Stalingrad ’42 Play Note

I struggle with Simonitch games.

But probably not for the reason you think.

Its not the rules or the systems per se. Its more coming to terms with the rules system and subtle differences quickly enough from one module to another in order to  overcome the opening turn or two VP shortfalls I create for myself when on the attack or playing defence aggressively and either holding long enough or restraining counter attack impulses!

So what tends to happen is I end up just shy of the mark, for say an auto victory on a given turn by 2 points or even more frustrating just one!

For instance, and yes we will have a full AAR at some point soon, but at the beginning of turn 9 the VP run rate needs to be 5 in Stalingrad ’42.  We have 9 VPs. 11 would secure an early auto victory. Due to great defensiveness and tenacity, as well as my own afore mentioned bumbling, we did not clear Voronezh  in the North early enough I think. So now in turn 9 we are still seeking to secure it and bleeding ourselves white doing so.

The situation as it stands in Voronezh will end up with a fully surrounded location as those ZOC bonds are broken with the City Battle. The best we can get is 2:1 so an ugly battle will ensue. Likely taking too long to meet the criteria for success against a 5 VP minimum. So that means, and here is the genius of the Simonitch titles is, that the VP metric for auto victory ticks up 1 VP!…. So now our new goal is 12 VPs for auto victory.

Note that of course you can choose a different strategy. We could adopt a play for the long haul win. We could be singularly focused on one target, or perhaps two. I’ve adopted a burn it all and damn the losses strategy that involves keeping the Soviet on the back foot and resources short. Kill more than he can replace and capture as many VP’s as early as possible. As I dont really think the long game plays to the German strengths when you look at the VP tally you require late game.

 

My opening strategy was really aimed at cherry picking easy VP’s and looking for a mistake by my opponent or a weakness, since he cant be everywhere in strength. I feinted hard to Rostov [ Got very lucky there with a breakthrough] , and in hindsight perhaps should have crossed over risking release of Soviet units… but did not. That sucked some forces South, enabling me to pivot North to the centre and gobble up easier VP’s and isolate some units.

Here is where we stand at the beginning of turn Soviet Turn 9.

In turn 9 the  Soviets pull back across the river and do two abortive counter attacks, suffering an A1 in one. so in turn 10 then everything hinges upon clearing the Voronezh pocket and finding one additional VP, all while removing two Armour divisions and the Gross Deutschland.

Yeah… those early turn bumbles are now bearing all the fruit man can ask for …..grrr!! 🙂

Good Times.

 

 

4 thoughts on “Stalingrad ’42 Play Note

  1. You are doing a lot better than I am. My opponent is defending in strength along the entire line and I have not been able to get past him any where. We are getting ready to start turn 10 and I have 4 VP.

    1st time playing this title for both of us and we are enjoying it tremendously.

  2. What should the Germans/Soviets have done?
    What could the Germans/Soviets have done?
    With both forces at the same start and same reinforcements; what could happen?
    Can both forces move and fight as historically possible?
    First try what they did: then try other ways until you get what you thing should have happened.
    Play it over and over, this is a game so play.
    Thanks
    Roger

    1. Its a solid game. My 2nd play. We will see if I get enough time to play more opposed. We are close to hitting the reset button on this in any case.

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