Konrad - Century of Warfare, TOAW III, and TOAW IV
Rating: | 7.15 (2) |
Games Played: | 1 |
SM: | 5 |
Turns: | 70 |
Type: | Custom |
First Side: | Axis |
Second Side: | Red Army |
Downloads: | 229 |
KONRAD
The German Attempt to relieve the
Budapest Pocket, Jan-Feb 1945.
Scale:
2.5 km per hex, half-day turns.
Units are almost all Battalions, with a few Soviet
regiments.
Colors:
White on Grey: Wehrmacht.
Black on Grey: SS.
Brown on Green: Hungarian Honved.
Blue on Green: Various Hungarian Militia units.
Various on Blue: Luftwaffe.
White on Brown: Soviet regulars.
Black on Brown: Soviet Guards units.
Blue on Brown: Soviet Parachute units.
White on Blue: Romanians.
Various on Red: Soviet Air Force.
Victory:
Axis
In order to win the Germans must capture and hold for one
turn one of the hexes containing a manpower symbol. These
can be seen by making units invisible. They are all on the
roads leading into Budapest and each is 5 km from the city.
The premise is that the capture of any one of these is
close enough to the city to enable a breakout by the
garrison.
Soviet
The Soviets win by capturing the Axis Supply point hex (and
holding it for one turn) in Buda.
Draw
If the game reaches turn 70 (Feb. 5) without either side
winning in the ways described above, then the game is a
draw.
Supply:
Axis
For the first 6 turns Axis supply is 40. This models the
inevitable pre-offensive stockpiling that must have went on.
Beginning on Turn 7 these stockpiles are assumed to be
exhausted and Axis supply drops to 25.
Soviets
Soviet supply is 33 throughout the game.
Radius
The supply radius is 10 (25 km) for both sides.
Shock:
Axis
Turn 1 = 120. Turn 3 = 110. Turn 5 and after = 100.
Soviets
Turn 1 = 80. Turn 3 = 90. Turn 5 and after = 100.
Note: Air Shock is 100 for both sides throughout.
Unit Reconstitution:
There isn't any.
Replacements:
Axis
SS units receive units at the HIGH rate.
Slovak units are set at LOW or VERY LOW.
Everybody else is NORMAL except units inside the pocket.
Hungarian Honved units can tap the local populace and
so receive a VERY LOW rating. The two SS cavalry divisions
were composed of Germans of Hungarian descent and so also
get a VERY LOW rate. Other Hungarian units in the pocket
are either fanatics or militia, and so are set to NONE.
Note that these comments apply only to units containing
no heavy equipment such as tanks and artillery. Units
in the pocket containing heavy equipment are set to NONE.
Soviets
Guards units and regular army Mechanized and Tank corps are
set at HIGH. Romanian units are set at VERY LOW. Everything
else is NORMAL.
Weather:
The game starts at Frozen1. At some point a cold front will
occur and things are likely to become Frozen2. There will
be at least one Blizzard.
Reinforcements:
Axis
The Germans get a couple of Panzer Divisions in the North
at around turn 12. They will need them to stem the Russian
counterattack there and that is how they were used
historically.
There is a significant Luftwaffe reinforcement at around
turn 36.
Soviets
Between game turns 20 and 50 the Russians receive a Tank
Corps and two Mechanized Corps.
Withdrawals:
Axis
One of the Panzer corps received at move 12 is withdrawn
later in the game.
Strategy Considerations:
Axis
Your road is hard but not hopeless. Your first thought
will be to drive with 4 SS PzK towards the nearest manpower
point in front of the city. This is what the Germans did.
The Russians, however, are (and were) deployed to counter
this. But who knows ? With a little luck ( a key soviet
unit reorganizes at an opportune time etc. ) you might make
it. Another option is to delay moving the Panzer units near
the Lake with the hope of drawing all the Soviet mobile
reserves into the fight east of Buda with 4 SS PzK and then
launching a secondary strike from the south. This idea has
potential, but a good Soviet player will be able to stop it.
The PO does take it into account, but Elmer is what he is…
You could also try something else the Germans actually did,
which is pull 4 SS PzK out of the fight in the north at
an opportune moment and redeploy it in the south to support
a delayed thrust there. This is the option must likely to
cause Elmer trouble; it is, however, also the most difficult
to undertake. Redeploying a heavy engaged Panzer Korps is
not for the faint of heart. Lastly, by trying all these
things you may keep the Russians so busy moving their
mobile reserves around that they only have Rifle divisions
to assault Budapest with and so fail, thus ensuring a
drawn result.
Soviet
Read the above and plan accordingly.
Player Voting Stats | ||
---|---|---|
Member | Balance | Enjoyment |
Gotthard H | Slightly Pro Red Army | 5 |
Gotthard H | Slightly Pro Red Army | 6 |
Gaming Records | |||||||||
---|---|---|---|---|---|---|---|---|---|
1st Side Player | 2nd Side Player | Result | Score | ||||||
Gotthard H | vs. | Macdonald74 | Axis Overwhelming Loss | 10 | 55 |
Lots of strong units with good possiblities to employ advanced targetting equipment.
Lots of strong units, some with enhanced targeting, many options.