During the AM turn of the 4th of feb I recheck the arty train rules. I think there is a simpler way to show this perhaps in a table. I find myself constantly referring to the 1 of 3 places where the gun types and calibres are stated and referencing the card provide to work out if they require an arty train, a regular train or no train. In fact, for some weaker units, I just leave them deployed and move one hex. I’m in a nice groove and this aspect slows down game play. We are still in supply, just barely thanks to the Frozen ground. Engineers will begin building roads to link across streams to extend our supply lines. Overnight the Soviets moved 5MC into the breach, along with some attached 6th Tank assets. The Germans execute 9 attacks.
After German movement across the frozen ground they prep their attacks.
I’m not making much use of counter battery fire. It seems like a good idea, but the extra combat factors on defense and offense feel like a better use of the tools, unless you can get some sweet cherry picked odds. Which is often NOT the case. Not sure of the worth of that particular mechanic.
Air has made a big difference! So far the Germans have the edge here and AA is very ineffective. You need to roll a 6 to do much damage.
This break through between Dubrovka and Ganshalovak is a surprise. The Germans do not really have the assets to take advantage of it. Plus it flies very close to a scenario ‘edge’ and is likely not worthwhile. But two lightly defended bridges sit awaiting some pain!
In the south Engineers are busy reinforcing defensive lines knowing that the Soviet high command will eventually work out that they could, should attack the static line. So they get busy plugging the line with fortifications and stripping units to hold the ever lengthening flanks. Similarly on the right flank the Germans isolate and cut off enemy units and do not attack. Looking to ‘starve out’ and then eliminate the enemy.
End of Combat.
Soviets check Supply and have 3 units cut off.