an OBA and/or some longer-ranges SW (MMG/HMGs, Lt Mtr, 82mm Mtr) - adding some VP hexes to force the Spanish player to garrison the whole line - tweaking the VP requirements Thanks for your AAR, UP844, your comments are greatly appreciated! In fact, the russians did fire even with AT guns to the spanish lines, also with mortars, together with their field artillery and Katyushas. The two hour barrage was so tremendous that probably the two spanish companies are a bit overestimated in their strenght. On the other hand, the russian infantry met their advance difficulted not only by spanish MG-34, also by the terrain: the 06:40 hours iced, plain ground was a muddy moon landscape a 08:40 hours. Russian tanks pushed forward towards Krasny Bor leaving behind their own infantry in many occasions. Also, as russian infantry advanced, the artillery began to roll barrage to cripple also the spanish second line. But I ommited these details in the design proccess searching play balance. Historically the russians were rejected twice, but pure, brute numbers finally overrun the spanish defences. It would have been nice to have a little amount of barbed wire and anti-personnel minefields. Although most of these devices disappeared as a result of the russian barrage, some of them survived. It´s no clear if this sector was attacked by T-34 or KV-1s, both were present at Krasny Bor, but I met that T-34 were too fast and they tended to do exactly what they did in real life: run for the exit hexes at full speed leaving behind their infantry. So I decided to introduce KV-1s. I thought also a possible special rule, give a second crew armed with a PSK to the PaKs to simulate the PaK 36 Stielgranate 41, so giving some chance to kill the KVs, but finally I discarded that. Historically, the spanish infantry was virtually defenceless against the nearly 100 russian tanks in Krasny Bor, two of them were killed by a captain in other sector of the battle, a third one by a engineer battalion private with a Tellermine in the streets of Krasny Bor. Surprisingly enough, probably a T-34 was also knocked out by a PaK 36! I sincerely appreciate your suggestions, although being an old ASL player, I´m a rookie in TotH scenario design. But I think that the main goal has been achieved, I mean, a reasonabily fun and interesting scenario, with the historical background in mind. I´ll kep in mind your scenario desing tips!
< Message edited by ArtReg250 -- 10/17/2018 9:23:22 AM >
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"Duro es el enemigo y duro es también el invierno ruso. Pero... ¡no importa! Más dura es aún mi raza (...)" General de División Agustín Muñoz Grandes
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