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xp2 Drive Over the Dnepr (H2H)
11-28-2008, 05:58 AM, (This post was last modified: 02-08-2011, 05:27 AM by Mr Grumpy.)
#1
xp2 Drive Over the Dnepr (H2H)
xp2 Drive Over the Dnepr (H2H)
165km SW of Smolensk: On July 9th, 1941, units of Panzergruppe 2 are poised to cross the Dnepr River near Mogilev. Intel reports that the Soviets are building a new defensive line along the river. An earlier attempt to take Mogilev on the march failed. The 10th Motorized and 10th Panzer divisions have been ordered to cross the Dnepr by the 10th of July and advance toward Gorki. Elements of the SS Reich Motorized Division will be arriving soon to help. Should Mogilev be bypassed?
*Edited by Foul. for PBEM balance,most Russian units start the game fixed,please read the word doc as the optional rules listed in the this doc (in zip file) must be used for best results*

Designed by Foul., medium scenario 23 turns

Designer notes
Version 4.0
This is a modified H2H version of the Mogilev scenario from the Michael Avanzini/Rick Bancroft xp2 scenario pack, which at the time of writing had a Blitz score of 1 German win against 11 Russian win’s.

Units
The German bridging engineers have had their numbers increased to prevent them being destroyed by Russian arty (a problem in the test games).
No other German units have been altered, but all the Russian (except Recon) units are fixed until 18.00 or they are released by being spotted, the quality of the Russian units is a mixture of C & D quality (modified OOB), we tried 100% D in testing, but the defence became too brittle to cope with the A quality German forces.

Map
The map has not been altered, but a 250 VP hex has been placed on the bridge carrying the Smolensk/Moscow road, a 100 VP hex has been added to Mogilev city and the two 25 VP hex’s are now both 200 VP.
Also several riverside bunkers north and south of Mogilev have been downgraded to trenches.

Strategy
The German player must decided where he will cross, there is less marsh/swamp to the north of Mogliev, but that is were the Russian reinforcements arrive or the area to the south which the Russians will find difficult to reinforce, but the terrain is much more difficult for mobile troops or the direct assault on Mogilev and it’s vital bridges?
It was found during testing that to split the two German Div’s was not the best strategy, so once you have picked your crossing point, throw all available strength at that point of the line.
Note that the motorcycle troops do not have to go “on foot” to move through swamp/marsh hex’s (especially in T mode) and this makes them the most versatile troops on either side.

The Russian player can only guess at where the Germans will cross, with most units fixed at the start (representing poor command control) you will have to wait for the scenario to develop, remember to use the rail capacity if you wish to move units south east. Reinforcements will arrive from the north and east map edges to bolster the defences, watch out for those m/c troops in T mode moving through marsh hex’s!

Rules
Dust spotting has been reduced to 20% (modified PDT) as German losses to this in test games were unacceptable.
The Smolensk title has no optional rules by default, but for this scenario the following should be used….
Artillery Set Up, Recon Spotting, Optional Surrender, Quality Fatigue Modifier, Night Fatigue and Programmed Weather.

Conclusion
I hope this scenario provides a much-improved and fun scenario for H2H PBEM games, I would like to thank Bill Conn & RickyB for their help testing this scenario.

Click this link to be taken to the Approved list to download the scenario files Approved Scenario Page

Any comments/feedback on this scenario can be posted on this thread.
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