Game and situation from BGG:
Smolensk: Barbarossa Derailed is the latest release in the Operational Combat Series (OCS), covering the campaign along the Moscow highway in the summer of 1941. These actions set the stage for the Wehrmacht’s autumn drive on the Soviet capital, and many historians believe the bitter fighting here ultimately doomed the Axis to failure in Russia.
The game begins on 8 July with Barbarossa still in high gear. In August, the advance stalls as Hitler diverts most of the panzers from the map to forces around Leningrad and Kiev. Soviet counteroffensives will push Army Group Center close to the breaking point by game’s end on 8 September. The asymmetry of the two armies will be familiar to veterans of past OCS campaigns, especially Guderian’s Blitzkrieg II. There is the expected qualitative difference in typical Action Ratings, along with stark contrasts in logistical capabilities and replacement rates. There also some unique twists in the situation, including:
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Three of the panzer divisions are getting their first taste of combat, so their Action Ratings are reduced.
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The rivalry between Heinz Guderian and Hermann Hoth makes it difficult for these generals to coordinate their panzer armies, and might prevent the ring from closing around Smolensk.
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Soviet tank divisions are shown for the first time. They pack a wallop, but their quality leaves a lot to be desired.
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The Soviet 1st Motorized Division is presented as a somewhat elite multi-unit formation that includes some heavy KV-1s and T-34s.
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The contributions of small militia, tank, and anti-tank units are reflected by the Soviet Alarm Pool.
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Other chrome accounts for ‘tree bark soup’ (used by cut-off units), planes diverted to terror-bomb Moscow, and special markers for artillery ammo & katyusha effects.
Smolensk is a small and fairly simple entry in the series, with special rules kept to a minimum. We think players will enjoy the fact both sides must attack and defend. By the end they will learn three things about this campaign: the Soviets are more than just punching bags, the Germans are challenged to hold their early gains,
and the road to Moscow will be paved in blood.
Seven scenarios are included:
Intro Scenario: Vitebsk, 1/2 turn, using about 1/4 of the map
Smolensk Campaign, 8 July to 8 September (19 turns)
Late July Start, 22 July to 8 September (15 turns)
1st Counteroffensive, 22 July to 1 August (4 turns)
Early August Start, 8 August to 8 September (10 turns)
2nd Counteroffensive, 8 August to 22 August (5 turns)
3rd Counteroffensive, 26 August to 8 September (5 turns)
After the live session last night [link<], the good news is I found two entire divisions I overlooked.
The bad news is that the setup of the scenario allows for 4 divisions to be moved 3 hexes west [bad thing] and 4 divisions to have a regiment removed and replaced with the their recon Battalion [a mixed blessing]. These randomly drawn moves and OB changes are great for replay value….but suck when the most critical onces are shunted back!! 4th, 10th, 18th Pzr and 20th Mot. are all back 3 hexes from at start positions!
Then I spent about an hour and a half going over potential moves for an opening. I have not even got to the point where we can consider what the enemy can really do, where my transport hub will focus, what I’ll do Turn 2,3 or 4, let a lone how much supply I will have at the end of Turn 1.
This places a bit more pressure on 29th Mtr, and 17th Pzr to assist in the encirclement or destruction of forces around Orsha. We hope to place a recon unit adjacent to 3 enemy units, which will facilitate some nasty air raids [ Hipshoots] allowing overruns and attacks at beneficial odds and AR ratings [Action Ratings] which impact the surprise rolls during combat.
Further North Hoth seems to have the most complex problem to my mind. Difficult terrain, crowded access routes and limited resources.
Perhaps push 7th Pzr into the breach South of Vitebsk, to clear that hex then get a quick assault in on the City with 12th or 20th Mtr?
20th Pzr HAS to go over the Dvina, and pressure that flank, but yick.yuck, bleck… not a great terrain route for them.
By comparison the area West of Mogilev in the South is relatively easier and there are more of Hoths Divisions at hand to assist.
3rd Pzr can press up to Mogilev, SS:R will have to fight across the road to Bykhov, and 4th can’t advance until 10th clears via overrun the units on the rail west of Mogilev. Not easy but doable. Guderian historically got a little bit of a head start in the week prior, so he appears to be better positioned to take advantage of the situation.
All of this is going to cost a lot of supply…. A LOT. Then we need to decide where to place the one bridge counter we wish to use, ideally somewhere North of Mogilev and South of Orsha…well I think that is where one went historically and it makes sense for road/rail net.