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Old September 26th, 2010, 03:55 PM

RERomine RERomine is offline
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Default DAR: USSR vs. Germany - Near Vyazma

USSR vs. Germany

Mission: Advance, Near Vyazma, USSR, 10/1941 - grouped objectives.

Enemy: Reinforced Battalion Strength – 2-3 Tank Co, 2-4 Infantry Co, 2-3 Artillery Bn, plus ATG and AAA. Strike aircraft likely. Average force experience, ~75.

Terrain: Map = 100x100. This is busy map, while at the same time being fairly open. The base elevation on the map is level 10. One stream enters the north edge of the map in the enemy deployment zone and forks in enemy territory. The west branch meanders south and exits in the southwest corner, never leaving enemy territory, where the east branch crosses the map exiting the south edge at my deployment line. Streams running through the map have flood plains to both sides. This would allow units to travel concealed along the streams since it is below the base terrain level. Some swamps are in these areas, but not very many. There are numerous wooded clusters around the map. The most significant ones are a large elongated area to the south of a small town and two smaller woods just west of my deployment line. The northern most of these small woods has an objective group in the northwest corner. North of the town is a small area, but I’m not sure it is large enough to be of any consequence. The enemy could deploy two platoons in there if it wanted to, but it is more likely to be just a block to the line of sight.

The man-made features are more dominant. Centered in the map is a four block town. One objective group is just outside the northeast corner of the town and another centered just south of town. Passing through the town are a railroad and a dirt road. The railroad crosses the map diagonally from the north edge in my deployment zone to the south edge in enemy territory. The dirt road parallels the railroad until it wiggles some just before town. In town, it turns WSW, crosses the tracks and heads off the west side of the map. The east branch of the stream also goes through town so there are quite a few bridges in town, but all on the east side of town. The town itself is very loosely packed with respect to buildings. There is plenty of maneuver room, but the terrain is undulating. The base elevation of the town might actually be more like zero. If that stream ever floods, half of the town will be under water.

There are also three other roads on the map. Near the south edge of the map, there is an east west road. It runs straight until it gets into my territory. There, it turns ENE until it goes off the east edge with many small turns along the way. Also running east west is a paved road a little over 1000m from the north edge. There area a few turns, but not many. Another paved road runs from my deployment zone northwest, exiting the north edge of the map 350m outside of enemy territory. Along these roads, there are villages. The southern EW road has largest number of them. In my territory where the road turns ENE, it is almost constant buildings. Outside my territory, there are four small villages along this road spaced out about one every 750m. Along the diagonal dirt road that goes through the town, there is a dense village just outside my territory. Further south, there is a small village just west of where this dirt road and the diagonal paved road cross. The last village is along the EW paved road just outside of enemy territory. Visibility = 90.

Troops: Tank Brigade Strength – 2 Armor Bn. (40xT-34/76A+, 22xT-34/76B+), 3 Infantry Co., 1 Support Co (4xHMG sec., 4x45mm ATGs, 2x82mm Mort. sec., 2x120mm Mort. sec., 2xKV-I, 4xScouts w/trans., 1xEng. Plt, 3xAAMG sec. and 4xSupply Trucks).

From Support Points: 2x37mm AA Btty/trucks, 4x76.2mm Artillery Btty(off-board), 3xKV-IIB M1940. Average force experience, ~75.

I’ve increased the size of my battalion core to a tank brigade core. This can be considered a promotion due to early battle successes. With the Soviet Army increasing in size and replacing destroyed units, higher command positions would be available.

The TO&E for this tank brigade closely follows the doc I attached in an earlier DAR. My core original core is basically intact. No changes were made to my three infantry companies. My support company was increased in size to match the TO&E of a rifle battalion in a tank brigade. To work with WinSPWW2 OOBs, I had to delete two HMG teams and replace the remaining four with HMG sections. The same basic thing was done with my AAMGs. Originally, I had one section with three teams. The teams were upgraded to three AAMG sections to match TO&E. I’m a little weak on my 120mm mortars, which would be corps attachments. From what I can tell, I should have at least five tubes, but I only have four. TO&E didn’t account for armored cars, so those had to go. There was a corps attachment option of a company of heavy tanks, so I upgraded my two armored cars to KV-I heavy tanks.

To address the realism issue of having T-34s, all I did was upgrade my existing tanks. The other five companies were core expansions. Soviet industry was creating tanks and they were going somewhere. I’m just viewing it as five companies from somewhere were attached to my core. It is easier to explain this than trying to explain having equipment when only a handful were created. My organization has been geared toward one game aspect of these new tank companies. Although they are defined as companies, they only have one leader classified as commanding a platoon. To provide another layer of leadership, I’ve attached one company to each infantry company, creating demi-battalions. The other two companies were attached to my existing tank company. While battalion strength, the game only provides for three levels of leadership: platoon, company and command. All my tanks have all three levels available.

One other note. I’ve fought two battles with most of this new core already. The only change I’ve made since expanding to a tank brigade is the tanks from my smaller core were just upgraded. I’m figuring replacements for existing equipment was hard to come by, so I didn’t upgrade them until now. By October, things were starting to improve for USSR. The element of surprise had worn off and they were launching successful counter attacks once in a while.

Time: 38 Turns


The nature of the terrain make a couple of areas important. Starting with the northern objective group, controlling the woods they are adjacent to and/or the small town to the west are key to securing the group. For me, controlling the woods allows me to protect the objectives with fire. Holding the town will create a barrier the enemy would have to get past to get to the objective group. From my perspective, one down side to the town is it might put my tanks in the line of sight of enemy 88s, if they have them. Those things could dominate open ground and would be a priority target if they turn up.

Control of the town will be major. The last two objective groups can’t be held if the town isn’t held. It would be too easy for someone to pop out of the town and turn them. There will likely be a lot of fighting in the town. I’m glad my infantry has lots of experience.

The south woods also will play a role in controlling the south objective group. While the woods aren’t very dense, they do allow a covered approach from the south. This will work more for the enemy than for me, because the stream creates more of a barrier for me. I don’t like crossing streams unless it is via a bridge. The only bridge available to me outside of the town is one on the dirt road to the south. One plus in this area is the east side of the stream provides an area where over-watch of the southern objective group can take place.


The plan is fairly simple. My three combined infantry-armor teams, still called Alpha, Bravo and Charlie will push forward to control two critical areas: the town and small village northeast of town.

Alpha will push directly west with the objective of capturing the southern part of the town and securing the objective group south of town.

Bravo will push forward just north of Alpha. They will take control of the north half of the town and secure the center objective group northeast of town.

Charlie will push directly west through the North Woods and capture the small village to the west. Along the way, they will secure the northern objective group.

The headquarters group will move forward into the East Woods. Some units that can be used as reserves are the heavy tank section, engineers and machine gun sections.

Flank guards will be out right and left, each composed of one scout section and one 45mm ATG section. This will provide them with eyes on both flanks and the ability to sting a little bit.

My tank battalion will be held in reserve, positioned to be able to quickly move to the right flank long the diagonal paved road, toward the town to over-watch the center or south objectives or to the south to pressure any moves into the south woods. If the opportunity presents itself, they can launch an attack into the enemy rear area along the north or south east-west road.

Attached is a screen print of my battle plan.
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