|A Wolf By The Ears|
Version: 2.07 (October 2004)
Engine: Korsun Pocket/Across The Dnepr
AI or PBEM: PBEM
Author: Lee Elmendorf
Download: A Wolf By The Ears for KP
At some point during the war a German general remarked that fighting the Soviets was like grabbing a wolf by the ears. Once you grabbed on you dare not let go. By the time of the battles around Smolensk the wolf was starting to realize it had teeth. The pace of Army Group Center's advance, 600 km in the first 18 days, slowed significantly and eventually halted around Smolensk in part because of logistical problems but also because the Soviets were finally able to organize some moderately successful counterattacks. Some would argue that Stalingrad was the turning point on the Eastern Front. That may be true however the seeds of defeat were sown at Smolensk.
Initial playing of Across the Dnepr resulted in a feeling among many that the Soviets had a bit too easy a time of it. There was also a sense that both armies were a little too generic. This revised campaign attempts to address those issues within the limits of the game engine. It will be revised further based on feedback from players.
Timeframe - The campaign now starts one day earlier on 8 July and ends on the same day as the original for a total of 25 turns.
OOB - Revised OOB's for both sides have been included. The changes are too extensive to include on a unit by unit basis here. In general, units for both sides were added or removed based on Glantz. Artillery units were added for both sides. A number of AT regiments were added to the Soviet side, and a number of pioniers were added to the German forces.
Map - The village at 62,6 was originally nameless. It is now Novoselki based on research of that area. Victory points are now awarded for control of Vitebsk. German control of several towns now result in activation of alert units for the Soviets. The supply broadcast range of the dumps in Mogilev and Smolensk have been reduced to 5 Leg OP's.
Miscellaneous - Soviet movement rates were revised slightly downward to reflect poor command and control at this point in the war. All Soviet combat units now have at least two bullets to better reflect their ability to hold out when surrounded. Reinforcement arrivals for both sides have been modified based on Glantz. Arrival of some Soviet armies are now tied to alert towns. Artillery ranges were modified slightly downward based in part on research data, and for the Soviets to reflect their lack of coordinated fire control in '41. Some German flak units, the 20mm halftracks, were upgraded from support to combat status to reflect their assault capabilities. Soviets became "surprised" in version 2.00 to better reflect some of the command paralysis they faced at this point in the war.
NOTE: YOU NEED THE ORIGINAL ACROSS THE DNEPR BATTLESET TO PLAY THIS SCENARIO.
NOTE: THIS IS CURRENTLY MEANT TO BE A PBEM ONLY SCENARIO. THE AI HAS NOT BEEN MODIFIED FROM THE ORIGINAL SCENARIO SO PLAYING AGAINST IT COULD RESULT IN VERY ODD BEHAVIOR FROM IT.
Start Korsun Pocket, select the Across the Dnepr battleset, then select A Wolf by the Ears from the scenario list and have fun! We value any feedback - especially in relation to discrepancies, bugs, or play balance. Plese post your comments in the Run5 forums.