GMT – Barbarossa EFS: AGS During Action Report Scenario 6: Uman Pocket

East Front Series Simulates Games, simulates warfare on the East Front in 1941.

In the next series of posts I will be covering details of Scenario 6: The Uman Pocket.

(More details to come, in the meantime…Here is some background of the Uman Pocket: Here)

 

East Front Series AGS – Combined Game Play (Vassal)

Howdy Folks,

Taken from Consimworld talk board for EFS AGS:

“This is a Module User Guide. It was pointed out to me that it would be useful to give an outline of the features and functionality, together with some Combined Game play suggestions:

Attachments: Combined Game Scenarios for Army Group South_v1.2.pdf (901 KB) (51 Downloads)

http://talk.consimworld.com/WebX?14@@.ee6bcc6/14994

So for the next month I am playing GBACW Twin Peaks and getting EFS on the table.

A fun day for Red Winter.

Howdy Grogs of War,

Yesterday, I had the opportunity to play Red Winter’s full 32 Turn (Dec 8-12: We played 14/15 turns and had to leave due to scheduling) Campaign.

This was the first time I had the chance to play the campaign which went rather well for the both of us.

Red winter is published by GMT games and covers the Soviet-Finnish Conflict of 1939 in the area of Tolvajarvi, Finland.

Things I love:

  • Rules are great for beginner to grog level.
  • Adding the optional rules make the game more fun, I use about 4 to 5 of the options, and I recommend you find your favorites too. It adds to the game.
  • The map is easy to navigate.
  • The Soviets. Maintaining control of the roads is imperative – and armor/arty rocks – Mass waves of Soviets. Bonfires…
  • The Finns. Hit and Run tactics, the satisfaction one would get from sacrificing to the war gods a company of Finns to destroy an artillery park.

Things I dislike:

  • There are little things you need to be sure of, assaults – they are not as great as one would think…
  • Dug-In Finns
  • Soviet Artillery is a multiplier…at times could make it a quick win under the right circumstances, and coordination with armor and infantry, it can be devastating.
  • Terrain visibility: You can see the edges of some hexes – sometimes trying to explain this to a new player can be difficult for them to fathom…I am glad I highlighted it.

Summary: Buy the game if you can, when you can or pre-order it as a p500 asap.

Budapest 45′ – Command Magazine

If you want to play a fun magazine game, check out an oldie but goodie from Command Magazine Issue No. 31. Budapest 45′. 

Super short Intro to Budapest 45′:

The situation in Budapest in January 1945 deteriorated for both sides – The Nazi’s taking the brunt from all Theatre’s, and the Soviet’s high command hesitant of funneling a massive amount of resources into a large city, by-way West through dense forest, wet ground-near-freezing, narrow roadways with minor rivers and the Danube (major) crossings that branch out across > than 150km+ distance W-to-E of Buda.

Hitler ordered Budapest a ‘Fortress’, and with the onslaught of overwhelming forces in the north, and the south of Hungary crumbling, supplies were becoming scarce. Especially fuel*. Units were being moved from sector to sector to help support the recovery of Budapest in this fourth period of the siege.

** Wiki overview: Link** “The Fourth Period (1 January 1945 – 26 January 1945) was marked by a series of strong counter-offensives launched by German reinforcements in an attempt to relieve the siege of Budapest. Some German units managed to penetrate deep into the outskirts of the city, with the most successful ones only 25 km away from the Hungarian capital. However, the Soviets managed to withstand all the German attacks and maintain their encirclement.”

Command Magazine’s Issue Nr. 31 Budapest 45′ covers this period of the battle, which gives you command and perspective on the seesaw battle for Budapest, and coordinated Panzer Drives to relieve the fortress of Buda and Pest (Castle Hill too) as well as the Soviet elastic-defense to bleed the Nazi’s drive for Budapest.

Pro’s and Cons on the game…

Pros:

  1. The Rules/Errata are clear and easy to pick up on. Turn sequences are somewhat asymmetrical.
  2. Special Rules for the Nazi’s such as Heavy Support and Surprise Attacks & for the Soviets, Artillery Bombardments makes the game pace better than I expected.
  3. Panzer Division Detachments are very valuable to cover ground quickly. Their significance is important in feint attacks which can throw off the Soviet Player.
  4. Balance: It is somewhat even keeled in terms of unit count and att/def ratios…The map terrain is the true differentiator.
  5. Bridges! I love destroying bridges…
  6. The map and counters are clear enough to enjoy the game

Cons:

  1. Concentric attacks can be good…however, they are trite. Since this is operational, it feels like two Goliath’s are smashing each other…You’re smashing defensive lines > than 4:1 odds and with these DRMs, it is almost excessive. There is definite positives to this to..
  2. The Map – For the time, it is great! Today, meh, somewhat lacking in details.
  3. Artillery bombardments are not as effective as I expected them to be.

Overall, a fun game. Once you get through a couple turns you’re spending more time book keeping step losses than re-reading rules for clarification. It is definitely a fun game and there are assault tactics that need to be employed at the start for the Nazis, and defensive flexibility/terrain reading/planning for the Soviets. Last words: Keep moving, and you may win…Get stuck, you’re dead.