Stalin's War - Series Replay: Axis: Don Clarke Allies: Paul Horvath Developer's Commentary: Paul Marjoram
Stalin's War - Series Replay: Axis: Don Clarke Allies: Paul Horvath Developer's Commentary: Paul Marjoram
Stalin's War - Series Replay: Axis: Don Clarke Allies: Paul Horvath Developer's Commentary: Paul Marjoram
Axis: Don Clarke
This is for those of you who, like us, miss the old-style Series Replay articles that used to be found in The General.
Besides, we hope, being fun to read, it will also provide a further example of how to play, complete with ideas
regarding strategy and tactics. The game is between the two lead playtesters for the game during the development
process, and besides their comments I will also offer an occasional developer’s commentary (written with the
benefits of hind-sight, with the effect of making me sound wiser than I am, whereas the player comments were
written as the game progressed). We start with the views of the players as they inspect their initial hands.
Directives from The Bunker – Axis initial thoughts
Initial Axis hand:
The card draw seems good. No Steppe Fox though. A shame, because Rommel makes a real difference in the south.
The two 4s are a welcome bonus. Of the two, Hedgehogs will certainly be played as OPS – I hope I won’t be
needing trenches for some time! Winter Uniforms however, now there is a real choice to be made. If played as OPS
I won’t see the card again before the end of turn 2, after which the event becomes unplayable. I’m unsure how
critical play of Winter Uniforms might be for the Axis long game, but I’m going all out for an auto-victory, so the
funds that would have bought boots and greatcoats are going to be diverted to fuel and ammunition!
Luftwaffe Support and Panzer Refit are very nice draws. Panzer Refit will do nicely in the middle-to-late summer
when the Wehrmacht needs to pause to rest and re-organise (and reset the consecutive OPS marker!), and Luftwaffe
Support will be welcome in the Fall, played when the mud halts OPS. I’ll be keeping both of those. Convoy PQ17
needs to come back later, when I really need to stifle the Soviet offensive potential, and Kleist has also arrived
ahead of his time. Both of those will be discards prior to the summer turn.
The view from Moscow - Soviet initial thoughts:
The initial Soviet defense in Stalin’s War is very similar to other eastern front games in that there is a choice
between saving space or saving units. (It is trickier in this game because you might not be able to retreat all, or even
most, of your units, even if you want to, due to the restrictions on how many OPS you have.) The third element is
time, trying to slow the Germans down. I will try to maximize the amount of actions it takes for the Axis to advance
by sometimes giving up units, and sometimes giving up space.
Another choice that often needs to be made is whether to try to retreat and save the two-step Fronts which are
replaceable, or the mech. armies, which are permanently lost. You need as many units with ZOCs as possible to
survive, so these units are both critical. I have gone back and forth and I am still not sure which is the preferred unit
to save, so I will base most of my decisions on what position the units are in at the time.
Another consideration is to try to limit the Axis turn 2 progress by keeping OOS units alive on key railheads if
possible. This can sometimes limit the movement of the panzers because they need to stay within 4 hexes of a rail
supply source. Another trick along these lines is in Odessa. Axis ZOC does not extend into fortresses, so you can
pop a unit out of Odessa into 1828 and sometimes cut the supply of some Axis units.
The most important thing is to try to keep units out of hexes that can be exploited. Every exploitation can destroy
Soviet defenses, so you need to assume the Germans will blitz out of every exploitable hex and try to set up your
defenses accordingly. You can’t leave every exploitable hex in turns 1 or 2, but try to keep them too far west to be
able to destroy your front line.
Developer’s commentary
Not much to argue with there. It sounds as if Don has set his heart on going for the Axis AV. Paul is well-aware of
the need to trade space for time, or units for time if necessary. A forward defense will not work in this game! Both
players have decent hands, so let’s see how it plays out.
Directives from The Bunker: Turn 1, June 1941, Axis Round 5
Now to plan the assault. I like 4 OPS in the opening salvo to properly clear the way for the panzers. Infantry only
attack 1920 (Vilna) to ensure no losses to the panzers. Similarly at 1723. The tanks attack only where it’s absolutely
necessary. Every armoured step loss is a disaster for the Axis. The panzers in 1820 are primed and ready to exploit
from a Blitz at 1821. Having a unit exerting a ZOC at 1723 is very useful to pin a lot of Soviet units in the south.
This will force Paul to expend OPS to move them to safety. The 2-step Soviet mechanised corps in 1821 is a pain. It
means panzers must support the infantry to make sure of its destruction. The Soviet West Front is surrounded and
OOS due to the previous combats. One step loss will be enough to destroy it, since it can’t retreat. Its destruction
opens the way for panzers to exploit north if desired, and I’d like that option. They duly succumb, but in the process
they inflict a loss on the panzers. The subsequent blitzing surrounds Minsk and the Soviet mechanised corps at
1918. These mech. corps are precious in defense, since they prevent an advance by Axis armoured forces on a tied
combat result, so I’m going to take every opportunity to wipe them out.
Initial
board
positions
as
the
Axis
spend
4
OPS
for
combat.
Figure
After
combat
resolution
the
Axis
is
poised
to
exploit
with
his
armored
units
Developer comment:
Here
is
the
position
after
exploitation
and
the
Soviet
supply
check
at
the
start
of
their
round
The view from Moscow: Turn 1, June 1941, Soviet Round 5:
My hand is pretty good, so I am going to save the 4 OPS cards for next turn and play a 3 OPS instead. The choices
now are which units in Axis ZOC to spend OPS on to retreat, whether to save the unit in Minsk by putting it back in
supply, and whether to keep the unit in 1823 alive by keeping it in supply.
I decided to keep as many units in supply as possible to try to slow up the Axis. I could have used the 3rd OPS to
retreat from Riga or strat-move the Marine unit out of Odessa, but I think I will have OPS available next turn when I
play my reinforcement cards, so I tried to potshot a tank in 1922 instead. He is still going to be able to blitz into
2024 and Vinnitsa next turn, which will cut off a number of units, but by making him go through the swamps I am
hoping to slow him down enough that I will be able to set up my first defense along the Dnieper, Kharkov, and
forests in front of Moscow.
The
position
after
Soviet
movement,
showing
the
2
OPS
spent
for
movement,
and
a
single
OPS
spent
for
combat:
Developer comment
Paul’s play is interesting, choosing to save his 4 OPS cards until next turn, when it may allow him to bank an extra
RP. This allows him to get one fewer unit out of harm’s way than would otherwise be the case. His attack in the
Pripyat marshes, aided by a Combat Card, had a good chance of denting a panzer, and every step loss you can inflict
on those Panzers in like gold-dust, but unfortunately it fails.
The three new cards aren’t massively inspiring, and the Reinforcement event gives me a small headache. I’d like to
play both Panzer Refit and Reinforcements this turn, but I don’t believe I can afford two rounds away from OPS.
And if Luftwaffe Support is going to be the Rasputitsa play (Fall round 1) then either Panzer Refit or Reinforcements
has to be played as OPS. Or I could sacrifice Luftwaffe Support and play Reinforcements in the summer and Panzer
Refit in the Fall. Hmm… not yet decided.
Defend the Motherland would be an interesting play if I were thinking of the long game at this point, but I’m going
to use it for OPS this round in the drive east. Partisan Sweep isn’t relevant as an event yet, and with an OPS value
of only 2 is likely to be a discard at the end of the turn.
My intention is to play only 2 non-ops cards between now and the end of Fall. This may come back to bite me in the
middle game, but the hope is that there will be no middle game. Because of this, it’s going to be important to
minimize op expenditure each round, but at the same time leave the front in such a state that the Soviets cannot
pause to play RPs.
This round one of my two main objectives is an attack through the marshes in preparation for the capture of Gomel.
This will facilitate panzer movement north and south. Gomel is also the linchpin of the early Soviet defense.
Secondly Army Group South’s panzers need to break out towards Kiev and Rostov, thus creating a kessel in the
Pripet marshes and trapping the Soviet South Front. The final picture sees Kiev and Smolensk in danger of
encirclement, and the possibility of an early crossing of the Dniepr if the gaps along the river aren’t covered.
Don attacks 2023 and 1624, placing a Blitz marker after the latter attack to put Soviet units
OOS in the initial supply check of their subsequent round.
:
Here’s
the
position
in
the
Center/South
after
that
exploitation
and
the
Soviet
supply
check
My hand is highly unusual. Five 4 OPS cards which means almost all of them from the Blitzkrieg deck. I want to
save at least one of them for next turn to use as an RP and I want to play my two reinforcements this turn. (I don’t
see any way you can stay in the game without playing both during turn 2. I will try to time their use for when I need
the OPS because they both are worth so much.) That leaves playing Zhukov for 2 OPS and either playing Lend
Lease as an event, for four more RPs this turn, for its OPS, or trying to save it for next turn to play for RPs. I would
really like to play it for RPs next turn, (since I already get three free RPs this turn), but it is such a powerful card, I
think I have to use it as an event as early as possible. This strong early hand is going to give the illusion of a good
start, but I will pay for it with weak hands later. Hopefully the Lend Lease OPS will cushion those upcoming hands.
Now I have to decide which reinforcement to play first. It basically comes down to whether you need two Fronts
right away. I don’t think I do, and I want to have the armies take the casualties as much as possible. I am going to
use the 4 OPS to move from Riga, Smolensk, and Kiev, and sea move out of Odessa. The main problem is what to
do in Kiev. I can’t retreat and get both units safely to unexploitable hexes. I don’t think I can leave one unit and get
the other away safely, so I am going to move one to Gomel and maintain a line of ZOCs. I think I am going to move
the Southwest Front to 2126 with the hopes of getting it to Kharkov and then Voronezh alive, and sacrifice a mech
in Kiev. In Riga, I want to get that
Front out because it is often ignored
by the Axis and left to die on the
vine when supply is cut either to
Talinn or at 2618. The choice is
whether to try to hold at 2318 or
2418. If I was going to stay in
Smolensk 2318 would be better, but
then I would have to leave an army
in Riga to avoid being cut off from
2317. I want my armies to take as
many of the losses as possible, since
they are so much cheaper to replace,
so I am pulling back to 2418. I am
also going to try to ease my mech
units towards the south so they can
help me set up my defense around
Stalingrad and the Volga.
Developer comment
As Paul suspects, drawing a hand this good may leave him very short of OPS on later rounds. He must certainly
save one of those 4 OPS cards for next turn, and should preferably try to save two of them. However, the latter
option will require him to find a way to take a 0 OPS round, and given the strength with which Don is going to be
pushing for an AV, that may prove very difficult. As it is, Paul focuses much of his forces in the north and center,
attempting to keep the Axis away from the twin prizes of Moscow and Leningrad. The price paid for this is a
weaker line at the Dnepr, but there simply aren’t enough forces to defend everything in strength.
Directives from The Bunker: Turn 2, Summer 1941, Round 2
Manoeuvre only in the north this round. Most of the enemy’s strength is up there. The Soviets intend to mount a
serious defense of Leningrad and Moscow. However, this is to my liking since my intention is now to go for the oil
of the Caucasus. [see next page]
Position
before
Axis
combat
resolution
There are two attacks this round. The assault on
Gomel held no risk of a step loss, but there was a 1
in 6 chance that the defenders would hold out
and… disaster struck! I really didn’t need that, but
I didn’t want to risk damage to the panzers either.
The other attack gave me a 2 in 3 chance of wiping
out the Southwest Front, but only succeeded in
inflicting a step loss. The chances were that Gomel
would fall and Kiev be placed out of supply this
turn, but it wasn’t to be. On a positive note, a
crossing of the Dniepr was forced. My hope is that
Paul will continue to mount a forward defense in
the south, and not try to salvage a mechanised
corps, which may afford me one more opportunity
of exploitation before Fall. Even better, he may feel
with the Axis failure to take Gomel, and the
subsequent inability of Army Group Centre’s
panzers to move south, that the enemy’s eyes will
turn to Leningrad and Kalinin. That might convince
him that he needs only minimal reinforcement of
the south on his next reinforcement play.
Developer comment
I retreated to 2125 so that even if Don Blitzed that hex he would be a little farther west. I think I might be able to do
my two non-OPS moves in a row here. If he exploits 2125 then he can only put 2322 OOS, not Bryansk, Kharkov,
or Zaporozhe. Even if he surrounds 2322, I can counter attack with the 4 neighboring SCUs, (not the Front), and he
won’t be able to spend any OPS in return the next round. Don will have at most two OPS next round, (if you include
his Banked Op), so he will have to use both to have more than one panzer blitz. I am assuming that one of the two
panzers in 2126 will be destroyed in the attack, (83% chance). He will either have to spend an Op moving the
panzer in 1924 to 2026 or spend an Op attacking 2025 with the panzers in 1721 and 1924 and an army. I don’t think
he will spend everything with so little in return. I am betting that he will play a reinforcement or replacements next
round. (I will note that the Guderian combat card lets the panzers blitz four hexes. That is always a consideration,
but I still don’t think it is worth it from his perspective. )
My choice then is to either play an RP or Lend Lease. I don’t think I am going to need to play two RPs this turn
because I won’t have enough replaceable units in the dead pile. So it comes down to which card is the one I want to
play more if I am only able to play one this turn. I am going with Lend Lease. Right now I would only need 3 RPs
to bring all of my units back, (4 if you include the Southwestern Front which is probably doomed), so I might only
need to play a 2 card for replacements, (since I get three free). Lend Lease is such a powerful card that I think it’s
worth it. Those three extra OPS are so valuable, especially during Blitzkrieg when the Soviet deck is so weak.
Developer comment
A reasonable alternative would be to take a 0 OPS round with a view to saving two 4 OPS cards for Turn 3. Lend
Lease is one of the most important Soviet events but, as Don notes below, it doesn’t really become useful until the
Soviets are better positioned to take the offensive. For that reason I am often tempted to play it for OPS the first
time I see it. However, eventually the three Banked OPS that it provides per turn become vital to the Soviet war
effort, and even when on the defensive they allow the Soviet player much greater flexibility, including the ability to
move more units out of enemy ZOC, so Paul takes the chance to get it played now.
I could attack the Southwest Front again to exploit and place the Soviet
units in the eastern Pripet marshes OOS, but that would leave me having to
call a halt in round 4 with my encircling panzer units (or more likely, one
remaining panzer unit…) in a pretty fragile state. Right now the line is solid
and the kessels are secure, so it has to be right now for a reinforcement play.
Barbarossa appears to be grinding to a halt! Hopefully the Soviets will
become complacent….
Paul’s play is interesting. Lend-lease is essential for the Soviet long game,
but it’s almost certain now that the Soviets will have time for only one RP
play in the current summer turn. At the moment, with the 3 automatic Turn
2 Soviet RPs and less than 7 RPs worth of casualties, it looks like one RP
play is all the Soviets need. But that might change. I’m hoping that few will
be sent south of the imminently arriving Soviet reinforcements. If so, I
intend to consider using an assault on the Southwest Front to encircle both
of the Soviet southernmost Fronts with exploiting armour. The resultant
hole would be devastating for the Soviets.
If I play my reinforcements now I might be able to save a few more units with the 4 OPS, but I then I might not be
able to play my replacements later. My worry now is 2322. I will lose the 2 mechs and the Southwest Front for sure,
but I will probably lose the four units in 2322 as well. I guess the way I will judge it is comparing the 3 ½ RPs I
will lose in 2322 versus the 4 I will gain through playing the RP now. That’s probably way too much of a
simplification. But as with most card driven games when on the defensive, the rule of thumb is whenever you can
play a replacement without destroying your front line, do it. I play Strategic Withdrawal for 4RPs.
Directives from The Bunker: Turn 2, Summer 1941, Round 4
I’m sacrificing Luftwaffe Support and saving the banked op for emergencies next round. Three OPS to pay for three
attacks this round. I must put paid to this little collection of Soviet units at the eastern end of the Pripet marshes.
The bridgehead over the Dniepr at 2126 is critical to operations this round. The taking of Gomel and the 48th Panzer
Corp’s entry into 2226 finally closes the net around Kiev and the Southwest Front. Kiev, too, must be taken by
direct assault in order to ensure a supply line is opened up for units hopefully heading south-east next round.
The OOS Soviet units in Minsk and 1823 could attempt to escape their kessels. The cordon is essentially non-
existent to the north. However, it will cost the Soviets an op each time a unit exits an Axis ZOC, and in any case
they can’t get far or do too much damage. In fact, the unit in Minsk is doing more to hamper Axis supply staying
where it is than it could
anywhere else it could get to.
At this point Don sounds as if he is totally committed to the South as the major focus of his attack. The problem for
Paul is that it is always far less clear when looking at it from the Soviet side of the board, without knowledge of
what cards are in the Axis hand. Most of Don’s forces are still quite centrally positioned and could therefore yet
move in any direction, including Moscow. Often, if things go well for the Axis, the Soviet player will have to
choose between giving up Moscow (say) or losing the Caucasus. The loss of Moscow, while depressing, is far from
a game-breaker for the Soviets. If Stalin is lost along with Moscow, or Moscow falls before the Industry can be
evacuated eastwards by play of Industrial Evacuation, then the loss of Moscow becomes much more significant.
Developer comment
If Paul was aware of Don’s plans he would clearly place more Reinforcements in the south here. As it is he decides
to trade space for time. The downside to this strategy is that it allows Don to advance his forces without having to
play OPS. For that reason it is often worthwhile to leave behind a relatively weak screening force, complete with
ZOC, so that the Axis will have to play for OPS to clear the force, and will also have the range of his advance
lessened until he has done
so. For example, in this
position, an alternative plan
would be to leave an LCU in
each of Zaporozhe and
Kharkov, while pulling the
rest of the forces back to the
Don line. A further option is
to defend Zaporozhe and
Kharkov in force, trying to
inflict casualties on the Axis
as he breaks that line. As
played, I believe Paul is
trying to set himself up to be
able to take a 0 OPS Round
next round and thereby save
one of his 4 OPS cards for
next turn.
Directives from The
Bunker: Turn 2, Summer
1941, Round 5
can, whilst preserving strong panzer groups in the vicinity of Smolensk and Orel. This may confuse the enemy as to
our intentions, and it does afford me flexibility until the last moment as to where to set the schwerpunkt. There is a
huge hole in the Soviet lines to the south. A shame they have round 5 and replacements to rectify things before I can
exploit the gap.
Developer comment
While Don hopes to still obscure his intentions here, I think at this point it becomes clear what is going on. Even if
the Caucasus were not the original objective, the rapid pace of the advance in the south suggests that it would
become so now anyway. The panzers are rather banged up but Don knows that he has the Panzer Refit event up his
sleeve in order to bring them back up to strength.
Developer comment
It seems a shame to give up Rostov in
this situation. Once again an LCU left in
that hex will cost the Axis an extra
Position
after
Soviet
0
OPS
round
and
subsequent
placement
of
replaced
units Round (and OPS) to clear.
Directives from The Bunker: Turn 3, Fall 1941, Round 1
Paul has sealed the far south tightly. Still, Maikop cannot be defended without making the Caucasus vulnerable, so
we are at least guaranteed a precious oil hex this turn. But the panzers have wandered down a cul-de-sac, and it has
taken me a very long time to decide what to do next.
One possibility is to revise my war aims and declare them complete, claiming victory. I have after all, taken the
Ukraine, and the entire Soviet Union west of Moscow. However, something tells me that Paul may not buy this, and
would probably wish the game to continue! It’s still a real option though. I can start digging in, playing
replacements and reinforcements, and generally prepare for the long game to ’45.
The second possibility is the Leningrad/Moscow/Rostov AV, but I would undoubtedly need Nordlicht to take
Leningrad by storm. I’d be gambling on getting that next turn, and it will take a while to move the panzers to the
north. Also, Moscow is heavily defended from the west and south and I don’t have Taifun, the card I need to enable
me to attack Moscow and Gorki directly. This means the only possibility of quick victory in the centre is to drive on
the rail net around Kazan. If Kazan falls the Soviets will find it hard to supply any units west of Kirov. But the
attempt would leave my lines dangerously extended, with a powerful Soviet force to the west of Moscow intent on
interdicting the Voronezh-Tambov railway, the only way panzers in Kazan could be supplied. Another problem
with this strategy is that Soviet units destroyed in the north can simply rebuild at Magnitogorsk, Grozny, and
Astrakhan, and that bodes ill for the long game if Leningrad does not fall or Rostov can be retaken by the Soviets.
The third option is to remain focused on the south despite the restrictions on attacking Stalingrad, the Caucasus, and
across the lower Volga. This would again require a drive through the gap between Gorky and Saratov, then turning
south towards Uralsk. Again, the supply situation would be precarious for the panzers, with Saratov being a key
hex, but taking Uralsk would place the entire Soviet army in the south out of full supply. Most Soviet units in the
south would still be able to trace fort supply to Baku, but most importantly their ZOCs would no longer be in effect,
at last making the Caucasus vulnerable.
While the generals meet to discuss tactics I play Panzer Refit in the Rasputitsa Round, allowing me to add new
punch to the armoured spearhead.
The view from Moscow: Turn 3, Fall 1941, Round 1
Pretty much as I suspected I get a terrible draw, four 1’s and a 2. At least I draw Sorge, which is very good. I am
hoping to use my banked OPS to supplement my 0 OPS turns, so that I can use my CC’s when I need to. I also hope
I might be able to play the 2 for RPs, but that’s probably too rosy of a picture. I could play Sorge or the 4 RPs in the
first round. Replacements are more necessary, so I will hope to play Sorge later in the turn.
A decision like this must be made at some point during most games of Stalin’s War. The Axis player eventually has
to decide whether to press on in search of the Automatic Victory, or settle for what he has got and start being more
conscious of panzer losses, etc. This is not to say that the Axis player will then stop attacking, but rather than his
goals will change from achieving an AV to best preparing his position for long-term victory. A really brave Axis
player may refuse to play Hitler Takes Command as an event, thereby allowing the continued use of Banked OPS in
pursuit of the AV. However, if the AV is not achieved, the loss of VPs that results from not playing Hitler Takes
Command will make a long-term loss much more likely.
The
South
Front
at
the
end
of
Soviet
Round
2
Developer comment:
As Paul says, he has too many units defending in parts of the line that are not at the focus of the Axis
offensive. Of course, the focus of the Axis offensive is always clearer to the Axis player than his opponent,
and it is very easy to be wise in hindsight. In any case, Paul now begins to try to shift the balance of his
forces southwards.
End
of
Axis
Round
3
Now I am toast. Don has played the Axis offensive perfectly. By focusing south he could either faint for the Oil in
the Caucusus or Kazan. I set up the Blau defense to protect the Oil, but he has stretched me too thin to defend
Kazan.
I have to stop him from putting a
ZOC into Kazan and I don’t see
anyway to do that. I can set up units
with ZOC in 3223 and 3325 and strat
move an army to 3323, but then he
will just attack from 3224 and
advance in to 3323 and make
everyone out of supply. Once they are
OOS there is no way I will be able to
restore them. If I try to defend in front
of the Volga he will just exploit and
then blitz his units and cut off the
rails around Kazan. Even if I cut his
panzers off he can restore their supply
at the end of round 5 and my northern
units will still be OOS.
Paul discovers a very creative defense of his position, and the attack on Tula is successful, so there is still a glimmer
of hope for him. I might have been tempted to move one or two more units eastwards out of Moscow, but perhaps it
is unlikely they would arrive in the area of Kazan in time to make a difference.
Directives from The Bunker: Turn 3, Fall 1941, Round 4
Position
pre
combat
resolution
during
Axis
Round
4
The
Axis
win
the
combat
and
place
a
blitz
marker.
Here's
the
position
after
exploitation
and
supply
check
at
start
of
the
Soviet
Round.
The
Caucasus
restrictions
on
the
Axis
player
are
now
cancelled
for
the
rest
of
the
game.
It didn’t really matter about the dice since Don could blitz hex 2729 no matter what I did.
I will take a 0 OPS round, with 1 banked OPS added and will try to freeze as many of his units in my ZOC as I can.
My hope is that he doesn’t have another 4 OPS to play and Blitz again. I will also try to create as much chaos as
possible to try to distract Don so that he doesn’t cut the supply to Baku in 3329.
The
Soviets
use
their
1
OPS
to
attack
the
exposed
Panzers
south
of
Moscow.
Here
is
the
position
after
those
attacks
are
resolved.
Note
that
in
the
Axis
supply
check
at
the
start
of
Round
5,
all
German
panzers
will
be
back
in
supply.
Directives from The Bunker: Turn 3, Fall 1941, Round 5
The army needs a rest, but I can’t afford not to take OPS in this situation, so it has to be a zero OPS round. The 46th
and 3rd Panzer Corps rush headlong into the Caucasus capturing a second oil hex at Grozny, and leaving in their
wake the doomed Trans-Caucasus
Front. Soon the entire Soviet war
economy will be based on Lend
Lease! The 11th Army and the
Romanians rush towards Voronezh
to cover what could become a
dangerous gap if the depleted 57th
Panzer go down. Voronezh is also
a key hex in the supply line to the
German 6th Army and a lot of
panzers.
My main worry is the panzer army in the centre. I have four corps that are precariously placed, and they would
require a lot of OPS that I haven’t got to extricate themselves from difficulty. For the moment I just need them to
hang tough. It’s worth noting that everything north of Tula is a sideshow at the moment.
The view from Moscow: Turn 3, Fall 1941, Round 5:
He saw it and cut off Baku. I can either save the Fronts in and around Saratov or play Sorge. If those Fronts are
removed then he can run wild with his panzers again. So even though it will take me two rounds in winter to get my
shock units in to play, I think I have to save them. I take a 0 OPS round.
He will probably draw a 4 and be able to attack so I am trying to make sure that there aren’t any hexes that are
easily exploitable, (except for 3228, but I don’t see anyway around that). I think this is all for naught though since
he will gain all the oil hexes this turn and I don’t see anyway I can win them back in the spring.
The
Soviets
save
what
they
can
and,
after
removing
units
due
to
attrition,
use
their
RPs
to
strengthen
the
center
of
their
lines
in
preparation
for
an
attempt
to
drive
southwestwards
and
isolate
the
Axis
units
in
the
Caucasus.
Can
they
get
there
in
time
to
save
the
game?
Directives from The Bunker: Turn 4, Winter 1942, Round 1
The Soviets have re-opened supply lines to Saratov as I thought they might. At least this prevented them playing
more RPs. They have launched their forces south from Moscow headlong into the middle of my vulnerable central
panzers. Luckily the panzers are bolstered by the German 6th Army, which is stalled just outside Saratov.
Saratov has become a focal point now. There is a confusion of units of both sides running in a line NW to SE right
through the city. My progress south-east is prevented by the Volkhov Front sitting on the key rail junction.
Stalingrad can ensure supplies only as far as Uralsk at best. Saratov, if held, also provides the Soviets with a base
from which to begin the relief of the Caucasus.
The Axis-controlled oil hexes in the Caucasus give me an extra card this turn. I have some reinforcements and a
couple of potentially useful combat cards. Destroy the Fascists will not be played as an event, since the Soviets will
almost certainly be able to inflict step losses in their attacks this Winter. Steppe Fox will also be used as OPS this
turn, as will Hitler Takes Command. HTC is no longer of any use to me now that the Caucasus has fallen and I’m
staking everything on an auto-victory. However, if I were preparing for the long game I would certainly play this as
an event.
No protection from terrain, weaker attacks, no exploitation, and Paul’s going to have to throw everything at me to
retake at least one oil hex. This winter is going to be miserable. The line seems solid enough right now, I have until
round 5 to take Baku, I really need to reset the OPS marker, and I need some more troops on the map, so some solid
German reinforcements seem in order this round. I place 3 reinforcements corps at Warsaw.
I don’t see any way to prevent Don from grabbing the final oil well this turn. I am putting off deciding whether it is
worth it to bring on the Sorge reinforcements. Since it’s winter I want to try to attack as much as possible. I take a 0
OPS round. I think I can bust up his line and maybe destroy his army in 2926. If I can get it to retreat to 3026 and
then attack that space it will die. I will also try to destroy as many panzers as possible, but I have to use all 3 banked
OPS to do it.
With
the
situation
growing
desperate,
Soviet
forces
attack
hard
towards
the
Crimea
The
attacks
go
well,
severely
reducing
Axis
strength
in
the
area.
But
will
it
be
enough?
encirclement of Saratov and Tambov. The lack of exploitation capability in the winter for the Axis is going to be
problematic, and two whole panzer armies will end up in a worryingly vulnerable position! However, the Soviets
will be using precious time if they elect to crush the panzers
– I only need to hold the Caucasus for two attrition phases to
win the game as the Soviet forces run out of oil. As a further
distraction, the 9th Army is able to continue the drive on
Moscow.
The
Soviets
use
a
couple
of
Combat
Cards
to
help
keep
the
panzers
isolated
The
Soviets
attack
the
panzer
group
in
3028
(shown).
They
go
on
to
win
the
combat
and
completely
eliminating
the
panzers
at
the
cost
of
a
single
Soviet
step.
Playing Hitler Takes Command for 4 (minus 1) OPS. I’m going to lose a lot of VPs before I ever see that card again,
so it really is all or nothing. If I don’t get the AV I will lose the game. This Round Baku finally falls, and the oil is
now secure! Now I have to keep it for the next seven rounds to win the game. The panzers have been largely wiped
out, but the two OOS panzer corps just outside Saratov could cause some trouble yet. I’m hoping to limp the full-
strength panzer corps to Tambov
to put it back in supply, or maybe
to Ryazan to link up with the
German 9th Army. This will
threaten the Soviet drive south and
encircle the South Front.
Here
is
the
position
before
the
Axis
player
conducts
combat.
He
goes
on
to
capture
The view from Moscow: Turn 4, Tula.
In
the
south,
the
panzers
have
finally
reached
Baku.
Winter 1942, Round 3
My choices now are to play the reinforcements for OPS, for RPs, or play Sorge first and then bring them on. I don’t
see any fruitful attacks this round and I think I am going to need those shock troops to have any chance of attacking
successfully next turn. I hate to burn winter rounds not attacking, but at least Sorge will reset the Consecutive OPS
marker, so I play it as an event.
Directives from The Bunker: Turn 4, Winter 1942, Round 4
Position
after
supply
check
at
start
of
Soviet
4th
Round
I have to try to save the OOS units in 2725, but it is probably fruitless. (At least he will have to attack again and
move his OPS marker.)
Attempting
to
rescue
the
units
near
Voronezh.
Developer comments
I can see why Paul wanted to save those OOS units here, but I might have gone about it differently. Playing
reinforcements and placing all units in Astrakhan and Saratov would achieve two objectives here. First, it brings on
the reinforcements that are going to be needed if the drive to cut off the Axis units in the Caucasus is going to have
any chance of success. Second, with those units on the board I would expect to have every chance to rescue those
OOS units during Round 5 anyway. However, at this point the Soviet goose is likely cooked whatever he does.
Directives from The Bunker: Turn 4,
Winter 1942, Round 5
H
Hex
2825
is
attacked.
The
Axis
win
the
combat
and
advance
into
the
hex.
During
the
attrition
phase,
the
panzer
in
3126
is
removed
from
the
map
The reinforcement value is higher than 4 RPs, so I will play Reinforcements as an event. I place units in Moscow,
Gorki, Kirov and Saratov, making sure to leave some room to place turn 5 reinforcements in Saratov. Unfortunately
I lose the OOS forces in 2725 at the end of this Round due to attrition.
Developer comments
Because of the loss of Astrakhan, Paul is forced to place his new units some distance from where he wants them.
The position now looks very grim for the Soviets. They must recapture the oil hexes before the Axis attrition round
next turn, or give the Axis play an automatic victory but bad weather will mean that only 2 rounds will be available
to achieve this. Turn 5 begins with two round of bad conditions during the Spring Thaw.
Directives from The Bunker: Turn 5, Spring 1942, Round 1
So the Soviets have got the shock armies onto the board, but now have only three possible OPS rounds in which to
take an oil hex to prevent their oil reserves from dwindling to nothing. Paul has not managed to play Industrial
Evacuation and consequently he has no tank armies with which to exploit a breakthrough. He’s going to have to try
to punch a hole somewhere and rush Maikop or Grozny. To make matters worse, because he has no oil hexes this
turn he will only be able to draw back up to a total of 4 cards, whilst I will get to draw back up to a total of 7 cards
for having four oil hexes. It’s looking bleak for the Soviets.
The card draw is probably sufficient to get the job done. The key card here is Kampfgruppe. This card is massive for
the Axis at this time, and can get them out of all kinds of trouble. No doubt that will be of use later. I still have three
panzer corps on the board too, so Guderian may yet influence events. Nordlicht and Taifun give me the option of
threatening the north or centre to distract Paul while he drives on the south. I’ll play the German reinforcements in
the thaw for sure. The rest are unlikely to be of use for anything other than low OPS plays.
I play the reinforcements round 1. Now that the rail net has been repaired and converted to German gauge it’s likely
that these troops will see action, arriving at the front via strategic movement.
Down to four cards because of the oil, but I actually get a pretty good draw. I play Soviet Mice to flip the last full
strength panzer.
Now to bring on the reinforcements, placing them as close to the Caucasus as possible.
Spring
Thaw
ends
and
the
Soviets
must
somehow
find
a
way
to
recapture
the
oil
Don draws his defensive line. The attack near Saratov leads to a 1/1 result.
I leave lone, depleted panzer corps in 2724 and 2928. If the Soviets take the bait the Kampfgruppe card is waiting.
2724 holds a huge expanse of front, but can be reinforced by the German 9th Army and numerous German infantry
corps if it comes under serious attack. 2928 prevents reinforcements reaching the Bryansk Front in 3029 this round.
The view from Moscow: Turn 5, Spring 1942, Round 3
He probably has the Panzergruppe CC which will save his panzers. I need to attack both at the same time and make
sure to win the battle so he won’t have it next round. I take a 0 OPS round, tossing in my Banked OPS for combats.
The
Soviets
attack,
but
the
position
is
clearly
hopeless
-
they
will
soon
run
out
of
oil
and
be
forced
to
terms
I will try to go out with one final blaze of glory and destroy as many Germans as possible.
The
last
hurrah
for
the
Soviet
army
as
they
attempt
to
inflict
as
many
casualties
as
possible
before
the
oil
runs
out
I play Taifun for OPS, strat moving a few units to the front lines and then assault Leningrad while playing Dora as a
CC to negate the fort. Leningrad falls and the game ends, this now being the second attrition phase that the Axis
have held all oil hexes on the board.
Looking back, I think the key moment was the Soviet advance into 2729 to cut off the panzer spearhead in the
centre, leaving Stalingrad vacant. The consequence of this was to allow the Axis to exploit into Stalingrad, thus
cheaply nullifying the Blau restrictions. I think above all else in this game the Soviets must sell the Caucasus as dear
as possible in the early game, even if this means losing most of central and northern Russia. Hopefully then, the
effort will exhaust the Axis sufficiently for the shock and tank armies to come to the aid of Baku before it’s too late,
if Baku falls at all.
The
end
of
game
position
at
the
northern
end
of
the
front
The
end
of
game
position
at
the
southern
end
of
the
front
Thanks to both players. but particularly to Paul whose position was clearly lost towards the end, but who
played the game to its conclusion for the purposes of this series replay. This game offers ample illustration
of the potential for an Axis Automatic Victory if they decide to go hell-for-leather during the first few turns.
Don put all his eggs in the AV basket by declining to play Hitler Takes Command as an event, an act that
costs the Axis 2 VPs per year, thereby making it very difficult to win a game that goes to 1945. His
judgment was proved correct as he successfully exploited perceived weaknesses in the Soviet position.