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OSTKRIEG TOURNAMENT STARTUP
02-02-2008, 10:33 AM, (This post was last modified: 02-02-2008, 10:34 AM by Mr Grumpy.)
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Thumbs_Up  RE: OSTKRIEG TOURNAMENT STARTUP
Gents,
If you are to get the maximum enjoyment out of my scenario it is well worth reading the info below, this info is also included in the zip file, you must use the specified optional rules :soap:

Thanks Gramps for setting this up :bow:

XP2 Mogilev_PBEM.scn

This is a modified H2H version of the Mogilev scenario from the Michael Avanzini/Rick Bancroft xp2 scenario pack, which at the time of writing had a Blitz score of 1 German win against 11 Russian win’s.

Units
The German bridging engineers have had their numbers increased to prevent them being destroyed by Russian arty (a problem in the test games).
No other German units have been altered, but all the Russian (except Recon) units are fixed until 18.00 or they are released by being spotted, the quality of the Russian units is a mixture of C & D quality (modified OOB), we tried 100% D quality in testing, but the defence became too brittle to cope with the A quality German forces.

Map
The map has not been altered, but a 250 VP hex has been placed on the bridge carrying the Smolensk/Moscow road, a 100 VP hex has been added to Mogilev city and the two 25 VP hex’s are now worth 250 & 300 VP.
Also several riverside bunkers north and south of Mogilev have been downgraded to trenches.

Strategy
The German player must decided where he will cross, there is less marsh/swamp to the north of Mogliev, but that is were the Russian reinforcements arrive or the area to the south which the Russians will find difficult to reinforce, but the terrain is much more difficult for mobile troops or the direct assault on Mogilev and it’s vital bridges?
It was found during testing that to split the two German Div’s was not the best strategy, so once you have picked your crossing point, throw all available strength at that point of the line.
Note that the motorcycle troops do not have to go “on foot” to move through swamp/marsh hex’s and this makes them the most versatile troops on either side (especially in T mode).

The Russian player can only guess at where the Germans will cross, with most units fixed at the start (representing poor command control) you will have to wait for the scenario to develop, remember to use the rail capacity if you wish to move units south east. Reinforcements will arrive from the north and east map edges to bolster the defences and remember watch out for those motorcycle troops in T mode moving through swamp/marsh hex’s!

Rules
Dust spotting has been reduced to 20% (modified PDT) as German losses to this in test games were unacceptable.
The Smolensk title has no optional rules by default, but for this scenario the following should be used….
· Artillery Set Up, Recon Spotting, Optional Surrender, Quality Fatigue Modifier, Night Fatigue and Programmed Weather.

Conclusion
I hope this scenario provides a much-improved and fun scenario for H2H PBEM games.
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Messages In This Thread
OSTKRIEG TOURNAMENT STARTUP - by Tide1 - 02-02-2008, 09:30 AM
RE: OSTKRIEG TOURNAMENT STARTUP - by Mr Grumpy - 02-02-2008, 10:33 AM
RE: OSTKRIEG TOURNAMENT STARTUP - by Landser34 - 02-02-2008, 02:22 PM
RE: OSTKRIEG TOURNAMENT STARTUP - by Aetius - 02-02-2008, 08:08 PM
RE: OSTKRIEG TOURNAMENT STARTUP - by Tide1 - 02-02-2008, 09:30 PM
RE: OSTKRIEG TOURNAMENT STARTUP - by Mr Grumpy - 02-02-2008, 10:46 PM
RE: OSTKRIEG TOURNAMENT STARTUP - by Landser34 - 02-03-2008, 01:53 AM
RE: OSTKRIEG TOURNAMENT STARTUP - by Turner - 02-04-2008, 11:42 PM
RE: OSTKRIEG TOURNAMENT STARTUP - by Tide1 - 02-09-2008, 11:35 AM
RE: OSTKRIEG TOURNAMENT STARTUP - by von Nev - 02-12-2008, 02:47 PM
RE: OSTKRIEG TOURNAMENT STARTUP - by Dog Soldier - 02-12-2008, 03:12 PM
RE: OSTKRIEG TOURNAMENT STARTUP - by Mr Grumpy - 02-12-2008, 05:28 PM
RE: OSTKRIEG TOURNAMENT STARTUP - by Tide1 - 02-13-2008, 04:43 AM
RE: OSTKRIEG TOURNAMENT STARTUP - by Dog Soldier - 02-13-2008, 07:18 AM

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