Wednesday, July 29, 2020

Operation Citadel: Point-to-Point Campaign : Cherkasskoye

I am playing through a solo point-to-point campaign of Germany's 1943, Operation Citadel, inspired heavily by this older post from the Flames of War website.

This is the first scenario - I have played and adjusted it over the course of a few dozen games. While it probably still needs tweaking, it has provided a fair number of exciting games for me and so, I'm sharing it here in case anyone else finds it useful. I'll post one of my own play throughs next time.

Scenario 1: Cherkasskoye
Date: 5 July 1943



Initial Report: On July 5, after breaking through the Soviet defensive lines encountered on their advance towards Cherkasskoye, GrossDeutschland, became embroiled in heavy fighting with the 199th Guards Rifle Infantry Regiment, 67th Guards Rifle Division, outside of the objective.

Objectives: GrossDeutschland is to capture Cherkasskoye. The 199th Guards Rifle Regiment intends to prevent that.

Turn limit: The turn limit is not fixed, fight until the combination of GrossDeutschland + 11th Panzer is exhausted (see Reinforcements) or Soviets are reduced to two on table units, at which point it can be assumed they abandon the fighting.

Setup: This game uses a small table representing an area approximately 6km by 6km, which in Division Squares is 6 spaces x 6 spaces. GrossDeutschland attacked on a 3km wide front at Bustovo [I have to find the source of this and credit it], so, while going wider than 6 squares may make the table seem less crowded, it is also arguably even less accurate.

German OOB:
Elements of 4th Panzer Army, GrossDeutschland (GD) Division

Division HQ
PanzerGrenadier Regiment GrossDeutschland (Veteran)
1 Armored Infantry Battalion, sdkfz 251
2 motorized infantry battalions, on foot
Pioneer Battalion GrossDeutschland (Veteran), sdk 251
Recon Battalion GrossDeutschland (Veteran), sdk 222
Panzer Regiment GrossDeutschland :
2 PzIV battalions
Artillery regiment GrossDeutschland
 2 battalions of heavy artillery (off-table)

Exhaustion Point: 5

Reinforcements:
Elements of 4th Panzer Army, 11th Panzer Division
Panzer Regiment
1 Battalion (PzIV)
(Optionally: Flammpanzer III)
PanzerGren.Regiment
1 Armored Infantry Battalion, sdkfz 251

Exhaustion Point: See Reinforcements Section

Soviet OOB:

Elements of 6th army, 67th Guards Rifle Division
199th Guards Rifle Regiment
Regiment HQ
3 Soviet Guards Rifle Battalions
1 82mm Mortar Battery
optional: minefields and barbed wire)

67th Guards Rifle Division Artillery
2 batteries of 122mm guns (off table)

Reinforcements:
67th Guards Rifle Division ATG Batteries
2 ATG batteries, towed

Exhaustion Point: 5

Table setup:
There is little to no cover available most of the table - the land is mostly scrub. Cherkasskoye is located on a plateau and should at the very least b
e on a hill. The example table map is an interpretation of the top center of the wonderful illustration of the battle of Cherkasskoye as appears in Kursk 1943: The Tide Turns East by Mark Healy.

Example table layout:



Deployment:
Soviet Rifle battalions must deploy in the trenches/defensive works, mortar and HQ can deploy anywhere.

Suggested deployment:
  • Deploy Soviet rifles in (2,3), (4,2), and (6,3) OR randomized Soviet rifle placement: number each trench space 1-6, then roll 1d6, place battalion in appropriate trench space.
  • Mortar battery in (3,3), HQ in (4,4).
  • All Soviet Rifle Battalions in trenches start in Overwatch.
GrossDeutschland starts off-table and has initiative each turn.

GrossDeutschland Artillery Barrage:

To reflect the inaccuracy of the maps - which left German officers unable to determine which were real and which were dummy units - albeit much later in the day than in real life, GrossDeutschland may make 1d3 artillery attacks prior to the first turn.

However these attacks must target one of the 6 grid spaces containing a trench/Soviet defensive work and are randomly determined by die roll. For each artillery attack, roll 1d6 - the attack is on the trench in the appropriate column. These do not count against the artillery available during the game.

Resolve each attack normally on any Soviet unit present in the space, if any.

Soviet Reinforcements:
The two ATG guns provided by the division may be brought onto the table any turn after GrossDeutschland has broken past the Soviet trench line, or after turn 4, whichever comes first. They may enter the table from (1,6), (2,6), (3,6), or (4,6) provided the space is not occupied by an enemy unit

German Reinforcements:
At the end of turn 8, if GrossDeutschland has not captured the village or after a turn where GrossDeutschland has become exhausted 11th Panzer Division replacements arrive in column 6 (see map).

Roll 1d6 for row (See map).
Regenerate the German initiative deck to match the new force’s strength and reset their exhaustion point.
Roll 1dAvg. The result is how many turns GrossDeutschland + 11th Panzer Division have remaining to capture Cherkasskoye.

Historical outcome: GrossDeutschland was dealt heavy losses and their advance into the village was slowed, until 11th Panzer Division, on their right flank, sent reinforcements (including flammpanzer III’s). At which point, the GrossDeutschland Pz. Gren. were able to drive the Soviets from what remained of Cherkasskoye.

Suggested Campaign Scoring:

  • Holding Cherkasskoye at the end of the game, with at least one unit and no enemy units present in the village spaces: 10 points
  • If both the Germans and Soviets have a foothold in the village at game’s end : 5 points for the Soviets
  • Every enemy unit eliminated : 2 pts (3 pts for veteran units)
  • If GrossDeutschland reaches their exhaustion point : 5 points for the Soviets
  • If 11th Panzer + remaining GrossDeutschland also reaches their exhaustion point : 5 points for the Soviets
  • If a GrossDeutschland PzG unit is holding the village at end of game : 5 points
  • If the village is cleared by German artillery but no GrossDeutschland unit in village at game end : 5 points Soviets
  • If GrossDeutschland captures the village before they reach their exhaustion point (and before reinforcement) : 5 points Germans
  • If GrossDeutschland (Before reinforcement) causes the Soviets to each their exhaustion point : 5 points for the Germans
Next: If the Soviets lose, the next battle is Syrtsevo. If the Soviets outright win, the next battle should be GrossDeutschland again trying to wrest the village from the Soviets, both sides will likely receive reinforcement. If the Soviets win again, the invasion is called off.

Scenario Design Notes:Please note, the scenario is written for own toy-soldiery Division Squares, and as such, it may require adjustment for other rules.

It hopefully has been designed so the Germans will win more than half of the time, if relatively well commanded (in my play tests, I played quickly and often made errors in judgement that cost the Germans substantially). However, a poorly commanded German force will lose. As this is intended as a solo campaign game, to make the game more interesting, the Soviets (non-player) can well come away with the same or more points towards a campaign victory than the Germans (player), even if they are forced to abandon the village.

Elements of GrossDeutschland awaiting deployment.

10 comments:

  1. Can’t wait to follow this! Your armored car looks great as always. It reminds me that I have 4 Tamiya armor kits I need to build to back up my Germans.

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    1. Thanks, Reese! The armored car is 21st Century or one of those brands. I got it for an insanely low price and kick myself for not buying the rest of the vehicles they had.

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    2. Same here. There were loads of these models in Walmart at one time. I wish I’d known.

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  2. Looks like a great campaign John!

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    1. Thanks, Maudlin Jack! It came about as something of a whim but has already provided a lot of enjoyable hobby time.

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  3. I have had time to read the whole post. I like the idea of the post to post campaign and is a venerable method to play out campaigns. Another idea would be to emulate Featherstone’s Peninsular War campaign (see Solo Wargaming). In that he played out every battle in the campaign and recorded the results as a league table to determine the winner. At least it would ensure a continuation of the campaign if one side loses two games. Of course one might get completely bored by then, so having the ending conditions you have make sense.

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    1. Hi Steve,

      Thanks for pointing me to Featherstone's example - I should have looked there first. The idea of stopping after two Soviet wins of the same battle came from the FoW site I referenced. On the one hand, that method turns the campaign into a "What If?", which is interesting in its own right, but on the other, it does potentially shorten the campaign in a less than fun way. I think I will probably switch to playing all of the battles (the last will be a "what if?" because the Germans called off the campaign), especially with points being the deciding factor, not necessarily wins/losses.

      I rather like Featherstone's 20% casualties for 1 point system. With my slightly over complicated points system, I was trying to give the GD commander reasons to avoid casualties, while still trying to take the village before 11th Panzer is needed, and at the same time, give the Soviets a chance to stay close or even ahead in the campaign, even if they lose the battle (which is intentionally likely).

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    2. Glad to be of help :-)

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  4. Great plans, I look forward to seeing the campaign unfold...

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    1. Thanks tradgardmastare! I hope to play the "offical" counting battle soon and work has begun on designing the next scenario.

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