<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Bleen &#187; Bleen</title>
	<atom:link href="http://bleen.ro/author/admin/feed/" rel="self" type="application/rss+xml" />
	<link>http://bleen.ro</link>
	<description>A joke is a very serious thing (Churchill)</description>
	<lastBuildDate>Tue, 13 Dec 2011 22:05:40 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3</generator>
		<item>
		<title>TOAW (Soviet Union 1941 &#8211; turn 1)</title>
		<link>http://bleen.ro/2011/12/14/toaw-soviet-union-1941-turn-1/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=toaw-soviet-union-1941-turn-1</link>
		<comments>http://bleen.ro/2011/12/14/toaw-soviet-union-1941-turn-1/#comments</comments>
		<pubDate>Tue, 13 Dec 2011 22:05:40 +0000</pubDate>
		<dc:creator>Bleen</dc:creator>
				<category><![CDATA[TOAW]]></category>

		<guid isPermaLink="false">http://bleen.ro/?p=12582</guid>
		<description><![CDATA[***NEWS*** June 22nd, 1941 <p style="text-align: justify;">Axis surprise attack = Soviet 25% shock penalty<br /> Axis surprise attack = Soviet 85% air shock penalty<br /> SOVIETS successfully defend Murmansk.<br /> Kaunas has been reduced to ruins.<br /> SOVIETS successfully defend Kaunas.</p> <p style="text-align: justify;">  AXIS TURN <p style="text-align: justify;">AXIS Turn 1 Overrun at 7,35<br /> [...]]]></description>
			<content:encoded><![CDATA[<h3 style="text-align: justify;">***NEWS***</h3>
<h4 style="text-align: justify;">June 22nd, 1941</h4>
<p style="text-align: justify;">Axis surprise attack = Soviet 25% shock penalty<br />
Axis surprise attack = Soviet 85% air shock penalty<br />
SOVIETS successfully defend Murmansk.<br />
Kaunas has been reduced to ruins.<br />
SOVIETS successfully defend Kaunas.</p>
<p style="text-align: justify;">
<h3 style="text-align: justify;"> AXIS TURN</h3>
<p style="text-align: justify;"><strong>AXIS Turn 1 Overrun at 7,35</strong><br />
<strong> AXIS Turn 1 Overrun at 7,35</strong><br />
<strong> AXIS Turn 1 Overrun at 7,36</strong><br />
<strong> AXIS Turn 1 Overrun at 7,36</strong><br />
<strong> AXIS Turn 1 Overrun at 5,36</strong><br />
<strong> AXIS Turn 1 Overrun at 5,36</strong></p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 17,17</strong><br />
AXIS FI Karelian Army, FI VII Corps attacks.<br />
SOVIETS 7th Army, 168th RD defends.<br />
AXIS FI Karelian Army, FI VII Corps breaks off attack.<br />
SOVIETS successfully defend location 17,17.<br />
AXIS approximate equipment and personnel losses &#8211; 11%<br />
SOVIETS approximate equipment and personnel losses &#8211; 21%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 4,37</strong><br />
AXIS OKH, OKH RR Art b supports the attack.<br />
AXIS 4th Army, XLIII Corps attacks.<br />
SOVIETS Bryansk Front, 3rd/10th Army defends.<br />
AXIS continue attack.<br />
AXIS 4th Army, XLIII Corps breaks off attack.<br />
SOVIETS Bryansk Front, 3rd/10th Army evaporates.<br />
SOVIETS successfully defend location 4,37.<br />
AXIS approximate equipment and personnel losses &#8211; 29%<br />
SOVIETS approximate equipment and personnel losses &#8211; 100%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 18,11</strong><br />
AXIS FI 14th ID, FI 14th ID attacks.<br />
SOVIETS 27th RD, 27th RD defends.<br />
AXIS FI III Corps, FI 3rd ID supports the attack.<br />
SOVIETS 27th RD, 3rd/27th RD defends.<br />
SOVIETS 27th RD, 3rd/27th RD evaporates.<br />
SOVIETS 27th RD, 2nd/27th RD defends.<br />
SOVIETS 27th RD, 2nd/27th RD evaporates.<br />
SOVIETS 27th RD, 1st/27th RD defends.<br />
SOVIETS 27th RD, 1st/27th RD evaporates.<br />
AXIS approximate equipment and personnel losses &#8211; 10%<br />
SOVIETS approximate equipment and personnel losses &#8211; 98%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 15,20</strong><br />
SOVIETS 23rd Army, (Pshennikov) supports the defense.<br />
AXIS FI SE Army, (Mannerheim) supports the attack.<br />
AXIS FI SE Army, FI IV Corps attacks.<br />
SOVIETS 23rd Army, 50th RC defends.<br />
AXIS FI SE Army, FI IV Corps Spt supports the attack.<br />
AXIS FI Rail Repair, FI RR supports the attack.<br />
SOVIETS 23rd Army, 50th RC retreats.<br />
AXIS advance on location 15,20.<br />
AXIS approximate equipment and personnel losses &#8211; 15%<br />
SOVIETS approximate equipment and personnel losses &#8211; 73%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 5,38</strong><br />
AXIS OKH, OKH RR Art b supports the attack.<br />
AXIS 4th Army, IX Corps attacks.<br />
SOVIETS Bryansk Front, 2nd/10th Army defends.<br />
SOVIETS Bryansk Front, 2nd/10th Army evaporates.<br />
AXIS advance on location 5,38.<br />
AXIS approximate equipment and personnel losses &#8211; 24%<br />
SOVIETS approximate equipment and personnel losses &#8211; 96%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 22,2 (Murmansk)</strong><br />
AXIS Mtn Corps Norway, 2nd Mtn Div attacks.<br />
SOVIETS 14th Army, (Frolov) defends.<br />
SOVIETS 14th Army, 14th RD defends.<br />
AXIS continue attack.<br />
AXIS Mtn Corps Norway, 2nd Mtn Div breaks off attack.<br />
SOVIETS successfully defend location 22,2 (Murmansk).<br />
AXIS approximate equipment and personnel losses &#8211; 81%<br />
SOVIETS approximate equipment and personnel losses &#8211; 9%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 16,18</strong><br />
AXIS FI SE Army, FI II Corps attacks.<br />
SOVIETS 23rd Army, 19th RC defends.<br />
AXIS FI SE Army, FI II Corps breaks off attack.<br />
SOVIETS successfully defend location 16,18.<br />
AXIS approximate equipment and personnel losses &#8211; 19%<br />
SOVIETS approximate equipment and personnel losses &#8211; 17%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 6,41</strong><br />
AXIS OKH, OKH RR Art c supports the attack.<br />
AXIS 6th Army, XVII Corps attacks.<br />
AXIS 6th Army, LV Corps attacks.<br />
SOVIETS West Front, 1st/5th Army defends.<br />
AXIS 6th Army, LV Corps breaks off attack.<br />
AXIS 2nd Panzer Army, 1st CD supports the attack.<br />
SOVIETS West Front, 1st/5th Army evaporates.<br />
AXIS advance on location 6,41.<br />
AXIS approximate equipment and personnel losses &#8211; 6%<br />
SOVIETS approximate equipment and personnel losses &#8211; 93%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 7,34</strong><br />
AXIS OKH, OKH RR Art a supports the attack.<br />
AXIS 16th Army, X Corps attacks.<br />
AXIS 16th Army, XXVIII Corps attacks.<br />
SOVIETS Northwest Front, 2nd/11th Army defends.<br />
AXIS 16th Army, XXVIII Corps breaks off attack.<br />
AXIS 16th Army, II Corps attacks.<br />
AXIS 4th Panzer Army, LVI Panzer Corps attacks.<br />
AXIS 4th Panzer Army,  Totenkopf MD attacks.<br />
AXIS 4th Panzer Army, 290th ID attacks.<br />
AXIS 3rd Panzer Army, XXXIX Pz Corps supports the attack.<br />
SOVIETS Northwest Front, 2nd/11th Army evaporates.<br />
AXIS advance on location 7,34.<br />
AXIS approximate equipment and personnel losses &#8211; 13%<br />
SOVIETS approximate equipment and personnel losses &#8211; 98%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 5,39</strong><br />
AXIS OKH, OKH RR Art b supports the attack.<br />
AXIS 4th Army, XIII Corps attacks.<br />
AXIS 2nd Panzer Army, XLVII Pzr Corps attacks.<br />
SOVIETS Volkov Front, 1st/4th Army defends.<br />
AXIS 4th Army, XIII Corps breaks off attack.<br />
AXIS 2nd Panzer Army, XLVII Pzr Corps breaks off attack.<br />
SOVIETS successfully defend location 5,39.<br />
AXIS approximate equipment and personnel losses &#8211; 10%<br />
SOVIETS approximate equipment and personnel losses &#8211; 58%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 5,43</strong><br />
AXIS AGS, Luftflotte 4 Bmr supports the attack.<br />
AXIS AGC, Luftflotte 2 Ftr supports the attack.<br />
AXIS OKH, OKH RR Art c supports the attack.<br />
AXIS 6th Army, (Reichenau) supports the attack.<br />
AXIS 6th Army, XLIV Corps attacks.<br />
AXIS 1st Panzer Army, 1st Pz Army Res attacks.<br />
AXIS 1st Panzer Army, III Panzer Corps attacks.<br />
SOVIETS Southwest Front, 2nd/6th Army defends.<br />
AXIS 6th Army, XLIV Corps breaks off attack.<br />
AXIS AGS Rail Repair, AGS RR supports the attack.<br />
AXIS 6th Army, LV Corps supports the attack.<br />
AXIS 1st Panzer Army, XIV Panzer Corps attacks.<br />
AXIS 1st Panzer Army,  Viking MD attacks.<br />
AXIS 1st Panzer Army, XLVIII Pzr Corps attacks.<br />
AXIS 1st Panzer Army,  LAH MD attacks.<br />
AXIS 1st Panzer Army, XXIX Corps attacks.<br />
SOVIETS Southwest Front, 2nd/6th Army evaporates.<br />
AXIS advance on location 5,43.<br />
AXIS approximate equipment and personnel losses &#8211; 9%<br />
SOVIETS approximate equipment and personnel losses &#8211; 96%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 4,44</strong><br />
AXIS 17th Army, IV Corps attacks.<br />
AXIS 17th Army, XLIX Mtn Corps attacks.<br />
AXIS 17th Army, LII Lt Corps attacks.<br />
SOVIETS Southwest Front, 2nd/26th Army defends.<br />
AXIS 17th Army, LII Lt Corps breaks off attack.<br />
AXIS AGS Rail Repair, AGS RR supports the attack.<br />
AXIS 1st Panzer Army, XIV Panzer Corps attacks.<br />
AXIS 1st Panzer Army,  Viking MD attacks.<br />
AXIS 1st Panzer Army, XLVIII Pzr Corps attacks.<br />
AXIS 1st Panzer Army,  LAH MD attacks.<br />
AXIS 1st Panzer Army, XXIX Corps attacks.<br />
SOVIETS Southwest Front, 2nd/26th Army retreats.<br />
AXIS advance on location 4,44.<br />
AXIS approximate equipment and personnel losses &#8211; 12%<br />
SOVIETS approximate equipment and personnel losses &#8211; 46%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 18,14</strong><br />
AXIS FI Karelian Army, Group Oinonen attacks.<br />
AXIS FI Karelian Army, FI VI Corps attacks.<br />
SOVIETS 7th Army, 71st RD defends.<br />
AXIS FI Karelian Army, Group Oinonen breaks off attack.<br />
AXIS continue attack.<br />
AXIS FI Karelian Army, FI VI Corps breaks off attack.<br />
SOVIETS 7th Army, 71st RD evaporates.<br />
SOVIETS successfully defend location 18,14.<br />
AXIS approximate equipment and personnel losses &#8211; 21%<br />
SOVIETS approximate equipment and personnel losses &#8211; 97%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 18,5</strong><br />
AXIS XXXVI Corps, 169th ID attacks.<br />
AXIS XXXVI Corps,  Nord Div attacks.<br />
SOVIETS 122nd RD, 122nd RD defends.<br />
AXIS XXXVI Corps, 169th ID breaks off attack.<br />
SOVIETS 122nd RD, 122nd RD retreats.<br />
AXIS advance on location 18,5.<br />
AXIS approximate equipment and personnel losses &#8211; 13%<br />
SOVIETS approximate equipment and personnel losses &#8211; 22%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 5,44</strong><br />
AXIS 1st Panzer Army, XIV Panzer Corps attacks.<br />
AXIS 1st Panzer Army,  Viking MD attacks.<br />
AXIS 1st Panzer Army, XLVIII Pzr Corps attacks.<br />
AXIS 1st Panzer Army,  LAH MD attacks.<br />
AXIS 1st Panzer Army, XXIX Corps attacks.<br />
SOVIETS Southwest Front, 1st/6th Army defends.<br />
AXIS 1st Panzer Army, XLVIII Pzr Corps breaks off attack.<br />
AXIS 1st Panzer Army, XIV Panzer Corps breaks off attack.<br />
AXIS 1st Panzer Army,  Viking MD breaks off attack.<br />
AXIS 1st Panzer Army,  LAH MD breaks off attack.<br />
AXIS 1st Panzer Army, XXIX Corps breaks off attack.<br />
SOVIETS successfully defend location 5,44.<br />
AXIS approximate equipment and personnel losses &#8211; 9%<br />
SOVIETS approximate equipment and personnel losses &#8211; 56%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 4,36</strong><br />
AXIS OKH, OKH RR Art a supports the attack.<br />
AXIS 9th Army, (Strauss) supports the attack.<br />
AXIS 9th Army, XX Corps attacks.<br />
AXIS 9th Army, XLII Corps attacks.<br />
AXIS 4th Army, VII Corps attacks.<br />
SOVIETS Bryansk Front, 1st/10th Army defends.<br />
AXIS 9th Army, XLII Corps breaks off attack.<br />
AXIS 4th Army, VII Corps breaks off attack.<br />
SOVIETS Bryansk Front, 1st/10th Army evaporates.<br />
AXIS advance on location 4,36.<br />
AXIS approximate equipment and personnel losses &#8211; 7%<br />
SOVIETS approximate equipment and personnel losses &#8211; 100%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 6,32</strong><br />
AXIS OKH, OKH RR Art a supports the attack.<br />
AXIS 18th Army, XXVI Corps attacks.<br />
AXIS 4th Panzer Army, XLI Panzer Corps attacks.<br />
AXIS 4th Panzer Army, 269th ID attacks.<br />
SOVIETS Northern Front, 3rd/8th Army defends.<br />
AXIS 4th Panzer Army, 269th ID breaks off attack.<br />
AXIS AGN Rail Repair, AGN RR supports the attack.<br />
AXIS 18th Army, I Corps supports the attack.<br />
AXIS 16th Army, II Corps attacks.<br />
AXIS 4th Panzer Army, LVI Panzer Corps attacks.<br />
AXIS 4th Panzer Army,  Totenkopf MD attacks.<br />
AXIS 4th Panzer Army, 290th ID attacks.<br />
SOVIETS Northern Front, 3rd/8th Army evaporates.<br />
AXIS advance on location 6,32.<br />
AXIS approximate equipment and personnel losses &#8211; 12%<br />
SOVIETS approximate equipment and personnel losses &#8211; 97%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 6,39</strong><br />
AXIS 2nd Panzer Army, XLVI Pzr Corps attacks.<br />
AXIS 2nd Panzer Army,  Das Reich MD attacks.<br />
AXIS 2nd Panzer Army, XII Corps attacks.<br />
AXIS 2nd Panzer Army, XXIV Panzer Corp attacks.<br />
SOVIETS Volkov Front, 2nd/4th Army defends.<br />
AXIS 2nd Panzer Army,  Das Reich MD breaks off attack.<br />
AXIS 2nd Panzer Army, XII Corps breaks off attack.<br />
AXIS 2nd Panzer Army, XXIV Panzer Corp breaks off attack.<br />
AXIS AGC Rail Repair, AGC RR supports the attack.<br />
SOVIETS Volkov Front, 2nd/4th Army evaporates.<br />
AXIS advance on location 6,39.<br />
AXIS approximate equipment and personnel losses &#8211; 9%<br />
SOVIETS approximate equipment and personnel losses &#8211; 99%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 6,36</strong><br />
AXIS OKH, OKH RR Art a supports the attack.<br />
AXIS 9th Army, VIII Corps attacks.<br />
AXIS 3rd Panzer Army, 2nd/VI Corps attacks.<br />
AXIS 3rd Panzer Army, 1st/VI Corps attacks.<br />
AXIS 3rd Panzer Army, 2nd/V Corps attacks.<br />
AXIS 3rd Panzer Army, 1st/V Corps attacks.<br />
SOVIETS Bryansk Front, 3rd/3rd Army defends.<br />
SOVIETS Bryansk Front, 2nd/3rd Army defends.<br />
AXIS 9th Army, VIII Corps breaks off attack.<br />
AXIS 3rd Panzer Army, 1st/VI Corps breaks off attack.<br />
AXIS 3rd Panzer Army, 2nd/V Corps breaks off attack.<br />
SOVIETS Bryansk Front, 3rd/3rd Army evaporates.<br />
AXIS 3rd Panzer Army, LVII Pzr Corps supports the attack.<br />
SOVIETS Bryansk Front, 2nd/3rd Army evaporates.<br />
AXIS advance on location 6,36.<br />
AXIS approximate equipment and personnel losses &#8211; 8%<br />
SOVIETS approximate equipment and personnel losses &#8211; 97%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 7,33</strong><br />
AXIS OKH, OKH RR Art a supports the attack.<br />
AXIS 16th Army, II Corps attacks.<br />
AXIS 4th Panzer Army, LVI Panzer Corps attacks.<br />
AXIS 4th Panzer Army,  Totenkopf MD attacks.<br />
AXIS 4th Panzer Army, 290th ID attacks.<br />
SOVIETS Northwest Front, 1st/11th Army defends.<br />
AXIS 16th Army, II Corps breaks off attack.<br />
AXIS 4th Panzer Army, LVI Panzer Corps breaks off attack.<br />
AXIS 4th Panzer Army, 290th ID breaks off attack.<br />
AXIS 16th Army, X Corps supports the attack.<br />
AXIS 4th Panzer Army, XLI Panzer Corps supports the attack.<br />
SOVIETS Northwest Front, 1st/11th Army retreats.<br />
AXIS advance on location 7,33.<br />
AXIS approximate equipment and personnel losses &#8211; 12%<br />
SOVIETS approximate equipment and personnel losses &#8211; 44%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Overrun at 8,35</strong><br />
<strong> AXIS Turn 1 Overrun at 8,35</strong><br />
<strong> AXIS Turn 1 Overrun at 8,36</strong><br />
<strong> AXIS Turn 1 Overrun at 8,36</strong><br />
<strong> AXIS Turn 1 Overrun at 5,39</strong><br />
<strong> AXIS Turn 1 Overrun at 5,39</strong><br />
<strong> AXIS Turn 1 Overrun at 6,37 (Bialystok)</strong><br />
<strong> AXIS Turn 1 Overrun at 6,37 (Bialystok)</strong><br />
<strong> AXIS Turn 1 Overrun at 5,44</strong><br />
<strong> AXIS Turn 1 Overrun at 5,44</strong><br />
<strong> AXIS Turn 1 Overrun at 6,44 (LVOV)</strong><br />
<strong> AXIS Turn 1 Overrun at 6,44 (LVOV)</strong></p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 6,43</strong><br />
AXIS 1st Panzer Army, III Panzer Corps attacks.<br />
SOVIETS Southwest Front, 6th Army Spt defends.<br />
AXIS 1st Panzer Army, 1st Pz Army Res supports the attack.<br />
AXIS 1st Panzer Army, XIV Panzer Corps supports the attack.<br />
AXIS 1st Panzer Army,  Viking MD supports the attack.<br />
SOVIETS Southwest Front, 6th Army Spt retreats.<br />
AXIS advance on location 6,43.<br />
AXIS approximate equipment and personnel losses &#8211; 9%<br />
SOVIETS approximate equipment and personnel losses &#8211; 57%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 7,32</strong><br />
AXIS 4th Panzer Army, XLI Panzer Corps attacks.<br />
SOVIETS Northern Front, 8th Army Spt defends.<br />
AXIS 4th Panzer Army, XLI Panzer Corps breaks off attack.<br />
SOVIETS successfully defend location 7,32.<br />
AXIS approximate equipment and personnel losses &#8211; 1%<br />
SOVIETS approximate equipment and personnel losses &#8211; 52%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 7,39</strong><br />
AXIS AGC, Luftflotte 2 Bmr supports the attack.<br />
AXIS AGC, Luftflotte 2 Ftr supports the attack.<br />
AXIS AGS, Luftflotte 4 Ftr supports the attack.<br />
AXIS 2nd Panzer Army, XLVI Pzr Corps attacks.<br />
SOVIETS Volkov Front, 4th Army Spt defends.<br />
AXIS 2nd Panzer Army, XLVI Pzr Corps breaks off attack.<br />
SOVIETS successfully defend location 7,39.<br />
AXIS approximate equipment and personnel losses &#8211; 5%<br />
SOVIETS approximate equipment and personnel losses &#8211; 45%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 5,45</strong><br />
AXIS 17th Army, IV Corps attacks.<br />
AXIS 17th Army, XLIX Mtn Corps attacks.<br />
SOVIETS Southwest Front, 2nd/26th Army defends.<br />
SOVIETS Southwest Front, 26th Army Spt defends.<br />
AXIS 17th Army, XLIX Mtn Corps breaks off attack.<br />
SOVIETS Southwest Front, 2nd/26th Army retreats.<br />
AXIS 1st Panzer Army, XIV Panzer Corps supports the attack.<br />
AXIS 1st Panzer Army,  Viking MD supports the attack.<br />
SOVIETS Southwest Front, 26th Army Spt retreats.<br />
AXIS advance on location 5,45.<br />
AXIS approximate equipment and personnel losses &#8211; 13%<br />
SOVIETS approximate equipment and personnel losses &#8211; 42%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 5,31</strong><br />
AXIS 18th Army, XXVI Corps attacks.<br />
AXIS 18th Army, I Corps attacks.<br />
AXIS 4th Panzer Army, 269th ID attacks.<br />
SOVIETS Northern Front, 1st/8th Army defends.<br />
AXIS 18th Army, XXVI Corps breaks off attack.<br />
AXIS 4th Panzer Army, 269th ID breaks off attack.<br />
AXIS AGS, Luftflotte 4 Bmr supports the attack.<br />
AXIS AGN, Luftflotte 1 Ftr supports the attack.<br />
SOVIETS Northern Front, 1st/8th Army evaporates.<br />
AXIS advance on location 5,31.<br />
AXIS approximate equipment and personnel losses &#8211; 11%<br />
SOVIETS approximate equipment and personnel losses &#8211; 95%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 7,37</strong><br />
AXIS 3rd Panzer Army, LVII Pzr Corps attacks.<br />
AXIS 3rd Panzer Army, 1st/V Corps attacks.<br />
SOVIETS Bryansk Front, 3rd Army Spt defends.<br />
AXIS 9th Army, VIII Corps supports the attack.<br />
AXIS 2nd Panzer Army, XLVII Pzr Corps supports the attack.<br />
AXIS 3rd Panzer Army, 2nd/VI Corps supports the attack.<br />
AXIS AGS, Luftflotte 4 Bmr supports the attack.<br />
AXIS AGN, Luftflotte 1 Ftr supports the attack.<br />
AXIS AGC, Luftflotte 2 Ftr supports the attack.<br />
SOVIETS Bryansk Front, 3rd Army Spt evaporates.<br />
AXIS advance on location 7,37.<br />
AXIS approximate equipment and personnel losses &#8211; 6%<br />
SOVIETS approximate equipment and personnel losses &#8211; 97%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 6,40</strong><br />
AXIS AGS, Luftflotte 4 Bmr supports the attack.<br />
AXIS AGC, Luftflotte 2 Ftr supports the attack.<br />
AXIS AGS, Luftflotte 4 Ftr supports the attack.<br />
AXIS 2nd Panzer Army,  Das Reich MD attacks.<br />
AXIS 2nd Panzer Army, XII Corps attacks.<br />
AXIS 2nd Panzer Army, XXIV Panzer Corp attacks.<br />
AXIS 6th Army, XVII Corps attacks.<br />
SOVIETS Volkov Front, 3rd/4th Army defends.<br />
AXIS 2nd Panzer Army,  Das Reich MD breaks off attack.<br />
AXIS 2nd Panzer Army, XII Corps breaks off attack.<br />
AXIS 2nd Panzer Army, XXIV Panzer Corp breaks off attack.<br />
SOVIETS Volkov Front, 3rd/4th Army evaporates.<br />
AXIS advance on location 6,40.<br />
AXIS approximate equipment and personnel losses &#8211; 7%<br />
SOVIETS approximate equipment and personnel losses &#8211; 100%</p>
<p style="text-align: justify;"><strong>AXIS Turn 1 Battle at 8,33 (Kaunas)</strong><br />
AXIS 16th Army, X Corps attacks.<br />
AXIS 16th Army, XXVIII Corps attacks.<br />
AXIS 4th Panzer Army,  Totenkopf MD attacks.<br />
AXIS 3rd Panzer Army, XXXIX Pz Corps attacks.<br />
SOVIETS Northwest Front, 1st/11th Army defends.<br />
SOVIETS Northwest Front, 11th Army Spt defends.<br />
AXIS 16th Army, X Corps breaks off attack.<br />
AXIS 16th Army, XXVIII Corps breaks off attack.<br />
SOVIETS Northwest Front, 1st/11th Army evaporates.<br />
Kaunas has been reduced to ruins.<br />
AXIS continue attack.<br />
AXIS 4th Panzer Army,  Totenkopf MD breaks off attack.<br />
SOVIETS successfully defend location 8,33 (Kaunas).<br />
AXIS approximate equipment and personnel losses &#8211; 14%<br />
SOVIETS approximate equipment and personnel losses &#8211; 82%</p>
<p style="text-align: justify;">
<h3 style="text-align: justify;">SOVIETS TURN</h3>
<p style="text-align: justify;"><strong>SOVIETS Turn 1 Battle at 6,39</strong><br />
AXIS AGC, Luftflotte 2 Bmr supports the defense.<br />
AXIS AGC, Luftflotte 2 Ftr supports the defense.<br />
SOVIETS Volkov Front, 4th Army Spt supports the attack.<br />
AXIS 2nd Panzer Army, XLVI Pzr Corps defends.<br />
SOVIETS Volkov Front, 4th Army Spt breaks off attack.<br />
AXIS successfully defend location 6,39.<br />
AXIS approximate equipment and personnel losses &#8211; 0%<br />
SOVIETS approximate equipment and personnel losses &#8211; 15%</p>
<p style="text-align: justify;"><strong>SOVIETS Turn 1 Battle at 6,39</strong><br />
AXIS AGC, Luftflotte 2 Bmr supports the defense.<br />
AXIS AGC, Luftflotte 2 Ftr supports the defense.<br />
AXIS AGS, Luftflotte 4 Bmr supports the defense.<br />
SOVIETS Volkov Front, 4th Army Spt supports the attack.<br />
AXIS 2nd Panzer Army, XLVI Pzr Corps defends.<br />
SOVIETS Volkov Front, 4th Army Spt breaks off attack.<br />
AXIS successfully defend location 6,39.<br />
AXIS approximate equipment and personnel losses &#8211; 0%<br />
SOVIETS approximate equipment and personnel losses &#8211; 32%</p>
<p style="text-align: justify;"><strong>SOVIETS Turn 1 Battle at 8,49</strong><br />
AXIS RO 3rd Army, (Dumitrescu) supports the defense.<br />
SOVIETS South Front, 18th Army supports the attack.<br />
AXIS RO 3rd Army, RO Cav Corps defends.<br />
SOVIETS South Front, 18th Army breaks off attack.<br />
AXIS successfully defend location 8,49.<br />
AXIS approximate equipment and personnel losses &#8211; 0%<br />
SOVIETS approximate equipment and personnel losses &#8211; 11%</p>
]]></content:encoded>
			<wfw:commentRss>http://bleen.ro/2011/12/14/toaw-soviet-union-1941-turn-1/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Tom Waits &#8211; Hell Broke Luce</title>
		<link>http://bleen.ro/2011/12/08/tom-waits-hell-broke-luce/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=tom-waits-hell-broke-luce</link>
		<comments>http://bleen.ro/2011/12/08/tom-waits-hell-broke-luce/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 21:21:45 +0000</pubDate>
		<dc:creator>Bleen</dc:creator>
				<category><![CDATA[Muzica filme]]></category>

		<guid isPermaLink="false">http://bleen.ro/?p=12575</guid>
		<description><![CDATA[<p></p> <p>&#160;</p> <p style="text-align: justify;">I had a good home but I left<br /> I had a good home but I left, right, left<br /> That big fucking bomb made me deaf, deaf<br /> A Humvee mechanic put his Kevlar on wrong<br /> I guarantee you’ll meet up with a suicide bomb<br /> Hell broke luce<br [...]]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://www.youtube.com/embed/modTlaO66c0" frameborder="0" width="420" height="315"></iframe></p>
<p>&nbsp;</p>
<p style="text-align: justify;">I had a good home but I left<br />
I had a good home but I left, right, left<br />
That big fucking bomb made me deaf, deaf<br />
A Humvee mechanic put his Kevlar on wrong<br />
I guarantee you’ll meet up with a suicide bomb<br />
Hell broke luce<br />
Hell broke luce</p>
<p>Big fucking ditches in the middle of the road<br />
You pay a hundred dollars just for fillin’ in the hole<br />
Listen to the general every goddamn word<br />
How many ways can you polish up a turd<br />
Left, right, left, left, right<br />
Left, right<br />
Hell broke luce<br />
Hell broke luce<br />
Hell broke luce</p>
<p>How is it that the only ones responsible for making this mess<br />
Got their sorry asses stapled to a goddamn desk<br />
Hell broke luce<br />
Hell broke luce<br />
Left, right, left</p>
<p>What did you do before the war?<br />
I was a chef, I was a chef<br />
What was your name?<br />
It was Geoff, Geoff<br />
I lost my buddy and I wept, wept<br />
I come down from the meth<br />
So I slept, slept<br />
I had a good home but I left, left<br />
Pantsed at the wind for a joke<br />
I pranced right in with the dope<br />
Glanced at her shin she said nope<br />
Left, right, left</p>
<p>Nimrod Bodfish have you any wool<br />
Get me another body bag the body bag’s full<br />
My face was scorched, scorched<br />
I miss my home I miss my porch, porch<br />
Left, right, left</p>
<p>Can I go home in March? March<br />
My stanch was a chin full of soap<br />
That rancid dinner with the pope<br />
Left, right, left</p>
<p>Kelly Presutto got his thumbs blown off<br />
Sergio’s developing a real bad cough<br />
Sergio’s developing a real bad cough<br />
Hell broke luce<br />
Hell broke luce<br />
Hell broke luce</p>
<p>Boom went his head away<br />
And boom went Valerie<br />
What the hell was it that the president said?<br />
Give him a beautiful parade instead<br />
Left, right, left</p>
<p>When I was over here I never got to vote<br />
I left my arm in my coat<br />
My mom she died and never wrote<br />
We sat by the fire and ate a goat<br />
Just before he died he had a toke<br />
Now I’m home and I’m blind<br />
And I’m broke<br />
What is next</p>
]]></content:encoded>
			<wfw:commentRss>http://bleen.ro/2011/12/08/tom-waits-hell-broke-luce/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Ry Cooder &#8211; Paris, Texas</title>
		<link>http://bleen.ro/2011/12/07/ry-cooder-paris-texas/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=ry-cooder-paris-texas</link>
		<comments>http://bleen.ro/2011/12/07/ry-cooder-paris-texas/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 20:48:18 +0000</pubDate>
		<dc:creator>Bleen</dc:creator>
				<category><![CDATA[Muzica filme]]></category>

		<guid isPermaLink="false">http://bleen.ro/?p=12571</guid>
		<description><![CDATA[<p></p>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://www.youtube.com/embed/X6ymVaq3Fqk" frameborder="0" width="560" height="315"></iframe></p>
]]></content:encoded>
			<wfw:commentRss>http://bleen.ro/2011/12/07/ry-cooder-paris-texas/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Operational Art of War (Soviet Union 1941 scenario &#8211; oob)</title>
		<link>http://bleen.ro/2011/12/02/the-operational-art-of-war-soviet-union-1941-scenario-oob/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-operational-art-of-war-soviet-union-1941-scenario-oob</link>
		<comments>http://bleen.ro/2011/12/02/the-operational-art-of-war-soviet-union-1941-scenario-oob/#comments</comments>
		<pubDate>Thu, 01 Dec 2011 23:38:53 +0000</pubDate>
		<dc:creator>Bleen</dc:creator>
				<category><![CDATA[TOAW]]></category>

		<guid isPermaLink="false">http://bleen.ro/?p=12448</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[
<div class="ngg-galleryoverview" id="ngg-gallery-9-12448">

	<!-- Slideshow link -->
	<div class="slideshowlink">
		<a class="slideshowlink" href="http://bleen.ro/2011/12/02/the-operational-art-of-war-soviet-union-1941-scenario-oob/nggallery/slideshow">
			[Show as slideshow]		</a>
	</div>

	
	<!-- Thumbnails -->
		
	<div id="ngg-image-96" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/falkenhorst.jpg" title=" " class="shutterset_set_9" >
								<img title="falkenhorst" alt="falkenhorst" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_falkenhorst.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-97" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/dietl.jpg" title=" " class="shutterset_set_9" >
								<img title="dietl" alt="dietl" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_dietl.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-98" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/feige.jpg" title=" " class="shutterset_set_9" >
								<img title="feige" alt="feige" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_feige.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-99" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/fi6thid.jpg" title=" " class="shutterset_set_9" >
								<img title="fi6thid" alt="fi6thid" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_fi6thid.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-100" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/siilasvuo.jpg" title=" " class="shutterset_set_9" >
								<img title="siilasvuo" alt="siilasvuo" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_siilasvuo.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-101" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/fi14thid.jpg" title=" " class="shutterset_set_9" >
								<img title="fi14thid" alt="fi14thid" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_fi14thid.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-102" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/heinrichs.jpg" title=" " class="shutterset_set_9" >
								<img title="heinrichs" alt="heinrichs" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_heinrichs.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-103" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/mannerheim.jpg" title=" " class="shutterset_set_9" >
								<img title="mannerheim" alt="mannerheim" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_mannerheim.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-104" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/fiaf.jpg" title=" " class="shutterset_set_9" >
								<img title="fiaf" alt="fiaf" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_fiaf.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-106" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/firr.jpg" title=" " class="shutterset_set_9" >
								<img title="firr" alt="firr" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_firr.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-107" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/okhrrart.jpg" title=" " class="shutterset_set_9" >
								<img title="okhrrart" alt="okhrrart" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_okhrrart.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-108" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/axisagnleeb.jpg" title=" " class="shutterset_set_9" >
								<img title="axisagnleeb" alt="axisagnleeb" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_axisagnleeb.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-109" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/axisagnsec.jpg" title=" " class="shutterset_set_9" >
								<img title="axisagnsec" alt="axisagnsec" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_axisagnsec.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-110" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/agnrr.jpg" title=" " class="shutterset_set_9" >
								<img title="agnrr" alt="agnrr" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_agnrr.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-111" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/18tharmyagn.jpg" title=" " class="shutterset_set_9" >
								<img title="18tharmyagn" alt="18tharmyagn" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_18tharmyagn.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-112" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/16tharmy.jpg" title=" " class="shutterset_set_9" >
								<img title="16tharmy" alt="16tharmy" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_16tharmy.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-113" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/4thpanzer.jpg" title=" " class="shutterset_set_9" >
								<img title="4thpanzer" alt="4thpanzer" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_4thpanzer.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-114" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/von-bock.jpg" title=" " class="shutterset_set_9" >
								<img title="von-bock" alt="von-bock" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_von-bock.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-116" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/agcsecurity.jpg" title=" " class="shutterset_set_9" >
								<img title="agcsecurity" alt="agcsecurity" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_agcsecurity.jpg" width="200" height="149" />
							</a>
		</div>
	</div>
	
		
 		
	<div id="ngg-image-117" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/agcrr.jpg" title=" " class="shutterset_set_9" >
								<img title="agcrr" alt="agcrr" src="http://bleen.ro/wp-content/gallery/soviet-union-41-oob-formations/thumbs/thumbs_agcrr.jpg" width="200" height="150" />
							</a>
		</div>
	</div>
	
		
 	 	
	<!-- Pagination -->
 	<div class='ngg-navigation'><span class="current">1</span><a class="page-numbers" href="http://bleen.ro/2011/12/02/the-operational-art-of-war-soviet-union-1941-scenario-oob/nggallery/page-2">2</a><a class="next" id="ngg-next-2" href="http://bleen.ro/2011/12/02/the-operational-art-of-war-soviet-union-1941-scenario-oob/nggallery/page-2">&#9658;</a></div> 	
</div>


]]></content:encoded>
			<wfw:commentRss>http://bleen.ro/2011/12/02/the-operational-art-of-war-soviet-union-1941-scenario-oob/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Operational Art of War &#8211; Soviet Union 1941 scenario</title>
		<link>http://bleen.ro/2011/11/28/the-operational-art-of-war-soviet-union-1941-scenario/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-operational-art-of-war-soviet-union-1941-scenario</link>
		<comments>http://bleen.ro/2011/11/28/the-operational-art-of-war-soviet-union-1941-scenario/#comments</comments>
		<pubDate>Mon, 28 Nov 2011 02:58:43 +0000</pubDate>
		<dc:creator>Bleen</dc:creator>
				<category><![CDATA[TOAW]]></category>

		<guid isPermaLink="false">http://bleen.ro/?p=12441</guid>
		<description><![CDATA[<p style="text-align: justify;" align="center">OPERATION BARBAROSSA&#8221;</p> <p style="text-align: justify;" align="center">The War in Russia in 1941</p> <p style="text-align: justify;" align="center">Version 2</p> <p style="text-align: justify;" align="center"> <p style="text-align: justify;" align="center">Designer: Bob Cross</p> <p style="text-align: justify;" align="center">crossrl@qzip.net</p> <p style="text-align: justify;" align="center"> <p style="text-align: justify;" align="center">TOAW-3 ver.3.3.0.0</p> <p style="text-align: justify;" align="center"> <p style="text-align: justify;" align="center">:: Both sides PO programmed ::</p> [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;" align="center">OPERATION BARBAROSSA&#8221;</p>
<p style="text-align: justify;" align="center">The War in Russia in 1941</p>
<p style="text-align: justify;" align="center">Version 2</p>
<p style="text-align: justify;" align="center">
<p style="text-align: justify;" align="center">Designer: Bob Cross</p>
<p style="text-align: justify;" align="center">crossrl@qzip.net</p>
<p style="text-align: justify;" align="center">
<p style="text-align: justify;" align="center">TOAW-3 ver.3.3.0.0</p>
<p style="text-align: justify;" align="center">
<p style="text-align: justify;" align="center">:: Both sides PO programmed ::</p>
<p style="text-align: justify;" align="center">
<p style="text-align: justify;" align="center">Date: June 22, 1941</p>
<p style="text-align: justify;" align="center">Location: Eastern Europe</p>
<p style="text-align: justify;" align="center">(Latitude 40N to 70N)</p>
<p style="text-align: justify;" align="center">(Top Longitude 5E to 70E)</p>
<p style="text-align: justify;" align="center">(Bottom Longitude 23E to 52E)</p>
<p style="text-align: justify;" align="center">Map scale: 50km per hex</p>
<p style="text-align: justify;" align="center">Time scale: whole-week turns</p>
<p style="text-align: justify;" align="center">Unit scale: Corps/Army</p>
<p style="text-align: justify;" align="center">Length: 29 turns</p>
<p style="text-align: justify;" align="center">
<p style="text-align: justify;" align="center">UNIT COLORS</p>
<p style="text-align: justify;" align="center">
<p style="text-align: justify;" align="center">AXIS:</p>
<p style="text-align: justify;" align="center">Heer &#8211; White on Dk. Gray</p>
<p style="text-align: justify;" align="center">Waffen SS &#8211; Red on Black</p>
<p style="text-align: justify;" align="center">Luftwaffe &#8211; Black on Dk. Gray</p>
<p style="text-align: justify;" align="center">Spanish Heer &#8211; Tan on Dk. Gray</p>
<p style="text-align: justify;" align="center">Slovak Heer &#8211; Green on Dk. Gray</p>
<p style="text-align: justify;" align="center">Italian &#8211; Cream on Lt. Gray</p>
<p style="text-align: justify;" align="center">Hungarian &#8211; Black on Grey</p>
<p style="text-align: justify;" align="center">Finnish &#8211; Grey on White</p>
<p style="text-align: justify;" align="center">Romanian &#8211; Black on Dk. Blue</p>
<p style="text-align: justify;" align="center">Romanian AF &#8211; Red on Dk. Blue</p>
<p style="text-align: justify;" align="center">Romanian Fleet &#8211; White on Dk. Blue</p>
<p style="text-align: justify;" align="center">Romanian refineries &#8211; Blue on Dk. Blue</p>
<p style="text-align: justify;" align="center">
<p style="text-align: justify;" align="center">SOVIET:</p>
<p style="text-align: justify;" align="center">Stalin/NKVD &#8211; Black on Dk. Red</p>
<p style="text-align: justify;" align="center">Red Army &#8211; Red on Dk. Red</p>
<p style="text-align: justify;" align="center">Red Navy &#8211; Gray on Dk. Red</p>
<p style="text-align: justify;" align="center">Red Air Force &#8211; Green on Dk. Red</p>
<p style="text-align: justify;" align="center">Manpower Levies &#8211; White on Red</p>
<p style="text-align: justify;" align="center">Refineries &#8211; Brown on Red</p>
<p style="text-align: justify;" align="center">Factories &#8211; Black on Red</p>
<p style="text-align: justify;" align="center">
<p style="text-align: justify;">
<p style="text-align: justify;" align="center">**********</p>
<p style="text-align: justify;">
<p style="text-align: justify;">This is the campaign that decided the outcome of the greatest war in history.  All that came before it was prologue.  All that came after was anticlimax.  In these decisive 29 weeks, the fate of the world was determined.  In the actual event the Axis fell just short, suffering, in game terms, a marginal defeat, thereby losing World War II.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Hitler’s rationale for <em>Barbarossa</em> was that, since the Battle of Britain had failed, Britain could not be knocked out of the war militarily.  Therefore, the next best thing was to remove its last potential continental ally.  This also meshed well with his desires to expand to the east.  If successful, it would have seemed pointless for the British to continue the war.  It all looked so easy.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">After all, in the First World War, the Russians had fared worse than the French had.  And we all know how the French had fared in 1940.  Plus, Stalin was a tyrant ruling with an iron fist.  Would his subjects even fight for him?  It wasn’t just the Germans who thought this way.  Churchill believed that, once America was in the war, the combined Anglo-American Alliance would be more than a match for even the combination of the Axis and the Soviet Union.  That’s how little the world thought of the Soviet Union in 1941.  Yes, it would be so easy.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The German invasion of the Soviet Union began at 3:00am on June 22, 1941.  A massive artillery bombardment caught the Russians by surprise as the Luftwaffe targeted enemy airfields, destroying an estimated 2,000 Russian aircraft to achieve air superiority.  The eleven Soviet armies packed close to the front were poorly organized and badly commanded due to Stalin’s recent purges.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Initial German advances were stunning.  In the north, 4<sup>th</sup> Panzer Group advanced almost 200 miles in five days.  By July 14<sup>th</sup>, the tanks were within 80 miles of Leningrad.  Further south, 2<sup>nd</sup> and 3<sup>rd</sup> Panzer Groups carried out a double envelopment, closing pincers around Minsk by June 29<sup>th</sup>.  Smolensk fell on July 16<sup>th</sup>.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">But the Germans already had problems that were to prevent complete success.  Cooperation between Army Group Center and Army Group South was impossible because of the Pripet Marshes.  As the panzers advanced they broke up existing roads while the Russian railway system, using a different gauge to that of the rest of Europe, needed rebuilding if it was to carry bulk supplies.  Infantry divisions, moving by foot, fell behind the spearheads, exhausted.  In the north, the Germans lost momentum in the forests of the Baltic States.  In the south, von Rundstedt’s force faced unexpected resistance from the new T-34 tank.  With each delay, Stalin recovered his balance.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">It was at this point, in mid-July, that German debates about strategy came to a head.  When <em>Barbarossa</em> was first planned, the Generals had favored a drive on Moscow, with attacks toward Leningrad and Rostov as secondary.  Hitler disagreed, preferring to concentrate on Leningrad and the Ukraine.  But with the fall of Smolensk, the Generals presumed that Moscow would become the main objective.  It did not.  Hoth’s panzers were diverted north to assist with Leningrad while Guderian’s moved to encircle Kiev.  But the need to clear the Smolensk pocket and rest the panzers delayed the start of the offensive until August 25<sup>th</sup>.  Time was beginning to run out.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">By the time the offensive was implemented, crises that had occasioned the decision had largely passed.  Army Group North, without the benefit of Hoth’s panzers, brought Leningrad under artillery fire on September 1<sup>st</sup>, starting a siege that would last until 1944.  Similarly, Army Group South achieved a breakthrough on August 3<sup>rd</sup>, well before Guderian had even started south.  Yet Hitler insisted on the diversion being carried out.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">On August 25<sup>th</sup>, Guderian headed south.  On September 16<sup>th</sup>, he linked up with Kleist, pocketing the Kiev forces.  Kiev fell on September 19<sup>th</sup>, along with 210,000 Soviet troops.  Less than three weeks later Kleist’s panzers trapped 106,000 more by racing to the Sea of Azov to link up with 11<sup>th</sup> Army.  11<sup>th</sup> Army then diverted to the Crimea, pushing the Soviets back into the fortress of Sevastopol.  The rest of von Rundstedt’s force advanced towards Rostov.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">By then, Hitler had shifted priorities yet again.  Army Group Center, aided by Guderian’s 2<sup>nd</sup> Panzer Army as soon as it could be disengaged from Kiev, would resume the drive on Moscow.  Hoth’s and Hoepner’s panzer armies would aim for Moscow from the north.  Codenamed <em>Typhoon</em>, this was to be the final push of the campaigning season.  With Leningrad besieged and the Ukraine captured, victory seemed imminent.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">But the problems were already multiplying.  After three months of relentless fighting, the strain on both men and vehicles was beginning to tell.  In addition, logistic problems had not eased.  And the decision to divert tanks to north and south had given Stalin the respite he so desperately needed.  Moscow may have been vulnerable in October 1941, but it was defended.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Operation Typhoon began on September 30<sup>th</sup> with a sudden shift of direction by Guderian towards Orel.  Orel fell on October 3<sup>rd</sup>.  Guderian then linked up with 2<sup>nd</sup> Army around Bryansk.  Third and Fourth Panzer Armies trapped substantial forces around Vyazma.  The Bryansk and Vyazma pockets yielded another 663,000 Soviet prisoners, but these disasters did lead Stalin to appoint General Georgi Zhukov as commander of Moscow’s defenses.  It was an astute move.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">When Zhukov took over, he faced a seemingly hopeless situation.  The forces lost at Bryansk and Vyazma had been the main line of defense.  Although there were two further lines, they were only partially manned.  As Moscow was approached, it was the city’s population that made up the bulk of the defending forces.  The only hope was to hold the Germans long enough for weather to break.  As in earlier wars, “General Winter” was the last resort.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Soviet soldiers, motivated by patriotism rather than communism, fought with desperation.  Despite further German advances, resistance hardened significantly, especially as reinforcements began to arrive from the Far East.  Blitzkrieg was gradually giving way to attrition.  It was at this point that the weather broke.  In late October sunshine gave way to rain, turning roads into quagmires.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The situation improved when the first frosts occurred on November 6<sup>th</sup>.  But this raised the additional problem of cold among German armies that had expected the campaign to end much earlier.  Even so, Hitler ordered a final, desperate push for Moscow.  On November 15<sup>th</sup>, Guderian bypassed Tula to threaten Moscow from the south, while other units pressed in from the north and west.  By the end of the month, they were in the suburbs of the city, less than 15 miles from the Kremlin.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">They got no further.  Soviet Mongolian reinforcements bolstered the defenses.  And the weather worsened.  With temperatures plummeting to –40°F, weapons ceased to function and soldiers looked to their own survival.  By December 5<sup>th</sup> the Germans assumed the defensive, defeated by a combination of stubborn Soviet resistance, Hitler’s dithering, appalling weather, and inadequate logistics.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">By early December 1941, as the German assault stalled, Zhukov saw an opportunity for a counter-offensive.  The attacks began on December 5<sup>th</sup> along a 600-mile front.  German units fragmented, forcing Hitler to accept the need for a withdrawal to more secure positions.  By the end of the year, Zhukov’s forces had pushed the enemy back over 50 miles, saving Moscow.  Furthermore, Army Group South was forced out of Rostov by a localized counterattack.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Hitler responded by sacking some of his best commanders.  In future campaigns their skill would increasingly be replaced by his amateur delusions.  Although it would not be obvious for some time, the war had been lost.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">In retrospect, the Soviet forces didn’t really perform much better than the French in 1940.  But the French factories were concentrated near the frontier, and she only had about 500 kilometers of strategic depth.  If the Soviet Union’s geography had been the same, she wouldn’t have lasted any longer than the French had.  But the Soviet Union had thousands of kilometers of strategic depth, and most of her factories were positioned deep within that depth.  And even those that were near the frontier could be moved to safety.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">It was this depth that saved her.  The Germans hadn’t recognized how those distances would impact their style of warfare.  Contrary to its image, the Wehrmacht wasn’t that mechanized.  Most of its strength moved on foot.  Although the panzers could exploit a breach lethally, once a defense in strength was encountered, they had to wait for the foot units.  So strategic depth was just the counter needed for the German Blitzkrieg.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Of course, none of that would have mattered if the Soviet State had been as fragile as initially thought.  But whether Stalin’s grip was strong enough to hold it together regardless of Axis policies can never be known.  That’s because Nazi brutalities ensured that the Soviet people would fight to the bitter end.  The contrast between the behavior of Hitler’s forces and those of the Kaiser’s of 23 years earlier (often the same units and even individuals) was stark.  Of all the correctable Axis mistakes of the campaign, this was the most senseless.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Of course, the list of Axis missed opportunities will be grist for historians of this campaign forever.  It’s a litany that the Axis player of this scenario may finally have a chance to answer.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">
<p style="text-align: justify;" align="center">SIGNIFICANT EVENTS</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The surprise of the Axis attack inflicts a 25% shock penalty on the Soviets for turn 1.  This lessens to 10% on turns 2-3, to 5% on turns 4-8, and ends on turn 9.  Similarly, the Soviets suffer an 85% air shock penalty on turn 1, lessening to 25% on turn 2, to 10% on turns 3-4, to 5% on turns 5-8, ending on turn 9.  Both sides suffer 67% shock penalties during the mud phase (turns 17-20).  The Axis then suffer a 5% shock penalty on turns 21-24, and a 25% shock penalty from turn 25 on.  Finally, from turn 25 on, the Axis forces suffer a 3% pestilence penalty due to frostbite.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">All Soviet units are unsupplied on turn one (they have no supply points).  This makes all losses those units suffer that turn permanent (except for air units) and prevents escapes via disbandments.  A number of supply points are placed by event on turn 2.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The Soviets receive a 250 VP award on turn 1 for balancing.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Storms occur continuously from turn 11 on.  It warms up in July, but steadily cools after that, all the way to Frozen 3 everywhere.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The Axis supply radius is 5 until turn 17 when it drops to 3.  The Soviet supply radius is 3 for the duration.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">All rail repair units are withdrawn on turns 21-24 for winter.  Northern units first, southern ones last.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The game lasts exactly 29 turns, even if scenario variability is in use.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The Slovak and Hungarian expeditions are withdrawn and the Romanians go into garrison mode late in the game.  Slovak, Hungarian, Italian, and Romanian ground units (not air units) are ineligible for reconstitution.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">House rule 1: Of the Axis forces, only Romanian units are permitted to attack Odessa.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">House rule 2: Slovak, Hungarian, Italian, and Romanian units may not move or attack further north than the line of asterisks running along the 40 hex-row (through Kursk).  If forced north of it by combat, they must move back into compliance ASAP.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">House rule 3: Finnish units may not attack any unit beyond the line of asterisks just beyond their national border.  Viipuri is part of this line, as is the Finnish border north of the Arctic Circle.  Note that there is no restriction on Finnish units MOVING across this line, they just can&#8217;t attack beyond it.  So the Soviet player must border the line with units strong enough not to be overrun, if he wants to stop the Finns.  This rule now applies to the German Brandenburg division operating in Finland.  But it (unlike the Finns) is released from it if it links up with the main force.  If a link up does occur, the Finns can exploit the cleared path to move (but not attack) anywhere.  But for practical purposes, let&#8217;s limit them to no further south than the 40 hex-row line of asterisks.  Finnish air units may never leave Finland or attack beyond the same limits.  The Baltic Fleet may only be attacked if next to a Finnish hex.  German air units may never be transferred to Finland.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">House rule 4: Only units that start north of the Arctic Circle (the 07 hex-row) may operate there.  Note that these units have movement allowances of only one point, to model the extreme conditions that far north.  Regular units moving north of it would lack this condition and are therefore prohibited from it.  Similarly, Arctic Circle units should stay north of it.  Luftflotte 5 may never move below the Arctic Circle.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">If the Axis capture the Lagoda supply terminal hex [20,21] the Leningrad supply point is removed after a four-turn delay.  This supply point is also removed if the Axis capture Leningrad.  There is an Axis supply point in Leningrad if they capture it.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">If the Axis capture Sevastopol the Odessa supply point is removed.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Finally, if the Axis capture Moscow the Moscow supply point is removed.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The eleven Soviet Armies that start next to the frontier (3rd, 4th, 5th, 6th, 8th, 9th, 10th, 11th, 12th, 18th, and 26th) do not reconstitute, but instead are replaced by new armies that have an updated TO&amp;E, and also a small cadre unit in the Axis rear (cancelled if PO plays Axis).  These new units arrive from 2-4 turns after the date of the parent army&#8217;s historical destruction.  The cadres represent bypassed Soviet elements that plagued the Axis throughout Barbarossa, not true partisans.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">None of the three Soviet fleet units can reconstitute.  The Soviet Northern Fleet is withdrawn on turn 8 to model its being reassigned to convoy duty.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The Soviet player has a TO to mothball the Baltic Fleet (it is withdrawn) in return for a dump of squads into the pools.  If Leningrad falls the option is removed.   If the Baltic Fleet is destroyed in combat, the dump of squads still occurs, unless Leningrad has already fallen.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">If Sevastopol falls, the Black Sea Fleet is mothballed (withdrawn), Soviet Sea transport is zeroed, restriction zone 2 is removed (releasing the Romanian fleet unit), and a dump of squads is made into the pools from that fleet.  If the Black Sea Fleet unit is destroyed in combat, a dump of squads from that fleet still occurs no matter what.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The Soviet player has a TO to release the Stalin unit.  There is a 10 VP penalty for exercising it, but if the Stalin unit is destroyed there is a 100 VP penalty.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">If the Axis forces approach to within 14 hexes of Baku, the Caucasus Reserve is released.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Axis capture of Soviet oil fields increases their force supply level by one-third of the VPs in the oil field hex.  For Baku, that&#8217;s 23%, for Grozny that&#8217;s 3%, for Molotov that&#8217;s 3%, for Majkop that&#8217;s 2%, and for Toljatti that&#8217;s 2%.  Even though such oil would be unrefined, there would still be some benefit.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Soviet destruction of Romanian refineries drops Axis supply 6% for each refinery.  No provision has been made for Soviet capture of Romanian oil fields since that is unimaginable.  Note that there is a dedicated air defense unit for the refineries.  This serves both the purpose of defending against air attack, but also ensures the refineries stay visible to the enemy, allowing such air attacks.   Note that since this is loss of refined oil, its impact is proportionately greater than the benefit of capturing Soviet oil fields.  Note that neither gain nor loss of oil impacts Axis production.  That had plenty of slack in it.  But fuel for supplies was tight so there is a supply effect.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">In contrast, Soviet supplies had plenty of reserve whereas their production was operating all out.  While they had other Siberian sources of oil the loss of access to the giant Baku field would have had an impact on their production.  The game represents this by dropping Soviet production if loss of access to the Baku field occurs.  Loss of access can happen in any of three different ways.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">1 &#8211; Axis capture Baku Field itself.  About a 30% drop.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">2 &#8211; Axis capture Astrakhan, blocking both sea and rail transfer of the oil.  Again, a 30% drop.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">3 &#8211; Destruction of the five Soviet refineries; 7% drop for each one. Like the Romanian refineries, these refineries have dedicated air defenses too, for both the same reasons.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Note that the first two ways are equal to loss of all 5 refineries.  Also note that there cannot be any duplication of production loss.  Lose Baku, Astrakhan, and all five refineries and the production drop will still be only 30%.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Critical to the scenario is how Soviet production is modeled.  Arms production is modeled via the factories and their effect on the replacement tracks.  Squad and horse-teams, however, are modeled via the manpower levy units.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The manpower levy units arrive continuously in 68 different locations all over the map.  It is the Soviet player&#8217;s responsibility to disband each of them into the pools as they arrive.  They have been expressly designed so that they can serve no other purpose but to be so disbanded.  They have no supply, proficiency, or formation supply efficiency.  And they are indefinitely in reserve, only being released by enemy action.  Even if so released, only in the most desperate pinch could any Soviet player justify using them directly as combat units and the results would be prohibitively costly.  These are literally raw recruits waiting to be assigned to combat units.  There is a separate &#8220;.SAL&#8221; file included to show players where the manpower centers are and their relative sizes.  Note that for the largest centers such units arrive every turn, the mid-sized centers&#8217; units arrive every third turn, and the smallest arrive every 9th turn.  Also, the earliest units are the largest, decreasing exponentially to a steady-state level after the initial burst.  Horse teams are also received by this method, but only the southern provinces provide them.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Note that Axis capture of manpower centers will cause those levy units for that center that haven&#8217;t yet arrived on map to backlog in the reinforcement tracks. They therefore will not be disbanded and Soviet manpower will be reduced by that amount.  But Soviet recapture of any such center will cause the backlog to arrive en mass.  Therefore, possession of the manpower centers is critical to success in the scenario.  The designed size of the units represents 20% more manpower than was historically received, because historically, the Soviets received about 17% less than the maximum they could have, due to Axis conquests.  Therefore, slower than historical advances will reward the Soviet with more than historical manpower levels, while faster will penalize him with less.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Note that if the PO plays the Soviets it will not disband these units.  So the Axis player is advised to interrupt the PO&#8217;s action to do the disbanding for it, if he wants any sort of serious Soviet PO opposition.  (The Soviet PO may need help with factories and off-map reinforcements, as well).</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Note that the sizes of the manpower units were based upon the population of the province, not the city itself.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Edit:  Note that 270 of the 894 levy units are now automatically disbanded by the event system, thanks to the increase in event slots in TOAW III.  But the remainder still must be disbanded manually.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Soviet arms production is via the replacement tracks.  Those tracks are affected by the status of the Soviet factories.  The Soviet player has a series of TOs to individually release each of his 21 factories.  Exercising the option releases the specific factory for movement east, but also awards the Axis player VPs equal to the factory&#8217;s production and drops Soviet production by that amount.  That production is never to be recovered within the time frame of this scenario (the only value in releasing a factory is to avoid the VP penalty of having it destroyed).  If the factory is destroyed instead, the production is still lost just the same, but the VP award is multiplied by 10.  Also, deactivation of a factory reduces Soviet force supply by one-quarter of the factory&#8217;s production (effected by random chance if that production is less than 4%).  Note that factories must move by rail due to the &#8220;rail-gun&#8221; icon.  Don&#8217;t wait until the rail path has been cut before releasing the factory.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Soviet track production levels start 20% higher than historical (because the historical Soviet production was 17% less than maximum possible due to Axis conquest) and must be reduced by Axis advances or Soviet production will exceed historical levels.  But faster than historical advances will correspondingly reduce cumulative production below historical levels.  So, like with the manpower centers, the status of factories is critical to success in the scenario.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The Leningrad factory has been split, to give the Soviet player the option to hedge his bets on it.  He can remove none, 3%, 7%, or all 10% of that factory&#8217;s production as he sees fit.  Historically, the 7% factory was moved out.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">There aren&#8217;t enough TO slots to show all 21 options at once, so some of the far eastern factories don&#8217;t appear on the list until some of the western options have been exorcised.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Factories, manpower units, and refineries do not reconstitute.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">All dense urban hexes that start under Soviet control are continuously toggled to Soviet control between turns.  To maintain control of these hexes, the Axis player must maintain an occupying unit in them.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">House rule 5: that occupying force must be division sized or larger, except for Leningrad and Moscow, in which case it must be Corps sized or larger.  (This rule is not imposed until the turn after the hex was captured, to allow the occupying units to catch up to the spearheads.)  Note that for two piece units (ones with a &#8220;RES&#8221; part) both parts must be in occupation to satisfy this rule.  Obviously, if such a hex toggles back to Soviet control any backlogged manpower units would arrive.  Note that the toggling is disabled if the PO plays the Axis.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The Soviets also receive Lend-Lease disbandment units.  These come by two routes &#8211; North Atlantic and Pacific.  Pacific shipments may not be interrupted.  But North Atlantic shipments may be cancelled if the Axis capture Archangel.  In that event, Atlantic shipments will no longer be automatically disbanded by the event system, but will remain scheduled for arrival either in Archangel (if Ground-type) or Murmansk (if Air-type).  Obviously, the Soviet player would have to regain control of Archangel to get the Ground equipment and maintain control of Murmansk to get the Air equipment.  If he can, then he will need to manually disband the unit upon its arrival.  Note that the shipments are spaced 4 weeks apart.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">New Soviet Armies arrive as unpopulated shells.  They must wait a turn or two to receive their manpower and arms from the pools.  They also need to wait to allow their readiness and supply levels to recover.  This represents time training.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The Shock armies are the exception to this.  They arrive ready for action from the Far East.  Also, when they arrive, their parent armies are disbanded. For 1st Shock it&#8217;s 19th Army, for 2nd Shock it&#8217;s 26th Army, for 3rd Shock it&#8217;s 60th Army, and for 4th Shock it&#8217;s 27th Army.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">On-map victory points were determined based upon the population of the city or the value of the mineral resource.  Also, Murmansk and Archangel have their VPs tripled due to their importance to the Northern Lend-Lease route.  One quarter of the VPs for Swedish iron ore were shifted to Narvik due to its necessity in winter.  Moscow has a small political bonus.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Restriction zone 1 covering Sweden and Turkey can never be removed.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Most units are split into separate frontline and rear-area elements.  (Rear-area parts have the &#8220;RES&#8221; icon.) Axis rear-area parts have very limited transport.  If used in combat, they may find their movement allowances reduced to one, due to no transport.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The Attrition Divider is 2.  MRPB is 3.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">House Rule 7: RES-icon units may not join attacks unless:</p>
<p style="text-align: justify;">
<p style="text-align: justify;">1. They are unsupplied,</p>
<p style="text-align: justify;">2. All defenders are Soviet cadres, or</p>
<p style="text-align: justify;">3. The unit&#8217;s associated frontline unit has been destroyed.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">House Rule 8: No unit may disband if it begins its player-turn in an enemy ZOC, except Soviet manpower units.</p>
<p style="text-align: justify;">
<p style="text-align: justify;" align="center">PLAYER&#8217;S NOTES</p>
<p style="text-align: justify;">
<p style="text-align: justify;"><strong>AXIS:</strong></p>
<p style="text-align: justify;">
<p style="text-align: justify;">As the Axis player your task is simple.  Just drive hell-bent-for-leather east.  Of course, what targets to focus on in that drive, and what forces to allocate to those targets will be your challenge.  And it may even be wise to take a short stop to recover supplies after the frontier armies are carved up, before plunging beyond your supply tether.  But if you advance faster than historically you will face less force than historically and can therefore advance even faster than historically, etc.  The effect can snowball.  But, of course, the snowball can roll in the other direction, too.  If you advance slower than historically you will face more force than historically and therefore advance even slower than historically, etc.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The Axis will have to do somewhat better than their historical counterpart to get a draw, and significantly better to get a win.  I judged the historical result to be an Axis marginal defeat and the scenario is designed to reflect that.  Just don’t dither, like Hitler did, and you just may pull it off.  You have the advantage of 20:20 hindsight.  The Germans thought they had it won when they finished carving up the frontier armies.  They then contracted “victory disease”, and so failed to exploit those victories as well as they should have.  You will know better.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Rail repair is very slow for the Axis player, due to the different rail gauge.  You can’t afford to miss a rail repair move. If you forget, and wait until after the first combat round, it will be too late.  The rail repair unit will have 0 movement points left and will be unable to do anything.  To avoid this, take care of rail repair first, before any other task.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Note that it is possible for Soviet Factories to be released via combat retreats, without VP or production penalties.  The same is true for Stalin.  If you attack such units, be sure you kill them.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">You will need to keep some units in the rear to deal with Soviet Cadres.  The best tactic is to surround them before attempting to attack them as they tend to be forced to retreat-before-combat.  In that case they tend to be pushed all over the map.  That alone is bad enough, but if they end up in a manpower center any backlogged manpower levy units will arrive en mass on the next turn.  That would be embarrassing.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Attacks north of the Arctic Circle will burn up most of the turn.  Avoid them unless no other attacks are scheduled until late in the turn.  Otherwise, stick to cutting supply-paths and attempting over-runs up there.</p>
<p style="text-align: justify;">
<p style="text-align: justify;"><strong>SOVIETS:</strong></p>
<p style="text-align: justify;">
<p style="text-align: justify;">As the Soviet player you must be subtler.  You can’t just retreat hell-bent-for-leather.  If you retreat too fast you will receive less force than historically.  But if you retreat too slowly you will lose more force than historically.  You must find the optimum compromise between standing and retreating.  In that task your humble designer can provide no further help.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">While your opponent will be benefiting from hindsight, you will too.  You will know not to launch endless senseless counterattacks at low odds.  Stalin did; and it accounted for much of the terrible Soviet losses up to Typhoon.  The Soviet forces have been intentionally designed to be very uncoordinated attackers.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Try and avoid getting large forces pocketed.  The Soviets wither shockingly fast if unsupplied.  Make sure you understand all the logistical and terrain circumstances concerning Leningrad, as this is critical to its defense.  Study the Crimea situation carefully.  If the Axis get past Kerch you’ll never get them bottled up again, and your whole position will disintegrate.  Moscow must be over-defended.  No Axis player should feel tempted to try for it.  This will generally mean you must be under-strength somewhere else.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">In addition, you have production management responsibilities. Your first task of each turn should be to disband any manpower levy units that have arrived as reinforcements.  The safest way to do this is to access the reinforcement report and select the topmost manpower levy unit.  Disband that unit and the next manpower levy unit in the sequence will be automatically selected.  Continue until all such units have been disbanded.  Be sure to recognize when the last one has been disbanded and a real combat unit is selected.  Obviously, you don’t want to disband any of those.  It may seem burdensome to have to disband an average of 33 units per turn, but if you proceed as above it shouldn’t take more than a couple of minutes.  And, of course, if the Axis player is clobbering you, you’ll have less and less of them to disband.  So having a lot of them to disband should be a comfort, not a burden.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Next, move any factories that have been released.  Nothing will make you feel dumber than to release a factory on turn x, only to forget to move it on turn x+1 and watch the Axis player destroy it.  The factories move only by rail so pay attention to the status of the rail escape path.  Although they can board ship, they cannot then move by sea, so don’t be misled into thinking the Odessa and Sevastopol factories can escape by sea.  They can’t.  Also, even after being released, the factories are still subject to random reorganization due to shock, the same as all other Soviet formations, if shock is in effect.  Consider allowing a margin of safety in your release schedule.  The rational final destination for all released factories is the Siberia area.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Only after you’ve finished these two chores should you start moving your combat units.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Note that, for example, to get the “Release Kalinin factory” Theater Option you must first exorcise the Riga TO.  There are similar requirements for six other eastern factories as shown on the City Data spreadsheet included in the zip file.  (TOAW’s Theater Option display only has space for one page of 16 TOs.  Displayed TOs must be cleared first before any more can be added.)  Note, however, that if the Riga factory is destroyed the Riga TO will be cleared and the Kalinin TO activated automatically.  Nevertheless, there is no further effect (on production or anything else) of exorcising the TO after its factory has been destroyed.</p>
<p style="text-align: justify;">
<p style="text-align: justify;"><strong>BOTH:</strong></p>
<p style="text-align: justify;">
<p style="text-align: justify;">Only HQ units (and a few Axis rail gun units) have artillery ranges.  As defenses are greatly strengthened by artillery support, it’s critical for the Soviet player, especially, to make good use of these units in his defense.  Place them directly behind defensive positions to be supported and dig them in.  The Axis player should try to keep track of where the few Soviet HQs are and direct his attacks elsewhere.  If there are no supporting HQs a defense can be subjected to overwhelming force at great benefit to the attackers.  Note that this is the case all across the frontier on turn one.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Note that the artillery benefit of these units can be applied offensively, too, even though they only have ranges of one hex.  Just place the unit adjacent to the target and set it to one of the reserve or dug-in deployments.  It will support all adjacent attacks that meet cooperation requirements.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">
<p style="text-align: justify;" align="center">DESIGNER&#8217;S NOTES</p>
<p style="text-align: justify;">
<p style="text-align: justify;">This is the first corps/army @ 50km/hex Barbarossa design.  And it is the only one to separate Soviet arms production from manpower production.  The design included a thorough analysis of Soviet 1941 demographics.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">I designed the map from scratch using the same latlong technique I&#8217;ve used in CFNA, France 1944, Okinawa 1945, and Germany 1945.  If ever there was a scenario that benefited from a sinusoidal projection this has to be it.  The map covers 65 degrees of longitude at the top but only 29 degrees at the bottom &#8211; more than a two to one change.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">I was influenced by Grigsby’s “War in Russia” as well as the ancient “War in the East” from SPI.  And some material was gleaned from those old works.  But most TO&amp;E and OOB material had to be obtained from the same sources I’ve used in my previous scenarios.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">TOAW doesn’t allow marsh and forest tiles to mix.  So in most instances I used badlands to represent marsh when the hex also had forest of some type in it.  Badlands and forest are allowed to mix.  Most of the badlands on the map should be thought of by players as marsh instead.  Edit:  note that this version uses modified badlands tile files that actually contain marsh bitmaps – so now badland hexes look like marsh on the map.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">There must have been at least two names and three spellings of each name for each city on the map, and that was just for the English versions.  I’ve stuck to English versions for that reason, and have attempted as best I could to use the name that was in use during this campaign.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Players familiar with my “Germany 1945” scenario should recognize the style of this scenario, as this scenario is intended as a companion to that earlier scenario.  I split units into two parts for the same rationale discussed in that scenario’s briefing:</p>
<p style="text-align: justify;">
<p style="text-align: justify;">“First, engineer elements needed to be separated out to allow bridge repair without tying down the entire corps/army.  Second, a lot of a corps&#8217; equipment was intended for the rear areas and this allows that to be modeled.  …  And third, TOAW only allows 24 equipment slots per unit.  That just wasn&#8217;t enough for the corps/army-sized units of this scenario.”</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Axis Corps-level artillery has been folded into their Army HQs for better effectiveness.  Soviet Army-level artillery has not been folded into their Front HQs.  My judgement was that Axis artillery was much better managed while Soviet artillery mostly was used in direct fire mode.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The two German 600mm guns (Gerät 040) were not included in TOAW’s equipment list, so I used 520mm railroad guns to represent them.  Since they’re not in a unit with a “rail-gun” icon, they will function just like regular artillery.  Edit:  This has now been addressed via the equipment edit.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Note the lack of any risk of “Soviet collapse”.  I agreed with Halder’s assessment, after the first winter, that the Axis would have to reach the Urals before the Soviet Union would be in danger of collapse.  That’s the entire map.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Note that the Axis movement allowance adjustment is 10% lower than the Soviet’s.  That is due to the impact of the very poor intelligence the Axis had on Soviet road nets and other mapping issues.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The Soviet Air Army designations are a bit premature, not actually being formed until 1942.  But they are with their historical fronts and at this scale they are a necessary anachronism.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The production-drop numbers given in the “Release factory” TO messages relate to drops relative to the <em>starting</em> production levels, not the production levels at the time of the factory’s release.  But note that the drops in production are effected in TOAW with a multiple, not a subtraction.  This makes the process a little complicated.  I’ve been forced to make certain assumptions about the sequence in which the factories will be deactivated in order to get the numbers to come out right.  I’ve assumed that western factories will be deactivated before eastern ones.  As a result, I’ve raised the eastern factory multiples to account for the fact that they will be applied to a production base that is quite smaller than it was at the start.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">For example, the Moscow factory has a nominal production of 15.36%.  But its actual multiple is 0.78, not 0.85.  That’s because by the time the Axis reach Moscow I’m assuming the factories west of it have already been deactivated and Soviet production has been reduced to only 71.45% of its start level.  71.45% * .78 = 55.73%, a difference of 15.72%.  If I didn’t do this, the loss of all on-map factories would only reduce Soviet production by about 49%, not the nominal 63.92%.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The problem is that if the sequence I’ve assumed (I’ve assumed the same sequence as the TOs are listed in the TO list) is deviated from significantly the numbers can drift off a lot.  If, somehow, the eastern factories are deactivated before the western ones, the impact will be far worse for the Soviet player.   That’s an unlikely sequence, but it’s possible for some aspects of it to occur.  For example, Moscow could fall ahead of the Ukraine or Leningrad, and that would make a significant difference.  I just wanted players to be aware of that possibility, in case they experience it and wonder what’s going on.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">This may increase the allure of going for a “Moscow First” strategy.  If so, I don’t think that’s a bad thing, since there would probably have been some sort of extra impact of an early loss of Moscow and this could somewhat model it.  No such extra effect has otherwise been modeled.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">
<p style="text-align: justify;" align="center">VERSION 2 CHANGES</p>
<p style="text-align: justify;">
<ol style="text-align: justify;">
<li>Fixed refinery equipment back to “spare equipment” after TOAW III used the first “spare equipment” for the T-64A.</li>
<li>Increased the path routes from Siberia to the main map, for possible improved Soviet PO operation.</li>
<li>Used the additional 499 event slots to automatically disband the manpower units of the top ten population centers (270 of the 894 units).  Axis capture of the center cancels the automatic disbanding.  Soviet recapture will cause the manpower units to arrive on map for Soviet player manual disbanding.  I’ll need about another 1300 event slots to automate the rest of the disbandments.</li>
<li>Set MRPB to 3.</li>
<li>Revised this document from an addition to the scenario briefing to a combined full briefing.  Note that the scenario briefing that can be viewed in the game contains only a part of this document.</li>
<li>Revised House Rule 3, so that it is now applied to the German Brandenburg division just like the Finns.  But, unlike the Finns, the Brandenburg division is released from the rule if the main force links up with the Finnish front.</li>
<li>Made an equipment edit to model the German 610mm guns and Soviet Battleships, Cruisers, and Destroyers.  Stored that file in the scenario’s special graphics sub-folder.</li>
<li>Copied marsh tile files into the badland tile file names and stored in the above scenario folder – badlands now look like marsh on the map for this scenario.</li>
<li>All German tanks were given the recon flag (nod to Ben Turner for this idea).</li>
<li>Added the revised Numbers.bmp file to the scenario’s special graphics sub-folder.  This is the same mod used in my “Germany 1945” scenario that has Army Group &amp; Theater unit sizes.  Edited all unit sizes to display correctly with this file.</li>
<li>Soviet elements around Minsk have been redeployed from “Entrenched” to “Local Reserve” mode.  This will model Pavlov’s sending those forces into the Bialystok pocket, stripping the Minsk defenses.</li>
<li>Units starting in Slovakia, Hungary, and Romania are now deployed in garrison mode, switching to active by event on turn 3.  Previously (in reserve deployment), they could be released early from reserve via Soviet units moving adjacent to them.</li>
<li>During the mud phase, force supply levels are now doubled and the Axis get some auto rail-repair, to compensate for the unintended effects of the 67% shock penalties during that phase.</li>
<li>There is now a border between the German and Soviet parts of Poland, so players can tell where the starting front was.</li>
<li>Added House Rule 6 to prevent Axis units (especially air units) from operating within Romania, etc. before turn 3.</li>
<li>Added House Rule 7 to restrict use of RES-iconed units in frontline combat.</li>
<li>Added House Rule 8 to restrict combat unit escapes via disbandments.</li>
<li>Edited some placenames to use the new alternate font sizes.  Country names are now large size.  Physical features are now blue color.  Locations too small to warrant a VP value are now small size.</li>
<li>Added placename bitmaps to help show locations of Manpower Centers, Factories, Refineries, Oil Fields, Mineral Fields, and the Finnish Stop Line.</li>
<li>Revised the artillery TO&amp;E of most German divisions.</li>
</ol>
<p style="text-align: justify;">
<p style="text-align: justify;">
<p style="text-align: justify;" align="center">REFERENCES</p>
<p style="text-align: justify;">
<p style="text-align: justify;">“New Millennium World Atlas Deluxe” on CDROM, Rand McNally, 1998.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">“Satellite Atlas of the World”, National Geographic, 1998.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">“The International Atlas”, Rand McNally, 1974.</p>
<p style="text-align: justify;">
<p style="text-align: justify;"><a href="http://geodata.grid.unep.ch/">http://geodata.grid.unep.ch/</a></p>
<p style="text-align: justify;">(“United Nations Environment Progamme &#8211; GEO Data Portal”)</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">Continuous Fields Tree Cover [1992-93] Europe</span> (map)</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">Global Forest Cover [1995-96] Europe</span> (map)</p>
<p style="text-align: justify;">
<p style="text-align: justify;"><a href="http://www.populstat.info/">http://www.populstat.info/</a></p>
<p style="text-align: justify;">(“Population Statistics”)</p>
<p style="text-align: justify;">
<p style="text-align: justify;">“The Russo-German War, 1941-45”, Albert Seaton, Presido Press, 1971.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">“War in the East, Strategy &amp; Tactics Staff Study Nr. 1”, James F. Dunnigan, et al., SPI, 1977.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">“Before Stalingrad.  Barbarossa – Hitler’s Invasion of Russa 1941”, David M. Glantz, Tempus, 2003.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">“The Historical Atlas of World War II”, John Pimlott, Henry Holt and Company, 1995.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">“Handbook on German Military Forces”, US War Department, 1945, Republished by LSU Press, 1990.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Soviet TO&amp;E material from page scans provided by Lt. Col. Jim Pool (exact source unknown).</p>
<p style="text-align: justify;">
<p style="text-align: justify;">German Corps and Army level artillery figures from data provided by Major Chet Pool (Source Nafziger Collection).</p>
<p style="text-align: justify;">
<p style="text-align: justify;"><a href="http://www.afvstats.htm/">http://www.afvstats.htm</a></p>
<p style="text-align: justify;">Detailed Production Statistics on all known German AFVs ~1938-1945</p>
<p style="text-align: justify;">
<p style="text-align: justify;">“Russian Tanks of World War II – Stalin’s Armored Might”, Tim Bean and Will Fowler, MBI Publishing, 2002.</p>
<p style="text-align: justify;">
<p style="text-align: justify;"><a href="http://www.onwar.com/tanks/index.htm">http://www.onwar.com/tanks/index.htm</a></p>
<p style="text-align: justify;">(Armored Vehicles of WWII)</p>
<p style="text-align: justify;">
<p style="text-align: justify;">“Aircraft of World War II”, Chris Chant, Friedman/Fairfax Publishers, 1999.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">“World War II – A Statistical Survey”, John Ellis, Facts on File, 1993.</p>
<p style="text-align: justify;">
<p style="text-align: justify;"><a href="http://www.dean.usma.edu/history/web03/atlases/map%20home.htm">http://www.dean.usma.edu/history/web03/atlases/map%20home.htm</a></p>
<p style="text-align: justify;">(US Military Academy Atlas Home – World War II ETO)</p>
<p style="text-align: justify;">
<p style="text-align: justify;">“War in the East” (wargame), James F. Dunnigan, Redmond A. Simonsen, et al., SPI, 1974.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">“War in Russia” (PC wargame), Gary Grigsby, SSI, 1993.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">I also made an OOB comparison between all the posted “Barbarossa” scenarios.  Two of these deserve mention as references:  “Decision in the North 1941” by Ilkka Mutanen, and “Drang nach Osten 1941” by Daniel McBride.</p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://bleen.ro/2011/11/28/the-operational-art-of-war-soviet-union-1941-scenario/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Directive 21 (The Operational Art of War scenario)</title>
		<link>http://bleen.ro/2011/11/25/directive-21-the-operational-art-of-war-scenario/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=directive-21-the-operational-art-of-war-scenario</link>
		<comments>http://bleen.ro/2011/11/25/directive-21-the-operational-art-of-war-scenario/#comments</comments>
		<pubDate>Fri, 25 Nov 2011 07:41:54 +0000</pubDate>
		<dc:creator>Bleen</dc:creator>
				<category><![CDATA[TOAW]]></category>

		<guid isPermaLink="false">http://bleen.ro/?p=12430</guid>
		<description><![CDATA[DIRECTIVE 21 <p style="text-align: justify;">(From the original FIRE IN THE EAST background document by<br /> Stefan Kristensen, edited with his kind permission)</p> <p style="text-align: justify;">INTRODUCTION</p> 1. A prelude to War <p style="text-align: justify;">When Hitler launched the invasion of the Soviet Union, Sunday 22 June 1941, the Second World War changed. This was a turning point [...]]]></description>
			<content:encoded><![CDATA[<h3 style="text-align: justify;">DIRECTIVE 21</h3>
<p style="text-align: justify;">(From the original FIRE IN THE EAST background document by<br />
Stefan Kristensen, edited with his kind permission)</p>
<p style="text-align: justify;"><span class="Apple-style-span" style="font-size: 14px; line-height: 22px;">INTRODUCTION</span></p>
<h5 style="text-align: justify;">1. A prelude to War</h5>
<p style="text-align: justify;">When Hitler launched the invasion of the Soviet Union, Sunday 22 June 1941, the Second World War changed. This was a turning point indeed in all aspects of warfare, although it did not show it all at once. History did repeat itself. As Napoleon, who invaded Russia the 23 June 1812, this step proved as fatal for Hitler’s empire as it did Napoleons&#8217;. Although it took the Russians only until April 1814 to get to Paris, it took them 4 long years to reach Berlin, April 1945. Although Hitler did never capture Moscow as Napoleon did, his armies penetrated twice as far, but he did not succeed in the conquest of this vast empire. The problems were many, as were the errors on both sides. But in the end, the thing that brought Napoleon down was the same thing that ended Hitler’s dreams for the third Reich: Space and harsh environment. Why did Hitler turn to Russia? Well this is not easyily explained, as it was a combination of things.<br />
Napoleon had to abandon the invasion of England primarily because of Villeneuve`s failure to follow his orders, causing the destruction of the French fleet. Unlike Napoleon, Hitler did not have to abandon the invasion because of Gorings failure to gain air supremacy over southern England. The German air losses over England in the battle of Britain were high, but this had really no strategic value. It was more a tactical defeat as the losses here could be replaced. Hitler was still hoping to bring the British to accept their hopeless situation and make them accept a rather, under the circumstances, light peace. As Hitler shows in Mein Kampf, he knew that British resistance would only increase and the willingness to surrender disappear if he did go to the extreme of invading the British Isles. In fact, Hitler’s intelligence service got hold of a memo from the Royal navy to Churchill that suggested that if the Germans should try to invade England, the Home fleet, based in Scapa Flow, would charge through the English channel to disrupt the landing forces, with an estimated loss of 85% of the fleet. This shocked him, as he knew that the British would never forgive such a loss. Instead he tried to bend their will by bombing the industrial areas and disrupting their vital convoy service. In the end, the bombing of Britain did infact only boost the morale of the Brits, and did little damage, compared to the bombing of Germany later in the war. (Strategic warfare was indeed a failure compared to the goals stated by this relative new service.) Hitler did, though, almost bring the British Empire to its knees. As a fully industrialized nation with few raw materials, it was completely dependant on imports. In 1942 the losses where so high to the merchant fleet that a peace was discussed in several corners of England. The initial success of the German submarine force was not followed up as the resources (and Hitler’s attention) drawn by the Russian front limited the development of new and the production of more submarines. But that’s a whole different story.<br />
Hitler was a man driven by economics, fear and prejudice, as was Stalin. The mutual distrust and fear drove each superpower to gradually provoke each other until war was the only option. Although Hitler had a pact with Stalin, he had always seen the vast resources of Russia as a solution to the German oil/resource problem. Besides that, he had a passionate anti-Bolshevistic view. The main thing, however, was the aggressiveness of Stalin. Stalin betrayed the pact as early as June 1940 when he invaded the Baltic states. Hitler had agreed that the Baltic States were a Soviet sphere of influence, but not to their occupation. On the 26th of June the Soviet 9th army, in conjunction with several paradrops, invaded and took Bessarabia and the northern part of Bukovina from Rumania. Although there was no actual fighting, this move brought Soviet forces unpleasantly close to the Rumanian oil fields of Ploesti, a vital supply source for the German war machine. During the French campaign Hitler was nervous that Russia would intervene. Germany had only 10 Infantry divisions in the East. After the invasion of Bessarabia, and the unwillingness to surrender by Great Britain, Hitler was sure that Great Britain and Russia had an agreement. He then transferred 10 Infantry divisions and 2 Panzer divisions to the eastern front. Not to give an impression of a threat, but as a point, showing that Germany was willing to protect the Balkans and their part of Poland. Stalin however saw this as a sign that he could not trust Hitler. As both Dictators had a deep mistrust for each other, and both where deeply paranoid, war seemed a certainty.<br />
Hitler ordered Paulus (later to become the famous Stalingrad Commander) to look at plans to invade the Soviet Union. Hitler defined the objectives as first to destroy the Russian Armies in the west. Second to advance deep in to Russia to secure Germany from air attacks, this meant a line from Arkangelsk to Stalingrad. The plan was tested in November 1940. On the 10th of November, Molotov (the Soviet foreign minister) landed in Berlin to discuss a range of topics, including the possibly of joining the Axis, but by that time Hitler’s mind was already made up. On the 18th of December, after receiving Halders report on the invasion of the Soviet Union, Hitler issued directive 21, Case Barbarossa, along with a separate economic plan (Oldenburg) for the exploitation of the conquered areas. A new treaty with the Soviet Union was made on the 10th of January, but this was merely a smoke screen, and had the sole purpose of deceiving Stalin &#8211; and it worked. It was assumed that Stalin would defend the Baltic States and Ukraine for supply purposes, thereby making it possible to destroy all Soviet armies in the west. However, as the war in Greece, which Italy invaded October 1940, was going badly, and the British were moving to deploy troops there, Hitler needed his shoulder free before launching Barbarossa. In a meeting with Antonescu, Hitler asked him to permit moving German troops through Rumania to support the Italians in Greece. Antonescu hesitated, afraid of what Stalin would think. Hitler then promised him the restoration of Bessarabia, Bukovina and the part of Ukraine up to the Dnieper in exchange for Rumanian help in the attack. He then agreed. On March 1 Bulgaria agreed to let German troops into their country. On March 23 Yugoslavia agreed to join the Axis on a non military basis and to let German forces pass through their country. Two days later general Simovich carried out a military coup backed by the British. As Winston Churchill put it: “ This morning Yugoslavia found it soul”. This set back enraged Hitler who hastily made plans for invasion. In only 10 days the plan was formed and on the 6th of April it was launched. The results where devastating: Yugoslavia held out a week, the Greeks 3 weeks &#8211; and that was with British help. But as with so many battles to come, it had an impact on Hitler as well, he now fully believed that there was no stopping his army. This, in the end, was the ruin of the German war machine. Another huge effect of this was the delay of Barbarossa. On the 1st of April it was postponed from mid May to mid June.<br />
On May 25th negotiations had begun with the Finnish Staff. The Rumanians where told to make the last preparations at June 25th. The Hungarians where told to guard their borders more strongly on June 16th. On June 17th all schools in Eastern Germany closed and all merchant ships were told to leave Soviet ports. On the 18th it was believed that the intention to attack could no longer be camouflaged, but by then it would be too late for the Soviets to react. Although the Germans took serious steps to avoid detection, the British found out and actually predicted the exact date (the 22nd of June) a week before it was actually set by the Germans!!!. However, Hitler’s bluff had worked. Stalin didn’t believe his partner would betray him this soon. He thought that the british warnings were only a British trick to lure Russia into conflict with Germany. On the 22nd of June, at 03:30, the words Dortmund, Dortmund, Dortmund shattered the radio silence, soon to be followed by thousands of guns. The war in the East had begun.</p>
<h5>2. Invasion of Russia</h5>
<p style="text-align: justify;">As often put in military terms, only a fool thinks of Strategy and Tactics, a real professional thinks of logistics and mechanics. Never in the history of warfare has this been more true than in Russia during WWII. Russia was a vast nation with only a small number of paved roads, and an environment that has proved the doom of every invading army. This time was no exception. To move around in Russia and to perform complex encirclements, the Germans needed tracked vehicles. Although the German armored forces consisted of 21 Panzer Divisions, they only fielded a bit over 300 tracked vehicles each. Of the 17,000 men in a Panzer Division only 2,600 where tank men. Most of their Infantry Divisions were still on foot and most of their artillery was horse drawn. By stripping the Panzer divisions of their third regiment, they neglected the very thing that had proved so important in the other campaigns: Cross country mobility. This didn’t mean much in the other campaigns, like the French, where good paved roads were in abundance, but in Russia, it had major importance. Most of the successes in the early stages of the war &#8211; by encircling vast numbers of Russian forces &#8211; were actually only half successes, as the Germans, due to lack of mobility, were slow to close the gaps. Hundreds of thousands of Soviet troops managed to slip out, and lived to fight another day. As Russians have always been masters of improvisation, these troops where hastily gathered in reforming armies that, again, had to be encircled. This meant the loss of valuable summer time for the invaders and in the end proved fatal to the Germans, as they paid the price of being twenty years behind the theory they themselves had adopted as the key to their success.</p>
<p style="text-align: justify;">The Russians too paid a heavy price for lack of mobility. As the real inventors of blitzkrieg, they neglected the very thing the founder (Thucachevsky, purged by Stalin) of this concept had stated: Mobility. The Soviet forces where in an acute lack of motorized vehicles, meaning that their losses became enormous. The Mechanised Corps proved to be too cumbersome, and lacked in trucks, trained men, and radios. They where virtually all destroyed, mainly because they couldn’t move together, tanks without infantry, infantry without artillery and so forth.</p>
<h5 style="text-align: justify;">3. German strategy</h5>
<p style="text-align: justify;">Two versions were discussed. The first, the orthodox version, was that the Russian armies should be encircled and then destroyed; this was in fact the old Clausewitz/Moltke idea, which was later developed by Schlieffen. The other version was bolder: Guderians idea was to drive as fast and as deep with the Panzer Divisions as they could, leaving the Infantry to mop up. With total air superiority the Panzers could be resupplied from the air. Hitler decided on the first. Would the other strategy have succeeded where the first one failed?? We will never know.</p>
<h5 style="text-align: justify;">4. The Air War in the East.</h5>
<p style="text-align: justify;">The air war and ground war in the east had several similarities. When the air war began on the 22nd of June 1941, it started with a surprise attack by the Germans on all known Soviet airbases. The Soviet Union’s air force was at the time the largest in the world, with about 8,000 planes. However, most where obsolete. Only 400 of the new Yak-1 fighters were produced at the time of the attack. Virtually the whole air force in the west was destroyed in the first week of the war. This left the Luftwaffe in total control of the skies over western Russia. Command installations and troop concentrations were hit at will. This had a devastating effect on the Red Army. Without at least air parity, it was impossible to coordinate movement and attacks. Using the roads became very dangerous. As several unit histories show, some were virtually destroyed on the roads by the Luftwaffe. The Cavalry Divisions were especially heavily decimated. It is not easy to dig in your horses. It did not help that the standing order was for the Red Army to immediately begin with a counterattack.</p>
<p style="text-align: justify;">As 1941 progressed, the German army got further into the vastness of Russia. As with the Army this had an effect on the Luftwaffe as it became more dispersed. This opened up the oppurtunity for sporadic hit and run attacks by the Red Air force. However, the Red air force was so heavily decimated by the initial surprise attack that the Luftwaffe never lost total control over the airspace. To cope with the heavy losses, the Soviet Air force cut down on training time for pilots and started reproducing old fighter types (I-16). This only added to the very unfavorable odds. Experienced and veteran pilots in modern aircraft, against untrained pilots in obsolete aircraft.<br />
The Soviet winter offensive in 1941/42 was a partial success. In the winter of 1941 it was the right thing to follow Hitler’s orders to hold onto every inch of ground. This proved deadly to the Soviet flanks, and provided an excellent spring board for Case Blau. As with the land war, the Russians were more accustomed to the winter conditions. As most Luftwaffe planes where grounded because of the weather at the primitive frontline bases, their Soviet counterparts where not, often having heated hangars to operate from. Of course, the weather was a problem for the Soviets as well, like it was on the ground. But still, nowhere near the problems the Germans had. Another factor in the success was the new arrival of 1,000 planes from the Central Asia and Far East Military districts. In the mean time Lend lease aircraft were beginning to arrive in numbers. The Soviets did Paradrop several units during this offensive. They used the old but reliable TB-3. But quite a few of these big, slow airplanes were caught by the Luftwaffe and shot down. It was not until 1943 that the Soviets got the capability to drop large units again.<br />
When the weather cleared, the Luftwaffe again took full control over the skies. In the new version of the Bf-109, the Gustav, and the new Fw-190 fighters they blew the still quite inexperienced Russians out of the skies. However, as Case Blau was unfolding, it did draw the Germans deep into the Caucasus. The immense distances were simply too much for the Luftwaffe to cover. Especially Kleists ArmyGgroup A, which was successfully attacked by large numbers of Soviet Fighter-Bombers, who unopposed bombed the forward German troops in the Caucasus. At the battle of Stalingrad, the Soviet air force proved an important factor. However, this was not as decisive for the air war as the ground battle was.<br />
The decision not to break out of Stalingrad can be explained in several ways, and it did make some sense. Of course, seen in retrospective, it was a foolish decision, but another crucial factor was the Luftwaffe success in keeping the Demyansk pocket in supply. Goring promised he could do the same at Stalingrad. As Hitler at the same time refused to believe his intelligence services reports about the ever increasing Soviet forces, the decision makes sense. It would have been the perfect trap for the Russians. As history proved, it was the other way around. Much of this success was due to the promises of Goring. As the Germans where pushed further away from Stalingrad it became nearly impossible to supply it from the air. It was at the maximum limits of the fighters and the transports suffered heavily.<br />
By the time of the Kursk battle, the Luftwaffe was beginning to get pressed. The ever increasing pressure of the Allies was now showing. A lot of the fighter formations where kept in defense of the Reich. The Soviet aircraft production was now at a good pace, and the lend lease equipment were flowing at an ever increasing speed. New models of bombers and fighters proved excellent, for instance the Tu-2 attack plane and the La-5FN fighter. However for the battle of Kursk, the Luftwaffe managed to prove superior again, but not decisive as before. The losses were heavy on both sides, but it was the Soviets that could afford it.<br />
With the loss of clear air superiority the slow and cumbersome Ju-87 Stuka now suffered heavily trying to support the Wehrmacht. As a solution the Fw-190 was modified into versions that were able to carry a variety of different ordinance, and for the rest of the war, these models became the main attack plane, while the Stuka was phased out.<br />
In 1944 the Allied air strength was overwhelming. The air war over Germany was now taking its toll. The Luftwaffe was outnumbered in Italy. To make things worse, the invasion of France drew lots of its strength, which was much needed on the eastern front. More importantly, the Soviets reorganized its air force. There was now an abundance of good modern aircraft like the La-7 and the Yak-3 that even led the Luftwaffe to issue a directive for its pilots to avoid fights with these at lower altitudes. And more importantly, there were now well trained pilots. The winter offensive of 1944 saw the help of the Americans who bombed German rail lines all over Germany and Rumania. This helped the Red Army to its incredibly fast advance.<br />
1945 saw a total depletion of the Luftwaffe. Even the newly arrived Me-262 couldn’t change their fortunes. The Allies, from their forward bases, flew cap over most German airfields. Although they couldn’t catch the Me-262 when it was in the sky, they could when it was talking off or landing. An even more pressing problem for the Lufwaffe was fuel. With the loss of Ploesti, and the artificial fuel plants in ruin from Allied bombing, there was no fuel to train new pilots. Remarkably, the production of fighters was still sufficient as all production of bombers had been changed to fighter production in 1944. The Soviet air force was now at its height. Each Red Army Front had several air divisions attached, as well as a potent reserve, to use where ever necessary. The new version of the Il-2 Sturmovik proved an excellent close support aircraft. With thousands of these aircraft, Zhukov launched the final attack over the Oder river and into Berlin.</p>
<h5 style="text-align: justify;">5. Production &#8211; The Replacement Pool</h5>
<p style="text-align: justify;">How on earth did the Soviet Union manage to produce more than the Germans? The Germans, by the end of 1941, with all their captured resources and industry, were vastly superior than the Soviet Union in all areas except oil and manpower. But it was uncoordinated and ineffective. Corruption and bureaucracy took a heavy bite of the cake. What mattered perhaps even more were Nazi ideals. Women shouldn’t work, they should stay home and be the core of the family. It was not until 1944, when Albert Speer changed the production of the Reich, that things were simplified. German production saw new heights under his clever guidance, even though at this point the Reich had fewer resources then ever before.<br />
In Directive 21 most equipment is pooled. This is, of course, to make the game more playable. As the war unfolded the units often had new equipment every six months. This would mean that the twenty-four slot limit for equipment simply wouldn’t be enough, and some units would have too much, as old, already assigned equipment can’t be erased.</p>
<h5 style="text-align: justify;">6. Germany</h5>
<p style="text-align: justify;">During the course of the war, much captured equipment went into service with the Axis. This must have been a logistic nightmare. In Directive 21, they are converted into standard German equipment. Overall, the German production numbers in Directive 21 are 2/3 of what they historically produced. The other 1/3 is assumed for the West Front. A few exceptions are: most 1941 raised units, including the OKH pool of artillery, are assigned to the East Front. Slightly more German armor goes to the east. Only 1/2 of the twin engine fighters are in the east. The rest are held back to defend the Reich. As mentioned before, the German production increased in 1944, but at this time the Western allies took a much bigger portion of the equipment, so there will be no increase in Directive 21 (although there is a slight increase in 1943). If you think the numbers for some equipment are low, i.e., the Panther tank, keep in mind that some units enter later in the scenario and will already have their assigned eqiupment, and there are options that affect these numbers (German panzer brigades option). The Infantry types of equipment are based on the total men lost. All affected nationalities are included, e.g., Finnish, Slovak, Danes, Dutch and many more. Rumania, Hungary, Finland and Italy have their own rifle squads in the replacement pool. There are also separate replacements for the Spanish Blue Division.</p>
<h5 style="text-align: justify;">7. Soviet Union</h5>
<p style="text-align: justify;">Much of the Soviet equipment is pooled. Its important to know that if the Soviet player holds his ground at the historic lines, he will have historic production. Our formula takes into account dates of every city that is marked on the map by *asterisks*. This includes cities that did not fall until 1942, i.e., Sevastopol. In TOAW there are some limits explained under aircraft. The Soviet tank units will be able to receive many different types of equipment throughout the war. If all these were present at the same time, the units would obviously be much more powerful than historical, but production of the early models will eventually stop as stock runs out, so their equipment will somewhat reflect history. Lend Lease numbers are from the Soviet database. This means it reflects the equipment that actually arrived, and not what was lost underway. In TOAW the Sherman is a really cool tank, too cool actually. It wasn’t called the Tommy cooker for nothing. So the Soviet player will only receive the early version.<br />
Soviet Structure</p>
<h5 style="text-align: justify;">8. Rifle divisions and brigades</h5>
<p style="text-align: justify;">The Russians actually mobilized too many men in 1941. It sounds sick but is a fact. The Russians mobilized 1.1 million men a month in 1941. That does not include the 5 million that entered the militia and other &#8220;volunteer&#8221; units. The Russians were hard pressed in &#8217;41, they needed men at the front and the rifle divisions took too long to train. Besides, there wasn&#8217;t really any good leadership at that time that could handle a rifle division, so brigades were the answer. They made 159 Rifle Brigades. The rifle brigades will not reconstruct in this scenario. They were no match compared to the rifle divisions. Actually the brigades are viewed as one of the worst mistakes in the Red Army in the WWII. They were indeed slaughtered. They didn&#8217;t have the staying power of a rifle division, and the men were hastily trained. Most where disbanded or enlarged to rifle divisions later on, but in ‘41 there was really no choice. It was to use what you had, and the Russians did. There is mention of student brigades, these were merely brigades made from training schools, not different brigades or structures. The brigades enter when they were formed.</p>
<p style="text-align: justify;">In Game Notes:<br />
The Soviet Guards Rifle Divisions are in the scenario as extra units, except the 101st, 102nd, 103rd, 104th, 105th, 106th, 107th, 114th, 118th and 122nd. The reason for this is the number of units in the game already and the fact that these Divisions where formed in December 1944-June 1945.<br />
The Brigades of the Shock Armies have been made Ski Brigades. This is not all historical as ski battalions were attached to the Rifle Divisions. The Rifle Divisions were to use ski battalions for individual use, and only a few true ski brigades of 4-5 battalions were made.</p>
<h5 style="text-align: justify;">9. Militia Divisions</h5>
<p style="text-align: justify;">Well, this is a sore point in the game, there were an immense amount of militia units that where mobilized when the war came to Russia. Most of the men in these units were sent into regular army units within weeks of forming. That&#8217;s why I have only the ones that actually saw some combat listed. All militia divisions were at some point renamed or disbanded into the Red Army. They will not reconstruct in the scenario. They may seem like powerful units at first glance, but their low proficiency makes them vulnerable and easy to route. Some of the units have gone into the garrison units.</p>
<h5 style="text-align: justify;">10. Airborne troops</h5>
<p style="text-align: justify;">The Red Army was the first to try airborne operations, and the first to design entire combat units to be delivered by air. The idea was created by Mikhail Frunze in the late 1920&#8242;s. In 1929 his work was formalized by Regulation 29 (Polevoi Ustavlenie 29 or just PU-29). The idea was to hit and destroy enemy targets deep behind the lines. One of the reasons for this was that the bomber force didn&#8217;t have the capacity (enough bomb load) to do enough damage. By dropping in paratroopers, they could take control of or blow up what the bomber couldn&#8217;t. The first drop was made in 1929 at Gram, Central Asia. Fifteen men where dropped by three aircraft to help against anti communist rebels. In the meantime, the commander in the Leningrad sector perfected the method. This was no other than M.N Tukhachevsky, the father of modern warfare, and one of the first to get purged by Stalin in 1937. As trials progressed, parachute training became a popular civilian activity. The Communist government emphasized teaching skills that where useful to the Red Army. This promoted even further training, and in 1935 there were over 2,000 schools training with gliders and parachutes. In 1935 the Kiev maneuvers dropped 500 men in just three minutes. In 1936, in the Moscow maneuvers, the Russians managed to drop 5,700 men in just ten minutes. During these maneuvers the organization of the Airborne Brigades changed to include tanks, artillery and light motor vehicles. In June 1940 the 201st, 204th, and 214th Airborne Brigades took part in 12th Army occupation of Bessarabia. They dropped in front of 12th Army to seize objectives. Although the Rumanians didn&#8217;t resist, they dropped under combat conditions. By the end of 1940 the Soviet Union had over 18,000 trained paratroopers, most with combat experience. Germany had less than 10,000 in Student&#8217;s 7th FJD. The rest of the world had nothing larger than a regiment. When the war came to Russia the airborne troops where wasted on defense, and were smashed by German armor and infantry. Although the Russian airborne troops were certainly some of the best troops in the world, their light armament was no match for the regular German units. But as Russia was now full of experienced parachutists (around 100,000), there was no shortage of men. The Airborne forces doubled in size in 1941. But the men weren&#8217;t the real problem, the planes were. The Russian airforce had been nearly wiped out in 1941, so many of these men had to fight in regular Rifle divisions on the ground. Some action was made though. In the winter of 41-42, elements of three corps were dropped in the Moscow-Kalinin area. During the whole war, the Russians rarely dropped more that brigade sized units. Most remembered is the Kanev operation in September 1943. The objective was to drop a division across the Dnepr river. The drop was uncoordinated, and a complete disaster, with 60% killed or missing. The Russians did, however, have some success in dropping small, company sized units to help train partisans and cause havoc among the German rear lines of communication.</p>
<p style="text-align: justify;">In game notes:<br />
- The Soviet side starts with airborne units that reconstruct. Note that reconstructed units lose the ability to perform paradrops. The new Corps that were founded in 1941-42 where all converted to Guards before being used as Airborne troops and will not appear in this scenario. This is the 6th-10th Airborne Corps.<br />
- The Soviets get eight (not the 11th, 12th, 13th, 14th, 15th and 16th, as they where disbanded while forming) Airborne Guards Divisions, but will never get the air transport capacity to use them as such, they are essentially the same as a Guards Rifle Division.<br />
- As most of the Airborne Brigades and Guards Airborne Brigades where used to form either Guards Rifle Divisions or Guards Airborne Divisions, only a few Guards Airborne Brigades will deploy. These are the 1st, 3rd, 4th, 5th and the 8th.<br />
- The Soviet side will have sufficient air transport assets for one Brigade from December 1941. In 1942, two Brigades and in 1943, three Brigades.<br />
- The Airborne Guards Brigades and Divisions have free support and can cooperate with other formations.</p>
<h5 style="text-align: justify;">11. Russian tanks</h5>
<p>&nbsp;</p>
<h5 style="text-align: justify;">12. The Mech Corps</h5>
<p style="text-align: justify;">At start these are really large formations, but they didn&#8217;t work well and most disbanded or were eliminated by the end of &#8217;41. This includes the really huge divisions in the corps. It was simply too large a formation to really make it worth the equipment that was put in to them. All in all some 15,000 tanks faced the Germans in the west on the 22nd of June. They nearly got them all. A few mech corps actually had some experience and good leadership as can be seen in the OOB. The proficiency of the mech corps is lower than every other Russian unit (except militia) and they are on army support, meaning they don’t cooperate well with other formations, especially on the offense. They don’t reconstruct, but all their equipment can later be reused in various rifle divisions and tank brigades.</p>
<h5 style="text-align: justify;">13. Tank Brigades</h5>
<p style="text-align: justify;">As there are no tank regiments and no tank battalions in this scenario, the brigades are really all the armor the Russians get. Many of the brigades included in the OOB were actually destroyed rather quickly, but as its all about saving units, I have chosen the brigade for the staying Russian armored formation. The Brigades go through the three organizations that were for them, ending up with a much more powerful organization than historically. This is because, point one, to save units, point two, giving them a real punch for the end game. This means that as there are no combined tank corps, the separate units under a tank corps have been put out in the brigades. The brigades also include the late war SU regiments for extra power. This is simply because there is not enough unit room in the game. All in all the Russian tank brigades in ‘44 will have the final org, with an SU regiment, artillery support and assault infantry, making it the Russian equivalent of the German panzers (still a bit smaller though) with roughly 150 tanks.</p>
<h5>14. Mech Brigades</h5>
<p style="text-align: justify;">A Mechanized Corps usually had 3-4 Mech brigades and a tank brigade attached. Now here is the real crème de la crème in the Russian OOB. These are the best and most flexible units. Good for everything and very mobile. One could say that this is really the final product of war. So how come the Russians didn&#8217;t make all their armor units like this??</p>
<p style="text-align: justify;">In game notes:<br />
- All Russian tank/mech formations are on Army or Force support.<br />
- No tank/self propelled tank regiments of any kind appear. Instead the Regiments are incorporated into the tank/Mech Brigades, giving them a bigger punch.<br />
- Normal Tank Corps are included except the 27th Tank Corps, which never completed forming, and the 29th which had brigades from existing Tank Corps (the 8th). Instead, the one Brigade from the 29th that wasn&#8217;t from another Corps has been exchanged with the double from 31st Tank Corps (32nd Tank Brigade for the 100th Tank Brigade).<br />
- As Soviet tank/mech formations were formed from each other all the time I have done some creative thinking. There are NO normal Mech Corps, and there are NO free Brigades of any king (except SU-Brigades). Instead, the Soviets get all Guard Tank Corps and all Guard Mech Corps. That is in addition to the normal Tank corps. This is to prevent the Soviet player from packing a too powerful punch earlier on, and giving him a real monster late in the game. (Guards formations arrive later that the normal formations, but are much, much better).<br />
- The early tank brigades in the game start with a very low number of tanks assigned. This allows for their primary equipment being rifle squads, so the units still will be able to reconstruct even if the stock of the T-34/Early runs out later in the game. On the plus side this makes the units “lighter” so they don’t take up so much rail-capacity, but they need a few turns on map before they are truly “combat-ready”.<br />
- As the Soviet player gets all the Tank brigades, that is both Guards and the normal brigades, the normal brigades that are under a Front HQ will NOT appear in the game. This adds up what is lost and what is gained. This, however, means that the Soviet side has less tank brigades early, but better ones, and more later. Or explained better, the 36 Tank Brigades in the Guards are removed from the Soviet Tank Brigades in reserve at the Front HQ. Its losing 18 brigades early on, and gaining 36 later. This is also to compensate for the loss of Tank regiments, although every tank brigade gets a Heavy tank Brigade attached later on.<br />
- The SU regiments are used among the Rifle Divisions and the Mech/Tank units. This is to save units. Allthough only 10% of all Rifle Divs got a SU-regiment attached historically, they often had an independent one attached when attacking. So it all makes sense.<br />
- However, the Guards Mech Corps will get a SU-Brigade each, e.g. 9. This is completely unhistorical, but helps display the growing power and cooperation of the Red Army. There were 14 SU-Brigades formed historically, these units are NOT in the game. Elmer will just have to do without.<br />
- Most of the Soviet Cavalry Divisions will NOT reconstruct. The Soviet Cavalry Guards Divisions will. A few divisions are not in the game, that’s because they were either too small to be represented or they were disbanded before seeing combat. The Guards Cavalry divisions are added to the Mech Corps to add more flexibility. They were historically as they are here, only the size of large brigades. As there will be no Guards Cavalry Corps HQ, the assigned troops ( SU and more) are added to the divisions, making them a nice mobile task force.</p>
<h5 style="text-align: justify;">15. Russian Artillery</h5>
<p style="text-align: justify;">In Game notes:<br />
Soviet artillery is located partly in each army HQ and sometimes the army also includes a separate artillery unit. Late artillery divisions will arrive in their own formations, these units are really powerful. The Mortar Brigades are separated from the Art Divisions, making them a more mobile force. They are added under the Division they were in.</p>
<h5 style="text-align: justify;">16. Russian Air Force</h5>
<p style="text-align: justify;">In general, because of the TOAW system is not made for long campaigns, the air forces on both sides have to be unhistorical to some point. This pains me a lot, but there is no way around it. Two major points come to mind:</p>
<p style="text-align: justify;">A). The first piece of equipment in a unit decides whether it can reconstruct or not. You need 66% of available, first listed, equipment in order for a unit to reconstitute. E.g., a Soviet fighter formation with 106 I-16&#8242;s in 1944 will not reconstruct if there are not at least 69 I-16&#8242;s in the replacement pool. As production of the I-16 stops in 1942, there is not likely to be that number on hand. This happens even if there is enough of all the other aircraft in that formation, e.g. yak-3.</p>
<p style="text-align: justify;">B). When an air formation flies a combat mission it uses the longest range of the aircraft assigned. This means that if 106 I-16&#8242;s, with a range of 17, are in the same formation as 0 (zero) yak-1&#8242;s, with a range of 23, the I-16&#8242;s will fly 23 hexes. Because the I-16 exceeds it range, its strength is reduced to 1%. This means that for practical reasons, a drunk, one armed, blind person in an old zeppelin, with a frozen water pistol, can shoot them all down. And he will.</p>
<p style="text-align: justify;">In Game notes:<br />
We have tried to make the best out of these limitations and even employing their consequences to our desired result: the Soviet Air force now starts WITH types combined in division units (bomber, fighter, attack). These divisions are actually quite close to history in terms of types and numbers, so it’s not because of some sick sense of humor we have put fighters in the bomber divisions, and the attack divisions have up to five or six different types of planes. This of course WILL make them perform very badly, in accordance to point B above, but then again the VVS had a hard time in the early war. Now point A comes into play, as these obsolete types, which are the primary equipment in the divisions, eventually will run out. This means that the unit eventually won’t be able to reconstruct anymore as the game progress. Instead new units arrive in a steady stream. Units organized more appropriate, with just one type for each unit. The units are a combination of three regiments, put together not because they were historically, but because at one point they used the same type of plane. Now of course, most of the regiments changed the type of plane they used during the war, but to take that into account would use up unit space not present. The Long Range Bombers fall a bit out of this category. They start on the map and will remain throughout the game. All Yak-9 and Yak-3 models have been put together under the designation Yak-9, simply because the Yak-3 have (wrongly) been given inferior stats in TOAW.</p>
<h5 style="text-align: justify;">17. Partizans:</h5>
<p style="text-align: justify;">Soviet Partizans were active thruout many areas of Russia, and the Axis had to dedicate various security and police units to combat them. In order to facilitate game play, for the most part Partizans are not included in D21. German Security and MP type units will be withdrawn from the order of battle as the game progresses to simulate their need in securing the rear areas. In June 1944 the Soviets launched Operation Bagration against Army Group Center, and Partizans played a significant role in the planning and execution of this offensive. Therefore, in D21 Partizan units will appear at that time.</p>
<h5 style="text-align: justify;">18. German Structure:</h5>
<p style="text-align: justify;">The Divisional Artillery Regiments are integrated with the Divisional Headquarters units, while most small units (e.g. Panzer Jaegers) equipment is distributed among the rest of the units in the Division. This is an effort to keep the number of German units under 2000, to enable them to split up units. Also it eases game play. German overall proficiency is 80. German general supply distribution is 80. All German units start as veteran.</p>
<h5 style="text-align: justify;">19. German Infantry:</h5>
<p style="text-align: justify;">In WWII a total of 389 German Infantry Divisions where active. Needless to say, compared with the total of 57 Panzer, Panzer Grenadier and SS Divisions, most of the fighting and dying was done in the infantry. In 1941, when Barbarossa began, the German Infantry Divisions included the following (fighting subunits only):<br />
3 Infantry Regiments, each with 3 Battalions (each with 3 Companies of 180 men)<br />
1 Artillery Regiment<br />
1 Reconnaissance Battalion<br />
1 Panzer Jaeger Battalion<br />
1 Pioneer Battalion</p>
<p style="text-align: justify;">In Directive 21, a German Infantry Division consists of a Headquarters unit (with the Artillery Regiment) and three Infantry Regiments combined into a division size unit. In these Divisional sized units, the reconnaissance, panzer, jaeger and pioneer battalion&#8217;s equipment are included. This was done to ease game play. Because of their superior tactics, planning and overall leadership, the German infantry squads are Heavy Rifle Squads, in addition to having a small number of assault squads.</p>
<p style="text-align: justify;">By 1942, the war in the east had drawn a huge chunk out of the German Infantry Regiments, and there were no replacements to refit them to full strength. As a consequence of this, it was necessary to cut the company size to 80 men, compared to the former 180. This, however, did not mean a proportionate loss of combat efficiency, primarily because it was much easier to command an 80 man company than one of 180. Besides this, the number of Battalions were reduced from nine to seven. Later in the war, the Infantry Divisions were reduced from 3 to 2 Regiments. This is why the German Infantry Regiments start over strength. In fact, after 1941, almost none had its full component of men and equipment, at any given time. The German Infantry Divisions in 1942 were only half the size of a similar US/British Division. Later in the war, the difference became much greater. This was one of Hitler’s greatest blunders. Instead of replacing the depleted Divisions, he insisted on mobilizing new ones, thereby reducing the number of actual fighting men.<br />
Due to the manpower shortage, some divisions that experienced heavy casulaties in combat were not able to remain functional, and were instead disbanded. In Directive 21, a few of the German Infantry divisions will not reconstitute.</p>
<p style="text-align: justify;">Improvements to German Infantry Divisions:<br />
Most of the initial anti-tank capabilities of the Infantry Divisions become obsolete. In 1942, the German PAK 40/41 is added. In the scenario, the 75mm AT gun replaces the historical PAK 40/41 (Panzer Abweer Kanone), which in TOAW is underrated as it doesn’t reflect the special types of German AT munitions. Tank Destroyers such as Hetzers are included as well. As the Soviet tank forces grew, it became clear that the Infantry were ill equipped to deal with the increase in Soviet armor. Often an Infantry Division had a Company or even a Battalion of Tank Destroyers attached.<br />
Sturmgeschutz: like the above. When the Soviets tactics and firepower grew in strength, it became necessary to upgrade the defense and attack capabilities of the German Infantry Divisions. Although only around 50% got a Sturmgeschutz Battalion, it was found prudent to add it to all, as the Germans most certainly would have done if they had the numbers to do so. It’s noteworthy to mention that the Germans also used their Sturmgeschutz as tanks, not like their Soviet counterparts, who used their Assault guns (SU/JSU) only as an Infantry support role.<br />
AT Teams: these are to reflect the arrival of the Panzerfaust/Panzerschreck. They begin arriving in September 1943. These very efficient Infantry AT weapons were widely used, and took a heavy toll on the Soviet Armor (who sometimes put mattresses on their tanks to counter them). These weapons were the forerunners of the modern Infantry AT weapons. The Germans developed special anti tank tactics, and were to a large degree capable of fighting off the masses of Allied tanks.</p>
<h5 style="text-align: justify;">20. Volks Grenadier Divisions:</h5>
<p style="text-align: justify;">As all Volks Grenadier Divisions where actually reconstructed Infantry Divisions, there are none of these Divisions in Directive 21. The Divisions were named Volks (peoples) Grenadier Divisions to boost morale and to encourage the German people. They were in fact, a bit weaker than normal German Infantry Divisions in Artillery, as there where shortages of 105mm Howitzers at the time.</p>
<h5 style="text-align: justify;">21. Garrisons / Coast forts:</h5>
<p style="text-align: justify;">German garrisons in Directive 21 are a mix of units that were either static, fortress or training Divisions. Also, a large part of the German forces were used to garrison vital ports. They will not reconstruct in the scenario.</p>
<h5 style="text-align: justify;">22. Security Divisions:</h5>
<p style="text-align: justify;">When the war in Russia began, it was deemed necessary for each army group to have some sort of rear area security, to protect the supply lines and lines of communication from partisan groups and bypassed Soviet forces. As the war progressed, the need for rear area protection grew, as partisan harassment increased. The Security Divisions did not need a large portion of heavy weapons to deal with partisans, but needed enough to outgun any enemy. This need changed when the huge Soviet breakthroughs where achieved. Much too often these Divisions were thrown in to the shattered line, or used to fill the ranks of depleted Divisions. They often used whatever equipment they could get their hands on, including Soviet volunteers.<br />
Usually a Division contained quite a few different sub units, which again were rotated among them. In Directive 21 their standard organization is made with normal rifle squads, and low in heavy weapons. Otherwise they are organized like an Infantry Division. None of the Security Divisions will reconstruct.<br />
At the start of the scenario, the Germans have a full compliment of Security Divisions and MP battalions. As the scenario progresses and the Axis advance deeper into Russia, more and more of these units will be withdrawn from the order of battle in order to simulate their participation in rear area security. Withdrawals of Security and MP units are not accompanied by any pre-warnings (as Soviet partisans didn&#8217;t warn when and where they were going to be active).</p>
<h5 style="text-align: justify;">23. Mountain Divisions:</h5>
<p style="text-align: justify;">The Gebirgs Jaeger Divisions where originally used in mountains, but much too often they found themselves fighting in the open. They were supposed to have light equipment, thereby enabling them to function in rough terrain. There were 2 different structures, one for real mountain use and one for open or semi open use.<br />
In Directive 21 there is no distinction between the two types, the organization for the open one is chosen, although this makes them almost like an Infantry Division. They can with some right claim to be the ones that got the furthest into Russia as they planted their flag on the top of Mount Elbrus in the Caucasus. There is still some debate about this, since some recon elements reached Astrakhan.</p>
<p style="text-align: justify;">Gebirgs Jaeger organization (fighting sub units only):<br />
2 Gebirgs Jaeger Regiments (3 Battalions each)<br />
Artillery Regiment<br />
PanzerJaeger Battalion<br />
Pioneer Battalion<br />
Mountain Feldsatz Battalion</p>
<p style="text-align: justify;">As with the Infantry Divisions, the Artillery Regiments are included in the Division Headquarters and the Recon, Panzerjaeger, Feldsatz and Pioneer Battalions are distributed among the two Gebirgs Jaeger Regiments. This also means that the two Gebirgs Jaeger Regiments, compared to the three Regiment Infantry Divisions, have a larger component of subunit equipment. All Gebirgs Jaeger Divisions will reconstruct, with the exception of the 3rd (which starts the scenario in northern Finland).</p>
<p style="text-align: justify;">Improvements to the Gebirgs Jaeger Divisions: (for more info see under Infantry Divisions)<br />
StuG-IIIg: a Company each<br />
75mm AT: (In larger numbers than the Infantry Divisions as Gebirgs Jaeger Divisions only have 2 Regiments to distribute them amongst)<br />
AT+ teams</p>
<h5 style="text-align: justify;">24. Leichte/Jaeger Divisions:</h5>
<p style="text-align: justify;">The first Leichte Divisions were formed in December 1940 as part of the 12th mobilization wave. The Leichte Divisions were to be used in low mountainous or remote areas, where there was no use for fully equipped GebirgsJaegers. The Divisions were supposed to be light and maneuverable. In July 1942, some were redesignated as Jaeger (Hunter) Divisions.</p>
<p style="text-align: justify;">A normal Leichte/Jaeger Division consisted of (fighting subunits only):<br />
Two Leichte/Jaeger Infantry Regiments<br />
Artillery Regiment<br />
Reconnaissance Battalion<br />
PanzerJaeger Battalion<br />
Pioneer Battalion.</p>
<p style="text-align: justify;">Leichte/Jaeger Divisions in Directive 21:<br />
In the scenario, these units will be seen as &#8216;Lt/Jg&#8217; Divisions. As with the Infantry Divisions, the Artillery Regiment is included in the Division Headquarters, and the Recon, Panzerjaeger and Pioneer Battalions are distributed among the two Regiments. This also means that the two Regiments, compared to the three Regiment Infantry Divisions, have a larger component of subunit equipment. However, as these divisions are supposed to be light, they do not include heavy rifle squads, but normal rifle squads and only 100 of them. All Leichte/Jaeger Divisions will reconstruct.<br />
The 5th, 8th and 28th German Infantry divisions were redesignated as Leichte Divisions in December 1941, and redesignated again as Jaeger Divisisions in July 1942. In the scenario, all three start as regular Infantry Divisions. Thru casualties/attrition all three will be reduced to the Leichte/Jaeger status. They are identified in the scenario as being &#8216;Inf/JG&#8217; divisions.<br />
The 99th Lt/JG division fought with AGS until October 1941 when it was withdrawn and reorganised as the 7th Gebirgs Division. It was then transferred to Finland. In the scenario a Theater Option will appear to &#8216;Refit 99th Lt/JG as 7th Gebirgs for Finland&#8217;. If chosen, the 99th will withdraw and 25 turns later the 7th Gebirgs will appear in Finland. If not chosen, the 99th will remain in the game.</p>
<p style="text-align: justify;">Improvements to the Jaeger Divisions:<br />
Assault guns ( StuG-IIIg). In World War II a number of Jaeger Divisions received an assault gun Company/Battery.<br />
75mm AT guns. As with nearly all other units, the Panzerjaeger Battalions were upgraded to keep up with the invention of more powerful tanks.<br />
AT+ teams</p>
<h5 style="text-align: justify;">25. SkiJaeger Division:</h5>
<p style="text-align: justify;">Only one SkiJaeger Division was formed, from the 1st SkiJaeger brigade and the 19th Panzer Grenadier brigade. It was formed on June 2nd, 1944. It was a relatively heavy unit, with captured Soviet tanks, and self-propelled guns.</p>
<p style="text-align: justify;">It was organized as follows (fighting sub units only):<br />
1st and 2nd SkiJaeger Regiments (3 Battalions each and a support AT Company)<br />
152nd Artillery Regiment (with 18th Heavy Mortar Battalion)<br />
85th Ski Pioneer Battalion<br />
1st Ski Fusilier Battalion<br />
152nd PanzerJaeger Battalion<br />
152nd Heavy Ski Battalion<br />
Ski Felderzatz Battalion</p>
<p style="text-align: justify;">In Directive 21, the Artillery Regiment is under the HQ, and the subunits are pooled into two Ski Regiments. The Ski Division starts at historical full strength and will not receive any upgrades. The Ski Division will not reconstruct.</p>
<h5 style="text-align: justify;">26. Cavalry Division:</h5>
<p style="text-align: justify;">The only German Cavalry Division at start in the scenario is the 1st Kavalarie Division. Created Feb 14th 1940 from the 1st Kavalarie brigade, this unit fought in Russia until November 28, 1941 when it was converted to the 24th Panzer Division. It consisted of:<br />
Division HQ<br />
4 Reiter Regiments<br />
1st Reiter Artillery Regiment<br />
1st bicycle Battalion<br />
40th Panzerjaeger Battalion<br />
40th Pioneer Battalion</p>
<p style="text-align: justify;">In Directive 21, the PanzerJaeger and the Bicycle Battalions are added to the other units. The Artillery is under the 1st Kav HQ.</p>
<h5 style="text-align: justify;">27. Fallschirmjaeger Division:</h5>
<p style="text-align: justify;">Only one parachute Division will be available to the Germans. This is the 7th Fallschirmjaeger Division. This is a powerful unit, able to take key points and hold them. Remember the house rules about airdrops (no drops over ten hexes from a friendly unit). Historically the 7th FallschirmJaeger Division was called the 7th Air Division, for camouflage. In June 1941 it was intended to use this division to drop behind Soviet lines and secure important bridges. This operation was canceled as the unit was considered not ready after the heavy losses suffered in Crete. It was also meant to finish off Case Blue by dropping at Batumi.<br />
This unit will not reconstitute.</p>
<h5 style="text-align: justify;">28. German Panzer, Motorized Infantry and PanzerGrenadier Divisions:</h5>
<p style="text-align: justify;">Probably the most famous units of the German armed forces. Under skillful leadership, these units changed warfare all over the globe. However, the same Panzers that had proven decisive in Poland and France were not the same as the ones that entered the Soviet Union. In the fall of 1940 their organization was changed. Following Hitler’s orders to double the numbers of Panzer Divisions, the units were stripped of their second armored Regiment. This meant that now each Panzer Division only had half the tanks that it had previously. This meant slower off-road movement and a lighter punch, with basically the same amount of logistical requirements.</p>
<p style="text-align: justify;">Each Panzer Division consists of:<br />
1 Headquarters, with the Artillery Regiment<br />
1 Armored Regiment<br />
2 PanzerGrenadier Regiments<br />
1 Kradschutzen Battalion combined with 1 Aufklar Battalion<br />
1 Panzer Pioneer Battalion</p>
<p style="text-align: justify;">The Kradschutzen Battalions were Motorcycle Battalions, used for reconnaissance and sweeping maneuvers and were ideal to quickly capture key spots. In 1943 they where absorbed into the reconnaissance units. For ease of play, they have been combined with the Aufklar Battalions.<br />
Other fighting sub units included in these are: Army Flak Battalions and Panzerjaeger Battalions. These are added into the other units of the Divisions. Only a handful of Panzer and PanzerGrenadier Divisions received additional support units, in the form of StuG Battalions or an additional AT Battalion. These are added with the historical units in the scenario.<br />
The actual number of tanks in the Regiments are correct for the Barbarossa operation. Later, the upgrades with Panthers and Tigers are taken from factory papers, which state which Panzer Divisions got these tanks. It’s all historical.<br />
Many Panzer Divisions have their respective Armored and PanzerGrenadier Regiments combined into three separate Kampfgruppes. Historically, these divisions were often organized into four or five KG&#8217;s, but for Directive 21 they were not organized that way in order to not water down their effectiveness. Of the three KG&#8217;s in each Division, two are named Motorised (and given the Motor Infantry icon) and one is named Panzer (and given the Armored icon). However, all three are relatively equal in their composition. This reflects the historical flexibility of the Panzer Divisions.<br />
As the war progressed, the Panzer Divisions were often withdrawn from the front to refit. In Directive 21, these refits are handled in two different ways. First, some Divisions will be withdrawn by an event that the player has no control over. Typically, there will be a warning in the news string one or two turns before the unit withdraws. The player will not know when the &#8216;refitted&#8217; Division will return. Some will not return at all. This accurately portrays the unpredictable nature of Hitler&#8217;s decisions as to how to employ his units.<br />
Second, most Panzer Divisions will undergo a major refit during the summer of 1943. Starting around turn 221 (8-1-43), the player will begin receiving Theater Options to refit some Panzer Divisions. Each Division gets its&#8217; own Theater Option. Once chosen, the three KG&#8217;s from the corresponding Division will be disbanded, and new &#8216;refitted&#8217; KG&#8217;s will arrive as reinforcements. The equipment from the original disbanded units is used to rebuild the new ones. The original HQ, engineer and recon elements are not withdrawn, and remain in the game unchanged. This system gives the player control over the departure and arrival of these units.</p>
<h5 style="text-align: justify;">29. German armored recon:</h5>
<p style="text-align: justify;">The German Aufklar units have the historical component of equipment. However, the armored cars have been standardized. The at start armored car is the Sdkfz 231-8 and the other addition is in 1943, the Sdkfz 233. These additions are made, as the Kradschutz where transferred to the reconnaissance arm of the Divisions, and only these are chosen instead of the (more) historical equipment because of the replacement system of TOAW. If we were to add the ability to have the correct numbers of all the various versions they had, they could end up having, if none were lost, more armored cars than the whole German army had historically.</p>
<h5 style="text-align: justify;">30. Motorised Divisions and PanzerGrenadiers:</h5>
<p style="text-align: justify;">In the scenario, most of the original Motorized elements are called PanzerGrenadiers. Originally they were called Schutzen Regiments, then changed to Motorised, and then changed to PanzerGrenadier. There was no reason to withdraw and replace them as the game progresses just because of a name change. In addition to this they have the following upgrades:</p>
<p style="text-align: justify;">Sdkfz 251/16 Sp gun. Added as the Infantry guns became more mobile.<br />
Marders for more antitank effect.<br />
88mm AT gun, this is an historical and natural upgrade to the Grenadiers antitank capabilities.<br />
AT+ teams, beginning at the end of 1943, as Panzerfaust weapons became available.</p>
<h5 style="text-align: justify;">31. German Artillery:</h5>
<p style="text-align: justify;">Besides the divisional Artillery attached to the Headquarters, the Germans had a pool of independent Artillery. In general, this German Artillery was shifted around different fronts during WWII. This pool provided Artillery support wherever it was deemed necessary. It would simply drain events to attempt to replicate these unit shifts, and to little effect. These Artillery units have been organised under many of the German Korps HQ&#8217;s. As a consequence, most historical German Artillery will appear as reinforcements, most will remain on the eastern front, and most will not reconstruct.</p>
<h5 style="text-align: justify;">32. German railroad Artillery:</h5>
<p style="text-align: justify;">The Germans used a lot of Railroad guns during the Second World War. This included some of their own and captured ones, mostly French. The most popular one was the 800mm Gustav Gun. Designed in 1937 by Krupp, and given to Hitler as a birthday present in 1942. The soldiers using this monster called it Dora, adding to the common belief that there where two. Only one was built. It served with the 672nd Railroad Battery during the Sevastopol siege. It was later transferred to Leningrad. Another famous railroad gun was &#8216;Anzio Annie&#8217;. It was used against the Allied Anzio bridgehead in Italy. However, railroad guns were slow, had a slow rate of fire and used up a large portion of manpower. Given the shortage in men, this was not a good investment for the Germans.<br />
Most Railroad guns have been pooled together to save units in Directive 21, and to prevent having a large amount of &#8217;1-1&#8242; units. They are given the heavy artillery icon, which better simulates the aspects of these heavy guns, except that with that icon they can move off-rail. However, their movement allowance is quite low, and it is best to keep them on the rail lines. They will not reconstruct.</p>
<h5 style="text-align: justify;">33. Nebelwefer:</h5>
<p style="text-align: justify;">A ruthless piece of equipment. Originally used to lay out smoke, these proved highly efficient against enemy Infantry. The Germans were a bit slow in seeing this, but in the end came up with a highly efficient weapon. It was much more accurate than its Russian counterpart. However, its range limitations were a big drawback. In Directive 21 an historical number of Nebelwerfer units arrive, and as with the independent artillery units described above, they have been organised under some of the mobile Korps HQ&#8217;s. They will all reconstruct, thereby giving the Germans a bit back for the lost Artillery formations.</p>
<h5 style="text-align: justify;">34. German Air Force</h5>
<p style="text-align: justify;">Because of reasons explained in the Russian Air Force section, it’s not a good idea to mix different plane types within the same TOAW unit. When introducing new equipment it is therefore necessary to withdraw units and replace them with one equipped with the new plane-type. These withdrawals occur during the mud-periods, by event so that the player need not be concerned with them. Sometimes the unit is replaced by an identical named unit, but with new equipment, but they could also just be removed from the map, in cases where units moved away from the Eastern Front to either the West Front, Africa etc.</p>
<p style="text-align: justify;">In Game notes:<br />
-The 109E/F is the primary fighter at the start but is replaced during 1942 by either the Me109(Late)G/K and/or FW190(Late). The early 109E/F is still used after this in some of the ground attack squadrons, and by minors.<br />
-The FW190(Early) is used as the ground attack version of the FW190(F/G) and appears in the Schlactgeswaders, while the Fw190(Late) is considered the fighter variant (A/D).<br />
-The Me110 is eventually withdrawn from the game and some of them are replaced by the Me210/410.<br />
-The Ju87 remains throughout the game, although some units are upgraded to the Fw190(early). A few units using the Hs129 start to appear in 1942. Like the Ju87, some of these stay till the end, others are withdrawn.<br />
-Most Kampfgeschwaders don’t change equipment (Ju88 and He111). Only units using the Do-17 are upgraded before 1942 to Ju88.</p>
<h5 style="text-align: justify;">35. German Flak:</h5>
<p style="text-align: justify;">Never have so many troops been saved by the Flak as the German Infantry during the War in Russia. The Infantry simply had nothing that could kill KV tanks or for that matter the T-34. It became routine to pick up the phone and call the flak people whenever you saw one of these monsters. Most famous was the German 88mm Flak gun. Designed to track fast moving aircraft, it was ideal in knocking out slow moving tanks. Furthermore, it could do so at very long range. It had perfect optics and caliber. It was suited as both an anti tank/ anti aircraft role and as an Infantry gun. It was so efficient that it was later designed as a real AT gun, and was also used as a tank gun, mainly on the Elephant (Ferdinand), Tiger, Nashorn and Jagdpanther. Simply the best all-round gun during WWII.<br />
Flak units are either Luftwaffe or Army flak. Historically some Flak Divisions were transferred from the Luftwaffe to the army. This is also the case in Directive 21, and they have the historical numbers of guns. Most Flak units will reconstruct.</p>
<h5 style="text-align: justify;">36. Independent Units:</h5>
<h5 style="text-align: justify;">37. Feldgendarmeri:</h5>
<p style="text-align: justify;">Military Police, these are historical, they will not reconstruct. See also #22.</p>
<h5 style="text-align: justify;">38. Pioneers:</h5>
<p style="text-align: justify;">The Independent engineers were a vital part of the German offensive strategy. Most will reconstruct.</p>
<h5 style="text-align: justify;">39. StuG Battalions:</h5>
<p style="text-align: justify;">During the war a number of independent StuG Battalions where raised, as independent support units for the Infantry. In the scenario they will receive a component of the good Jpz IV.</p>
<h5 style="text-align: justify;">40. Heavy Tank Battalions:</h5>
<p style="text-align: justify;">These units will come and go as the scenario progresses. Historically many of these units were shifted from theater to theater, and also underwent multiple refits.</p>
<h5 style="text-align: justify;">41. JagdPanzer Battalions:</h5>
<p style="text-align: justify;">The historical number of JagdPanzer Battalions will appear, and most with the correct historical equipment. However, as these units, like most of the German Artillery and Heavy Tank Battalions, where shifted from front to front, the Germans will probably end up with more than they did during WWII. This shouldn’t matter much, as the production stays the same. They will all reconstruct.</p>
<h5 style="text-align: justify;">42. Luftwaffe Field Divisions:</h5>
<p style="text-align: justify;">During the winter of 1941, the German losses were massive, and the need for troops higher that ever. Goring, always looking for a way to please Der Führer, promised 22 Divisions to Hitler. Many of them saw service on the East Front. However, these units were poorly led and under equipped. In 1943 and 1944 most were eventually absorbed into the regular army. Most will not reconstruct.</p>
<h5 style="text-align: justify;">43. Bautrupp:</h5>
<p style="text-align: justify;">These units are for railroad repair and were designed specifically for easier playability. They can move only by rail, and will repair damaged rail lines nearest their location. Repairs take place automatically between turns, and require no action by the player. A bautrupp unit need not be directly adjacent to broken rail lines in order to make repairs, just nearby or in the vicinity. It should be sufficient to keep these units several hexes behind the front and out of harms way. The game engine repairs rail hexes each turn automatically, and it will tend to focus on broken rail lines near any bautrupp units. Therefore, the player can easily channel rail repairs to specific important areas. They will all reconstruct.</p>
<h5 style="text-align: justify;">44. Brandenburgers:</h5>
<p style="text-align: justify;">There are five &#8216;Brandenburg&#8217; units in the German order of battle that represent small groups that were organized for operations behind enemy lines. They will not do well in combat against the larger Soviet combat units. They do not reconstruct.</p>
<h5 style="text-align: justify;">45. Panzer Brigades</h5>
<p style="text-align: justify;">After the destruction of Army Group Center in June 1944, Hitler ordered the formation of Panzer Brigades, small strong tank units more easy to manuever than the larger Panzer Divisions. Guderian disagreed with this policy as he felt all panzer resources should go to rebuilding the Panzer Divisions. Eventually the Brigades provided to be a failure, and by October 1944 all were either disbanded or absorbed by refitting Panzer Divisions.<br />
In Directive 21 there are 8 Panzer Brigades which arrive in July 1944 by Theater Option. However, if this Theater Option is not choosen, the Panzer Brigades will not be formed and their equipment will instead be sent into the replacement pool, from there to be distributed to other units.</p>
<h5 style="text-align: justify;">46. German Allies:</h5>
<p>&nbsp;</p>
<h5 style="text-align: justify;">47. Finland:</h5>
<p style="text-align: justify;">On November 30th 1939, the Soviet Union had attacked Finland with a force of approximately twenty-two rifle divisions and six Tank Brigades. Defending against that Finland had nine Divisions and a number of smaller units. In all service branches that added up to about 337,000 men. They were well trained but lacked modern equipment, especially in regards to AT-guns, tanks and planes. To compensate for this they used practically all equipment they could get their hands on and donations from other countries (whose sympathy all lay with Finland), and large quantities of captured equipment. Only Germany stayed out, because of the German-Soviet pact that had named Finland as a Soviet sphere of interest. Initial Soviet defeats at first held the Russian bear off, but with the commitment of additional offensive forces, the Soviets managed to crack the lines and a painful peace treaty was signed on March 13th 1940, where Finland was forced to surrender large parts of Karelia, the port of Hangö, as well as the area around Salla in central Finland.<br />
The Finns saw Barbarossa as a way to get these areas back and had even before June 22nd 1941 allowed German troops to enter Northern Finland. In the weeks that followed, they then started their offensive and during the summer and fall of 1941 they captured their old land areas back, as well as proceeding further in order to get the best possible defensive lines (and as a means of getting a good peace-negotiating position). Their armed forces had spent the peace period between the Winter and Continuation War to improve the army and air-force, but they still were in need of more heavy weapons. As war progressed they managed to buy some of this from the Germans. In the summer of 1944, the Soviets launched a major offensive to knock Finland out of the war. The Finnish forces were once again forced back, but once the Soviets started to remove some of their divisions for use in the summer offensive against the Germans, the front stabilized and the Finns signed a peace treaty that meant they would give up the land lost in 1940 for good, but would keep them independent.<br />
If the Axis captures Leningrad, the Finnish Government will order the &#8216;Fin 4th Corps&#8217; into garrison status. This includes the Finnish 8th, 4th and 12th Infantry divisions. In the scenario, four turns after Leningrad is captured, these units will go into permanent garrison status. This represents the desire of the Finnish Government to reduce their possible casualties and to return some of their armed forces home.<br />
Most Finnish units will reconstitute and with the loss of Helsinki they will surrender and their units will be withdrawn. Additiionally, once the Soviet summer 1944 offensive begins, the Axis loss of Narva (123,111), Tolvajarvi (149,84) and Viipuri (129,98) will result in Finland withdrawing from the war. Units contained in the Ryti-Ribbentrop formation that are located at the western map edge are not intended to be in-play units. These units monitor the Finnish withdrawal conditions.<br />
The German 3rd Gebirgsjaeger Division, which starts the scenario in northern Finland in the Petsamo area, will not reconstitute if destroyed/lost in combat. Historically this unit suffered such heavy casualties in the attacks towards Murmansk that its&#8217; remnants were withdrawn to Germany. In November 1942, a new 3.Gebirgs Division will arrive in Berlin.</p>
<h5 style="text-align: justify;">48. Hungary:</h5>
<p style="text-align: justify;">Hungary had lost much of their pre-WWI territory in 1920, so in 1940 they joined the Axis in exchange of the territory lost to Rumania, and their first assignment was the assisting of the German invasion of Yugoslavia in April 1941. On June 27th 1941 they joined the war on the Soviet Union, but their units didn’t prove adequate in the front line compared to the Germans. Instead, many of their divisions were being placed in rear areas as security forces, until the extending front lines in summer of 1942 forced the Germans to request the 2nd Hungarian Army to guard the front at the Don River. During the Soviet winter offensive in 1942-43, this entire army was surrounded and destroyed. A big part of this was caused by the lack of suitable AT-equipment in the Hungarian units that left them with hardly any ability to counter the Soviet armored forces.<br />
The Hungarian units will be able to equip with german AT-guns later, but their low proficiency makes them unreliable. They will not reconstruct, have a low replacement level and are withdrawn with the loss of Budapest.</p>
<h5 style="text-align: justify;">49. Italy:</h5>
<p style="text-align: justify;">Much to Mussolini’s anger, Hitler didn’t inform him of Barbarossa beforehand. However he quickly gathered an Italian Expeditionary Corps to be sent to Russia. It was later increased to an entire army in 1942 to help guard the front. It was also severely hit in the Soviet winter offensive, lacking proper equipment. Italian units won’t reconstruct. With the Allied landings on the Italian mainland in September 1943, all Italians units will withdraw from the scenario.</p>
<h5 style="text-align: justify;">50. Rumania:</h5>
<p style="text-align: justify;">In 1940, Rumania was forced to concede territory to both Hungary (Northern Transylvania) and the Soviet Union (Bessarabia), but despite the lack of support from either Germany or Italy, the country remained Pro-Axis and joined them on November 23rd 1940. Germany had sent their 11th army to participate in Barbarossa from Rumania, along with some air units, but real ground action didn’t start before around July 3rd 1941, when the German Army assisted by Army Group Antonescu (with 3rd and 4th Rumanian Armies) attacked towards Odessa and lower Ukraine. Even though some Rumanian units were under direct German korps command, they have all been placed in the 3rd and 4th Rumanian Armies.<br />
Like the other minors, the Rumanians are equipped partly with obsolete weapons, which was also one of the reasons for their disastrous results in winter ’42-’43. Their lack of firepower is somewhat dealt with as time goes by, but they still haven’t got the punch of the German divisions. Many of their units don’t reconstruct and they will be withdrawn by the loss of Bucharest.</p>
<h5 style="text-align: justify;">51. Slovakia:</h5>
<p style="text-align: justify;">Slovakian forces had already participated in the campaign against Poland in 1939, and four days after the start of Barbarossa they sent an expeditionary force consisting of two divisions to participate in the attack. Offensive operations were made difficult by the lack of (motorized) equipment, so an ad-hoc unit was formed named the Pilfousek Brigade (after it&#8217;s commander). This unit combined the motorized units of the two divisions. The brigade only existed for around a month, before being returned to Slovakia for a refit. Here it was used to form the 1st Slovak (mobile) Infantry Division or “Fast” Division. Of the remnants was formed the 2nd Security Division. In Directive 21, only the last two units exist, and neither will reconstruct. Should Bratislava be lost, they will be withdrawn.</p>
<h5 style="text-align: justify;">52. Ostlegion:</h5>
<p style="text-align: justify;">The Soviet Union is far from a homogenous population and a number of minorities actually saw the Germans as liberators from their oppressors. This allowed the Germans to raise a number of units based on recruits from these areas. Some of these eventually formed whole divisions under the SS, like the Estonian, Latvian, Ukrainian, etc. These units&#8217; counters have a red icon on the black SS background color. Other units were formed in seperate “Legions”, like the Georgians and Armenians. These have a tan icon on a brown background. None of these Ost-units reconstruct.</p>
<h5 style="text-align: justify;"></h5>
<h5 style="text-align: justify;">53. Terrain</h5>
<p style="text-align: justify;">Specifically designed for Directive 21 are two new types of terrain: Dense Forest and Wilderness. These will be seen in Finland, Northern Russia and in the Leningrad area. They function much like &#8216;dunes&#8217; and &#8216;major escarpment&#8217; terrain. Supply and movement into or thru these hexes are greatly restricted.<br />
The Sivash Sea in the northern Crimea area was virtually impenetrable by infantry and could not be crossed by boat because it was too shallow. It also rarely if ever froze because it was too salty. It has been represented as deep water hexes (even though it was very shallow) to prevent freezing and being easily crossed.</p>
]]></content:encoded>
			<wfw:commentRss>http://bleen.ro/2011/11/25/directive-21-the-operational-art-of-war-scenario/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Directive 21</title>
		<link>http://bleen.ro/2011/11/25/directive-21/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=directive-21</link>
		<comments>http://bleen.ro/2011/11/25/directive-21/#comments</comments>
		<pubDate>Fri, 25 Nov 2011 07:14:03 +0000</pubDate>
		<dc:creator>Bleen</dc:creator>
				<category><![CDATA[TOAW]]></category>

		<guid isPermaLink="false">http://bleen.ro/?p=12424</guid>
		<description><![CDATA[DIRECTIVE No. 21 OPERATION BARBAROSSA THE FUHRER AND COMMANDER IN-CHIEF OF THE GERMAN ARMED FORCES OKW/WFSt/Abt. L (I) Nr. 33 408/40 g K CHEFS.<br /> MILITARY SECRET [Geheime Kommandosache]<br /> TOP SECRET [Chef Sache]<br /> BY OFFICER ONLY<br /> FUHRER&#8217;s HEADQUARTERS,<br /> December 18, 1940 <p style="text-align: justify;">The German Armed Forces must be prepared to [...]]]></description>
			<content:encoded><![CDATA[<h3 style="text-align: justify;">DIRECTIVE No. 21</h3>
<h3 style="text-align: justify;"></h3>
<h4 style="text-align: justify;"><span class="Apple-style-span" style="font-size: 18px; line-height: 21px;">OPERATION BARBAROSSA</span></h4>
<h4 style="text-align: justify;"></h4>
<h5 style="text-align: justify;">THE FUHRER AND COMMANDER IN-CHIEF OF THE GERMAN ARMED FORCES</h5>
<h5 style="text-align: justify;"></h5>
<h6 style="text-align: justify;">OKW/WFSt/Abt. L (I) Nr. 33 408/40 g K CHEFS.<br />
MILITARY SECRET [Geheime Kommandosache]<br />
TOP SECRET [Chef Sache]<br />
BY OFFICER ONLY<br />
FUHRER&#8217;s HEADQUARTERS,<br />
December 18, 1940</h6>
<p style="text-align: justify;">The German Armed Forces must be prepared to crush Soviet Russia in a quick campaign (Operation Barbarossa) even before the conclusion of the war against England.</p>
<p style="text-align: justify;">For this purpose the Army will have to employ all available units, with the reservation that the occupied territories must be secured against surprise attacks.</p>
<p style="text-align: justify;">For the Air Force it will be a matter of releasing such strong forces for the eastern campaign in support of the Army that a quick completion of the ground operations may be expected and that damage to Eastern German territory by enemy air attacks will be as slight as possible. This concentration of the main effort in the East is limited by the requirement that the entire combat and armament area dominated by us must remain adequately protected against enemy air attacks and that the offensive operations against England, particularly her supply lines, must not be permitted to break down.</p>
<p style="text-align: justify;">The main effort of the Navy will remain unequivocally directed against England even during an eastern campaign.</p>
<p style="text-align: justify;">I shall order the concentration against Soviet Russia possibly eight weeks before the intended beginning of operations.</p>
<p style="text-align: justify;">Preparations requiring more time to start are to be started now-if this has not yet been done-and are to be completed by May 15, 1941.</p>
<p style="text-align: justify;">It is to be considered of decisive importance, however, that the intention to attack is not discovered.</p>
<p style="text-align: justify;">The preparations of the High Commands are to be made on the following basis:</p>
<p style="text-align: justify;">I. General Purpose:<br />
The mass of the Russian Army in Western Russia is to be destroyed in daring operations, by driving forward deep armored wedges, and the retreat of units capable of combat into the vastness of Russian territory is to be prevented.</p>
<p style="text-align: justify;">In quick pursuit a line is then to be reached from which the Russian Air Force will no longer be able to attack German Reich territory. The ultimate objective of the operation is to establish a defense line against Asiatic Russia from a line running approximately from the Volga River to Archangel. Then, in case of necessity, the last industrial area left to Russia in the Urals can be eliminated by the Luftwaffe.</p>
<p style="text-align: justify;">In the course of these operations the Russian Baltic Sea Fleet will quickly lose its bases and thus will no longer be able to fight.</p>
<p style="text-align: justify;">Effective intervention by the Russian Air Force is to be prevented by powerful blows at the very beginning of the operation.</p>
<p style="text-align: justify;">II. Probable Allies and their Tasks:<br />
On the flanks of our operation we can count on the active participation of Rumania and Finland in the war against Soviet Russia.<br />
The High Command will in due time concert and determine in what form the armed forces of the two countries will be placed under German command at the time of their intervention.<br />
It will be the task of Rumania, together with the forces concentrating there, to pin down the enemy facing her and, in addition, to render auxiliary services in the rear area.<br />
Finland will cover the concentration of the redeployed German North Group (parts of the XXI Group) coming from Norway and will operate jointly with it. Besides, Finland will be assigned the task of eliminating Hango.<br />
It may be expected that Swedish railroads and highways will be available for the concentration of the German North Group, from the start of operations at the latest.<br />
III. Direction of Operations:<br />
A. Army (hereby approving the plans presented to me):</p>
<p style="text-align: justify;">In the zone of operations divided by the Pripet Marshes into a southern and northern sector, the main effort will be made north of this area. Two Army Groups will be provided here.</p>
<p style="text-align: justify;">The southern group of these two Army Groups-the center of the entire front-will be given the task of annihilating the forces of the enemy in White Russia by advancing from the region around and north of Warsaw with especially strong armored and motorized units. The possibility of switching strong mobile units to the North must thereby be created in order, in cooperation with the Northern Army Group operating from East Prussia in the general direction of Leningrad, to annihilate the enemy forces fighting in the Baltic. Only after having accomplished this most important task, which must be followed by the occupation of Leningrad and Kronstadt, are the offensive operations aimed at the occupation of the important traffic and armament center of Moscow to be pursued.</p>
<p style="text-align: justify;">Only a surprisingly fast collapse of Russian resistance could justify aiming at both objectives simultaneously.</p>
<p style="text-align: justify;">The most important assignment of the XXI Group, even during the eastern operations, will still be the protection of Norway. The additional forces available are to be employed in the north (mountain corps), first to secure the Petsamo Region and its ore mines as well as the Arctic Ocean route, and then to advance jointly with Finnish forces against the Murmansk railroad and stop the supply of the Murmansk region by land.</p>
<p style="text-align: justify;">Whether such an operation with rather strong German forces (two or three divisions) can be conducted from the area of and south of Rovaniemi depends upon Sweden&#8217;s willingness to make the railroads available for such a concentration.</p>
<p style="text-align: justify;">The main body of the Finnish Army will be assigned the task, in coordination with the advance of the German northern flank, of pinning down strong Russian forces by attacking west of or on both sides of Lake Ladoga and of seizing Hango.</p>
<p style="text-align: justify;">The Army Group employed south of the Pripet Marshes is to make its main effort in the area from Lublin in the general direction of Kiev, in order to penetrate quickly with strong armored units into the deep flank and rear of the Russian forces and then to roll them up along the Dnieper River</p>
<p style="text-align: justify;">The German-Rumanian groups on the right flank are assigned the task of:</p>
<p style="text-align: justify;">(a) protecting Rumanian territory and thereby the southern flank of the entire operation.</p>
<p style="text-align: justify;">(b) pinning down the opposing enemy forces while Army Group South is attacking on its northern flank and, according to the progressive development of the situation and in conjunction with the Air Force, preventing their orderly retreat across the Dniester during the pursuit,</p>
<p style="text-align: justify;">[and,] in the North, of reaching Moscow quickly.</p>
<p style="text-align: justify;">The capture of this city means a decisive success politically and economically and, beyond that, the elimination of the most important railway center.</p>
<p style="text-align: justify;">B. Air Force:</p>
<p style="text-align: justify;">Its task wild be to paralyze and to eliminate as far as possible the intervention of the Russian Air Force as well as to support the Army at its main points of effort, particularly those of Army Group Center and, on the flank, those of Army Group South. The Russian railroads, in the order of their importance for the operations, will be cut or the most important near-by objectives (river crossings) seized by the bold employment of parachute and airborne troops.</p>
<p style="text-align: justify;">In order to concentrate all forces against the enemy Air Force and to give immediate support to the Army the armament industry will not be attacked during the main operations. Only after the completion of the mobile operations may such attacks be considered-primarily against the Ural Region.</p>
<p style="text-align: justify;">C. Navy:</p>
<p style="text-align: justify;">The Navy&#8217;s role against Soviet Russia is, while safeguarding our own coast, to prevent an escape of enemy naval units from the Baltic Sea. As the Russian Baltic Sea Fleet, once we have reached Leningrad, will be deprived of its last base and will then be in a hopeless situation, any larger naval operations are to be avoided before that time.</p>
<p style="text-align: justify;">After the elimination of the Russian Fleet it will be a question of protecting all the traffic in the Baltic Sea, including the supply by sea of the northern flank of the Army (mine clearance!).</p>
<p style="text-align: justify;">IV. All orders to be issued by the commanders-in-chief on the basis of this directive must clearly indicate that they are precautionary measures for the possibility that Russia should change her present attitude toward us. The number of officers to be assigned to the preparatory work at an early date is to be kept as small as possible;</p>
<p style="text-align: justify;">additional personnel should be briefed as late as possible and only to the extent required for the activity of each individual. Otherwise, through the discovery of our preparations-the date of their execution has not even been fixed-there is danger that most serious political and military disadvantages may arise.</p>
<p style="text-align: justify;">V. I expect reports from the commanders-in-chief concerning their further plans based on this directive.</p>
<p style="text-align: justify;">The contemplated preparations of all branches of the Armed Forces, including their progress, are to be reported to me through the High Command [OKW].</p>
<p style="text-align: justify;">ADOLF HITLER</p>
]]></content:encoded>
			<wfw:commentRss>http://bleen.ro/2011/11/25/directive-21/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Operational Art of War III – The Rules (Environmental Effects on Combat)</title>
		<link>http://bleen.ro/2011/11/25/the-operational-art-of-war-iii-%e2%80%93-the-rules-environmental-effects-on-combat/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-operational-art-of-war-iii-%25e2%2580%2593-the-rules-environmental-effects-on-combat</link>
		<comments>http://bleen.ro/2011/11/25/the-operational-art-of-war-iii-%e2%80%93-the-rules-environmental-effects-on-combat/#comments</comments>
		<pubDate>Fri, 25 Nov 2011 06:22:56 +0000</pubDate>
		<dc:creator>Bleen</dc:creator>
				<category><![CDATA[TOAW]]></category>

		<guid isPermaLink="false">http://bleen.ro/?p=12417</guid>
		<description><![CDATA[<p style="text-align: justify;">Terrain and environmental conditions have a strong effect on combat. Terrain primarily benefits defending Land units and sometimes penalizes attacking Land units. Visibility and time of day affect Air unit Strengths.</p> Defensive Anti-Armor Strengths <p style="text-align: justify;">Defending units benefit from increased Anti-Armor Strengths in some terrain or Deployments.</p> <p style="text-align: justify;">Effects are not cumulative. Only [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Terrain and environmental conditions have a strong effect on combat. Terrain primarily benefits defending Land units and sometimes penalizes attacking Land units. Visibility and time of day affect Air unit Strengths.</p>
<h5 style="text-align: justify;">Defensive Anti-Armor Strengths</h5>
<p style="text-align: justify;">Defending units benefit from increased Anti-Armor Strengths in some terrain or Deployments.</p>
<p style="text-align: justify;">Effects are not cumulative. Only the strongest modifier is in effect:</p>
<ul style="text-align: justify;">
<li>In a <strong>Fortified Line</strong> hex (any Deployment), or <strong>Fortified Deployment</strong> (any terrain): x5</li>
<li><strong>Dense Urban, Dense Urban Ruin, or Mountains</strong> (any Deployment), or <strong>Entrenched Deployment</strong> (any terrain): x3.5</li>
<li><strong>Urban, Urban Ruin, Bocage, or Marsh</strong> (any Deployment), or <strong>Defending Deployment </strong>(any terrain): x2</li>
</ul>
<h5 style="text-align: justify;">Defensive Anti-Personnel Strengths</h5>
<p style="text-align: justify;">Defending units benefit from increased Anti-Personnel Attack Strengths in some terrain or Deployments.</p>
<p style="text-align: justify;">Effects are not cumulative. Only the strongest modifier is in effect:</p>
<ul style="text-align: justify;">
<li>In a <strong>Fortified Line</strong> hex (any Deployment), or <strong>Fortified Deploymen</strong>t (any terrain): x4.5</li>
<li><strong>Bocage</strong> (any Deployment) or <strong>Entrenched Deployment</strong> (any terrain): x3</li>
<li><strong>Mountains</strong> (any Deployment), or <strong>Defending Deployment</strong>: x1.5</li>
</ul>
<h5 style="text-align: justify;">Defensive Strengths of Vehicles</h5>
<p style="text-align: justify;">Vehicles in defending units benefit from increased Defensive Strengths in some terrain and Deployments. Effects are not cumulative. Only the strongest modifier is in effect:</p>
<ul style="text-align: justify;">
<li>In a<strong> Fortified Line</strong> hex (any Deployment) or <strong>Fortified Deployment</strong> (any terrain): x3</li>
<li><strong>Dense Urban</strong> or <strong>Dense Urban Ruin</strong> (any Deployment) or <strong>Entrenched Deployment</strong> (any terrain): x1.5</li>
</ul>
<h5 style="text-align: justify;">Defensive Strengths of Infantry</h5>
<p style="text-align: justify;">Infantry and non-static weapons in defending units benefit from increased Defensive Strengths in some terrain or Deployments. Effects are not cumulative. Only the strongest modifier is in effect:</p>
<ul style="text-align: justify;">
<li>In a Fortified Line hex (any Deployment) or Fortified Deployment (any terrain): x8</li>
<li>Dense Urban, Dense Urban Ruin, or Badlands (any Deployment): x4</li>
<li>Urban, Urban Ruin, Bocage, Dunes, or Mountain (any Deployment): or Entrenched Deployment (any terrain): x3</li>
<li>Forest, Jungle, Hills, or Wadi (any Deployment), or Defending Deployment (any terrain): x2.0</li>
</ul>
<h5 style="text-align: justify;">Defensive Strengths of Static Equipment</h5>
<p style="text-align: justify;">Static equipment (equipment that requires Transport in order to move) benefits from increased Defensive Strengths in some terrain or Deployments. Effects are not cumulative. Only the strongest modifier is in effect:</p>
<ul style="text-align: justify;">
<li>In a <strong>Fortified Line</strong> hex (any deployment), or <strong>Fortified Deployment</strong> (any terrain): x6</li>
<li><strong>Badlands</strong> (any Deployment): x3</li>
<li><strong>Dense Urban, Dense Urban Ruin, Dunes, or Mountains</strong> (any Deployment), or <strong>Entrenched Deployment</strong> (any terrain): x2.0</li>
<li><strong>Urban, Urban Ruin, Forest, Jungle, Hills, Bocage, or Wadi</strong> (any Deployment), or <strong>Defending Deployment</strong> (any terrain): x1.5</li>
</ul>
<h5 style="text-align: justify;">Unit Strengths in Water Assaults</h5>
<p style="text-align: justify;">Land units attacking from <strong>River, Super River, Canal, Suez Canal, or Deep Water (Amphibious Assaults)</strong> have all Strengths multiplied by 0.7.</p>
<h5 style="text-align: justify;">Escarpments</h5>
<p style="text-align: justify;">Since only Mountain units can move across Major Escarpments, they are the only units that can  attack across them. Their losses will be three times the normal for the attack. Combat across Minor Escarpments results in twice the losses for the Attacker. Artillery and Headquarters are not as affected; Artillery attacks at 150% Strength if it is “looking down” on the target across an Escarpment. This is defined as an artillery unit, in the hex that contains the escarpment terrain feature, firing across that hexside feature at an adjacent unit. The artillery bonus for firing down from escarpment hexes is only gained when firing down from Major Escarpments.</p>
<h5 style="text-align: justify;">Visibility</h5>
<p style="text-align: justify;">Visibility affects Air unit Attack and Defense Strengths, as follows:</p>
<ul style="text-align: justify;">
<li>Fair: 100%</li>
<li>Hazy: 100% for all weather equipment, 66% otherwise</li>
<li>Overcast: 66% for all weather equipment, 33% otherwise</li>
</ul>
<h5 style="text-align: justify;">Night and Day</h5>
<p style="text-align: justify;">In six hour and half-day Turn Scenarios, time of day affects Air unit Attack and Defense Strengths, as follows:</p>
<ul style="text-align: justify;">
<li>AM Turn: 100%</li>
<li>PM Turn: 66% for all weather equipment, 33% otherwise.</li>
</ul>
<h5 style="text-align: justify;">Night Attenuation</h5>
<p style="text-align: justify;">If Turns are Full Days or longer, Air unit Attack and Defense Strengths are multiplied by 83% for All Weather equipment, 66% otherwise.</p>
]]></content:encoded>
			<wfw:commentRss>http://bleen.ro/2011/11/25/the-operational-art-of-war-iii-%e2%80%93-the-rules-environmental-effects-on-combat/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Operational Art of War III – The Rules (Movement)</title>
		<link>http://bleen.ro/2011/11/25/the-operational-art-of-war-iii-%e2%80%93-the-rules-movement/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-operational-art-of-war-iii-%25e2%2580%2593-the-rules-movement</link>
		<comments>http://bleen.ro/2011/11/25/the-operational-art-of-war-iii-%e2%80%93-the-rules-movement/#comments</comments>
		<pubDate>Fri, 25 Nov 2011 06:12:35 +0000</pubDate>
		<dc:creator>Bleen</dc:creator>
				<category><![CDATA[TOAW]]></category>

		<guid isPermaLink="false">http://bleen.ro/?p=12412</guid>
		<description><![CDATA[Naval Movement <p style="text-align: justify;">This is the movement of Naval units through Deep Water or Anchorage locations.</p> Air Movement <p style="text-align: justify;">This is the movement of Air units from one Airbase to another. While Air units may attack any enemy with their range, their movement destinations are strictly limited to friendly Airbases.</p> Railroad Movement <p style="text-align: [...]]]></description>
			<content:encoded><![CDATA[<h4 style="text-align: justify;">Naval Movement</h4>
<p style="text-align: justify;">This is the movement of Naval units through Deep Water or Anchorage locations.</p>
<h4 style="text-align: justify;">Air Movement</h4>
<p style="text-align: justify;">This is the movement of Air units from one Airbase to another. While Air units may attack any enemy with their range, their movement destinations are strictly limited to friendly Airbases.</p>
<h4 style="text-align: justify;">Railroad Movement</h4>
<p style="text-align: justify;">This is the movement of Land units by train, along Rail lines. In order to use Railroad Movement, a unit must begin its Turn in a Railroad location, sufficient Rail Transport Capacity to lift the unit must be available, and the unit must be Entrained. A Train icon in the Unit Panel shows eligibility for Rail Movement. Right-click on the icon to bring up the Unit Report and load the unit.  Units may move very large distances by Rail with no Movement Attrition or loss of Supplies and Readiness; however, they are very vulnerable to enemy attacks.</p>
<h4 style="text-align: justify;">Seaborne Movement</h4>
<p style="text-align: justify;">This is the movement of Land units through Deep Water or Anchorage locations. In most cases, Land units must be Embarked on Ships to move by sea. In order to use Seaborne Movement, your unit must begin its Turn in an Anchorage location and you must have sufficient Sealift Capacity to lift the unit. A Ship icon in the Unit Panel shows eligibility for Seaborne Movement. Click on the icon to bring up the Unit Report and load the unit on Ships. In some Scenarios, some units may have an independent Amphibious Capability and can always move using Seaborne Movement.</p>
<h4 style="text-align: justify;">Airborne Movement</h4>
<p style="text-align: justify;">This is the movement of Airborne-capable Land units while Embarked on Air Transports. In order to use Airborne Movement, your unit must begin its Turn in an Airbase location and you must have sufficient Airlift Capacity to lift the unit. Units may only board Aircraft if there is another unit present at the location, or if there are no enemy units in adjacent locations. An Air Transport icon in the Unit Panel shows eligibility for Airborne Movement. Click on the icon to load the unit on an Aircraft.<br />
An Airborne unit may disembark without ill effects on any friendly-controlled Airbase, or it may conduct an Airdrop on any other location that it could normally enter or attack. Often, the contents of the location will be unknown. If enemy units are discovered to be present at the time of the drop, your Airdropped unit will be destroyed unless the enemy units opt to retreat before combat. Some equipment is too heavy to be moved by Transport Aircraft during the time period covered by the game. All non-Airborne-capable armored vehicles and Transport in excess of the bare minimum required by the unit for normal Land movement will be stripped from the unit and added to your Replacement Pool for later redistribution. Headquarters units may Airdrop only into friendly-controlled territory. Airborne units are subject to equipment losses and possible arbitrary division into sub-units during Airdrops, and may be scattered outside their intended destination location in smaller (five to ten kilometers) scale Scenarios. Poor terrain (Forests, Jungle, Badlands, Mountains, Urban, etc.) and environmental factors (bad weather, night) can have a strong negative effect on Airdropped units. If the enemy has Air units with Air Superiority missions, your units may also suffer Attrition from enemy Interception. It is usually best to avoid Airdrops in the face of significant enemy air opposition.</p>
<h4 style="text-align: justify;">Airmobile Movement</h4>
<p style="text-align: justify;">This is the movement of Helicopter and Airmobile-capable Land units while embarked on Helicopters. In order to use Airmobile Movement, your unit must either be a Helicopter unit itself or it must begin its Turn within 200 kilometers of Helicopter Transport units with enough combined Airmobile Transport Capacity to lift the entire unit. It is not necessary to be in the same location  as a Helicopter Transport unit. An Airmobile Transport icon in the Unit Panel shows eligibility for Airmobile Movement. Click on the icon to load the unit on the Helicopter unit. Any Helicopter units providing Airmobile Transport for a unit have their Movement Allowances reduced to zero for the Turn. A unit may not provide Airmobile Transport if it has moved. It is important to note that assigning Transport HH equipment to a unit will grant it the ability to lend its Airlift Capacity to any friendly units using Airmobile Movement. This can have unintended consequences if other units use Airmobile Movement nearby, as this will immobilize the unit which provided the Airlift Capacity. It is generally best to only assign Transport HH equipment to units with the Transport Helicopter unit icon, or to Headquarters that are expected to remain relatively stationary. Helicopter units may only move to friendly-controlled locations. This restriction does not apply to Airmobile units using Airmobile Movement, which can even enter and pass through enemyoccupied locations. Units using Airmobile Movement are subject to Interception by enemy aircraft flying Air Superiority missions, and to anti-aircraft fire from enemy units that they fly over. An Airmobile unit may disembark without any ill effects in any playable location not occupied by enemy units. If it disembarks onto an enemy unit, an Airmobile assault is immediately conducted. Unlike Airborne units, Airmobile units are not subject to Scattering or Drop Attrition when disembarking in enemy territory. Units using Airmobile Movement automatically disembark when they reach the end of their Movement Allowance, if you end your Turn, or if you select another unit. Disembarked Airmobile units have ½ their original Movement Allowance. If an Airmobile Assault goes badly, or if for some other reason the unit has to end its movement without disembarking, the unit will be returned to its original location. Depending upon the reason for the failure, the unit may suffer substantial losses &#8211; particularly to heavier weapons. In some cases, it may be possible to pick the unit up and immediately launch another Airmobile Movement and Assault, but this is usually not a good idea.</p>
<h4 style="text-align: justify;">Embarked Status</h4>
<p style="text-align: justify;">An embarked unit (regardless of transport mode; e.g., Train, Ship, or Plane) displays a embarked “stairstep” button icon in the Unit Panel. In most cases, you can disembark by clicking in the embarked button, or from the General Unit Orders popup menu. Additionally, a special “embarked” 2D icon replaces the unit’s normal 2D unit symbol icon in the Unit Panel (the actual icon displayed depends on the Transport mode; see the 2D icon symbol chart later in this manual). Once a unit has expended Movement Points using an embarked type of Transport Mode, it is usually restricted in its ability to move by normal Land movement on the Turn that it disembarks.</p>
<h4 style="text-align: justify;">Movement Costs and Allowances</h4>
<h4 style="text-align: justify;"></h4>
<p style="text-align: justify;"><span class="Apple-style-span" style="font-size: 14px; line-height: 22px;">In order for a unit to enter a location, it must have sufficient remaining Movement Allowanc</span><span class="Apple-style-span" style="font-size: 14px; line-height: 22px;">e. If </span>a unit has not moved or attacked previously in the Turn, it can always move at least once into any allowed location regardless of cost. Unit Movement Allowances are based on the Supply levels and equipment assigned, and the Scenario physical and time scales.</p>
<h4 style="text-align: justify;">Land Unit Movement Costs</h4>
<h5 style="text-align: justify;"></h5>
<h5 style="text-align: justify;">Road</h5>
<p style="text-align: justify;">Movement costs along roads vary from 1 to 3, depending upon the number of Vehicles and Horse Teams already in the location. Mud increases movement costs along non-improved roads by 1.</p>
<h5 style="text-align: justify;">Off-Road</h5>
<p style="text-align: justify;">The minimum standard cost for a Land unit to enter most allowed locations is based on the unit’s movement category, as follows:</p>
<ul style="text-align: justify;">
<li>Minimum Standard Cost (foot or mixed movement): 1</li>
<li>Minimum Standard Cost (motorized movement): 2 (Advanced Rules) Even the presence of friendly units in a location can increase the standard cost for entering that location. The exact amount of the cost increase is dependent on the number of Vehicles and Horse Teams already there, and affects Motorized units more strongly than other types. Units with Military Police can reduce these movement cost increases. If there are already nine units in the location, or if there are any enemy units there, the movement is not allowed. If there are fewer than nine friendly units in the location, the maximum standard cost for entry is based on the unit’s movement category:</li>
<li>Maximum Standard Cost (foot or mixed movement): 3</li>
<li>Maximum Standard Cost (motorized movement): 6</li>
</ul>
<h5 style="text-align: justify;">Additional Land Movement Costs</h5>
<p style="text-align: justify;">Some terrain types prohibit movement or impose additional costs for entry, as follows:</p>
<ul style="text-align: justify;">
<li><strong>Alpine:</strong> Not allowed, except along a Road or Improved Road</li>
<li><strong>Any Forest:</strong> +2</li>
<li><strong>Arid:</strong> No effect</li>
<li><strong>Badlands:</strong> Mixed or Motorized movement not allowed; Mountain units +2, all others x3</li>
<li><strong>Bocage/Hedgerow:</strong> +2</li>
<li><strong>Broken Railroad:</strong> No effect; may not be used for Rail Movement</li>
<li><strong>Contaminated Terrain:</strong> Adds 50% to the total Movement Point cost of moving into the hex. This will prevent the unit from moving more through more than one contaminated hex per Turn.</li>
<li><strong>Cropland:</strong> +1</li>
<li><strong>Dunes:</strong> Mixed or Motorized movement not allowed; Mountain units +2, all others x3</li>
<li><strong>Across Escarpment:</strong> Mountain units +1, Foot +2, all others +3</li>
<li><strong>Across Major Escarpment:</strong> Mountain units +2, all others not allowed, except along a Road or Improved Road</li>
<li><strong>Deep Water:</strong> Not allowed, except along a Road or Improved Road</li>
<li><strong>Dense Urban/Ruined Dense Urban:</strong> +1</li>
<li><strong>Enemy Adjacent:</strong> 12.5% to 25% of the original Movement Allowance. This depends on the unit’s Reconnaissance Capability. This penalty is doubled if the unit is moving from one such location to another. The cost is assessed upon leaving a hex adjacent to the enemy, not upon entering it.</li>
<li><strong>Enemy-Controlled Terrain:</strong> Up to 10% of original Movement Allowance. This depends on the unit’s Reconnaissance Capability. This cost also applies throughout the entire Turn in which a location first becomes friendly-controlled.</li>
<li><strong>Flooded Marsh:</strong> Amphibious units +2, all others not allowed.</li>
<li><strong>Frozen River, Super River, Canal, or Shallow Water:</strong> No effect. Land units may move into Frozen Shallow Water locations. Supply may be traced through Frozen Shallow Water locations as if they were Open terrain. If a unit is on a Frozen Shallow Water or a Super River location when the location thaws, the unit will automatically move to an adjacent location if possible. If there is no adjacent location to which the unit could be moved, it will instead evaporate &#8211; and all equipment assigned to the unit is lost. You need to keep an eye on your Weather Report as Spring approaches to avoid losing units deployed on Frozen Shallow Water or frozen Super River locations.</li>
<li><strong>Hills:</strong> Mountain units no effect, Mixed and Motorized movement +2, all others +1</li>
<li><strong>Impassible Mountains:</strong> Not allowed</li>
<li><strong>Jungle:</strong> +3</li>
<li><strong>Light Woods:</strong> +1</li>
<li><strong>Marsh:</strong> Mixed and Motorized movement +3, all others +2.</li>
<li><strong>Mountain:</strong> Mountain: Mountain units +1, Foot +2, all others +3</li>
<li><strong>Mud:</strong> Foot movement + 2, all others +3</li>
<li><strong>Non-Playable:</strong> Not allowed [exception: Air units]</li>
<li><strong>Railroad:</strong> No effect, unless using Rail Movement</li>
<li><strong>Rocky:</strong> Foot movement + 1, all others +2</li>
<li><strong>Sand:</strong> +1</li>
<li><strong>Snow:</strong> Motorized Movement+3, ski no effect, all others +2</li>
<li><strong>Unfrozen River or Canal:</strong> Amphibious units, no effect. All others +2</li>
<li><strong>Unfrozen Shallow Water:</strong> Not allowed</li>
<li><strong>Unfrozen Super River or Suez Canal:</strong> Amphibious units cost is 2, all others not allowed</li>
<li><strong>Urban:</strong> No effect</li>
<li><strong>Wadi:</strong> Mountain units no effect, Motorized and Mixed movement +2, all others +1</li>
</ul>
<h4 style="text-align: justify;">River Movement Costs</h4>
<p style="text-align: justify;">Rivers and Canals (as opposed to super rivers or Suez Canal) normally add 2 to the cost of entering a location. There are exceptions, as follows:</p>
<ul style="text-align: justify;">
<li>Amphibious units are exempt from River Movement costs</li>
<li>If the total minor ferry capability in the location (including that of the moving unit) is greater than 20%, the moving unit is exempt from River Movement costs.</li>
<li>If the total minor ferry capability in the location (including that of the moving unit) is greater than 10%, the River adds only one point to the Movement Cost. Total Ferry Strengths less than 10% have no effect on River Movement.</li>
</ul>
<h4 style="text-align: justify;">Naval Unit Movement Costs</h4>
<p style="text-align: justify;">Naval units, and Land units using Sea Transport, may enter any Anchorage or Deep Water location at a cost of 1. No other locations are allowed.</p>
<h4 style="text-align: justify;">Airborne Movement Costs</h4>
<p style="text-align: justify;">Units using Air Transport may enter any location at a cost of 1.</p>
<h4 style="text-align: justify;">Railroad Movement Costs</h4>
<p style="text-align: justify;">Units using Rail Transport may enter any friendly-owned connected Rail Location at a cost of 1.</p>
<h4 style="text-align: justify;">Airmobile Movement Costs</h4>
<p style="text-align: justify;">Units using Airmobile Transport may enter any location not occupied by enemy units at a cost of 1. Locations occupied by enemy units cost 3.</p>
]]></content:encoded>
			<wfw:commentRss>http://bleen.ro/2011/11/25/the-operational-art-of-war-iii-%e2%80%93-the-rules-movement/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Operational Art of War III – The Rules (What Happens During a Game Turn)</title>
		<link>http://bleen.ro/2011/11/25/the-operational-art-of-war-iii-%e2%80%93-the-rules-what-happens-during-a-game-turn/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-operational-art-of-war-iii-%25e2%2580%2593-the-rules-what-happens-during-a-game-turn</link>
		<comments>http://bleen.ro/2011/11/25/the-operational-art-of-war-iii-%e2%80%93-the-rules-what-happens-during-a-game-turn/#comments</comments>
		<pubDate>Fri, 25 Nov 2011 05:43:15 +0000</pubDate>
		<dc:creator>Bleen</dc:creator>
				<category><![CDATA[TOAW]]></category>

		<guid isPermaLink="false">http://bleen.ro/?p=12401</guid>
		<description><![CDATA[<p style="text-align: justify;">Each game is divided into a number of Turns, so things happen in a specific order during each Turn. First, the game performs automatic bookkeeping, then you and your opponent issue your orders, and the program determines the results. When both players’ orders have been resolved, the Turn ends.</p> Automatic Bookkeeping An End of Scenario check [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Each game is divided into a number of Turns, so things happen in a specific order during each Turn. First, the game performs automatic bookkeeping, then you and your opponent issue your orders, and the program determines the results. When both players’ orders have been resolved, the Turn ends.</p>
<h4 style="text-align: justify;">Automatic Bookkeeping</h4>
<ul style="text-align: justify;">
<li>An End of Scenario check is made and the calendar is adjusted.</li>
<li>Out of Theater events occur.</li>
<li>Weather is determined.</li>
<li>Theater Air Superiority and Interdiction strengths are determined.</li>
<li>Intelligence is gathered.</li>
<li>Units and Security Forces conduct local patrols.</li>
<li>Your forces are resupplied, receive replacements, and prepare for the new Turn.</li>
<li>Reinforcements appear and units are withdrawn.</li>
<li>Unit Command and Control levels are set.</li>
</ul>
<h5 style="text-align: justify;">End of Scenario Check</h5>
<p style="text-align: justify;">There are two ways for a Scenario to end automatically (at the discretion of the program):</p>
<ol style="text-align: justify;">
<li>A Scenario will end when it reaches its nominal final Turn. This nominal final Turn can change during a Scenario, so keep an eye on it to avoid surprises.</li>
<li>A Scenario will end if there are no Land units of one Force on the map.</li>
</ol>
<h5 style="text-align: justify;">Out of Theater Events</h5>
<p style="text-align: justify;">Some Scenarios are heavily influenced by Out of Theater Events. These Events may be triggered by your actions in the Theater. The most significant potential Events should be detailed in the Scenario Description. Military decisions can have political consequences; if an opportunity in the game looks too good to be true, check the Scenario Description to make sure you won’t bring the sky crashing down around your ears by taking advantage of it. The variety of potential Events is too great to be fully described here. If you are curious about the kinds of things Scenario designers might throw at you, check out the Event Editor (17.8).</p>
<h5 style="text-align: justify;">Climate and Weather</h5>
<p style="text-align: justify;">Weather is determined on a location-by-location basis, from Turn to Turn. Mountains are cooler. Locations adjacent to Shallow or Deep Water are moderate. Cold and Warm weather fronts may move across the Theater. Rain or Snow may result in some locations becoming Snowy or Muddy, with significant effects on Movement. While any location with sub-freezing temperatures is labeled as Very Cold, there are actually three different levels of sub-freezing temperatures. The average temperature of any Weather Zone is listed in the Weather Briefing. Water features (Rivers, Canals, Shallow Water, etc.) in Very Cold locations may or may not be Frozen. Rivers and Canals freeze at the Frozen 2 Level. Super Rivers and Shallow Water freeze at the Frozen 3 Level.</p>
<p style="text-align: justify;"><strong>Weather Effects on Bicycle and Ski Units</strong></p>
<p style="text-align: justify;">Bicycle and Ski unit icons are displayed only if local conditions are appropriate. Ski units are displayed as Infantry when in non-Snowy locations. Bicycle units are displayed using Infantry icons when in Very Cold locations.</p>
<p style="text-align: justify;"><strong>Weather Effects on Chemical Weapons</strong></p>
<p style="text-align: justify;">Chemicals are most lethal in Cool or Moderate temperatures, with no Rain, and with Overcast conditions. They are least effective in Hot temperatures and Heavy Rain or bright sunlight. High temperatures, wind, and sunlight degrade chemical agents. Rain washes them away and impedes distribution. Chemicals can increase Readiness losses in combat for both sides. They are most tiring (3x) at higher temperatures, and have little Readiness effect at low temperatures. (Actually, it’s not the chemicals. It’s the damned protective suits that do the damage. You have to wear one of these things to believe how uncomfortable they are.)</p>
<p style="text-align: justify;"><strong>Weather Effects on Nuclear Weapons</strong></p>
<p style="text-align: justify;">Nukes are most lethal in Hot temperatures, with no Rain, and Fair conditions. They are least effective in Cold temperatures, Heavy Rain, and Overcast conditions. This is due to a combination of exposure and atmospheric transparency.</p>
<h5 style="text-align: justify;">Air Superiority and Interdiction</h5>
<p style="text-align: justify;">All of your air units perform Missions based on their Deployment status.</p>
<ul style="text-align: justify;">
<li><strong>Air Superiority</strong> - Units assigned Air Superiority Missions attempt to destroy enemy aircraft flying Missions and to protect friendly aircraft and locations. They will engage your opponent’s Air units only if those enemy Air units attempt to fly Missions. All Missions performed by Air units are affected by the local Air Superiority Strengths of each Force.</li>
<li><strong>Local Air Superiority</strong> - Air units with Air Superiority Missions may or may not participate in any particular local Air Superiority combat. The chance that a unit will participate is based on the range to the unit’s base, its Force Electronic Support Level, and the unit’s Quality. High Quality units and those nearby are more likely to participate than lower Quality units further from the location. A Force’s Local Air Superiority Strength is the sum of Anti-Air Strengths of all participating friendly Air units with Air Superiority Missions. Even if no other Missions are flown, opposing units with Air Superiority Missions may fight at the beginning of each Turn when the game sparks a number of Air Superiority battles at random locations on the map.</li>
<li><strong>Theater Air Superiority</strong> - The program keeps track of Air Superiority units and calculates a Theater Air Superiority Level for each Force. Theater Air Superiority is a general indicator of Air Superiority in the theater. It is presented solely for your information, and isn’t used by the game.</li>
<li><strong>Interdiction</strong> - Units assigned Interdiction Missions will attempt to intercept enemy Land units when those Land units move and also impair your opponent’s ability to supply his Force. Units performing Interdiction Missions are subject to Interdiction by enemy Air units with Air Superiority missions and are protected by friendly units with Air Superiority missions. Interdiction is less effective in poor weather and on night Turns.</li>
</ul>
<h5 style="text-align: justify;">Intelligence Gathering</h5>
<p style="text-align: justify;">You will never have complete information on the location of enemy Forces during a game. The amount of information you do have is based on the type and location of your Reconnaissance assets and local environmental conditions.</p>
<p style="text-align: justify;"><strong>Levels of Information</strong></p>
<p style="text-align: justify;">Your knowledge of any particular map location may be:</p>
<ul style="text-align: justify;">
<li><strong>Unknown</strong> – You have no information regarding the presence of enemy units.</li>
<li><strong>Observed</strong> – You know whether or not enemy units are present, but their identity and strengths are not evaluated.</li>
<li><strong>Spotted</strong> – You know of any enemy units that are present, as well as their identity and strengths.</li>
</ul>
<p style="text-align: justify;"><strong>Reconnaissance Assets</strong></p>
<ul style="text-align: justify;">
<li><strong>Units</strong> – All of your units have the ability to detect, and in some cases evaluate, the strengths of enemy units in nearby locations.</li>
<li><strong>Internal Security</strong> – All of the terrain you own is considered either Observed or Spotted. Areas near dense Urban locations are more likely to be Spotted.</li>
<li><strong>Theater Reconnaissance</strong> – This represents everything from spies on the ground to Reconnaissance aircraft. The quality of Theater Reconnaissance depends heavily on environmental conditions. Theater Reconnaissance is capable of observing locations, but cannot spot them.</li>
</ul>
<p style="text-align: justify;"><strong>Intelligence Updates</strong></p>
<p style="text-align: justify;">Intelligence information is updated at the beginning of every Turn. Each of your units gathers information on nearby locations. Then your Internal Security assets gather information your rear areas and your Theater Reconnaissance assets gather information on enemy-held areas. Generally, units and Internal Security assets can only observe adjacent locations. If, however, the unit or Internal Security asset is observing from a location with a mountain peak, observation visibility can be as far as 40 kilometers. This mountain view advantage deteriorates with decreasing visibility and during night Turns. Likewise, if an adjacent location is viewed through an escarpment, the location is more likely to be spotted by units “looking down” and less likely to be spotted by units “looking up”. Theater Reconnaissance is more likely to observe locations with Roads, Anchorage locations, Airbases, or large concentrations of Motorized equipment. Airfields with Air units will almost certainly be observed. Theater Reconnaissance is less likely to observe locations with Hills, Badlands, Mountains, Dense Urban, Light Woods, Jungle, or Forest terrain, as well as locations with hazy or (especially) overcast visibility conditions. Theater Reconnaissance is also less effective during night Turns. Previously spotted locations will remain spotted as long as they remain under observation by any of your Reconnaissance assets. Previously observed locations may become spotted if they remain under observation. Locations no longer under observation become unknown. The level of Intelligence Information available for any particular location is displayed with the location description in the Information Panel.</p>
<h5 style="text-align: justify;">Local Patrols and Guerrilla Effects</h5>
<p style="text-align: justify;">When a unit occupies a location, that location becomes “owned” by the unit’s Force. Unoccupied locations tend to remain owned by the last Force to occupy them. There are, however, times when a location can change ownership without being occupied by a unit.  Guerrillas can cause a location’s ownership to change. Guerrillas operate more effectively in Hills, Badlands, Mountains, Light Woods, Jungle, and Forest locations. Guerrillas operate less effectively in Anchorage or Road locations, and will not operate in Airbase or Urban locations. Guerrillas are only present if the Scenario calls for them. Patrols also act as a “projection of force,” in that they can affect the ownership of surrounding<br />
locations:</p>
<ul style="text-align: justify;">
<li>A location adjacent to a Dense Urban location becomes owned by the Force owning that urban location.</li>
<li>A location adjacent to a unit of only one Force becomes owned by the Force controlling that unit.</li>
</ul>
<h5 style="text-align: justify;">Supply</h5>
<p style="text-align: justify;">Supply is a critical factor in The Operational Art of War: Century of Warfare. Individual units need supplies to operate effectively. As units move and fight they expend their internal supply stockpiles. In order to maintain your units’ effectiveness, the expended supplies must be replaced. Replacement supplies flow through lines of communication from the force stockpile, through Formations, to individual units. Lines of Communication A Line of Communication is a path from one location to another. Lines of Communication are blocked by enemy units, locations adjacent to enemies and not occupied by friendly units, non- Road Badlands terrain, non-Road Dunes terrain, or terrain that cannot be entered by a normal Land unit.</p>
<ul>
<li style="text-align: justify;"><strong>Unit Supply</strong>  - Each unit has its own Supply Level, which is a percentage value reflecting the unit’s own internal</li>
<li style="text-align: justify;"><span class="Apple-style-span" style="line-height: 16px;"><strong>Supply stockpile (food, bullets, gasoline, etc.).</strong> - </span>These supplies are actually in the hands of the troops, available for immediate use. A unit’s Supply Level strongly affects its Capabilities. Each unit expends Supplies as it acts to follow your orders. When necessary, units draw new Supplies from their Force Supply stockpile, through their Formation supply system. Units may begin a Scenario with a level greater than 150%, but Supply Levels may not be increased above 150% during the course of a Scenario. Any oversupplied unit (with a Supply Level greater than 100%) will lose its excess supplies if it moves. (For this purpose, participation in combat is not considered movement.) Unit readiness for Unsupplied units is limited to no more than the unit’s Supply Level or the minimum Readiness (33%), whichever is higher. Unsupplied units with very low Supply and Readiness Levels are subject to Desertion effects. Deserting troops and equipment are lost permanently and are not placed in the Replacement Pool. The number of deserters increases as Supply and Readiness levels decrease, and decreases with higher unit Proficiencies. Desertions tend to start slowly (particularly in high Proficiency units) but will accelerate over time.</li>
<li style="text-align: justify;"><span class="Apple-style-span" style="line-height: 16px;"><strong>Formation Supply Distribution Efficiency</strong> - </span>Each Formation has a Supply Distribution Efficiency, which is a percentage value reflecting the Formation’s ability to distribute supplies from the Force Stockpile to units in the Formation. This value is set for each Formation in a Scenario, and actually means different things for different types of Formations. It takes into account everything from dedicated organic transport capability to the mindset of the troops responsible for getting the goodies to the troops.</li>
<li style="text-align: justify;"><strong><span class="Apple-style-span" style="line-height: 16px;">Force Supply Stockpile  &#8211;  </span></strong>Each Force has a Supply Stockpile Level. This Level generally remains constant, but can vary in some Scenarios. It represents supplies available for distribution to units through Formation <span class="Apple-style-span" style="line-height: 16px;">Supply systems.</span></li>
</ul>
<h6 style="text-align: justify;"><strong><span class="Apple-style-span" style="line-height: 16px;">Transport Asset Sharing</span></strong></h6>
<p style="text-align: justify;"><span class="Apple-style-span" style="line-height: 16px;">Units that do not move and are not assigned a Local or Tactical Reserve status will temporarily lend a portion of their transport assets (equipment with a transport capability, such as trucks, horse teams, etc.) to their parent Formation (and possibly to others depending upon the Formation Support Level) to aid in distributing Supply to other units. Any unused Rail, Air, or Sea Transport Capacity also contributes to resupply efforts. This results in a boost to the Formation’s capacity to distribute supplies. Transport asset sharing has no negative effects. </span></p>
<h6 style="text-align: justify;"><strong>Interdiction Effects</strong></h6>
<p style="text-align: justify;">Enemy Air units flying Interdiction Missions impair Supply distribution. This is determined on a location-by-location basis (Local Interdiction), but the average value over the entire Theater (Theater Interdiction) is calculated for your planning use. The Theater Interdiction Level is not used by the game.</p>
<h6 style="text-align: justify;"><strong>HQ Bias Effects</strong></h6>
<p style="text-align: justify;">The level of resupply possible for a unit increases by 50% if a cooperative Headquarters unit is located with or adjacent to a unit. See Cooperative Units (8.6.1). If a Headquarters unit assigned to a Formation is destroyed, or if any assigned Support squads have been eliminated, the Formation’s Supply Distribution Efficiency is reduced. You should protect your Headquarters units to avoid these serious disruptions to unit resupply.</p>
<h6 style="text-align: justify;"><strong>Supply Lines</strong></h6>
<p style="text-align: justify;">As a general case, in order to receive resupply, units must be able to trace a Line of Communication back to a friendly Supply Source. If the unit cannot trace this Line, its Supply Level will drop by an amount equal to the number of half days in a Turn. Supply is first traced from friendly controlled supply points through friendly controlled, undamaged, Railroad hexes. Then, it must progress from each supplied, friendly controlled, undamaged Railroad hex to a distance equal to the Force Supply Radius (set in the Editor) through friendly controlled, improved Road, Unmuddied Road, Urban, Airfield, and Anchorage locations. All locations with an unbroken Line of Communication through these types of terrain to a friendly Supply Point are fully supplied and will provide the maximum possible amount of resupply for units. This is called the Fully Supplied Net.<br />
Supply is then traced from the Fully Supplied Net through friendly cropland and open locations. Any location with an unbroken Line of Communication through these types of terrain to a friendly Supply Point is normally supplied and will provide 75% of the maximum possible amount of resupply for units.</p>
<h6 style="text-align: justify;"><strong>Limited Supply</strong></h6>
<p style="text-align: justify;">Locations not Fully or Normally Supplied, but able to trace a Line of Communication no longer then the Force Supply Radius to any normally or fully supplied location, are considered to have Limited Supply. Units in these locations receive 50% of the maximum possible resupply.</p>
<h6 style="text-align: justify;"><strong>Minimal Supply</strong></h6>
<p style="text-align: justify;">Locations not otherwise Supplied, but able to trace a Line of Communication of any length to any friendly Supply Point. are considered to have Minimal Supply. Units in these locations receive 25% of the maximum possible resupply.</p>
<h6 style="text-align: justify;"><strong>Force Supply Radius</strong></h6>
<p style="text-align: justify;">The default Force Supply Radius is four hexes, but can vary from zero to 25, depending on Scenario design.</p>
<h6 style="text-align: justify;"><strong>Local Terrain Effects</strong></h6>
<p style="text-align: justify;">Some terrain types influence Resupply levels. Resupply levels for units in Marsh, Flooded Marsh, and Mountain terrain are reduced by 33%. Airborne Resupply If a unit cannot trace a Line of Communication back to a friendly Supply Source, it may still be able to receive resupply. The level of resupply available to any particular hex is based on the amount of Air Transport Capacity left unused at the end of the previous Turn and the total size of the units in it requiring Airborne Resupply. Local Airborne Resupply levels are reduced by 33% if visibility in the location is Hazy, or 50% if the visibility in the location is Overcast.</p>
<h6 style="text-align: justify;"><strong>Night Resupply</strong></h6>
<p style="text-align: justify;">Resupply levels are reduced by 33% during night Turns.</p>
<h6 style="text-align: justify;"><strong>Other Supply Considerations</strong></h6>
<p style="text-align: justify;">If a unit moved (from one location to another) in the previous Turn, its Resupply Level is reduced by 33%. On the first Turn of a Scenario, units do not draw resupply, but are still checked to determine whether they are Supplied or not. There is a “global handicap” or reduction of 33% for the net resupply available to units after all modifications take effect during the automatic bookkeeping phase. This can be offset, by using the High Supply option, in the Advanced Game options.</p>
<h5 style="text-align: justify;">New Supply Rules</h5>
<p style="text-align: justify;">There is now a choice to use a new hex supply-level calculation method. In the old method, there were only four supply-levels (100%, 75%, 50%, and 25%), and off-road locations were penalized regardless of how far they were from a supply point. The Old Supply method is still available, and has even been speeded up a bunch. But New Supply is speedier still. And we hope  you’ll find that it is more realistic as well.</p>
<p style="text-align: justify;">In the new method, we use a formula based on the movement points that would be expended by a virtual &#8220;Supply Unit&#8221; (which has motorized movement and a 50% unit density) to get to the location. Note that this will mean that very dense locations will likely suffer some supply reduction due to added movement costs of that density condition (stacking limits, however, will not block supply). Supply beyond major rivers will depend upon bridge status or major ferry ability. Major Escarpments now block supply. Contiguous, unbroken Rail lines that connect back to a supply source are still treated as if every hex on the line was that supply point. If the line connects to multiple supply points of variable values (see below) then the strongest one is broadcast over the line. Friendly units in flooded marsh, badlands, dunes, etc. locations that are unreachable by the virtual supply unit but that are nevertheless adjacent to a normally supplied location receive one-quarter the supply that was in that adjacent location. And there’s a lot more complexity behind the scenes (beyond those factors) to get it all to come out right.</p>
<p style="text-align: justify;">Note that Naval, Air, and Helicopter units are still supplied as they were under the Old Supply Rules.<br />
The exact formula is: 1.10 / (1.375 ^ (SupplyDistance / SupplyRadius)).</p>
<p style="text-align: justify;">Note that one consequence is that the supply rises to 110%-of-full right on the supply-point. That may seem strange at first, but it’s part of the curve fitting process. Just think of it as a bonus for being right on the supply point. Also, note that under this formula, the supply level will continue to attenuate – perhaps all the way to zero at some point. It will still be “Supplied” at that level, though – but there can now be future effects added that may further exploit this. Supply Units still have their enhanced effect: they effectively treat a location as if it were one supply radius closer to the supply point, provided that the location was within a supply radius of the supply unit.</p>
<p style="text-align: justify;">Note that at very long distances, the impact of the new method is very pronounced. For example, take the case of the supply radius being five MPs, and the supply unit being ten MPs away from the supply point and the unit being four MPs further away from the supply point (therefore four MPs from the supply unit). Because the unit is less than five MPs (the supply radius) away from the supply unit, we enhance its supply by treating it as if it were five MPs closer to the supply source (in other words, nine MPs away instead of fourteen MPs away). Also, note that all supply units now remain functional, even if they are within a supply radius of another supply unit (but there still is no combined effect – yet).</p>
<p style="text-align: justify;">Variable Supply Points: Under these New Supply Rules, designers can also set supply levels for supply points (either initially or through events) to values between 1-250%-of-full. Default is 100%, of course. This is somewhat similar to the previous “kluge” of putting a supply point in a distance hex – but without the impact to ranges of the distance hex. When there are multiple points of different values, locations trace back to the point that will give each location the best supply value – even if further away.</p>
<p style="text-align: justify;">Note that the new Event Effect is a modification to the “Place/Remove Supply Point” effect. Instead of a value of “Place Supply Point” or “Remove Supply Point”, the event now expects a numerical value for the supply level of the point. A value of 0 removes the point. Similarly, “Place Supply” in the Editor is the same in that it will ask for a supply value and a value of 0 removes the point.</p>
<h5 style="text-align: justify;">Replacements</h5>
<p style="text-align: justify;">Equipment losses are a fact of life on the battlefield. If these losses are not replaced, your units will become less useful over time. Your units are eligible to automatically receive Replacements from your Force Equipment Stockpiles if they are understrength, in Supply, and not Embarked on Ships or Trains. In most Scenarios, your Force Replacement Stockpiles will be replenished on a regular basis. In some Scenarios, units may have different priorities for receiving Replacements. This will usually be mentioned in the Scenario Briefing. If your Force is at full strength, Replacements will automatically appear in the form of reconstituted, previously-destroyed units built up from replacement equipment. Reconstituted units will appear “Untried” in an Urban location distant from enemy units.  When units are Reconstituted, there is a one to four week delay in their appearance. Reconstituted Air units appear at Airfields. Other Reconstituted units will appear at a Scenario-specific point (which should be mentioned in the Scenario Briefing) or near friendly Supply sources in Urban or Road locations. If no friendly Supply sources are located in Urban or Road locations, or if the Scenario-specific Reentry Point is not friendly-controlled, Land units will not be Reconstituted. Special Forces, Coastal Artillery, and Fixed Artillery units are never Reconstituted. Reconstituted Airborne and Glider units will keep their special icons, but are no longer eligible for Airborne Movement. Reconstituted units are listed as such in the Expected Reinforcements<br />
Briefing.</p>
<h5 style="text-align: justify;">Readiness Recovery</h5>
<p style="text-align: justify;">Your units’ Readiness declines during movement and combat. Unit readiness recovers at the beginning of every Turn except the first. The amount recovered is<br />
based on the Scenario’s time and distance scales, but will generally be approximately the amount needed to fully recover from a maximum movement. Units recover Readiness more slowly if they have moved in the previous Turn, occupy a contaminated location, or if they are Unsupplied. Due to the highly technical nature of Air and Helicopter units, these units’ Readiness Recovery is also strongly affected by unit Proficiency. Low Proficiency Air and Helicopter units will recover Readiness very slowly.</p>
<h5 style="text-align: justify;">Reinforcements and Withdrawals</h5>
<p style="text-align: justify;">From time to time, new units may appear on the map as Reinforcements. They generally appear at a specific time and place, but there are differences in the restrictions between different types of units and different locations. Reinforcements may appear either on a specific Turn, or, if the Scenario calls for it, as the result of some Event. You can check your Expected Reinforcements Report for predictions of when a given unit will arrive, but units may arrive either sooner or later than the predicted Turn. Reinforcements always enter at or near the location listed in the Report if that location is available. Generally, a location is available if the unit could move into it normally. In some cases there are additional restrictions. You can check the Recent Reinforcements window (available from the View menu) for information on Reinforcements received this Turn.</p>
<p style="text-align: justify;"><strong>Land Units</strong></p>
<p style="text-align: justify;">Most Land units will always appear at the location given in the Formation Report, if that location is available. A location is only considered to be available if it is either friendly-controlled or located on a map edge. If for some reason the location is not available, units scheduled to appear on a map edge will instead appear at some other available location along the same map edge, within two hexes. Units scheduled to appear away from a map edge will only enter when the location becomes friendly-controlled.</p>
<p style="text-align: justify;"><strong>Guerrilla Unit Reinforcements</strong></p>
<p style="text-align: justify;">Guerrilla units scheduled to appear as Reinforcements may appear at any playable location within three hexes of their scheduled Reinforcement location, if that location is enemy-occupied. Unlike other units, Guerrilla units may appear in enemy-owned locations, converting the location to friendly ownership upon entry.</p>
<p style="text-align: justify;"><strong>Naval Unit Reinforcements</strong></p>
<p style="text-align: justify;">Naval units will appear in the nearest available Deep Water map edge location.</p>
<p style="text-align: justify;"><strong>Air Unit Reinforcements</strong></p>
<p style="text-align: justify;">Air units will appear at the nearest available Airbase appropriate to the units’ equipment. Naval Air units appear on available Aircraft Carriers or Airbases. Other (non-Naval) Air units appear on Airbases.</p>
<p style="text-align: justify;"><strong>Withdrawals</strong></p>
<p style="text-align: justify;">In some Scenarios, some units may be scheduled to withdraw. The game will automatically withdraw the unit in the most appropriate manner. Be sure to check your Reinforcement Report for withdrawals when playing a Scenario, since it can be a rude surprise if your entire plan depends upon a unit that is scheduled to be withdrawn. If a unit is withdrawn, it will be listed in the Recent Reinforcements window on the Turn of withdrawal.</p>
<h5 style="text-align: justify;">Command and Control</h5>
<p style="text-align: justify;">You can usually, but not always, issue Movement or Attack orders to any unit on the map of the Force you control. The exceptions are:</p>
<ul style="text-align: justify;">
<li><strong>Unit Reorganization</strong> - Units failing multiple Quality Checks during combat, usually as the result of significant combat losses, can become so disorganized that they will no longer respond to your orders. When this happens, the unit is said to be “Reorganizing”. At the beginning of each Turn, all Reorganizing units are checked to see if they have finished their reorganization. Units must pass a modified Quality Check in order to complete Reorganization. This is more likely if they are Supplied, have not moved in the previous Turn, and are located with or adjacent to a cooperative Headquarters unit. A Reorganizing unit (or any other unit that is not allowed to move during the current Turn; e.g., Reserves) has an orange “bar” printed behind its combat (Attack &#8211; Defense) or Movement numbers on its 2D icon.</li>
<li><strong>Formation Attack Restrictions</strong> - Units of Formations failing a Formation Quality Check at the beginning of a Turn are considered to be Reorganizing and will only be available for non-combat orders. They will accept all other orders, and they will Defend normally, but are not available for launching Attacks or Bombardments. Formation Quality is the average of the Formation’s Proficiency and average assigned unit Quality. Formation Quality is reduced if many units are divided. The Formation passes the Quality Check if this value is greater than a random number from 1 to 100, or if the number of units that experienced severe combat results in the previous Turn is smaller than a random number from 1 to the number of units in the Formation. This means that Formations are subject to Reorganization on Turns following heavy combat. Formation Proficiency is reduced by 50% if any assigned Headquarters unit is eliminated, or if all assigned Command Groups in the Headquarters have been eliminated. You should attempt to protect your Headquarters units to avoid this drop in Proficiency.</li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://bleen.ro/2011/11/25/the-operational-art-of-war-iii-%e2%80%93-the-rules-what-happens-during-a-game-turn/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

