Thu 15Jul 2004 | Rommel - Master of Battle

The custom scenario for Korsun Pocket - Rommel Master of Battle now sees its official public release. Listed as Version 2 of the scenario, version 1 was released as part of the First Release Tournament Series.

Version 2 sees minor modifications for play balance based upon results from Tournament games, and also includes the 'Red Hordes' variant scenario.

Its should be noted that whilst Version 2 of this scenario is now freely available to the general public - Tournament players are advised not to update their version of the scenario until they have completed their Round 2 games. This new version should be installed just prior to the commencement of Round 3 Tournament matches.

See below for the Design notes from JSS:

Rommel: Master of Battle vic. Stalingrad 1942, a battleset for SSG's Korsun
Pocket - brought to you by Run5 (http://run5.wargamer.com)
Version: 1.00
Created by: Robert Gjessing and JSS for Run5

Historical setting:

19 Nov 1942: Soviet armed forces launched an offensive that would end two and
half years later with the complete destruction of the Third Reich. In this
battle General Rokossovsky’s 5th Tank Army attacking South from its bridgehead
at Kremenskaya attempts to link up with 51st Army attacking North from the
Beketonskaya bridgehead. Linkup point is Kalatsch. At stake is the existence
of the German Sixth Armee at Stalingrad. Capture of the bridges at Kalatsch
will link the two Soviet armies, encircle Sixth Armee, and provide a ground line
of communication (LOC... i.e. supply line) into the Stalingrad fight.

This battle is a historically based what if game. The battle considers what
might have happened if FM Rommel had been appointed Fourth Panzer Armee
commander in mid-Nov 42. With a fresh appreciation of the danger posed by the
overextended position held by Sixth Armee, certain steps could have been taken
in advance to mitigate the risk. If the Wehrmacht had the ability to maintain a
ground LOC the entire battle for Stalingrad would have ended very differently.

All of the units depicted either took part in the greater Stalingrad battle or
could have if timely orders were issued.


Design notes:

Here are the design notes for the Rommel scenario; these will give you some
insight into the scenario and some tips for playing it.

1. This scenario is designed for PBEM only. AI set up is not included.

2. The scenario is, by design, different from most you’ve seen before as there
are multiple paths to victory (for both sides!)... there is not likely to be
contact between the two sides on turn 1. No perfect opening is possible as turn
2 and later success depends on how the two players’ strategies collide.

3. There are two dominate terrain features to this battle:

Open Steppe – nothing to hide behind here. A successful attack will result in
the defender retreating. It also provides excellent mobility to mechanized
forces. A unit that becomes surrounded has almost no chance of escape.

The Don River – runs mostly North-South and divides the battle into two regions.
Only units using leg movement can cross without use of a bridge. There are six
possible bridged crossing sites. If the Soviet player can take any of the four
sites near Kalatsch then linking the two Soviet armies can be accomplished
easily.

4. Other features include:

Railroad (major road) – this serves as your best transportation route, unit
movement and supply delivery are least affected by bad weather.

Dirt road (minor road) – this serves as excellent route for unit movement and
supply delivery during good weather. When the blizzard hits this becomes
identical to open steppe for movement.

5. Key supply features include:

Sixth Armee has five supply dumps. The two along the Eastern map edge draw from
armee stock and any air deliveries. These will run out before the scenario ends
if a ground LOC is not maintained. The other three are local stocks and run out
in 6-8 turns if a ground LOC is not maintained.

Soviet armies have three dumps (located at Prajov, Kalatsch, and Osinovska) that
serve as forward supply areas when the Soviets control the areas later in the
game. A second Soviet supply source in the North will become active around turn
12.

Army and Front supply units do well to stay on the roads. The corps supply
units for both sides often MUST go off road to supply the furthest deployed
units.

6. Changes from First Look Tournament v1.00 release:

1. 79 ID is in OOB.

2. 79 ID has same set up as other German divisions (i.e. 2 bullets).

3. Arrival hex jump locations have been restored as intended.

4. Numerous Soviet units have replacement type updated.

5. German unit kill point values made consistent by unit type.

6. Russian infantry units auto-regenerate steps in 8 turns instead of 9.

7. CRTs updated to add auto-retreat during overruns.

8. Russian tank units equipped with Sherman (M4) tanks have increased mobility.

9. Russian independent tank units have their mobile movement corrected.

10. (new scenariopicts.xcr) German panzer units now show Mk IV equipped. SS
Wiking Division is equipped with Tigers. Some Russian units show M4 equipment.

11. Movement penalties added for entering enemy controlled woods, forest,
villages, and towns.

12. Minor changes for movement during Blizzard conditions in towns and villages.

13. German supply dump at Kalatsch Station will stop functioning regardless of
whether it can trace a supply source or not.

=> Alternate scenario ‘Red Hordes’

Also included is an alternate scenario where the Russian position is stronger.
Scenario includes changes listed above plus:

14. German unit kill point value increased by a factor of 1.5 – 2x.

15. German fortifications reduced to strong points.

16. Select Russian Gds Infantry Regiments can use trucks from the motor pool to
move early in the game. This is to simulate infantry riding on tanks during the
advance.

17. Victory points tweaked; changes reward Soviet player success.

18. Horse units can cross Don River during Blizzard conditions.


Installation:

Download the 23 meg self extrating EXE from the Run5 Scenario area. Double click
on the Rommel.exe and then browse to your Korsun Pocket\scenario\ folder and
click on unzip. This should install all files and associated sub directories
into a ...scenarios/rommels folder under your main Korsun Pocket Folder.

Start Korsun Pocket up and you should see the Rommel Battleset under the Korsun
Pocket and Ardennes Offensive ones.

Errata:

This scenario/battle may be downloaded for FREE from the Run5 Scenario area.

This scenario/battleset may be circulated freely in its current form as long as
it is not changed or amended. Additional scenarios or variations based upon
this battleset are encouraged, so long as Rob Gjessing/JSS/Run5 are credited
with the initital work.

If you do use this battleset for any variants/scenarios - please be sure to send
Run5 a copy also - so we can play it too :)

Good luck, I value any feedback - especially in relation to discrepancies, bugs,
or play balance.

Posted by JSS July 11, 2004 11:15 AM.

Posted by Robjess at July 15, 2004 10:20 PM

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